Best Ghost-Spider decks in Marvel Snap (September 2023)

August 2024 · 6 minute read

Marvel Snap‘s season this June, known as the Spider-Versus, is themed around the release of the Spider-Man: Across the Spider-Verse film, starring Miles Morales. The arrival of a new season will also mark the introduction of a new season pass card. This time, Ghost-Spider will be the star of the season pass.

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Ghost-Spider is a Spider-Man variant from another universe. Behind the mask, she is Gwen Stacy, who is often Miles’ friend-slash-love interest. In Marvel Snap, she can be a ferocious threat, especially when used in Move decks.

Marvel Snap’s Ghost-Spider abilities, explained

Ghost-Spider is a one-cost, two-Power card with the ability that reads “On Reveal: The last card you played moves here.” On paper, this may seem like an effect that may not change the pace of the game in an instant. But when used correctly, Ghost-Spider can provide a massive boost to a card if she moves the right unit, as well as when she is played in the right location, especially as a surprise card in the late game.

Ghost-Spider won’t cost you tokens during the Spider-Versus season, which began on June 5 at 10pm CT. Instead, she can be purchased through the season pass which costs $9.99 USD. There is also a premium version for $14.99. After this season, Ghost-Spider will be available in the normal token shop rotation and will cost 6,000 tokens.

Strategy and best combos for Ghost-Spider decks in Marvel Snap

Generally, Ghost-Spider is a tech card that can provide another cheap movement option for Move decks. Some of her best targets to move are cards that can gain Power when moved, such as Human Torch, Dagger, and Vulture. All of these cards are good units that can potentially have massive Power going toward the late game.

Miles Morales also benefits from Ghost-Spider’s effect, making him a one-cost, five-Power card when the latter moves a card to the location where she is played.

The best Ghost-Spider decks in Marvel Snap

Standard Move

As mentioned, Ghost-Spider works as more of a tech card that helps Move decks reach their full potential. Including her in the standard Move deck can be beneficial, since she can potentially provide another boost to one or more of the other cards.

Human Torch, Dagger, and Vulture are the best targets for Ghost-Spider’s effect. Silk, on the other hand, is a two-cost, five-Power card that can move to whenever a card is played in the location where it is originally placed.

You can also put some of the staple cards for the Move deck that help to move units around the locations, such as Iron Fist and Cloak for early, Doctor Strange for the midgame, and Heimdall for later on.

Miles Morales and Kraven are your power sources aside from the cards that gain Power when moved. Miles can lower his cost and can become a cheap Power booster, while Kraven stacks Power whenever a card moves to the location where he is placed. Polaris is also there for added Power value, as well as having a control effect to transfer an opposing one or two-cost card to the location where you will play her. Spider-Man 2099 is a new Move staple since he can destroy a card if he moves for the first time. This can disrupt your opponent’s setup.

Win condition cards for this deck

The cards that can define the winning condition for this deck are:

Human Torch, Dagger, and Vulture are your main Power sources for this deck. Moving them around in all locations can make their Power bigger, so be wise in prioritizing to move them as much as possible to stack the bonus Power they can gain from moving.

Kraven is also another good Power source since he can stack major Power depending on your movement in the locations.

Heimdall is a must for almost every Move deck since he can instantly move cards to the left when you play him. This is a powerful move since it is a one-time, big-time effect that can quickly change the pace of the game.

Destroy Move

Another Move strategy where Ghost-Spider can be used is in a Destroy package where the Phoenix Force is its main offensive engine instigator. This deck combines both Destroy and Move mechanics, allowing you to produce some potential massive Power sources in the process.

 Phoenix Force revives and merges with a destroyed card, giving it pus five Power and the ability to move once per turn. The best targets for this effect are Human Torch and Multiple Man, with the former possibly creating a 14-Power Torch on first move, while the latter can leave eight-Power copies of himself on locations.

To enable the Destroy mechanic, you can put cards like Carnage and Venom. Move staples such as Iron Fist, Dagger, Cloak, and Heimdall are also included in the deck. Shuri adds more flare to the deck by possibly doubling the Power of the revived card by Phoenix Force, and Taskmaster is there to copy the Power of the card produced by the Shuri and Phoenix Force play.

Win condition cards for this deck

The win condition cards for this deck are:

The combo of Phoenix Force and Shuri paves the way for creating a possible Power juggernaut in combination with either Human Torch (for a single location outpower) or Multiple Man (if you need to spread Power on locations). So, it is best to always prioritize playing this combo since outpowering the opponent is still the name of the game.

As for Taskmaster, he is there for a possible Human Torch Power clone, giving security for another location. Heimdall can be played for one last Move push, especially if you want Multiple Man to be scattered on your locations.

Ghost-Spider staple cards

Here are cards you should play with Ghost-Spider along with their effects:

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