Ares, the God of War, descends upon the mortal realm of Marvel Snap, aiming to conquer and revitalize underperforming archetypes. But how does this deity of conflict find himself entangled in the strategic battles of this card game?
Norman Osborn's unexpected ascension as Avengers leader following the Secret Invasion leaves him with a peculiar team: Ares and Sentry. While Sentry's allegiance is attributed to his unstable mind, Ares's support for the clearly villainous Osborn is perplexing. After all, isn't he supposed to be an Avenger, fighting against evil?
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The answer lies in Ares's unwavering loyalty to war itself, not to any specific faction. This perfectly aligns his Marvel Comics persona with his Marvel Snap card. Ares thrives in large-scale conflicts, preferring powerful company and exhibiting a somewhat dull, arrogant demeanor.
Table of Contents ---
- Best Cards to Team Up With Ares
- Ares: Surprisingly Not a Top-Tier Threat
- Conclusion
Best Cards to Team Up With Ares
Unlike cards with readily apparent synergies (e.g., Bullseye/Swarm/Scorn), Ares requires a more unique approach. His strength lies in high-power cards. Cards with "on reveal" abilities, synergizing well with Grandmaster or Odin, are particularly effective. While a 12-power, 4-energy card is decent, a 21-power, 6-energy card is significantly more desirable. Repeating his ability is key to maximizing his effectiveness outside of Surtur decks.
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Despite his disdain for weaker opponents, consider protecting Ares with cards like Cosmo or Armor.
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Ares: Surprisingly Not a Top-Tier Threat
While the game lacks a direct 4/12 card equivalent, analogues like Gwenpool and Galactus exist. However, the rise of control decks like Mill and Wiccan Control highlights Ares's vulnerability to disruption, particularly Shang-Chi. This necessitates a highly specific deck build, unlike the more flexible meta decks.
Reliance solely on power is unsustainable unless your wager consistently surpasses Mister Negative's (which is unlikely). Even high-power strategies often incorporate disruption. Ares needs to outperform the currently underperforming Surtur decks to be truly competitive. Surtur decks, even the 10-power variant, boast win rates around 51.5% at high levels of play, but significantly lower below.
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Matchups become complex. Against opponents with only one Rock among their top three cards, the advantage shifts to 3 vs. 2. However, Darkhawk lacks strong archetypal support in this scenario. Mill decks can drastically enhance Ares's effectiveness against opponents lacking card protection. Yet, even with these strategies, Death (a 12-power card with lower energy cost) often proves superior.
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Ares's current status as a weaker card necessitates unconventional strategies. Playing him strategically, considering the power curve, remains crucial.
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Disruptive strategies utilizing cards like Alioth, Cosmo, Man-Thing, and Red Guardian can enhance Ares's potential.
Conclusion
Overall, Ares is considered a less desirable card this season. His susceptibility to counter-strategies, compared to energy-cheating cards (Wiccan) and widespread power-granting cards (Galactus), diminishes his appeal. His effectiveness hinges on a very specific deck construction, making him a risky choice unless paired with exceptional abilities. Even a 4/6 card is generally weak, despite the potential of a 4/12.