Move decks found some support with the launch of the Marvel Snap season in June known as “Spider-Versus,” including Stegron decks, which is one of the classic Move cards that now has a chance to be played again.
In the Marvel universe, Vincent Stegron is a scientist who turned into a dinosaur man who became a villain with superhuman strength and the ability to control dinosaurs. In Marvel Snap, he has a control ability primarily revolving around the Move mechanic. And building a deck that takes advantage of Stegron’s control prowess could be an idea you can do in the game.
Here are the best Stegron decks in Marvel Snap.
Stegron abilities, explained
Stegron is a four-cost, five-Power card with the ability that reads “On Reveal: Move an enemy card from here to another location.” This can be a game-changing effect since it can disrupt the opponent’s setup in a location. Playing Stegron in turn six may have the potential to turn games upside down.
Strategy and best combos for Stegron decks in Marvel Snap
Stegron has a general effect that serves as a disruptor of one of the opponent’s locations. Ideally, it is best included in a Move deck where cards like Kraven and Miles Morales can take advantage of its effect. The former stacks plus two Power every time a card is moved to the location where it is placed. The latter becomes a one-cost, five-Power card if a unit was moved during the last turn from either side of the locations.
Kingpin, on the other hand, can destroy cards that are moved to the location where it is placed on turn six. This ability, combined with Stegron’s Move effect, can be game-changing for the opponent, especially if Stegron manages to move a unit with enough Power to make your side the winner of that location.
The best Stegron decks in Marvel Snap
Stegron Kingpin
As mentioned, Stegron works well with Kingpin. In this move deck, the primary focus is to control the board using a handful of control effects that revolve around the move mechanic. These control abilities can then be converted as an offense for your side while also creating potential massive Power with some of your cards. ‘
Aside from Stegron, you can use Polaris, Spider-Man, Aero, and Magneto to possibly move your opponent’s units, especially in the Kingpin location. Polaris moves a one or two-cost card of your opponent to the location where you play it, while Spider-Man moves a revealed card and itself to another location upon playing.
As for Aero, it can move the last card your opponent played on the same location as it. Magneto can pull your opponent’s three and four-cost cards on the location where you play it in exchange for its six-cost, 12-Power stat line. All of the mentioned move enablers are best used as setup disruptors for your opponent’s side of the locations.
Nebula and Kraven can be the potential massive Power sources for the deck. The former gains plus two Power every end of the turn that your opponent did not play a card on the same location as it. As for the latter, it gains plus two Power every time a card moves in its location. Jeff the Baby Land Shark is there for being an unstoppable card when it comes to playing or moving it to locations, while Miles Morales is a four-cost, five-Power card that can cost one next turn if a card is moved when it is in your hand.
Cap off the deck with Storm, which floods a location and makes the next turn as the last turn players can play cards there, and Quake, which switches the other two locations.
Win condition cards for this deck
The win condition cards for this deck are:
- Kingpin
- Polaris
- Spider-Man
- Aero
- Magneto
- Jeff the Baby Land Shark
Kingpin’s ability to inflict negative Power on your opponent’s cards can be used as many times as possible. So, be strategic about when and where you should play your cards that can move units. Polaris, Spider-Man, Aero, and Magneto can all potentially disrupt your opponent’s setups in an instant, so look to convert their ability to move cards as an added offense.
As for Jeff the Baby Land Shark, its unstoppable ability can win you games, especially if there are unplayable locations or when Professor X shuts down a location.
Cerebro Six
This Cerebro Six deck is more of a fun and casual deck to play with rather than a competitive one. Here, the goal is to simply play as many six-Power cards as possible which can potentially be boosted by Cerebro while having other offensive options, especially in the late game.
Cerebro boosts all of your cards with the highest Power. That is why the strategy of playing cards with the same Power emerged to take advantage of Cerebro’s effect. In this case, six is the uniform Power aimed to be boosted by Cerebro. This Power boost can even get bigger with Mystique since it can copy the Ongoing ability of the last card you played.
Aside from Stegron, the other six-Power cards in this deck are Maximus (for being a cheap-cost six-Power card with a drawback effect), Sword Master (discards a card from your hand), Iron Lad (for copying the text of the top card of your deck), Nimrod (for scattering copies of it when it gets destroyed), and Hela (for bringing back your discarded units).
Carnage is there as a support card for Nimrod, while Forge adds plus two Power to the next card that you will play. You can also include Blue Marvel which gives plus one Power to all of your cards. Finish the deck with Iron Man, which doubles the current Power of the location where it is placed.
Win condition cards for this deck
The win condition cards for this deck are:
- Cerebro
- Mystique
- Nimrod
- Hela
- Blue Marvel
- Iron Man
The Cerebro and Mystique combo is the heart and soul of this deck. So, you should always prioritize to play them in every game as much as possible. Nimrod’s effect to distribute copies of itself in the other two locations can be game-changing, especially if you already have the Cerebro setup beforehand.
Blue Marvel’s added Power boost can give more offensive potential for your deck, while Iron Man’s Power-doubling ability can turn the game upside down when used correctly.