WEBVTT

1
00:00:01.920 --> 00:00:03.420
- What's good Kotaku?

2
00:00:03.420 --> 00:00:06.750
Marvel Snap is defined by
its streamlined gameplay.

3
00:00:06.750 --> 00:00:09.660
Unlike other digital card
games the decks are tiny,

4
00:00:09.660 --> 00:00:12.030
just 12 cards which makes card choice

5
00:00:12.030 --> 00:00:13.290
that much more important.

6
00:00:13.290 --> 00:00:15.690
If you're struggling to
settle on what to slot in

7
00:00:15.690 --> 00:00:18.150
consider these pool one and two cards

8
00:00:18.150 --> 00:00:19.560
for rounding out your deck.

9
00:00:19.560 --> 00:00:22.170
These are versatile cards
you can stick into any deck

10
00:00:22.170 --> 00:00:25.290
regardless of synergies,
they're just straight up good.

11
00:00:25.290 --> 00:00:28.320
Let's start with our 1-Cost
selections and work up.

12
00:00:28.320 --> 00:00:30.120
You know what I love?

13
00:00:30.120 --> 00:00:34.590
RNG, that's precisely why our
first pick goes to Agent RNG.

14
00:00:34.590 --> 00:00:36.150
Wait, no.

15
00:00:36.150 --> 00:00:37.140
Agent 13.

16
00:00:37.140 --> 00:00:38.670
Adding a random card to your hand

17
00:00:38.670 --> 00:00:40.170
is as helpful as it sounds.

18
00:00:40.170 --> 00:00:41.820
Maybe she brings you a Galactus?

19
00:00:41.820 --> 00:00:43.410
Or maybe it's just Wasp?

20
00:00:43.410 --> 00:00:46.320
For a 1-Cost, that's a nice low bonus.

21
00:00:46.320 --> 00:00:48.600
Next on our list is a
personal favorite of mine

22
00:00:48.600 --> 00:00:51.030
regularly appearing in many of my decks,

23
00:00:51.030 --> 00:00:53.790
the solar powered boy himself, Sunspot.

24
00:00:53.790 --> 00:00:55.740
The ability to cover for unused energy,

25
00:00:55.740 --> 00:00:58.470
act as insurance for bad hands and draws

26
00:00:58.470 --> 00:01:01.920
making this new mutant useful
for virtually any deck.

27
00:01:01.920 --> 00:01:05.190
Plus, he can sneakily win
you a location on turn six

28
00:01:05.190 --> 00:01:07.320
should you choose not to play anything.

29
00:01:07.320 --> 00:01:09.120
Rounding out our 1-Cost cards

30
00:01:09.120 --> 00:01:12.570
we have Marvel's ideal
father figure, Yondu.

31
00:01:12.570 --> 00:01:13.830
His On Reveal ability,

32
00:01:13.830 --> 00:01:15.930
which removes the other player's top card,

33
00:01:15.930 --> 00:01:18.060
is a gut punch to your opponent.

34
00:01:18.060 --> 00:01:19.020
It's annoying as hell

35
00:01:19.020 --> 00:01:21.300
and can ruin some combo decks outright.

36
00:01:21.300 --> 00:01:23.370
If you manage to destroy the engine

37
00:01:23.370 --> 00:01:25.530
you're putting yourself in a great spot.

38
00:01:25.530 --> 00:01:29.460
Cable, our first 2-Cost
pick, has a similar use.

39
00:01:29.460 --> 00:01:32.850
You'd be surprised how often
Cable can screw over a deck

40
00:01:32.850 --> 00:01:35.790
by taking the bottom card,
especially since your opponent

41
00:01:35.790 --> 00:01:37.731
won't know which card was taken.

42
00:01:37.731 --> 00:01:39.990
(adventurous music)

43
00:01:39.990 --> 00:01:41.400
- Uh uh.

44
00:01:41.400 --> 00:01:44.280
- For our second 2-Cost, we have Okoye.

45
00:01:44.280 --> 00:01:47.550
That little added oomph
may not seem like much

46
00:01:47.550 --> 00:01:50.400
but Marvel Snap is a game
of inches, not miles.

47
00:01:50.400 --> 00:01:52.140
That one point power boost

48
00:01:52.140 --> 00:01:54.090
can make all the difference in a match.

49
00:01:54.090 --> 00:01:57.450
Now, if you're more of a
high roller, try out Morph.

50
00:01:57.450 --> 00:02:00.690
Sure there's a chance he
turns into a beefy 6-Cost

51
00:02:00.690 --> 00:02:02.820
but the odds of that are slim.

52
00:02:02.820 --> 00:02:05.940
What he really brings to
the table is information.

53
00:02:05.940 --> 00:02:09.000
Knowing what card your opponent
is stashing in their hand

54
00:02:09.000 --> 00:02:12.000
can give you a sound idea
of what they're planning.

55
00:02:12.000 --> 00:02:14.970
We've said it before
and we'll say it again,

56
00:02:14.970 --> 00:02:19.260
Killmonger owns, especially
in the new Zabu season,

57
00:02:19.260 --> 00:02:21.090
which encourages Zoo decks.

58
00:02:21.090 --> 00:02:22.830
Consider this 3-Cost card

59
00:02:22.830 --> 00:02:25.560
the certified pest control of Marvel Snap.

60
00:02:25.560 --> 00:02:29.130
White Queen, which is a 4-Cost
card and similar to Morph

61
00:02:29.130 --> 00:02:32.100
which only costs three
energy but has no power.

62
00:02:32.100 --> 00:02:35.280
She provides you information
about your opponent's hand

63
00:02:35.280 --> 00:02:37.170
while also copying that card

64
00:02:37.170 --> 00:02:39.960
potentially fixing your
endgame energy curve.

65
00:02:39.960 --> 00:02:41.730
There's zero risk of playing her

66
00:02:41.730 --> 00:02:44.163
and six power is nothing
to scoff at either.

67
00:02:46.584 --> 00:02:47.417
(air whoosh)

68
00:02:47.417 --> 00:02:49.500
Maybe you're still struggling
against The Infinauts

69
00:02:49.500 --> 00:02:52.800
and Devil Dinos of the
world, look no further

70
00:02:52.800 --> 00:02:57.360
than the Master of Kung Fu,
Shang Chi, another 4-Cost pick.

71
00:02:57.360 --> 00:03:00.210
Nothing hurts worse in
a turn six Shang Chi

72
00:03:00.210 --> 00:03:03.930
that completely annihilates
someone's beefy final play.

73
00:03:03.930 --> 00:03:07.380
Moving on to the 5-Cost cards
on our list is Professor X,

74
00:03:07.380 --> 00:03:10.440
like Shang Chi, he can
decimate your opponent's plans.

75
00:03:10.440 --> 00:03:13.020
The Professor's ability
to lock down a location

76
00:03:13.020 --> 00:03:15.360
can be valuable in
virtually every deck build

77
00:03:15.360 --> 00:03:18.300
by forcing your opponent
into playing only two lanes.

78
00:03:18.300 --> 00:03:21.210
If you're looking for some
more heft for the same cost

79
00:03:21.210 --> 00:03:23.850
consider adding an Iron
Man into your deck.

80
00:03:23.850 --> 00:03:24.990
No matter what you're running,

81
00:03:24.990 --> 00:03:27.660
doubling a lane's power
on turn five or six

82
00:03:27.660 --> 00:03:29.640
can swing any match in your favor.

83
00:03:29.640 --> 00:03:32.310
In a game built around
math the way Snap is

84
00:03:32.310 --> 00:03:35.340
the man who multiplies is powerful indeed.

85
00:03:35.340 --> 00:03:37.410
Our final and chonkiest card

86
00:03:37.410 --> 00:03:40.590
with the maximum six
energy cost is Infinaut.

87
00:03:40.590 --> 00:03:42.960
Not playing on turn five is a bummer,

88
00:03:42.960 --> 00:03:46.290
but that 20 power can win
you a lane all by itself.

89
00:03:46.290 --> 00:03:47.550
Pair him with Sunspot

90
00:03:47.550 --> 00:03:50.550
and you have a combo
that'll carry you far.

91
00:03:50.550 --> 00:03:53.280
There you have it Snappers,
those are our picks

92
00:03:53.280 --> 00:03:55.890
for the cards that can help out any deck.

93
00:03:55.890 --> 00:03:58.440
Now go out there and win some cubes.

94
00:03:58.440 --> 00:04:01.747
You can check out more Marvel
Snap content on Kotaku.com.