MULTIPLE MAN Intermediate Movement Combo! | Marvel Snap Deck



Skip Deck Guide to Gameplay: 08:21
Decklist: https://snap.fan/decks/74326/
“Code: # (1) Iron Fist
# (1) Nightcrawler
# (2) Dagger
# (2) Kraven
# (2) Multiple Man
# (2) Cloak
# (3) Doctor Strange
# (3) Killmonger
# (3) Vulture
# (3) Hulkbuster
# (4) Miles Morales
# (6) Heimdall
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#
# To use this deck, copy it to your clipboard and paste it from the deck editing menu in Snap.”

0:00 – Deck Tech
7:53 – Replacements
8:21 – Gameplay

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37 thoughts on “MULTIPLE MAN Intermediate Movement Combo! | Marvel Snap Deck”

  1. A very important tip for the deck is that if you play iron fist and then hulkbuster on any minion, hulkbuster will first combine with a card and then the combined card is gonna move because of iron fist's effect!

    I did not realize this the first time I played the deck, but this lets you on turn 4 (if you already control multiple man) play iron fist, play hulk buster on multiple man and get immediately your buffed multiplied man!

    Reply
  2. I think the movement deck is perfectly viable in Pool 1. Below is a Pool 1 Move deck and some advice if you want to have fun with it before Pool 2 or 3.

    Iron Fist, Night Crawler, Angela Forge, Kraven, Multiple Man, Bishop, Doctor Strange, Hulk Buster, Enchantress, Iron Man, Heimdall

    You're able to stack up on Angela areas with Night Crawler, Hulk Buster, and anything you plan on moving with Iron Fist.

    A good combo is to Forge into Multiman into Iron Fist into Hulk Buster(merging into Multiman), so the Multiman will be able to be moved by Iron Fist after you've already played him. Just make sure to not play Multiman in any occupied area to guarantee the merge. This combo is something you have to consider doing if you aren't able to get Angela or Bishop on turn 2 or 3. Also do not play Iron Fist in the same area that you play Hulk Buster, because if it merges with Iron Fist then he will not move left. It's a neat trick if you want to avoid moving, and need to change plans after playing Iron Fist last on a previous turn.

    Don't invest too much into Kraven, as he's difficult to make much out of if you don't get Heimdall. He can be replaced with Scarlet Witch, Colossus, or Sentinel if you think he isn't helping. Never move Nightcrawler preemptively to Kraven's location unless you need room for Angela, since he should be used as mostly a threat, and leaving it open as a potential play can trick your opponent. Only play him in left and center unless you have New York, Bifrost, or any other locations that have movement. It also needs to be said that Kraven gains power when an opponent moves to that location as well, so he's great against the mirror.

    Don't place Angela and Bishop together almost ever unless you have the location that adds its power to other locations. You can take out Iron Man for Cloak, Vision, Vulture, or Killmonger as you get them in Pool 2. You almost never want to play anything on turn 1.

    Forge helps with stacking power on a specific unit, making them easier to move with Doc. If your Angela or Bishop have too much power to move the other, then Forge before can help that. Otherwise it's pretty much for Nightcrawler, Multiman, and Hulk Buster. Doc is also great at opening up Angela to an empty area to get more play procs off for her on turn 5. You also get a play proc off from the Doc on Angela, since he counts himself as a card played at the location for Angela.

    Enchantress is 100% necessary for dealing with Dinosaur decks, Kazar/Blue Marvel decks, and other Ongoing focused decks. Dinosaur is really the only deck Pool 1 Move is weak to, but you'll enjoy having insurance against Iron Man or other degenerate ongoing decks.

    I think Movement decks are the best in Pool 1 at helping you learn the game, because you're actually forced to get good at pretty important interactions and mechanics. You also have the unique ability to consistently MOVE 😉 to inaccesible locations, or move away from crappy ones that other decks in Pool 1 are unable to do beyond Nightcrawler or the occasional Wolverine.

    Reply
  3. Movement is as of now my favourite arc type!
    The weakness of getting no little power on the right location is true though, but after adding Hobgoblin as an indirect power booster there which doesnt get moved by Heimdal the Deck went super smooth

    Reply
  4. app always not responding in my laptop even the only one running except background app, the game incompatible with my phone.
    I want to play this ☹️☹️

    For LoR quite rarely not responding except when opening too many applications

    Reply
  5. Surprised you didn't show off the Forge combo. If you play forge on 2, Mulitiple man on 3, Iron Fist then hulk buster on Mulitiple man will leave you with two 9 powered Mulitiple man on turn 4. Turn 5 you can cloak or doctor strange to duplicate them again. Then finish with Heimdall. I have never lost when I got this combo.

    Reply
  6. I honestly had no idea who you were and I’m not being rude by saying that. I hit follow and hit the bell after that first match! Great job I’m excited to watch everything you put out! Cheers from the 204

    Reply

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