" Miles, being Spider-Man is a sacrifice. That's the job." - Miguel O'Hara
Spider-Man 2099 doesn't sacrifice anything in Marvel Snap...except deck-space. He's a 4-cost card with a high upside; destroy an enemy card at the location he moves to. While the ability to finally have the chance to remove Dracula from the battlefield is tempting, the overall concensus about Spider-Man 2099 is just...meh. He fits extremely well within his archetype. However, outside of that, he begins to feel like he's falling short. As a card that's required to have Iron FIst, Ghost-Spider, Cloak or Heimdall paired into it, for a random upside, he bares to play importance outside of his archetype. For example:
Out of all the recommended decks below:
- Five out of Five use Spider-Man 2099, Iron FIst & Ghost-Spider
- Four out of Five use Cloak & Vulture
- Three out of five use Kraven & Dagger
In my opinion, based on win rates, use rates, and popularities, I think Spider-Man 2099 is a great card...for move. However, if you're going to bring that package into a deck, be prepared for half of your deck to move-enablers and move-rampers too.
As new cards and new decks come out on Day One, I compile a few select decks from the Snap.fan community that I think are worth showcasing and are worthy of much more playing and/or testing for Day Two. If you'd like your deck showcased, just build one here in the Snap.fan Deck Builder! After 24 hours, I go through play rates, win rates, cube rates, successful synergies, unique synergies, online content and more and pick out five decks that I think are worth talking more about here in our Deck Showcase.
With that said, here are five decks I think are worth highlighting after 24-hours of Spider-Man 2099:
Spider 2099 - TLSG
The spice in this deck revolves around how Beast and the other 1 & 2-cost cards benefit. Rallying up the power by ramping Human Torch & Dagger by reactivating Iron Fist and Cloak twice allows the deck to keep up using the activators to double work as rampers & demolishers in the same game so that Spider-Man 2099 can do what he does best...destroy things.
Stop & Move 2.0 - MOLT
This deck just keeps getting better and better. Be removing Shang-Chi and placing in Spider-Man 2099, the move synergies of cards like Heimdall & Doctor Strange can truly shine. Cosmo is a consistently solid defensive move to help prevent those pesky Galactus's from proccing and is an under-representing tech piece in today's meta. This deck is both competitive and fun!
Seek & Destroy - Drewberry
The only "non-move" deck here! It's a destroy package coupled with Iron Fist, Cloak & Ghost Spider. Spider-Man 2099 already has great base stats; so when simultaneously amping up your Knull, it's a double win. Moving the other pieces around like Venom and the Carnage can bring a level of unpredictability to your side of the battlefield that is typically forecastable in other standard Destroy decks.
2099 Doom Wave - DDDrewsky
Doom Wave is at it again. It's a simple two card package, Doctor Doom + Wave, but the control aspect of it coupled with combos like Spider-Man 2099 on turn 4, followed by gho-Spider & Wave on turn 5, make this a diffcult to pilot around dynamic duo of combos. I love the fear that this deck can bring in Conquest in particular.
Zabu Moves - JeffHoogland
Alright, I know what you're thinking. Who's that blue thing and lizard thing in line 2? That's right. Rescue and Stegron make appearances in a Zabu-heavy deck. If you get Zabu down, you may as well Snap. So many offensive AND defensive two-card combos can come on turns 4, 5 & 6 that this deck simultaneously ramps and disrupts. Great combination here to take onto the Ladder!