Changed suggested cards for those that don't have the full decklist. These are the cards that I would change for another. (Still waiting on cards not yet in the game. Ghost Spider will more than likely replace Night Crawler, Silk and Surtur are still up in the air, Annihilus seems to be too random, but could be fun.)
The first three cards in the suggestions are the main ones I would switch out for whatever you don't have in the deck, Magneto and Aero have won me many games, while Polaris has helped make my opponents experience just enough disruption to cause them to retreat early. I would swap out Night Crawler, Beast and America Chavez for Polaris, Aero and Magneto.
The last two cards in the suggestions, Multiple Man and Hulk Buster, are for the early pool 2 move deck. Not the best cards for this archetype (because Multiple Man, especially, will crowd up the locations), but they're good enough depending on which locations and where in the pool you are at. Imo, they're the best filter cards for an early pool 2 move deck.
Hey there, I'm a fairly new player and go by 4d6 on Marvel Snap (snap.fan doesn't allow less than 4 characters as a username and Miles Morales is the first card I wanted to build a deck around). I started when there was maybe 2 weeks left in the Symbiote Invasion Season and I didn't play the closed beta.
This is my dream deck (with variants), and I'm one cards away from completing it. (I'm just missing Dagger, but she's in my token shop so any day now soon™) That being said, I'm updating this decklist with what I feel has been working for me so far, as well as cards I think will benefit this deck once they come out(but feel free to comment on any suggestions on how to improve the deck).
I don't think I can make a variant of this deck with only pool 1 and below cards, it's probably better to play a Kazoo or pool 1 Odin deck until you get the pool 2 cards you need to make this deck somewhat viable, but if you have suggestions, feel free to post them.
This deck should be focusing on the middle and right locations mostly, as you'll usually finish off with Heimdall, and move everything one location to the left, usually granting you the win.
The deck revolves around 4 essentials: Human Torch, Dagger, Kraven, and Vulture. Depending on your opening hand, that's what you're going to be playing around. Use Iron Fist, Cloak, and Doctor Strange to move them around and buff them up. Miles Morales for an easy 1 cost 5 power to place anywhere, because as you're moving everyone around it'll be simple to do so. Heimdall as a finisher to buff your cards even more (when applicable), and America Chavez for more consistent draw of what you need and a guaranteed beat stick at turn 6 when you haven't drawn Heimdall or he isn't applicable. Nightcrawler is there to buff Kraven, and to get into the occasional Storm flood location plus any locations you can't play 1 cost or any cards there. (Plus his baby variant is adorable af.) Use Beast to bring back cards to your hand and place them where you see fit.
Make sure you're not playing all your essentials in the same location. Shang Chi will destroy you.
Bast: Buff Human Torch, Dagger and Kraven before they go out on the field.
Armor: Keeps your Human Torch safe.
Falcon: Similar to Beast, without the cost decrease but hits all 1 cost cards regardless of locations (Human Torch, Iron Fist, Night Crawler).
Forge: Adds +2 to your essential cards. Use mostly on Human Torch since it's a free double power before he gets on the board.
Okoye: Adds +2 to every card still in your deck, can help a lot if drawn early and haven't drawn an essential yet.
Psylocke: Use turn 4 for an early Heimdall, especially useful for the Mindscape location.
Juggernaut: Disruptor, chance to buff your Kraven.
Killmonger: Use while Human Torch isn't on the board. Destroys Kazoo decks.
Storm: Deck can easily get into flooded location, opponent probably won't be able to do the same, especially useful for the Mindscape location.
Wave: Early Heimdall or Magneto if in deck.
Absorbing Man: Not ideal because of the high cost, but can help move your essentials to boost them.
Magik: An extra turn to do your thing? Hell yeah! Especially useful for the Mindscape location.
Sera: Most cards are already cheap, this makes them cheaper if you're not planning on America Chavez, Heimdall or Magneto.
It should be fairly easy to know when those cards might appear depending on what cards they have already played, however. If you see a destroy deck (Nova first turn?), expect a Killmonger. Control deck? (Ice Man, Daredevil, Etc.) expect Shang Chi or Professor X. Of course there are outliers to this, but you'll get a feel for the patterns people tend to play once you play enough. All you have to do is work around it.
Other cards include Elektra and Kingpin. But like I said, you just need to work around them (although Killmonger will destroy your Human Torch almost always, no matter what, and some will wait till turn 6 to drop it).
Check the Locations tab :]
P.S. I wish that suggested cards become easily available to the location recommended cards.
The Move archetype isn't the best archetype to get to infinite. However, I find this archetype to be fun which is what I look for in a game. There are cards and locations that will release eventually that might help improve this deck, but given the meta right now (last few days of the Silver Surfer battle pass), there are better decks, IF you have the cards, to get to infinite rank. That being said, I think that the cards in this deck list are the best cards right now, if you're looking for a solid move deck.