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Best Marvel Snap Decks & Cards for Machineworld

Here are the best decks to use for Machineworld in Marvel Snap.

Marvel Snap featuring Carnage and Miles Morales Image Source: Second Dinner

Machineworld is a new location that’s just been introduced in Marvel Snap. As this week’s Featured Location, it’ll have a 40% chance of showing up in your matches over the next 48 hours, so it may be worth trying to build a deck that can take advantage of it. With that in mind, here are the best Marvel Snap decks you can build for Machineworld.

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Best Machineworld Decks for Marvel Snap

There are a few decks that come to mind with this location, as listed below:

  • Junk/Disrupt
  • Discard
  • Ongoing Spectrum
  • Hand Size

These decks will all benefit from playing your cards into Machineworld, with the potential of disrupting your opponent’s strategy at the same time. We’ll go over these in a bit more detail here.

Junk/Disrupt

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  • The Hood
  • Black Widow
  • Hazmat
  • Carnage
  • Colossus
  • Viper
  • Green Goblin
  • Debrii
  • Rock Slide
  • Hobgoblin
  • Blue Marvel
  • Leader

This is a very Pool 3-intensive deck, but it offers a good amount of disruption. Viper usually pairs well with The Hood, as she can move him over to the opponent’s side to the board, but even without him, she’s a good fit for Machineworld as well.

There aren’t a ton of strategies in Marvel Snap that involve pushing your own cards to the opponent’s side, so giving Viper to your opponent will increase their hand size while also serving as a dead draw for them. Similarly, Hazmat and Black Widow are such low power cards that it wouldn’t entirely hurt letting your opponent have them, though you do need to be wary of them playing the Widow’s Bite into Machineworld to prevent your next draw.

That said, that’s what Carnage is there for: to eat up any unwanted cards, including the Widow’s Bite.

Discard

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  • Blade
  • Morbius
  • Swarm
  • Colleen Wing
  • Gambit
  • Lockjaw
  • Moon Knight
  • Lady Sif
  • Dracula
  • Hell Cow
  • Hela
  • Apocalypse

Pretty much any of your discard engines will work well with Machineworld in Marvel Snap. Unless your opponent is playing a discard deck as well, they’re not gonna wanna play any of the discard cards you send their way.

This allows you to build power in that location, while also discarding your key targets like Apocalypse and Swarm, and sending useless cards to your opponent’s hand. While I personally favor the Lockjaw discard deck, even the Pool 1 and 2 discard archetypes will work here too.

Ongoing Spectrum

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  • Ant-Man
  • Ebony Maw
  • Quinjet
  • Armor
  • Mojo
  • Cosmo
  • Mister Fantastic
  • Warpath
  • Iron Man
  • Kazar
  • Blue Marvel
  • Spectrum

This deck is hinged around Quinjet and relying on your opponent sending you cards through Machineworld. Quinjet will decrease the cost of those cards by one, while allowing you to build your little Ongoing army on the side, with Spectrum as a good finisher.

If the cards you get from your opponent fit into your strategy, then great, you can play them for cheap. If not, just ignore them and focus on your game plan. For Pool 1 and Pool 2 folks, The Collector and Devil Dinosaur can also fit into this deck; just replace Quinjet and Mojo.

Hand Size

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  • Agent 13
  • Sunspot
  • Cable
  • Sentinel
  • The Collector
  • Maximus
  • Mystique
  • Sandman
  • Devil Dinosaur
  • Ronan
  • Taskmaster
  • Leader

This hand size deck completely leans into the location effect of Machineworld. You want this location to pop up, and you want to take full advantage of it. Sandman is the key card here, as he’ll limit both players to only palying one card per turn, and you can take advantage of this with Sunspot, who soaks up all unspent Energy and converts it into Power.

Both Devil Dinosaur and Ronan will benefit as well; Devil Dino’s Power grows as your hand size increases, while Ronan gets stronger based on your opponent’s hand size. Sandman lets you enable both of these cards. Finally, Mystique can be used to copy the effects of either Devil Dino or Ronan, or you can use Taskmaster as a final turn play to copy their power.

Leader is mostly just there as a failsafe, but as always, play him with caution. Only play him when you have the lead, and never when your opponent is playing a destroy deck.

That does it for our picks for the best Marvel Snap decks and cards for Machineworld. Be sure to search for Twinfinite for more tips and information on the game.

About the author

Zhiqing Wan

Zhiqing is the Reviews Editor for Twinfinite, and a History graduate from Singapore. She's been in the games media industry for nine years, trawling through showfloors, conferences, and spending a ridiculous amount of time making in-depth spreadsheets for min-max-y RPGs. When she's not singing the praises of Amazon's Kindle as the greatest technological invention of the past two decades, you can probably find her in a FromSoft rabbit hole.

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