Zoo Deck Guide – Marvel Snap

The Zoo deck is a popular choice in Marvel Snap that has evolved with each meta shift and new card release. It has consistently remained at the top of the meta, making it a reliable choice for climbing the ranked ladder.

Decklist

How to Play

The Zoo deck’s strategy revolves around boosting the Power of your cards. Marvel Boy, Ka-Zar, and Blue Marvel are the key cards to increase the Power of other cards and set you up to win a location.

Since Ka-Zar can only boost the Power of 1-cost cards, we’re using Squirrel Girl, Katie Bishop, and Shanna to add more 1-costs, which will also reduce the cost of Mockingbird, a 10 Power card that can catch opponents off guard with its low cost.

Gilgamesh synergizes with your Power boosters, gaining +1 more Power for each card with increased Power so we’ll rely on him to auto-win a specific location.

Ongoing: If your side of this location is full, +4 Power.
On Reveal: After you play your next card, cast a spell. (The spell changes each turn.)
On Reveal: Add a 1-Power Squirrel to each other location.

We have 3 1-cost Cards in the list, which will make it easier for us to flood locations.

Ant-Man works with that game plan, gaining 4 Power if your side of the location he’s on is full.

Nico Minoru is another 1-cost card that can cast powerful spells. Power boost, copying a card, transforming to a Demon, or doubling a card’s Power are useful spells that work best for you.

Squirrel Girl adds a 1-Power Squirrel to each location. Those Squirrels cost 1, so they gain the Ka-Zar +1 Power boost. Since they didn’t start in your deck, they’ll reduce the cost of Mockingbird by 2.

Ongoing: +2 Power for each location that’s full on your side.
On Reveal: Add 2 Arrows to your hand.

Dazzler shines in decks capable of filling up all locations, giving +2 Power to each full location on your side. This is giving a boost to all three locations, making it harder for opponents to contest all of them.

Kate Bishop creates two 1-cost Arrows in your hand, which synergize with Ka-Zar and Mockingbird. Each Arrow has a unique ability, Pym and Basic arrows are the strongest to play.

On Reveal: Switch sides.
Ongoing: If your side of this location is full, +3 Power.
On Reveal: After you play your next card, move it to this location.
On Reveal: If you play a card at this location next turn, +3 Power.

Ongoing: Your 1 and 6-Cost cards can’t be destroyed.
On Reveal: Add a random 1-Cost card to each location.

Caiera is a meta call, protecting your 1-cost Characters from getting destroyed. Cards like Killmonger can completely shut down your strategy by destroying your 1-costs, losing you a lot of Power, and stopping you from having a full location on your side.

Shanna adds a random 1-cost card to each location which works hand in hand with abilities like Squirrel Girl and Kate Bishop, those 1-cost cards are gaining Power buffs from Ka-Zar and will reduce the cost of Mockingbird.

After each turn, give 3 of your 1-Cost cards +1 Power.
Ongoing: Your 1-Cost cards have +1 Power.
Ongoing: Your other cards have +1 Power.

We want to play Marvel Boy as early as possible. After each turn, Marvel Boy will give 3 of your 1-cost cards +1 Power, so the earlier he’s in play, the more Power we’ll be gaining. However, if we’re worried about our 1-cost cards getting destroyed, we should prioritize playing Caiera first.

Ka-Zar’s and Blue Marvel will boost the Power of your cards by +1. Ka-Zar is limited to buffing only 1-cost cards, whereas Blue Marvel boosts the Power of all cards by +1 Power. You don’t need to have both Ka-Zar and Blue Marvel in play, at least one of them should be good enough as we focus on the Gilgasmish and Mockingbird play.

On Reveal: +1 Power for each of your other cards in play with increased Power.
Costs 1 less for each of your cards in play that didn’t start in your deck.

We want to play Gilgamesh on a location we’re struggling on, the +1 Power for each of your other cards in play with increased Power ability will boost Gilgamesh’s Power insanely, almost impossible for opponents to win the location he’s played on. We want to play him in the late game after we’ve increased the Power of our cards to get the most out of his ability.

Mockingbird’s cost will drop by 1 for each of your cards in play that didn’t start in your deck. So cards like Squirrel Girl, Kate Bishop’s Arrows, and Shanna can reduce Mockingbird’s cost, where you’ll have her at least 2-cost, in many situations down to 1.