The Ultimate Move Deck Guide

Introduction

Ever since Marvel Snap was released, one of the mechanics which has always stood out to me was moving the cards around the board. And, since then, the archetype I played the most was the "Move" archetype.
This game style is incredibly satisfying, and very strong, which is why I decided to bring you a guide on my version of the "Move" list.
We'll go through card by card and understand how the several combos in my list work. I'll also give you some tips, so you can organize your thoughts when it's time to adapt to adversities during your matches.
Move: Confusing Your Opponent
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The "Move" archetype is a deck style which allows you to easily break enemy strategies without necessarily destroying their cards. Moving your enemy's cards creates the "illusion" that they didn't lose value on board, as their cards continue to be there. That causes your opponent to take longer to understand they already lost the match, which in turn opens up many windows for you to "Snap" and win more cubes.

No matter how good your deck is in Marvel Snap, you still need to know exactly when to "Snap", and the move archetype is one of the lists that most gives you openings to "fool" your opponent.
Deck code:
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Main Strategy

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This list's main strategy involves you Moving your enemy's cards to a location you don't want to dominate, while you move your own cards to a location you want to dominate.
As each match is very different from another due to location RNG, you won't play this way all the time. But the most common strategy is to move your opponent's card to the rightmost location, and move your own cards to the middle location and the leftmost location. As a result, it is usually a good idea to always begin playing your lower-cost cards on the rightmost location.
The reason why the rightmost location is the one you'll move your opponent's cards to is that your deck's main finisher, Heimdall, moves all your cards to the left. Additionally, on the first few turns, you can abuse Iron Fist's effect, which also moves a unit to the left.
This way, it is common to have a significant number of cards on the left and in the middle, and, as a result, moving your opponent's units to the right makes it easier for you to win the other locations.

The most important card early on is Polaris, as it will help you move your opponent's cards to the locations you don't want to dominate. In most games, that place will be the rightmost location, as we have discussed.
However, as we won't be able to put this strategy in practice every time, always try to begin playing your cards in places you don't really want to dominate, to create the illusion you'll be contesting that location. At one point, you'll play cards such as Doctor Strange and Heimdall, and all your cards will go to other locations, leaving your opponent to contest the rightmost place alone.

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Another strong card is Aero, which, even after nerfs, is still one of the main tools you'll use to break your opponent's strategies. With it, you'll be able to completely decimate Galactus and Alioth's strategies without much effort.
To make the deck's combos and its cards' roles easier to understand, we'll discuss each one of them and how they interact with your deck's strategy.
Deck Cards

Ideally, you'll move this card more than once during the game, but have in mind that usually that won't be possible. Even then, it is still perfect to play on turns you have mana left, to get a bit more power in the locations you want to.

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A very important tip is to try and use Kraven as a guide to where you'll move your units. That means it should always be in the location your cards are moving to. If you want to move a card to the right, it should be on the right. If you wish to move a card to the left, it should be on the left.
It also gains power when it moves with another card, so in some matches it is quite important to position it close to units which increase power by moving.

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Another common situation includes when your opponent moves their units with you as you have a Kraven on board, increasing its score even more.
Four points for two mana is a lot. In some games, you won't have a very good opening, and your cheapest card will be Cloak. You can easily play this card with no issue without abusing its effect, as it alone is already quite strong.

Notice that many cards in this list have 2 power if you only have these units on board, and Doctor Strange will move all of them, even if it is bigger.
Doctor Strange is a very important card in your list, as it is one of the few cards that can move your units to the right. So keep an eye on it, as in some matches it will be the key piece to your victory.
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Try to always play it on curve, or as soon as possible, so you can take advantage of your deck's synergies more efficiently. Please keep in mind that Vulture, in most matches, will be your highest power card until turn 6, so try to protect it as much as you can.

It has quite decent stats, and, as a result, even without moving anything, it is still a card that can take care of a location well, as it declares 5 points of power for just 3 mana.
Try to close out enemy locations by moving smaller cards to locations with 3 units and Polaris on the last few turns. It is always a good idea to gauge your enemies' power, so you have an idea how much power you need to win a location, and Polaris is one of the best units to do that.

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Read your opponent's plays, and try to predict what they'll do next - if they're going to play a Galactus or a Professor X, and move those cards to locations in which they won't be able to take advantage of their effects. Sometimes, it is very worth it to play Aeros on turn 6, as you can combo it with Miles Morales to try and finish games.

Cards always move in an order from a location to another. The card at the top-left spot, in a location, will always be the first to move, just like the card at the bottom-right spot will always be the last. Pay attention to how you move your units, because it matters in most games.
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It is possible Magneto is the unit responsible for giving you the victory in most matches, so really understand how to use it, as each game will require a different use.
The secret to this list at the end of the day is knowing when to adapt your strategy, so you can fully extract Magneto's value. It might be that in a certain match you'll benefit from moving enemy units to where your Kraven is, for instance. There are some locations which destroy units, and you can also move your enemy's cards there. There are infinite ways to play with Magneto.
Bad Matchups

As your list benefits from increasing your units' power by moving them, any deck that brings the Shadow King easily breaks your strategy. You need time to make your units grow, and when you finally do, your opponent only resets their power, and with one unit.


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Another weakness with this list is that you need, at all times, to be careful with the order you move your units from one place to another. If your opponent disrupts you by playing a Green Goblin and a Hobgoblin, you, besides losing your order on board, will many times lose the location in which your opponent played these units.

Good Matchups


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If you move even a 1 or 2 cost unit, that will already break your enemy's deck severely. Keep an eye out to move Professor X at the right time as well, as it is one of the cards that can protect this deck's units from being moved.
Final Words

If you read this far, now you know everything about the Move archetype.
Don't forget to comment and share this article on social media. See you next time!
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