5 best Marvel Snap Zero decks
Marvel Snap Zero decks focus on using Zero's On Reveal ability, which removes the abilities from the next card played. This ability provides various tactical opportunities, especially when used with high-power cards with negative effects. In this article, we will be discussing five of the best Marvel Snap Zero decks, the gameplay style these decks follow, and how to use Zero’s abilities to your advantage.
Note: This list is based on the author's opinion and is in no particular order.
List of the five of the best Marvel Snap Zero decks
1) High-power control
- Zero (Cost 1/Power 3)
- Ebony Maw (Cost 1/Power 7)
- Armor (Cost 2/Power 3)
- Lizard (Cost 2/Power 5)
- Maximus (Cost 2/Power 6)
- Venom (Cost 3/Power 3)
- Typhoid Mary (Cost 4/Power 10)
- Red Skull (Cost 5/Power 14)
- She-Hulk (Cost 6/Power 10)
- Taskmaster (Cost 6/Power 0)
- Destroyer (Cost 6/Power 14)
- The Infinaut (Cost 6/Power 20)
After using Zero, play Typhoid Mary or Red Skull and their negative effects won't occur. Venom can then take the power from these cards and thus has good late-game power. Zero allows for powerful plays to be made without any risk, allowing players to overpower lanes with high-power cards that would otherwise be weak without removing the negative effects.
2) Ongoing debuff
- Zero (Cost 1/Power 3)
- Ebony Maw (Cost 1/Power 7)
- Lizard (Cost 2/Power 5)
- Sauron (Cost 3/Power 4)
- Shuri (Cost 4/Power 1)
- Typhoid Mary (Cost 4/Power 10)
- Attuma (Cost 4/Power 10)
- Darkhawk (Cost 5/Power 3)
- Red Skull (Cost 5/Power 15)
- Aero (Cost 5/Power 7)
- She-Hulk (Cost 6/Power 10)
- The Infinaut (Cost 6/Power 20)
Sauron cancels all negative Ongoing abilities from cards such as Typhoid Mary or Red Skull before they are played. After that follow up with Zero to make sure that the next high-power card is played with no negative consequences. This deck is all about timing and synergy. When used together with Sauron’s ability, Zero can be used to create a strong board presence.
Also Read: 5 best Marvel Snap Typhoid Mary decks
3) Destroyer control
- Zero (Cost 1/Power 3)
- Armor (Cost 2/Power 3)
- Lizard (Cost 2/Power 5)
- Maximus (Cost 2/Power 6)
- Juggernaut (Cost 3/Power 3)
- Cosmo (Cost 3/Power 3)
- Warpath (Cost 4/Power 5)
- Typhoid Mary (Cost 4/Power 10)
- Red Skull (Cost 5/Power 14)
- Taskmaster (Cost 6/Power 0)
- Destroyer (Cost 6/Power 16)
- The Infinaut (Cost 6/Power 20)
Play Destroyer during the late game because it destroys all other cards, and use Armor to shield other cards from destruction. Use Zero before Destroyer, so that his ability will not eliminate the rest of your cards. Players need to focus on dominating only two lanes by using Warpath and Lizard.
4) High-risk High-reward
- Zero (Cost 1/Power 3)
- Spider-Ham (Cost 1/Power 1)
- Armor (Cost 2/Power 3)
- Lizard (Cost 2/Power 5)
- Cosmo (Cost 3/Power 3)
- Wave (Cost 3/Power 5)
- Attuma (Cost 4/Power 10)
- Shuri (Cost 4/Power 1)
- Doctor Doom (Cost 6/Power 5)
- Red Skull (Cost 5/Power 14)
- Taskmaster (Cost 6/Power 0)
- Odin (Cost 6/Power 8)
Doctor Doom and Odin should be used for high power across the board by flooding locations with doombots. Attuma's ability should be used without risking destruction by playing him after Zero. Players can remove all the effects of a single card in their opponent's hand with Spider-Ham.
5) Zoo Swarm
- Zero (Cost 1/Power 3)
- Ant-Man (Cost 1/Power 1)
- Squirrel Girl (Cost 1/Power 2)
- Iceman (Cost 1/Power 2)
- Rocket Raccoon (Cost 1/Power 2)
- Armor (Cost 2/Power 3)
- Iron Patriot(Cost 3/Power 1)
- Ka-Zar (Cost 4/Power 4)
- Sentry (Cost 4/Power 8)
- Blue Marvel (Cost 5/Power 3)
- Red Skull (Cost 5/Power 14)
- Ultron (Cost 6/Power 8)
Start your board with 1-cost cards such as Ant-Man and Squirrel Girl. Play Ka-Zar to boost 1-cost cards before playing Zero and then play a high-power card like Red Skull or Sentry. The idea is to flood cards across all the lanes and buff them at the end game. With Zero, you can gain the upper hand in battle by playing strong cards with the drawbacks of the card not affecting the game.
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