Here are some more advance tips: - You should be retreating in about 35-40% of your games. If you find yourself retreating less than that, you are not retreating enough. - The n°1 most common mistake I see people make on ladder all the time is to snap only when their advantage is already evident. Always snap before your big play is apparent, never after. If you see your oponents usually retreating the moment you snap, your snap timing is probably a bit off. - NEVER, and I repeat, NEVER EVER snap on turn 6. - Understand cube equity. Basically, if you're on turn 6 and no one snaps, if your play has above 25% chance of winning the game, you should stay and not retreat. If you're on turn 6 and your opponent snaps, you should stay if you consider you have more than 33% chance of winning. This is a very well known poker concept that can be applied here, I won't go into the math behind it, but there are other videos you can watch that explain why those numbers. And as I said in my previous rule, you should never snap on turn 6. - You should usually try to avoid snapping before all locations are revealed. This one has some exceptions, sometimes you have a very impactful play on turn 2 and you want to snap before that. For example, if your oponent plays Nova, The Hood or Deadpool turn 1 and you have Armor and priority, you should probably snap before playing the armor. - When a location basically means auto win for your deck, or an extremely potent play; like The Peak if you are playing a Negative deck or Bar Sinister/Space Throne if you have Green Goblin; don't snap as soon as the location reveals, this will only make it clear that you can take advantage of said location and give away your play. Even if you need to snap the turn the location reveals, it is not the same to insta-snap, than to wait say 10 seconds and then snapping. If you notice all my tips are about snapping and retreating is because that's the number 1 skill that will make you good at marvel snap.
Hold on, I agree with everything but why never snap turn 6? If you know you'll win, worst case you get a cube, best case your opponent is ignorant and doesn't retreat and you get 2 cubes. If you choose not to snap, the game completes and you still get the 1 cube anyway.
I guess I just found out I don't get snapping lol. So apparently if a game completes turn 6, each player has 2 cubes at stake? Otherwise if a player retreats at ANY time, without anyone ever snapping, they only lose 1 cube? I'm pretty confused. I always thought snapping went: + Each player antes 1 cube + If no one snaps, it's a "1 cube game" no matter what + If one player snaps, it becomes a 2 cube game. + If both players snap, it's a 4 cube game, the maximum number of cubes you can possibly lose is 4 cubes in a game. But apparently that's all incorrect?? Lol, I think the game did a poor job of explaining that
@@Xenmas021 It is incorrect. Regardless of snaps, cubes will automatically double when turn 6 is resolved (played). On turn 6: If you do not snap and you win, you get 2 cubes (because of turn 6 doubling). If you snap and your oponent does not retreat, whoever wins gets 4 cubes (double from the snap and double again from turn 6 resolving) If both players snap, the winner gets 8 cubes (3 times double) In any case, if your oponent retreats, you only get 1 cube (considering the snaps were that same turn). The reason why snapping is wrong in turn 6 is basically because you give away all the information and power to your oponent. You are basically saying "I have a game winning play this turn", and because your oponent already saw most of the cards in your deck, he will have a very accurate idea of what that game winning play is. He will be able to predict what are you going to do and then decide if he wants to stay or not. If he doesn't stay, you will earn just 1 cube, which is half of what you would have earned if you didn't snap and let turn 6 resolve, and win. If he does stay, it is very likely that he can counter your big play somehow, which will make you lose double the cubes. In either case, snapping will cause you to lose cubes much more often than not. If you are unsure about your capacity to win in turn 6, is very common to be "in the brink" of retreating, and a snap from your oponent very often pushes people to retreat, when they would have stayed otherwise. If your oponent sees you snap, he will only stay if he knows he can beat the best posible play for your deck, and that will make you lose double the amount of cubes. But if you don't snap, you are not giving any information about your potential play, your opponent has no way of knowing if you have a good hand, or a bad hand, or if you're considering retreating, your oponent has no idea what are you thinking and what you are going to do. And if he wants to know, he will have to take a risk and stay. By snapping, you take that risk of uncertainty away from him, you make him certain that you have a good hand, and that is a big advantage for your opponent, because now he can choose what to do with knowledge and certainty. After what I just explained, you may think that snapping turn 6 may be a viable bluff play, but it is not. It is simply too much risk for very little gain, specially in ladder against a random opponent that may not be playing rationally. So never ever snap turn 6. It is objectively a bad play, always (the only exception being if you are about to play Kang).
@dificulttocure Holy shit I had no clue--game really didn't explain that mechanic well. Thanks a ton, extremely helpful dude!! No more turn 6 snaps lol. I also realize that I DO get 8 cubes from games where we both snap and resolve turn 6, not 4 like I first proposed. Guess I never thought twice about it. Thanks again
It's also interesting that--although I can't explain mathematically why--bluffing feels really weak in this game. Not even just on turn 6, but in general. Something to think about for sure... perhaps has something to do with exchanging way more information about each other compared to a game of poker. Not too sure.
Just a small note, wolfsbane was updated a couple months back, she will still receive her buff even if there are face down cards, you don't have to play her last
The tip for the gold usage is regular better than buying credits for the gold in shop, but I think all players should also have an eye on bundles wich could buy for gold. The only problem with that is you cant´t say all bundles are better than refreshing, but some are and as a small spender or f2p-player you have to save up for them, but again some bundles are a significant better invest than the refreshing.
As an ex yugioh player and current pokemon player I picked this game up and immediately got good in a day. Built a deck centered around reveal effects as my first and within a weeks time i was on par with a friend whose been playing since release. This game is truly free to play as well. Only thing I pay for is the battle pass
Love the video and the production put into this the joy from the game shows. Personally don’t agree with tips 3, 4, and 7 but still a GREAT video for beginners. Overall tips were great and not much else needs to be said otherwise it’ll complicate the game for newcomers
Tip 6 is very helpful! Currently the hot location is quantum tunnel and if it’s on first location, I just put low cost cards there to gamble and get better/higher cost cards. Great video Matt 🙌🏼
Great video. I'm not sure why it doesn't have more likes. One argument though: Quicksilver is *not* a powerless card! Don't take my word for it, play him in the Washington DC location. 🙄 One of my better decks has Quicksilver, Domino, and Chavez for those guaranteed draws, and I have no other 1,2, or 6 cards in that deck, which allows me more versatility in that powerful zone of 3-5. Heavy on the 3's and often I don't even play Chavez.
this video needs to be taken down or remade. NEVER use gold to refill missions. its a huge loss in progression. save gold for gold bundles that are good in value or to even buy the card variants you want as a collector.
@@BluntculturE42dude refilling missions is a good idea in terms of progressing. not too mention the gold bundles that have been releasing have sucked a lot. Also on top of that the mission refills give you season xp that you can’t get any other way which will in turn recoup more credits with the season caches at the end of the season.
@@snapsesh I meant more the idea of another video explaining what marvel snap is and/or how it works. Not a lot of people know what it is or what you have to do.
I don´t really think using gold on missions is a good idea I think you should use it on bundles or even variants for cards you like, not to mention constantly getting new missions means you play a lot more often which can lead to burnout
Spamming the text "snap", and/or sending emojis will never make me snap with you. I will simply mute you if you do. I only snap if I actually think I have a win.
Here are some more advance tips:
- You should be retreating in about 35-40% of your games. If you find yourself retreating less than that, you are not retreating enough.
- The n°1 most common mistake I see people make on ladder all the time is to snap only when their advantage is already evident. Always snap before your big play is apparent, never after. If you see your oponents usually retreating the moment you snap, your snap timing is probably a bit off.
- NEVER, and I repeat, NEVER EVER snap on turn 6.
- Understand cube equity. Basically, if you're on turn 6 and no one snaps, if your play has above 25% chance of winning the game, you should stay and not retreat. If you're on turn 6 and your opponent snaps, you should stay if you consider you have more than 33% chance of winning. This is a very well known poker concept that can be applied here, I won't go into the math behind it, but there are other videos you can watch that explain why those numbers. And as I said in my previous rule, you should never snap on turn 6.
- You should usually try to avoid snapping before all locations are revealed. This one has some exceptions, sometimes you have a very impactful play on turn 2 and you want to snap before that. For example, if your oponent plays Nova, The Hood or Deadpool turn 1 and you have Armor and priority, you should probably snap before playing the armor.
- When a location basically means auto win for your deck, or an extremely potent play; like The Peak if you are playing a Negative deck or Bar Sinister/Space Throne if you have Green Goblin; don't snap as soon as the location reveals, this will only make it clear that you can take advantage of said location and give away your play. Even if you need to snap the turn the location reveals, it is not the same to insta-snap, than to wait say 10 seconds and then snapping.
If you notice all my tips are about snapping and retreating is because that's the number 1 skill that will make you good at marvel snap.
Hold on, I agree with everything but why never snap turn 6? If you know you'll win, worst case you get a cube, best case your opponent is ignorant and doesn't retreat and you get 2 cubes. If you choose not to snap, the game completes and you still get the 1 cube anyway.
I guess I just found out I don't get snapping lol. So apparently if a game completes turn 6, each player has 2 cubes at stake? Otherwise if a player retreats at ANY time, without anyone ever snapping, they only lose 1 cube? I'm pretty confused. I always thought snapping went:
+ Each player antes 1 cube
+ If no one snaps, it's a "1 cube game" no matter what
+ If one player snaps, it becomes a 2 cube game.
+ If both players snap, it's a 4 cube game, the maximum number of cubes you can possibly lose is 4 cubes in a game.
But apparently that's all incorrect?? Lol, I think the game did a poor job of explaining that
@@Xenmas021 It is incorrect. Regardless of snaps, cubes will automatically double when turn 6 is resolved (played).
On turn 6:
If you do not snap and you win, you get 2 cubes (because of turn 6 doubling).
If you snap and your oponent does not retreat, whoever wins gets 4 cubes (double from the snap and double again from turn 6 resolving)
If both players snap, the winner gets 8 cubes (3 times double)
In any case, if your oponent retreats, you only get 1 cube (considering the snaps were that same turn).
The reason why snapping is wrong in turn 6 is basically because you give away all the information and power to your oponent.
You are basically saying "I have a game winning play this turn", and because your oponent already saw most of the cards in your deck, he will have a very accurate idea of what that game winning play is. He will be able to predict what are you going to do and then decide if he wants to stay or not. If he doesn't stay, you will earn just 1 cube, which is half of what you would have earned if you didn't snap and let turn 6 resolve, and win. If he does stay, it is very likely that he can counter your big play somehow, which will make you lose double the cubes. In either case, snapping will cause you to lose cubes much more often than not.
If you are unsure about your capacity to win in turn 6, is very common to be "in the brink" of retreating, and a snap from your oponent very often pushes people to retreat, when they would have stayed otherwise. If your oponent sees you snap, he will only stay if he knows he can beat the best posible play for your deck, and that will make you lose double the amount of cubes. But if you don't snap, you are not giving any information about your potential play, your opponent has no way of knowing if you have a good hand, or a bad hand, or if you're considering retreating, your oponent has no idea what are you thinking and what you are going to do. And if he wants to know, he will have to take a risk and stay. By snapping, you take that risk of uncertainty away from him, you make him certain that you have a good hand, and that is a big advantage for your opponent, because now he can choose what to do with knowledge and certainty.
After what I just explained, you may think that snapping turn 6 may be a viable bluff play, but it is not. It is simply too much risk for very little gain, specially in ladder against a random opponent that may not be playing rationally.
So never ever snap turn 6. It is objectively a bad play, always (the only exception being if you are about to play Kang).
@dificulttocure Holy shit I had no clue--game really didn't explain that mechanic well. Thanks a ton, extremely helpful dude!! No more turn 6 snaps lol. I also realize that I DO get 8 cubes from games where we both snap and resolve turn 6, not 4 like I first proposed. Guess I never thought twice about it. Thanks again
It's also interesting that--although I can't explain mathematically why--bluffing feels really weak in this game. Not even just on turn 6, but in general. Something to think about for sure... perhaps has something to do with exchanging way more information about each other compared to a game of poker. Not too sure.
Im so excited for this channel Matt 😊
Me too man 👨 🎉
🙌🏼🙌🏼🙌🏼🙌🏼🙌🏼
Just a small note, wolfsbane was updated a couple months back, she will still receive her buff even if there are face down cards, you don't have to play her last
Good to know thank you!
The quality of this video is really good. That kind of content deserves more recognition
The tip for the gold usage is regular better than buying credits for the gold in shop, but I think all players should also have an eye on bundles wich could buy for gold. The only problem with that is you cant´t say all bundles are better than refreshing, but some are and as a small spender or f2p-player you have to save up for them, but again some bundles are a significant better invest than the refreshing.
Yea but you also get season xp from refreshing
Just started playing recently, didn’t realise this game has so much depth!
As an ex yugioh player and current pokemon player I picked this game up and immediately got good in a day. Built a deck centered around reveal effects as my first and within a weeks time i was on par with a friend whose been playing since release. This game is truly free to play as well. Only thing I pay for is the battle pass
Just finished watching the first video, I'm looking forward to more vids matt, and thank you and jc for giving me an addiction.... I can't stop
Hell yeah! Excited to hear that
Matt great video! Super helpful stuff in here. Keep up the great work this channel is gonna BANG. Trust.
Love the video and the production put into this the joy from the game shows. Personally don’t agree with tips 3, 4, and 7 but still a GREAT video for beginners. Overall tips were great and not much else needs to be said otherwise it’ll complicate the game for newcomers
Im your 711 subscriber ☺️
Tip 6 is very helpful! Currently the hot location is quantum tunnel and if it’s on first location, I just put low cost cards there to gamble and get better/higher cost cards. Great video Matt 🙌🏼
for the ordering within a turn exemple you took one of the only "exception" wolfbane count ALL cards on the location even face down ones
Great vid! Started using that move deck you showed yesterday, works great!
Pretty cool video
Again, I've never played the game but I still watches all the way through
legend
really helpful, thank you!
I’ve noticed on hot location decks, I win better with counter -insured decks
I just got from rank 28 to 24 because of your tips...
Like I wasn't hardstuck bronze already...
Great video. I'm not sure why it doesn't have more likes. One argument though: Quicksilver is *not* a powerless card! Don't take my word for it, play him in the Washington DC location. 🙄 One of my better decks has Quicksilver, Domino, and Chavez for those guaranteed draws, and I have no other 1,2, or 6 cards in that deck, which allows me more versatility in that powerful zone of 3-5. Heavy on the 3's and often I don't even play Chavez.
I visit a channel. I like and comment.
Easy work!
Thanks for the advice!
Excellent
Quicksilver is good in Apocalypse.
cards with no abilities are needed for some of the meta decks with a certain card
1) you sound like DoctorMike. Just throwing that out there
2) already the first tip got me and im Vibranium tier
this video needs to be taken down or remade. NEVER use gold to refill missions. its a huge loss in progression. save gold for gold bundles that are good in value or to even buy the card variants you want as a collector.
Glad I read this. Did that and I just started but had a good amount and refill mission..... 😭
@@BluntculturE42dude refilling missions is a good idea in terms of progressing. not too mention the gold bundles that have been releasing have sucked a lot. Also on top of that the mission refills give you season xp that you can’t get any other way which will in turn recoup more credits with the season caches at the end of the season.
Totally agreed this video is now unfriendly for new users
i could use a explain video on marvel snap because i have no idea whats going on lol. something for beginners?
I would say download the game, play a few then watch this video and it’ll be the beginners guide you wanted :)
@@snapsesh I meant more the idea of another video explaining what marvel snap is and/or how it works. Not a lot of people know what it is or what you have to do.
4#.😢I know but I'm so into the mindset of real men never retreat never surrender
I keep Professor X so I can lock down a location.
I don´t really think using gold on missions is a good idea
I think you should use it on bundles or even variants for cards you like, not to mention constantly getting new missions means you play a lot more often which can lead to burnout
This was 6 months ago which is what you should have done back then. Now because of the spotlight caches you're right the bundles are the way to go
2:07 bro how tf did you get 1408 points ☠️☠️☠️
Onslaught's Citadel (x2 ongoing) + Onslaught (x2 ongoing)
@@BigPSFredo ohhh
why is your hulk a 6 11
You said don't use vanilla cards ummmmm what about patriot decks?
This is more beginner based video so those decks aren’t avail yet
Stay below 600 collection level as long as you can
Why?
The advise about leaving a card grey to get boosters faster is not correct anymore.
The game now priorities cards under 20 boosters.
Noted! Thank you for the update. They have been updating gaming frequently so I’m sure some of these will need to be updated
Number 11 is outdated don't wast golds like that
And number 10 kind of outdated, use high evo
Love this game an the cards and in a real powerful God I love that I can't wait to upgraded
Nice username.
Spamming the text "snap", and/or sending emojis will never make me snap with you. I will simply mute you if you do. I only snap if I actually think I have a win.
Bro you sound like mcsportshawk
Wolfsbane is a girl
you are playinh with bots lols..this is an RNG game.
you have not played the game clearly