you may use plenty of cards in aMarvel Snapramp deck since the point is to play expensive cards before your opponent. The main thing that makes the Sandman variant effective is forcing your opponent to play by your rules.

This is a meta-dependent deck since Sandman’s effect is redundant if everyone plays only one card per turn. But during metas of combo play and low-cost cards, Sandman can single-handedly win you the game, having your opponents retreat as soon as they see him.

Marvel Snap - Black Panther on a blurred background

10Black Panther

There are very few five-cost cards worth putting in a ramp deck since the goal is to play multiple high-impact six-cost cards. But some of them combine really well with said six costs, and the one with the most power is Black Panther.

While his power might seem like nothing worth investing in, there are plenty of cards that make his power skyrocket. What’s more, he’s a great backup plan for when you’re unable to ramp up; Black Panther into Arnim Zola is as classic as it is effective.

Marvel Snap Card Mobius M. Mobius

9Mobius M. Mobius

While Mobius isn’t helping your ramp plan, he’s protecting it; any location or effect that raises the cost of your cards can be devastating, plus he works wonders with Wave. What’s more, it prevents your opponent from discounting multiple cards.

Mobius is a double-edged sword, however, since decks that want to protect themselves from Wave will have him as well. This is why Sandman is so strong against said decks since they can’t protect themselves from the effect beyond using Enchantress.

Marvel Snap Card Electro

8Electro

Since you’re already planning on playing Sandman, Electro’s negative effect won’t be an issue. Besides, Electro is the only true ramp card in Marvel Snap since you have the added energy permanently. He’s the enabler for all your six costs to be played on turn five.

Electro is alsoa staple of Galactus decks, so you could fake out your opponent by leaving a location purposefully empty. While risky, it will have your opponent over-commit while you prepare the win on the other two locations.

Marvel Snap Card Wave

7Wave

One of the most impactful cards in the game, Wave can destroy entire strategies by herself. She nearly ensures that your opponent has to play only one card on the final turn, Sandman or not, letting you use the full swing of your card’s abilities.

The addition of Mobius does change how you use her. Playing her with a Mobius on the board means that cards that cost three or less won’t have their cost reduced for whoever has him in play. This is why Wave decks are now forced to have him as well; otherwise, the strategy won’t work.

Marvel Snap Card Jeff

6Jeff

Jeff may be a great tool against Sandman, but they can also be used alongside each other. Since no rule can stop Jeff from being played, neither Sandman nor Electro’s limitations will affect him. So if you have a final play where two energy is left over, Jeff can be played as well.

If you include all that Mobius and a Wave play on turn six, you’ll be able to play any of your heavy cards for four energy, leaving enough to send Jeff as well. While quite a set-up, it is what your deck aims to do, and most players won’t expect Jeff on a Sandman deck.

Marvel Snap Card Aero

5Aero

Since her nerf, Aero only affects one card; so unless the meta is a heavy cost one, she has a hard time seeing the light of day. With Sandman, you may force a favorable situation for her, making you keep your win on turn five or six.

At times when you can’t force your opponent to play a single card, you’ll have to consider what they’re playing to make the most out of Aero. This will let you know the order in which they’re likely to make their moves. And even when not using her on reveal, eight power is nothing to laugh at.

Marvel Snap Arnim Zola on blurred background

4Arnim Zola

As one ofthe most powerful zero power cards, Arnim Zola can benefit greatly from the entirety of your deck. Do keep in mind that whenever you’re planning a play with him, you need to keep the location as clean as possible. Just leave the Zola target to avoid frustrations.

You should also consider that you’re likely to lose the location Arnim Zola is being played in. This is something your opponent will know as well, and you can use this to your advantage to fake them out. The Zola play is so obvious that not making it will get them off guard.

Marvel Snap - Odin on a blurred background

3Odin

Odin and Arnim Zola serve a similar function since they are highly dependent on what on reveal cards are in play. Yet, while Arnim Zola looks to win the other two locations, Odin can only win one unless played on top of Doctor Doom.

A great play in a ramp deck is to play Odin on top of Arnim Zola. This will create a cascading effect since whatever you cloned with Arnim Zola will get their effect triggered once again by the cloned Odins, making you nearly always win the other two locations.

Marvel Snap Card Alioth

2Alioth

Sandman and Alioth are the most devastating combo you could make since, with priority, the win is almost certain. Destroying your opponent’s cards before they are revealed can annihilate all kinds of combos and buffs.

Do know that Alioth is a popular card; therefore, players will expect it more often than not. The question isn’t whether you’ll play Alioth; the question is where. This is why an Arnim Zola on top of Alioth can be so devastating since you’ll be ensuring the win by preventing plays on two locations.

Marvel Snap Card Doctor Doom

1Doctor Doom

No ramp deck is complete without Doctor Doom. While his Doom Bots alone might not seem like they have a lot of power, the ability to add power to every location can’t be underestimated. And in a ramp scenario, you can send multiple Bots, suddenly winning in unplayable areas.

Doctor Doom is even more useful when combined with Sandman, since he’s making plays in all locations while unprepared decks can only add power in one. Your opponent might have Storm or a Wave of their own, but Doctor Doom will always stand tall.