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  • Zombie Scarlet Witch - Card Preview

Zombie Scarlet Witch - Card Preview

News
Cards/Decks
Scosco23
Oct 06, 25

In a season full of familiar characters, the season pass card looks a little like an old staple card that used to dominate the meta, with a twist. Zombie Scarlet Witch is a card that scales the more you play to her lane by building up a Zombie Horde in another lane. Will Zombie Wanda help the new keyword overrun the meta or will Zombies be dead on arrival?

Zombie Scarlet Witch
After you play a card here, Horde +2.

Screenshot_20251005-210923


The Horde Mechanic

Zombie Horde
GrARRgh!

This season we're getting our first new keyword since Activate a year ago. Unlike Activate or the other keywords like On Reveal and Ongoing, Horde is unlikely to get new cards each month. The archetype will need to be self-reliant from the start, and Zombie Scarlet Witch is a big part of that. So how exactly does this new mechanic work?

Each time you play a card with an On Reveal with Horde, it will add to your stack of Zombies. If you don't have a Horde on board yet, the first one will create it in another lane. This separate lane detail is an important aspect of the mechanic; don't overlook it. Horde allows you to build power in a lane where you aren't necessarily playing cards and it also gives your deck reach since the Horde can get into hard to access locations, while the random placement of the Horde will magnify the importance of board management.

After you play a card here, destroy it to get +2 Energy next turn.
You can't play cards here 2 turns in a row.
Cards that cost 3 or less can't be played here.
After you play a card here, destroy it.
Cards can't be played here.
You can't play cards here after turn 4.
After you play a card here, return it to your hand.
You can't play your first card here each turn.
Cards can't be played here.


Comparisons

The obvious first thought many had when they saw Zombie Wanda was old Angela. Once upon a time Angela was a 2/1 that got +2 for each card you played in her location. If you were playing at that time, you know she was one of the most efficient scalers in the game and she rewarded you for what you wanted to be doing anyway, playing cards. The season pass card has similarities, but there are some key differences.

First, the cost. A big part of Angela's power was that you could get her out early and start growing fast. Turn 3 is pretty late and will usually mean you only have 2 or 3 turns to pump your Horde. Second, she adds power to a second location and takes up an extra board spot. This isn't necessarily worse than Angela, indeed it will often be better, but it is a key difference between the two cards. Zombie Wanda doesn't put all your eggs into one basket. How does Zombie Scarlet Witch compare to current scalers and 3-Cost stat sticks?

Screenshot_20251004-125524

When you have turns 4, 5, and 6, it should be easy to get upwards of seven activations if you're using cards that can activate and then get out of the way. Making 14+ power Hordes will be surprisingly easy. Of course, this will also depend on your Zombie Scarlet Witch not getting hit with Red Guardian. A Shadow King on your Horde can also undo all of your progress after the fact. The numbers are there, it's a question of if it can be reliably accomplished against an unwilling opponent.


Synergies

Small Footprint

Wasp
My secret power is that I get things done.
Acid Arrow
On Reveal: Switch sides.
Kitty Pryde
When this returns to your hand, +1 Power. Returns at the start of each turn.
Agony
After you play a card here, merge this into it.
Black Cat
End of Turn: Discard this from your hand.
Demon
A deal is a deal.
Hulkbuster
On Reveal: Merge this into one of your cards here.
Thena
End of Turn: +3 Power if you played (exactly) 2 cards.
Peni Parker
On Reveal: Add SP//dr to your hand. When this merges, you get +1 Energy next turn.
Green Goblin
On Reveal: Switch sides.

The key to playing more than the expected amount of cards onto Zombie Wanda is a combination of cards that are inexpensive enough and ones that don't occupy space.

Movers

Nightcrawler
Moveable once.
Hydra Bob
End of Turn: This moves if a player Snapped.
Mercury
Moveable once. Ongoing: Enemy cards here can't move.
Silk
After ANY card is played here, move this to another location.
Jeff the Baby Land Shark
Moveable once. Nothing can stop you from moving or playing this to any location.
Spider-Man
On Reveal: Move to another location and pull an enemy card from here to there.
Rocket and Groot
Moveable once. After your opponent plays a card here, steal 1 Power from it.
Nocturne
Moveable once. When this moves, replace its location with a random new one.
Captain Marvel
At the end of the game, move to a location that wins you the game. (If possible)
Ghost-Spider
On Reveal: The last card you played moves here.
Grapple Arrow
On Reveal: After you play your next card, move it to this location.
Madame Web
Ongoing: Each turn, one of your other cards here is Moveable. (your choice)
Werewolf By Night
After you play a card, move there to gain +2 Power if it has an On Reveal.
Vision
Moveable

Like the classic decks with Angela, playing a card that can move (or moving one with another card) is an effective way to get the activation count up. This could represent the return of Silk to the meta; I'm less hopeful for Jeff, sadly. This is probably not the primary thing you want to be doing, but it is nice that this version of Scarlet Witch has some synergy with Vision. Good flavor. Props to the chef.

Skills

Flames of the Faltine
On Reveal: Afflict an enemy card here with -3 Power.
Omniversal Presence
On Reveal: Replace this location with a new one and give Merlin +1 Power.
Once And Future
On Reveal: Shuffle your lowest-Power card here into your deck to get +2 Energy next turn.
The Hunger
On Reveal: Horde +3.
Temporal Manipulation
On Reveal: Give Agamotto +3 Power. Put him into your hand if he’s not in play.
Winds of Watoomb
On Reveal: Afflict an enemy card here with -5 Power and move it right.
Bolts of Balthakk
On Reveal: Next turn, you get +4 Energy.
Astral Projection
On Reveal: Copy the text of an On Reveal card in your hand.

Skills are the perfect cards to play on ZSW. They don't occupy space and they're generally very cheap. I expect Merlin to be a near auto-inclusion in Horde decks.

Power Scalers

Zombie Giant-Man
On Reveal: Horde +2, then this gains Power equal to your Zombie Horde.
Werewolf By Night
After you play a card, move there to gain +2 Power if it has an On Reveal.
Sage
On Reveal: +2 Power for each different Power among all other cards here.
Wolfsbane
On Reveal: +2 Power for each other card you have here.
Sersi
On Reveal: Transform your other characters here into random ones that cost 1 more. (if possible)
The Thing First Steps
End of Turn: +2 Power. Once per game, if your side here is full, destroy an enemy card here with less Power.
Mockingbird
Costs 1 less for each of your created cards in play.

In addition to cards that can efficiently build your Horde, you need cards that can compete for the other lanes while benefitting from your strategy. Cards like Thing, Wolfsbane, and Sage like being played into full lanes late, while Sersi can transform anything small you played into the lane along with Zombie Scarlet Witch herself after she's outlived her usefulness.


Zombie Slayers

Shadow King
On Reveal: Reset all cards here to their original Power.
Red Guardian
On Reveal: Afflict the lowest-Power enemy card here with -2 Power and remove its text.
Cobra
Activate: Destroy an enemy created card here.
Shang-Chi
On Reveal: Destroy an enemy card here that has 10 or more Power.
Lady Deathstrike
On Reveal: Destroy each card here with 3 or less Power.
Cosmic Ghost Rider
On Reveal: Remove the text from front-row enemy cards here.

Your Zombie Horde and Wanda are both vulnerable to tech, so consider bringing your dog along for protection. Personally, I'm unlikely to play a Horde deck without Cosmo, Juggernaut, Alioth, or some other way to protect my stack of Zombies, especially in the first week when there will be extra Shadow King.


Seeing the Future

The Zombie season is just getting started. While a three card package of Zombie Scarlet Witch, Zombie Giant-Man, and the Hunger (coming later from Sanctum Showdown) is a good enough package to fit into a variety of decks, we've also got Zombie Mr Fantastic (next week) and Zombie Sentry (Grand Arena) coming up later. I’m skeptical of how useful Zombie Sentry will be and incorporating Zombie Mr. Fantastic will mean changing the strategy quite a bit.

Zombie Sentry
On Reveal: Horde +1 for each of your cards at the right location.
Zombie Mister Fantastic
On Reveal: Horde +2. Activate: Give 4 of your created cards +1 Power.


Scosco's Day One Zombie Scarlet Witch Decks

Raw Z Power

This deck leans hard into what ZSW does well by rewarding playing into a lane multiple times to grow power and can punish your opponent for playing from behind with NTW and Juggernaut.

Killer AntZ

Your opponent can mess with your Horde all they want. You'll be busy destroying their other cards and growing elsewhere if they rely on that to win.

Zombie Herald

The plan is to get ahead early in one lane and use the Horde and Galactus to compete in the others.

Werewolf VS Zombie

A Werewolf deck with 7 or 8 energy available on turn 6 can be a dangerous thing on its own. The Zombie Horde is just a bonus of concentrated power.

Hammer Slammer

I have to give you at least one outside-the-box concept to explore and both hammers and transformation have a subtle synergy with Zombie Wanda, as well as each other. If you don't get Zombie Giant-Man, replace him with Odin.

Zombie Movie

The exact mix of movers isn't settled, but I do think a move-based ZSW deck is out there. This one includes a mix of movers and disruption, but you could lean further into disruption with Scream or cut Juggernaut or Cannonball for a cheaper mover.

Ultra-Budget ZSW

This is a deck with no series 3 cards that I would definitely feel confident I could use to climb!


Variants

The season pass variant by Ivan Fomin is great, but the Mooncolony and Rian Gonzalez variants are pretty eye-catching too!


Final Thoughts

Screenshot_20251005-210256


At 3/2 +2, Scarlet Witch looks like the Zombie card most able to stand on her own, so you should be able to get some mileage out of her whether or not you're planning to get the other Zombies coming later in the month. Zombie Scarlet Witch is unlikely to fall totally flat, but if she were to, Second Dinner would likely swoop in with a quick buff to ensure the season maintains its intended flavor. This card rewards and enables a play style that I've always had a soft spot for, so I'm definitely looking forward to making a big Horde with Zombie Scarlet Witch’s help.


Who is Scosco23?

You can find more from Scott @FourthLocation on YouTube and fourthlocation.com. He is on social media on Twitter @scodenim and Bluesky @scosco.

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