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This Marvel SNAP Pool 1 & 2 Deck guide is part of a compendium of decks new players can create and improve. The core idea of this guide is to help the new player experience by giving tips on how to play these decks and enhance them as you complete your Pool 1 & 2 Marvel SNAP collection by acquiring new cards.
The full list of decks can be found in these specific articles: Pool 1 decks & Pool 2 decks. As an additional resource, you can sync your collection using the Untapped.gg Deck Tracker and check out our Pool 1 & Pool 2 deck pages, where you can find decks you can build right away with the cards you own. Furthermore, you can check how popular and powerful they are in the metagame with our Global stats. That being said, let’s jump into the guide.
Marvel SNAP Series 1 Deck: Kazoo
Marvel SNAP Series 2 Deck: Kazoo
General Gameplan
The gameplan of a Kazoo deck is to fill the board with 1-cost units and buff them with Kazar and Blue Marvel abilities, regularly getting 8-10 power extra from each of them. In your early turns, you want to get Angela and Bishop down into different locations, so that you don’t over-focus your power on one location. Similarly, you want to try and play your Kazar and Blue Marvel in separate lanes to avoid both of them getting disabled by Enchantress.
An important aspect to manage with a Kazoo deck is priority: because your Angela and Bishop can grow very high in power, and because you have a lot of 1-drops, this deck is particularly vulnerable to two Series 2 tech cards: Shang-Chi and Killmonger. By ensuring you go into turn 6 without priority, you can safely play out all of your 1-drops without them getting killed.
Card Breakdown (Series 1)
Kazar: The namesake of this deck, Kazar gives us one of the two of our big payoffs in the deck for playing a bunch of 1-drops.
Blue Marvel: The other payoff for playing a bunch of cards, Blue Marvel’s power gets better the more cards we have.
Ant-Man: Great 1-cost unit. He will regularly have in this deck, as you will be able to consistently deploy him into a lane with 4 cards.
Elektra: She has the potential to be a hit-or-miss card. However, she does not frequently run in decks, so opponents will rarely play around her. The ability to get an early kill on a Sunspot, or remove an Ebony Maw, Ant-Man, or 1-drop played to Mojoworld on turn 6 will allow you to get a lot of high-cube wins over your opponents via the element of surprise.
Squirrel Girl: She provides three 1-cost bodies for one card. A critical inclusion in any Kazoo deck.
Korg: Provides disruption to the opponent’s draw by shuffling a card into it. This can cause an opponent to draw a rock, which can be very impactful, even if you don't see it.
Nightcrawler: He is a great 1-cost card, providing us a way to increase the power of Angela even further, as well as a way to get power into difficult locations using his movements, such as Death’s Domain or Sanctum Sanctorum.
Rocket Raccoon: A 1-cost that applies an enormous amount of stats if you play him into the same lane your opponent plays a card in. While it can be hit or miss sometimes, by saving him till turn 6, you have a much better chance to predict where your opponent will play a card into and get the extra power. He is probably the most replaceable card on the list.
Blade: A 1-drop that is above the rate for his cost. However, his downside of discarding a card can be mitigated by only playing him on turn 6. You almost never want to play him earlier than that.
Angela: One of the core cards in this list, she will regularly get to 6 power. Additionally, if you play Nightcrawler into her lane and move him afterward, you can get her up to 8 power, putting her right under Shang-Chi’s target ability.
Bishop: Similar to Angela where he gets more power the more cards you play, but has more flexibility in that we don’t need to play cards into his lane.
Wolfsbane: Why not Captain America in this spot? The easy answer is Captain America will be at most a 3-cost 6 power card (3 power from himself and 3 +1 buffs to the cards in his lane), whereas Wolfsbane will be a 3/7 while both being played on full lane. And with a Kazoo deck, you will almost always have full lanes.
Notable Exclusions
Mantis: In order to get value out of Mantis, you have to play her early. Additionally, your deck is looking to hold and play 1-drops on the last turn, so very often the card you get off of her ability will not align with your game plan.
Yondu: Can potentially provide information on your opponent’s deck, but as you develop your Marvel Snap fundamentals, you should learn to extrapolate most of the cards in an opponent’s deck from the first 1-3 cards they play. Additionally, his effect of destroying an opponent’s card may seem powerful, but you’re equally as likely to destroy a useless card as you are a useful card. Yondu has his uses, but not until Series 3.
Card Breakdown (Series 2):
Sunspot: This card is a flex spot; you can use Blade instead if you are so inclined. However, will regularly be skipping at least one turn a game, as you are not always going to get your perfect curve (Angela > Bishop > Kazar > Blue Marvel), so he allows you to get value during those skipped turns.
Iceman: He provides great disruption to your opponent. Don’t underestimate the power of forcing your opponent to play cards a turn later than they normally would.
Armor: Armor is the primary way to protect our early 1-cost plays from the likes of Killmonger as well as our Blue Marvel-buffed Angela and Bishop from being destroyed by Shang-Chi. However, he can interfere with our own Elektra and Shang-Chi, so you have to be tactical with how you deploy her.
Shang-Chi: He provides an easy way to deal with large power cards like Devil Dinosaur. While this deck is good at deploying a decent amount of power to all of the lanes, it struggles to match a deck that plays large power to two lanes. Shang-Chi fixes that.
Example game sequence
T1: Korg/Sunspot/Iceman
T2: Angela or Okoye
T3: Bishop or Cosmo/Angela + Nightcrawler on same lane
T4: Kazar or Angela + Nightcrawler combo after played bishop on t3
T5: Blue Marvel
T6: You want to deploy as much power to the board as possible. This may be in the form of playing a lot of 1-drops and Wolfbane, playing a Blue Marvel or Kazar that you drew late with 1-2 1-cost cards, or playing your Shang Chi (remember, reducing your opponents power is the same as increasing your own).
For more Pool 1 and 2 Marvel SNAP Dino decks, you can check our Decks page to find those you can build with your collection
Additional Resources
About this article
This article was written by several contributors from the Marvel SNAP’s Official Discord Wiki Team. The Wiki Team is a group of community members who work on and contribute articles to Marvel SNAP’s Discord Wiki. Learn more about this program.
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