MARVEL SNAP's newest featured location, Plunder Castle, has inspired an assortment of strategies so far, and there's still plenty of time to take advantage of its increased appearance. With that in mind, we've gathered some decks from the SNAP community that can storm Plunder Castle for players at every level of Collection: from the very beginners to those near the end of Series 3 and beyond.
As a Featured location, Plunder Castle will have a 40% chance to appear for 48 hours, from 7 PM PT Tuesday night to 7 PM PT Thursday night (2 AM UTC Wednesday to 2 AM UTC Friday) - that gives us just enough time to try out these decks that want to see it more often.
This Series 1 deck from Alexander Coccia abuses the On Reveal of White Tiger and the move of Nightcrawler to get extra bodies into Plunder Castle and, if that's not enough, can play a Hulk there, as well.
For Series 2, the obvious all-star is Vision, who can be played on turn 5, then make his way into Plunder Castle on turn 6. This deck says, "Why wait until turn 5?" with a Jubilee that can summon any number of large cards. If you're feeling good about your chances, you can do nothing on turn 5 and set up a final turn The Infinaut to the featured location - what's your opponent gonna do, play Shang-Chi?
Movement will always be a reliable strategy when it comes to restrictive locations, and this Series 2 deck loads itself up with every feasible move card to cheat its way into Plunder Castle.
Movement gets a glow-up when it gets into Series 3, mainly thanks to Miles Morales and Human Torch giving it threatening bodies that come quite cheap. Doctor Doom is here to add another way to put bodies into Plunder Castle (and the other locations, too).
TLSG recommends this Ramp deck for Plunder Castle, as it has the ability to use Electro to play multiple cards to the featured location, or it can pivot and use a turn 5 Wave to lock both players out of the Castle, then use Arnim Zola to send something there anyway.
If Control is something you crave, then try out this deck that does everything it can to lock(jaw) its opponent out of the featured location. Wave (as we've established) denies the chance to play a card there, while Aero can likewise ruin your opponent's final plans. Lockjaw accelerates our Power in the other locations, then Captain Marvel will swoop into an empty Castle at game's end.
Have your own ideas for taking advantage of the featured location? Create and share your deck using our MARVEL SNAP deckbuilder! Don't forget to include a guide!
Have an opinion about the featured location? Let us know in the comments!
Thanks for the decks -- I'm not a fan of this location, and I hope that these decks will make the location more enjoyable!