Deck Description
Most decks are designed with a win strategy that involves board control through clever card combos.
This is not one of those decks.
The win strategy for the Annoying deck is to frustrate/bore your opponent to the point that they retreat, ideally before the end of turn four. It plays off the psychology of players who are grinding through matches to raise their rank. As you know, Marvel Snap matches are fast! So there's a wide pool of players who just want to play a quick succession of matches for those great opening hands and starter locations that make for an easy win. This deck is designed to spoil that optimism and encourages your opponent to retreat so they can move on to their next match to continue their grind in piece against standard meta decks. That's why you won't find any value cards here. It's all about being annoying!
A few tips:
Snapping: Every card and possible play in this deck is annoying. But whenever you make an especially annoying play before turn-3, make sure to snap! That's early enough in the game that you can still appear to be playing a standard deck and that you just got lucky with a one-off disruption-type card. A well-timed confident snap in the early game can send opponents running even if you have absolutely nothing to follow-up with.
Retreating: If you haven't instilled absolute despair in your opponent by turn 4 and don't have anything extra annoying lined up to play in your final turns, like a Leech or a Shangchi, it's likely best to retreat and cut your losses.
Elektra Hold for maximum annoyance. She's great for picking off a turn-1 Sunspot for players looking to hold a location for a turn-6 Infinaut.
Iceman is an underrated annoyance and can at best push a clutch 6-cost card to 7, ruining Onslaught or Odin decks. At worst, it is still incredibly disruptive.
Scorpion is a good solid annoyance and is common in enough popular builds that it won't give your Annoying deck strategy away.
Scarlet Witch is excellent for annoyance by cancelling out locations that offer bonuses to many common decks. Many times, your opponent will snap when a location that's favorable to their deck is revealed. You might be surprised at how often players quit after you switch up the location for an area they started committing to.
Armor is also a great annoying play to block destruction decks. Switch out with Killmonger in lower ranks when Kazoo decks are more common.
Enchantress' anti-ongoing effect also works well against a wide variety of common decks. It's especially great for cancelling out Devil Dinosaur and other ongoing buff card combos.
Cosmo is great for annoying on-reveal decks and destruction decks. For destruction decks, players are often caught off-guard even if you play Cosmo or Armor in response to a destroy deck card, such as Bucky Barnes.
Morph Nothing causes more despair and annoyance than when Morph turns into the clutch 6-cost card in your opponent's hand. Remember to consider cards played and to click on your opponent's avatar to see how many cards they're holding so you can improve the chances that your Morph will trigger a retreat.
Shangchi Super annoying. Use him immediately if you have the location that grants both players a 9-power monster. Otherwise, save him for later if you don't retreat.
Leech is the ultimate annoying card, but he rarely comes into play due to his cost. Make sure to jump on locations that grant enough bonus energy to play him early for maximum frustration.
Hobgoblin is super annoying. He makes numbers go negative and takes up a spot on your oppontent's side.
America Chavez is here to just help make sure you have a higher chance of pulling your non-6-cost cards earlier and for the rare games where your opponent doesn't retreat and you don't either.
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