Unleash the Power of Zero in Marvel Snap
Zero, a powerful card in Marvel Snap, has the unique ability to remove negative card effects. By utilizing Zero, players can unlock the true potential of various characters and create some of the most formidable decks in the game. Whether you’re looking to build a Zero deck or find strategies to counter it, we’ve got you covered with our comprehensive guide.
Understanding Zero’s Card Abilities in Marvel Snap
Zero has three power in Marvel Snap. Image via Second Dinner
Zero is a one-cost, three power card in Marvel Snap that possesses the following ability: “On Reveal: Remove the abilities on the next card you play.” This Series Three card can be obtained from collection level 486 and above or as a free selection in the Token Shop.
Strategy and Best Combos for Zero in Marvel Snap
Zero’s value in Marvel Snap lies in its ability to neutralize the negative effects of high-power cards, making them more useful. Several cards synergize exceptionally well with Zero, including:
- Typhoid Mary
- Red Skull
- Ebony Maw
These cards come with negative effects but offer high-power rewards at an affordable cost. For instance, Typhoid Mary, a 10-power card, imposes a -1 power penalty on all your cards. However, by utilizing Zero, you can nullify this negative effect. Similarly, Red Skull boosts your opponent’s cards when played, while Sentry adds a -10 power penalty to the right location. Zero effectively blocks both of these abilities.
However, the card that benefits the most from Zero is Ebony Maw. With a cost of only one and a power of seven, Ebony Maw’s ability prevents you from playing additional cards at the location where he is played. Zero eliminates this concern, allowing you to continue playing cards freely.
Discover the Best Zero Decks in Marvel Snap
Zero is a perfect combo for plenty of cards in this deck. Screenshot via snap.fan
Players should consider snapping if they draw several of these cards:
This deck harnesses multiple cards with negative abilities, which can be removed with Zero. It offers early high-power boosts with Ebony Maw, cancels Lizard’s ongoing ability that reduces his power, prevents Typhoid Mary from lowering your cards’ power, and stops Red Skull from boosting your opponent. After playing Zero, it’s effective to follow up with Ebony Maw, ensuring you can continue playing cards at that location. Lizard can still be played, but his ongoing ability is neutralized by Enchantress.
Sauron is a crucial addition to this deck, as playing him removes unwanted abilities from the cards in your hand when Zero is already in play. While this removes some positive abilities you may desire, such as Shuri and Taskmaster, Sauron becomes an excellent choice when you have cards in hand with abilities you don’t want to use.
A control deck is a great fit for Zero. Screenshot via snap.fan
This deck offers an exciting playstyle, utilizing Zero and Viper for various card manipulations resulting in low-power cards. Zero removes abilities entirely, while Viper sends the card to your opponent’s side. For example, you can use Viper to send The Hood, keeping the beneficial Demon ability for yourself, and use Zero to nullify Sentry’s -10 Void effect. Playing Storm followed by Juggernaut secures victory in one of the locations by flooding it with your cards before your opponent can play theirs. Spider-Woman is the final touch, reducing your opponent’s power.
One of the standout tactics involves playing The Hood in a location, followed by Viper, sending The Hood with his -3 power over to your opponent. Then, playing Green Goblin in the same location, you can lock it down with Professor X, which often guarantees victory in that lane.
Attuma is a great card to play after Zero. Screenshot via snap.fan
Attuma can be one of the most frustrating cards to deal with in Marvel Snap. Although he possesses high power, he is destroyed if any other cards are present on your side of the location. However, with Zero, you can remove this drawback and have a four-cost, 10-power card with no negative effects. Alternatively, Armor can prevent Attuma from being destroyed.
To capitalize on Nebula’s power boost each time your opponent doesn’t play a card at her location, Professor X and Storm work brilliantly. By locking down the location, you can enjoy consistent power boosts.
When possible, save Zero as your last card played on the penultimate turn, then play Destroyer in turn six. With Zero’s ability removed, your other cards won’t be destroyed. Alternatively, adding Armor to the locked-down location and playing Destroyer usually guarantees victory in two locations.
Countering Zero Decks in Marvel Snap
With Zero enabling players to unleash powerful cards while removing their negative effects, countering Zero decks requires strategic choices. One simple counter is to play Shang-Chi, who destroys any opposition cards at locations with nine or more power. Another option is to disrupt your opponent’s follow-up plays with Aero, which moves the last card your opponent played. Juggernaut can also remove the cards played that turn at the location he is played.
Lastly, as an On Reveal card, Zero can easily be blocked by using Cosmo. Cosmo blocks On Reveal abilities from activating at a location, but you must have priority and accurately predict where Zero will come into play.
With this comprehensive guide, you’re ready to dominate Marvel Snap with the best Zero decks and effective counter strategies. Unleash the power of Zero and conquer the game!