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  • Card Preview - Dormammu

Card Preview - Dormammu

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Cards/Decks
JFsnap
Jun 24, 25

Dormammu, I’ve come to bargain.

If you're anything like me and have a mix of comic book and movie knowledge about Marvel, then you’ve likely seen Dormammu before, specifically in the scene where Doctor Strange traps him. Well, it looks like Dormammu might soon trap us all, as he is the next card from Series 5 to be introduced in Marvel Snap.


Dormammu, What Do You Do?

Dormammu
Game Start: Begin a Summoning Ritual. (Add step 1 to hand.)

He might come across as a bit boring for a card that you just want to play out. But his main function is to initiate a ritual at the start of the game, and he also costs a hefty 7 energy, so playing him out is not exactly easy. Instead, you want to summon him.

So, what do we mean by "summon"? The ritual begins at the start of the game. If the player completes all three steps of the ritual, Dormammu will be summoned to the final location of the third step. That’s pretty cool! But how do we go about completing the ritual?

Rituals

Each ritual has a cost and a condition to be met. If both are met, then you will move on to the next ritual. However, they are not exactly just drop and play. Let’s take a look at each one.

Summoning Ritual Step One

Summoning Ritual 1
On Reveal: Merge your highest-Power destroyed card into Dormammu to continue. (step 1/3)

This is pretty simple, however, probably the more complicated step since you need to have something destroyed first. But, as long as you meet that condition, this should be easy.

Step Two

Summoning Ritual 2
On Reveal: Dormammu steals 1 Power from EACH card here to continue. (step 2/3)

Also, pretty simple. This works similarly to Laufey and gives Dormammu some extra power. Seems easy enough I’d say.

Step Three

Summoning Ritual 3
On Reveal: Destroy 2 of your characters here to summon Dormammu. (step 3/3)

Ah, yes. This is where the actual sacrifice comes in. I have to destroy two characters to summon Dormammu. Well, that is easily accomplished and could even be worth it if we synergize. After ritual one and two, Dormammu is probably pretty beefy, making it worthwhile if you have some good throwaway characters to destroy.


Dormammu, Why Are You So Hyped?

Dormammu is a new destroy card, essentially. He allows Destroy to have some spell cards that can be played to fill out the curve a little and allow for some extra destroy effects. Dormammu may find a place somewhere else, but at this moment, I’d stick with destroying and see where that goes. Also, I’d pretty much consider him a 4 cost card, and for his potential power output, that's a good deal. Particularly when combined with synergistic cards that don’t have a big drawback, he seems like a fantastic card.


Dormammu, Who Do You Synergize With?

Let me quickly list the destroy cards for you.

Arnim Zola
On Reveal: Destroy one of your other cards here to copy it at the other locations.
Attuma
End of Turn: Destroy one of your cards here with less Power.
Bucky Barnes
When Destroyed: Replace this with the Winter Soldier.
Cannonball
On Reveal: Move the highest-Power enemy card here away. If you can't, destroy it with a Rock.
Carnage
On Reveal: Destroy your other cards here. +2 Power for each destroyed.
Deathlok
On Reveal: Destroy your other cards here.
Destroyer
On Reveal: Destroy your cards at other locations.
Elektra
On Reveal: Destroy an enemy 1-Cost card here.
Gambit
On Reveal: Discard a card from your hand to destroy a random enemy card.
Gladiator
On Reveal: Add a card from your opponent's deck to their side of this location. If it has less Power, destroy it.
Kid Omega
Activate: Destroy the next card you play this turn to gain its Power.
Killmonger
On Reveal: Destroy ALL 1-Cost cards.
Lady Deathstrike
On Reveal: Destroy each card here with 3 or less Power.
Misery
On Reveal: Repeat the On Reveal abilities of your other cards here, then destroy them.
Negasonic Teenage Warhead
After an enemy character is played here, destroy it. (once per game)
Spider-Man 2099
The first time this moves to any location, destroy an enemy card there.
Venom
On Reveal: Destroy your other cards here. Add their Power to this card.
Wolverine
When Discarded or Destroyed: Regenerate this with +2 Power at a random location.
X-23
When Discarded or Destroyed: Regenerate this at a random location and you get +1 Energy next turn.
Phoenix Force
On Reveal: Revive one of your destroyed cards and merge this into it. It gains Moveable.
Nimrod
When Destroyed: Add a copy of this to each other location.

This isn't even all of them. So while yes, these all work, some will work better than others.

Kid Omega

Kid Omega
Activate: Destroy the next card you play this turn to gain its Power.

I’m sure everyone picked this card up… or I mean. Never mind, too soon.

But, he is going to work very well with Dormammu. I can’t sugar coat that. It’s the truth. In fact, he might be one of the best cards with Dormammu.

Nico Minoru

Nico Minoru
On Reveal: After you play your next card, cast a spell. (The spell changes each turn.)

This is a tricky one because she only has one spell that works with destroy. But when the spell does hit, it’s game-changing.

Bucky Barnes

Bucky Barnes
When Destroyed: Replace this with the Winter Soldier.
Winter Soldier
It's time for me to face the past.

When you get to the last ritual, he is going to be a great card to destroy and not worry about it at all.

X-23 & Wolverine

X-23
When Discarded or Destroyed: Regenerate this at a random location and you get +1 Energy next turn.
Wolverine
When Discarded or Destroyed: Regenerate this with +2 Power at a random location.

Same thing, they get destroyed and they come back, so there isn’t a negative for running them.

Nimrod

Nimrod
When Destroyed: Add a copy of this to each other location.

Again, same idea. Destroying a Nimrod doesn’t do any harm usually and has a lot of benefits.


Dormammu, I’ve Come to Stop All the Fun

The trickiest part about Dormammu is that the destroy play patterns are typically too predictable. I have a Nimrod on a lane. I’m probably going to destroy it, and that means I’m vulnerable. The same goes for all the other destroy cards. It’s what makes Destroy an average deck most of the time.

These lovely cards here ruin the fun most of the time.

Cosmo
Ongoing: On Reveal abilities won't happen here.
Armor
Ongoing: Cards here can't be destroyed.
Killmonger
On Reveal: Destroy ALL 1-Cost cards.
Polaris
On Reveal: Move an enemy 1 or 2-Cost card to this location.
Juggernaut
On Reveal: Move away all enemy cards played here this turn. (including unrevealed cards)
Gorgon
Ongoing: Your opponent's created cards cost 1 more. (maximum 6)

Outside of that, though, there isn’t an exact counter. Technically, Gorgon can make the Summoning Rituals a little bit more expensive, but that’s about it. So let’s get to some deck lists.


JFSnap’s Week One Deck Lists.

Ok, I’m only going to include one Kid Omega decklist and then move on, but if you did get Kid Omega, this is what I’d run.

Pay-to-win Bargain

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Or I’d run something similar to this. Kid Omega is useful in other decklists but for me personally I love Shuri Nimrod shenanigans. Dormammu is a nice extra payoff, and for most cards you want to destroy, there isn’t a drawback. Luna Snow is also nice because it’s a guaranteed 2 cards in a location that you can sacrifice to Summon. Shuri Nimrod also has that benefit as well while adding Dormammu to the location that typically would have less power after Nimrod leaves. Either way, this is a good spot to start with.

For those who didn’t grab Kid Omega. Here are some lists that should still completely work and be a lot of fun.

Salty Bargain

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Ok, this is essentially the same idea, but without Kid Omega. You could probably fit a different card in there, but Elixir bringing back some of your cards is kind of an interesting idea, actually. Either way, putting Dormammu in a Shuri Nimrod deck is a good place for sure.

Forceful Bargain

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I love Phoenix Force decks, and so this is a slight hybrid of the best Phoenix Force deck currently, adding in Dormammu. This deck may have too much going on to actually get going since a lot of your energy is already taken up trying to do PF things. But, it also adds a layer of complexity and flexibility to get a big threat like Dormammu on the board. However, both Dormammu and PF revive or do something with a destroyed card. This means that if you play Step One and PF, you need multiple cards already destroyed.

Inevitable Bargain

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My final list is a good old Destroy Thanos list. It’s pretty straightforward. Use stones for fodder, have all the destroy cards. Use Wiccan for extra energy and drop some big numbers on the last turn. Pretty solid. Use Misery to make sure you can draw as many cards as possible as well, and summon away. I’m sure there is a fancier version, but I like things when they are right to the point and do what they want to do. Nimrod also could be a good inclusion in this deck but you might be competing with board space depending on the draw.


Dormammu, I’ve Come To See Your Variants


Dormammu, I’ve Come To A Conclusion

Dormammu seems like a lot of fun and has the potential to provide a lot of flexibility to destroy as well. Will he make a giant splash in the meta game? I’m not so sure. Destroy has a highly predictable play pattern, and if you’ve been playing Marvel Snap for even a short period, you know that most people will disrupt or use cards to throw a wrench in your plans way too often. This makes it a slight toss-up for me. But if you like destroying cards, summoning big cards, and doing new and exciting things, I’d go for it. What are your plans for Dormammu?


Who is JFsnap?

JFsnap, or JF, while loving all things Marvel Snap is a teacher day-to-day and loves breaking down different card game strategies to help others get better or improve.

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