Best Cards For A Werewolf By Night Deck In Marvel Snap

Many cards in Marvel Snap have an obvious implementation, since you just need to read their ability in order to understand their place. If it destroys something, it’s either a counter or part of a destroy deck. If it has an ongoing effect, you’ll want to make an ongoing deck. And so on.

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Werewolf by Night is different because its multiple abilities allow it to fit in many decks, making his home one harder to guess. Like many move cards, he needs a trigger that allows him to get his buff. That trigger however is not being moved, but an on reveal card being played. Understanding this strength can lead to plenty of victories.

10 Iron Fist

The oldest move enabler

Marvel Snap - Iron Fist on a blurred background

Each card interacts differently with the Werewolf, and once he’s in play you have to be careful with your other card placements. Iron Fist can move any of your cards, sure, but it’ll move Werewolf towards him. This means that a careful Iron Fist play can lead to multiple cards moving around.

Still, his main ability can only send cards to the left, so keep that in mind when placing him. Between cards that move and cards that need moving, you’ll be running out of room in no time. Iron Fist’s low power also means he shouldn’t take a vital spot in your strategy.

9 Ghost-Spider

Like Iron Fist, but far more flexible

Marvel Snap Card Ghost-Spider

Ghost-Spider functions much like Iron Fist, and the same precautions need to be kept when playing her in a Werewolf deck. Still, even if she’s similar to Iron Fist, moving the last card played means you need to plan into her instead of after.

In certain scenarios however, she can act as a sort of mini Heimdall, since thanks to the Werewolf she’ll move two cards and likely increase their power. Being able to do all that with only one card means you’re going to get the upper hand on your opponent with unexpected plays.

8 Human Torch

Weak to Killmonger, but worth the risk

Marvel Snap card Human Torch

The exponential way Human Torch can grow in power makes him a clear addition to any move deck, but don’t overly rely on his power. It might be tempting to have a turn three of shuffling him around with Ghost-Spider and Iron Fist, but it’s not without risk. That eight power Torch will only be aiding one location.

It’s best to be patient and not just drop him as soon as possible, particularly because the cards that can move him can also move Werewolf for free. At times, he’s best as a decoy, since players will usually expect you to aim for an explosive torch, when you’re actually going wide with many cards.

7 Dagger

A great tool against flooded locations

Marvel Snap - Dagger on a blurred background

While Human Torch is an easy addition to any move deck, the additional cards you can add are plenty with their own highs and lows. You can have any of them in the deck, but Dagger has the cost efficiency not seen in the other cards. Still, they’re worth considering if you’re running into heavier decks than usual.

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One replacement could be Multiple Man, but if you’re already running low on space as it is Vulture ends up being the ideal choice, since moving once already makes him huge. However, the three cost is a little steep considering you have to trigger his movement to begin with.

6 Kraven

The constant movement makes him powerful

Marvel Snap card Deck Kraven

Kraven isn’t seen on every single move list, since to get the most out of him you need cards to go in and out of his location. Werewolf can achieve this, yet not without effort; since this is the point where you’ll be dealing with lack of space. However, the reward is worth it.

While there are other cards in the deck that make use of Kraven’s abilities in the deck, the double up Werewolf offers is without measure. Be careful of the lane you place him in, since there are plenty of bad locations for a bunch of cards to group up in, and Iron Fist can only move them to the left.

5 Silk

Big power that isn’t wasted

Marvel Snap Card Silk

A deck with Silk and Werewolf means that you’ll see plenty of movement each time you play something, but it also means you have more control over where Silk ends up. Since you can easily fill lanes up with Werewolf without locking them up forever, this lets you send Silk to harder to reach places like Sanctum Santorium.

Besides Werewolf By Night, Silk also combines very well with Kraven, being able to go in and out of his location and get him to big numbers. She also works wonders with Miles Morales, activating him with ease. The synergies are clear, making Silk a must-have for the deck.

4 Spider-Man

The master of movement

Marvel Snap Card Spider-Man

Spider-Man’s ability is a complex one, and getting the most out of it is hard for any deck. Here, each aspect of his ability yields fruit, as long as you understand how he works. First off, he can move unrevealed cards, so when those cards are revealed they are considered to have been played on the new location.

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You also need to keep track of Werewolf By Night. Werewolf will clearly move and get stronger thanks to Spider-Man, but he’ll go to the location Spider-Man was originally played at. So it doesn’t matter where Spider-Man ends up, if your intention is to move Werewolf keep close mind of where you make the play.

3 Miles Morales

He’s never a four cost

Marvel Snap Stegron Deck Miles Morales standard variant

Miles Morales is a card that won’t do anything fancy for your deck beyond applying a good amount of pressure. His five power is impressive, but only when played with one energy. Therefore, you need a deck that can nearly guarantee that outcome.

This is one such deck, and you should never play him for four energy. As a one drop, he can easily be played alongside nearly any card, except for your turn six power plays. Remember that, while his energy cost can affect where he can be played, once on the board he’s always considered a four cost card.

2 Heimdall

As predictable as he is useful

Marvel Snap - Heimdall on a blurred background

Heimdall is, by all intents and purposes, the most obvious play you can make in a move deck. Yet that doesn’t mean he’s without merit, since plenty of cards in the deck benefit from being moved. What’s more, sometimes even without the buffs, just moving your power relocates it in a way your opponent can’t answer.

Heimdall’s biggest weakness, beyond being predictable, is his eight power. While not a laughing matter, since he moves all other cards he tends to be alone in his lane. With Werewolf by Night, you avoid this by having the Werewolf jump towards Heimdall, as long as there’s room for him.

1 Alioth

The greatest final move

Marvel Snap Card Alioth

Few cards make for a more powerful final play than Alioth, so much so that he had his power nerfed to balance that. Still, especially with priority, you can stop your opponent’s final play before it even happens. What’s more, in a move deck it’s hardly a predictable maneuver.

Since Alioth’s nerf was aimed at his power, you can circumvent this thanks to Werewolf by Night. Alioth’s ability being an on reveal, means that Werewolf will make one final jump before the end of the game, putting all the power accumulated throughout the game and even more in that final play.

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