Here are some of the best current Destroy type decks in Marvel Snap!
In Marvel Snap, there are a few deck types that are specific to the game. Every card game out there has aggro, control and ramp decks though. The Destroy deck falls into the control archetype and requires players to know game mechanics and sometimes predicting your opponent's next plays.
Out of all the deck archetypes, it can be sort of difficult to pull out wins just due to having to predict what your opponent may do next, but thankfully the decks we have made for you today have fall back plans which make them very reliable no matter what situation you may find yourself in.
Kazar Carnage
Kazar Carnage is a very easy deck to get since all the cards are ones that are accessed within Pool 1. What makes this deck so good is it can shut down aggro and combo decks. All the 1-cost cards are vital and can be used in any situation, no matter what 1-cost cards you draw on hand one or two you won't be missing out on much potential power because the deck is centered around Kazar and if you don't draw him for some reason you will have access to Wolfsbane, Captain America, and Blue Marvel.
Plays are going to be focused around what 1-costs we draw at the start of the game. Nova when he is killed will give all of your other units +1, we want to put him with a Squirrel Girl in turn 2, so we can buff the squirrels at our other locations when we drop Carnage later in the game for the board wide +1.
If we have to lose a location, it should be the one we let Carnage eat up. Elektra is an amazing card that you should never play first turn. Wait until your opponent begins buffing their 1 cost cards like us, but then drop Elektra opposite of them and watch all of their hard work go away.
Nightcrawler is great to have at any location because you can have him stay at a location until it's full then move him and slot in a Wolfsbane for example, or you can move him to more opportune locations if there's one available.
Your last two turns should be stacking up your current effects if you don't draw a Kazar or Blue Marvel. If you do end up drawing one of the two, make sure that you put them on the board. Kazar will buff all 1-cost cards by 1 and Blue Marvel will buff all cards +1. This deck enables you to swarm the game board and overwhelm your enemies.
Ongoing Destroyer
This aptly named deck is another one focused around control, but also destruction. We want to destroy our own cards with this one, though.
We want to be more reactive when playing this deck, which means we need to know what each of these cards do, since they all work together in a very specific way. Playing Destroyer on turn 6 is our goal, he kills all of our cards.
To get to that point we have a lot of obstacles that may be thrown our way and these lower cost cards help us deal with that. The most important card we need to play is Armor. This card makes it, so no cards can be destroyed at its location. Ideally we want to have Ant-Man, Armor, Lizard and Captain America at one location.
If the opponent has four cards at the same location, we can swap Lizard for Mojo and get bigger gains. We have some amazing ways to control what our opponent does with Cosmo and Professor X. Cosmo negates all the reveal abilities, and Professor X makes it so there can be no more cards played at a location.
If you don't draw a Destroyer, that's fine because we still have solid plans going on at two other locations. Spectrum is just a solid buffer for our board, so she can be played over Destroyer if you didn't draw Armor.
Anti-Meta
The Anti-Meta deck is designed around being as annoying as possible. This deck is designed to make us seem unpredictable, essentially we are because we just want to respond to what our opponent is doing exclusively.
Iceman will increase the cost of a card in your opponent's hand. Scorpion will decrease the power of all the cards in your opponent's hand by one. Scarlet Witch can turn her location into a new location. Enchantress removes the abilities of all ongoing cards at her location. Hobgoblin takes a slot on your opponent's side and also gives their location a minus eight. The Punisher gets a +2 for every card your opponent has.
So, as you can see, we have MANY ways to respond to what our enemy does. We aren't aiming for the biggest numbers, but instead aiming to just shut down everything they could possibly throw at us.
Hopefully there's something in here that you want to try!
If you're interested in more of our Marvel Snap coverage, please check out these other deck guides: