Team Clash Strategy Guide | September '26
All the Updates and Changes to Team Clash
Team Clash is back from Wednesday, September 16 to Wednesday, September 23 and there have been quite a few additions since the last run that are going to make an impact! I'll get you ready to hit the ground running in Marvel Snap's most complicated game mode!

You can grab Entropic Havok at Level 10 on the rewards track. For more discussion about E. Havok's design and some deck ideas, read my preview!

What's Changed
There are no new teams, but there is one banlist change. No, Lady Bullseye is still legal, don't get your hopes up! The change is that Fin Fang Foom has been removed from the ban list. He was primarily used as a greedy piece for X-Men decks before he was banned. Since those decks now have Lady B. among other things, it will be interesting to see if he can make an impact in his post-nerf state. Mother Askani was added to the banlist last time, which definitely had a positive effect on mode's diversity, but X-Men decks still had the highest win rates.



The Lady Still Persists
Lady Bullseye X-Men was still the deck to beat last time, but the Askani ban brought it a little closer to the pack. There were builds both with and without Scorpion BND.
X-Scorp
New Cards and Changes!
There are always new cards for the extended rosters for each run of Team Clash, but this crop will be impactful! For the first time since Team Clash started running, the biggest shakeup will come from new cards rather than in-mode balance changes, but there have also been a few small changes to the mode-specific cards!
Guardians


Whenever a team gets the best card in the game, it's going to have an impact. Thanos alone will elevate the Guardians. You cannot escape him by running into the LTGM this time! Red Wolf isn't seeing a lot of play on ladder, but he's probably good enough to see play in Thanos FF Guardians decks. As if that weren't enough, Team Clash Star-Lord also got a little buff.

Brotherhood


Anti-Polar Magneto is a massive addition for the Brotherhood, as he would be for any team. In particular, cheating out En Sabah Nur or Brotherhood Lady Deathstrike will feel great. This is another team that got impactful new cards at the same time as a small buff. Team Clash Magneto often feels awkward, but the extra point should help.

Thunderbolts

The Thunderbolts just get one new member. There's usually a high level of variance to just popping this card in your deck, but this team has Luke Cage to mitigate any downside.
Web-Slingers

The Spiders only got a pretty useless Doc Ock FF, but they got a boatload of new members last time:
- Boomerang
- Scorpion, Brand New Day
- J Jonah Jameson
- Spider-Sense
- Sinister Six
Spider-Sense just got a pretty powerful buff and this mode might be that card's first time to shine, given the extra Energy that deck can produce.
Avengers



Jane Foster FF is one of the best cards in the game and she does synergize well with a lot of what the Avengers is already doing. Kluh I'm less convinced about, but Superior Iron Man could make his way into decks.
X-Men

Not that the X-Men need any help, but they also get only one card. Psylocke FF does fit into what the deck is trying to do quite well, allowing you to play a Professor X (or Foom?!) early so she fits right in. They got Jubilee Silver Surfer last time, who failed to make an impact in this team that's all about Energy and discounts, rather than Power. To try to bring the X-Men further in line with the other teams, the pulled Nightcrawler down a bit, now leaving him two points behind his base version!

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.
Note: The full extended rosters and banlist are at the end of the article.
Teams and Top Decks
Guardians: Mind Games
Guardians of the Galaxy: ALL cards reveal with +1 Power at the glowing location.
Frontier Guardians
We sneak in Venus, Jane, and Wong to further leverage how Thanos fits in with the rest of the Guardians.
KittyHawk
Kitty is one of the better ways to hold your Power back and makes a great final turn play with Gamora (or more with Thanos discounts!).
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.
Swinging Spiders
Batroc remains one of the stronger directions to take the Spiders, as seen in this straightforward small movers deck.
Poisonous Spiders
X-Men aren't the only ones who can Afflict. All of the extra Energy this deck produces allows us to play out Scorp BND early and finish with Lady B.
Note: Spider-Man 2099 can't be in this deck since there is already the Team Clash version. Boomerang makes a solid replacement.
Man-Sense
Man-Spider is the other primary direction to take the Spiders. This deck seems like the best spot to try and get some use out of Spider-Sense, since this is a Power matters deck that can afford to play all three Moveable team members.
Thunderbolts: Comeback Potential
Thunderbolts: Each turn, give the first Thunderbolt you reveal at a losing location +2 Power.
Taskforce 7
Team Clash Taskmaster is one of the best cards in the format and is always underrated. You have to play carefully – Taskmaster won't work with Man-Spider, but is a great follow-up for an Abs Man that has copied a Man-Spider.
For the rest of the decks, including more Thunderbolts and some super fun Brotherhood decks with both of the powerful Magnetos, join today and help us continue to create articles like this! And of course, there's more X-Men down there too!
