Killer Team Clash Decks | October
Team Clash is back for a short weekend event from October 24-October 27. Here are some fast decks to get you rolling. For this weekend event, I'm focusing on slightly off-kilter and outside-the-box picks that feature new cards. Gotta keep things fresh!
X-Scorp
This is still the deck to beat, so you'll need to be familiar with what it is trying to do and find ways to counter it!
Refresher Course
Team Clash is a mode where you choose one of 6 teams, each with its own unique mechanic. You can stick with the pre-constructed decks, or you can build your own decks. You must include all 6 of the pre-designated characters for each team, but you can fill the remaining 6 slots with any cards, including the characters on that team's larger extended roster or not. Other than each team's unique mechanic and the new abilities on the special characters, the mode is like normal Marvel Snap — the winner of two lanes after 6 turns (Magik is legal, though) wins the game. However, there are no cubes or snapping in this mode, just wins and losses. Wins net you 10 XP and 10 Emblems, losses still get you 5 of each. Winning also gets your ticket back, just like in Sanctum Showdown, and tickets again have a soft cap of 9.
Keys to Success
- Missions are often focused on playing and winning with different teams, so you'll need to be prepared to play with each team rather than just jamming with your favorite one.
- For maximum win rate, you'll need to modify the pre-cons. One or two of the pre-cons will inevitably float to the top, but, especially after the first few hours, pre-cons are going to fall behind.
- There are A LOT of cards. It's almost like learning an entirely new version of Marvel Snap. The initial mental load in the mode is high. Prepare ahead of time if you're going full try-hard mode.
- If you're free-to-play, you'll need to prioritize missions, be comfortable with all of the teams, and have solid lists for each team.
Guardians: Mind Games
Guardians of the Galaxy: ALL cards reveal with +1 Power at the glowing location.
Kill All Guardians
Kill as many Guardians as you can and bring them back with Death FF!
Spider-Verse: Get Extra Energy, Scale out of Control
Spider-Verse: You get +2 Energy if one of your Spider-Verse cards moved last turn.
Friendly Spiders
Carnage is a fun new toy for this team! You can use him with Mary Jane or Kraven.
Thunderbolts: Comeback Potential
Thunderbolts: Each turn, give the first Thunderbolt you reveal at a losing location +2 Power.
Spooky Bolts
Vampire Killmonger is going to be a killer in this mode... for several teams.
Avengers: Go Tall in Two Lanes, React with Tech
Avengers: After you play an Avenger, give one of your Avengers there +1 Power.
Workout Avengers
A one-sided Kluh is one of my favorite moves recently, and Avengers is the deck that gives us the best shot at getting good use out of the combo. SIM can get really big in this type of deck.
Brotherhood of Mutants: Get Ahead Fast, Slam Power Late
Brotherhood: End of Turn: Give a Brotherhood card in your hand +1 Power for each location you're winning.
Twin Brothers
Vampire Enchantress is a fun new addition to the team and this deck has multiple ways to leverage her.
X-Men: So... Much... Energy!
X-Men: You get +1 Energy for each location where you have 3 or more X-Men.
Psy-Power
Looking for something fresh to try with the X-Men?
Final Thoughts
Expect to see plenty of the usual suspects from the last couple runs of the mode, but I do think there are exploitable gaps in the meta for those willing to seek them out. Plus, there are plenty of new cards to try out!
Special thanks again to SnapComplete.com for card and deck art featured in this article. Be sure to check out the top statistical performers in this run of Team Clash over there!

