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How to Use Hydra Stomper Guide in Marvel Snap

How to Use Hydra Stomper Guide in Marvel Snap

Hydra Stomper is the latest addition to Marvel Snap and the last card released for the What If..? Season. Hydra Stomper is a Series 5 card and a 3-cost 2-power Ongoing card. Let’s go over the newly released card, discuss its positives and negatives, as well as what decks it’ll work best in.

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How Hydra Stomper Works

Card overview for Hydra Stomper in the Marvel Snap client

Hydra Stomper clearly excels within the Move Archetype. When looking at Hydra Stomper’s card text, Ongoing: +1 Power for each time one of your cards moved this game. Alongside Hydra Stomper, this release week saw the arrival of Batroc The Leaper, Topaz and Fan Fei, all cards that synergize really well with not only Hydra Stomper and the Move Archetype overall.

The strategy for Move, as an archetype, is fairly simple, while taking caution and thinking about your moves very carefully. You will have to sequence everything to a tee, but the payoff of doing so can be quite large, especially in the case of Hydra Stomper.

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Hydra Stomper’s Weaknesses

Now that you know where Hydra Stomper shines, let’s talk about where Hydra Stomper is going to fall short. This comes in the form of certain cards that outright counter it, and some deck Archetypes that will limit how much you’ll even be able to move. Let’s start by going over those specific cards that will counter it.

  • Enchantress: Losing your Ongoing and thereby nullifying the core of your deck is a pretty significant counter. There are methods to counteract this, such as running Cosmo, but this isn’t ideal as it takes up a spot and restricts your use of On Reveal cards, helping you move cards around the board.
  • Rogue: Fulfilling the same threat that a Super Skrull might, but with the added effect that Rogue steals your Ongoing ability instead of just copying it like Super Skrull does.
  • Echo: The big reason for Echo being among the bigger weaknesses for Hydra Stomper is that it removes your Ongoing abilities, and you have no way to work around that with Echo’s card text being a triggered ability, only activating once the conditions are met for her ability to activity.

Along with these specific cards, Hydra Stomper can also be countered by specific deck archetypes, such as Clog and Mill. Clog counters you by quite literally clogging your side of the field, leaving less and less room for you to play, and move your cards around.

For Mill, this archetype removes cards you haven’t drawn yet, either destroying them or taking them for themselves. Examples of these decks that counter Hydra Stomper are below.

Clog

Name

Cost

Power

Ability

The Hood

1

-3

On Reveal: Add a Demon to your hand.

Titania

1

5

After ANY card is played here, this card switches sides.

Carnage

2

2

On Reveal: Destroy your other cards here, +2 Power for each destroyed.

Strange Supreme

2

2

Gains +2 Power for merging.

End of Turn: Merge one of your created cards into this.

Daredevil

2

3

On Turn 5, you get to see your opponent’s plays before you make your own.

Kate Bishop

2

3

On Reveal: Add two Arrows to your hand.

Green Goblin

3

-3

On Reveal: Switch sides.

Debrii

3

3

On Reveal: Add a rock to each other location, for both players.

Viper

3

4

On Reveal: One of your cards here with the lowest power switches sides.

Shang-Chi

4

3

On Reveal: Destroy all enemy cards here with 10 Power or more.

Annihilus

5

7

On Reveal: Your cards with Power below 0 switch sides. Destroy those that can’t.

Cannonball

5

8

On Reveal: Move the highest-Power enemy card here away. If you can’t destroy it with a Rock.

Mill

Name

Cost

Power

Ability

The Hood

1

-3

On Reveal: Add a Demon to your hand.

Yondu

1

2

On Reveal: Banish the card that costs the least in your opponent’s deck.

Cable

2

3

On Reveal: Draw a card from your opponent’s deck.

Fenris Wolf

2

3

Activate: Ressurect your opponent’s highest-Power discarded or destroyed card on your side of this location.

Firehair

2

3

When one of your cards is destroyed, this uses that card’s On Reveal.

Killmonger

3

3

On Reveal: Destroy ALL 1-cost cards.

Baron Zemo

3

5

On Reveal: Recruit a card that costs the least from your opponent’s deck to your side of this location.

Gladiator

3

8

On Reveal: Add a card from your opponent’s deck to their side of this location. If it has less Power, destroy it.

Shang-Chi

4

3

On Reveal: Destroy all enemy cards here with 10 Power or more.

Misery

4

8

On Reveal: Repeat the On Reveal abilities of your other cards here, then destroy them.

Lady Deathstrike

5

7

On Reveal: Destroy each card here with 3 or less Power.

Death

8

12

Costs 1 less for each card destroyed this game.

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Hydra Stomper Deck 1

The deck list for the first Hydra Stomper deck.

This first example deck tries its best to utilize all the new move cards that have been released recently, mainly Hydra Stomper, Batroc, Topaz and Fan Fei. If possible, always try to get Madame Web out as early as possible.

Being able to move every turn will be a massive boon to using Hydra Stomper. On turn 6 try to use Fan Fei’s Activate ability to move your cards in the same location to the right, then move them back left with Heimdall. If you don’t have Batroc, Topaz or Fan Fei, simple replacements could be Silk, Cosmo or Sam Wilson Captain America.

Name

Cost

Power

Ability

Batroc The Leaper

1

2

When a card moves, follow it to gain +2 Power. (once per turn)

Ghost Spider

1

2

On Reveal: The last card you played moves here.

Human Torch

1

2

When this moves, double its Power.

Iron Fist

1

2

On Reveal: After you play your next card, move it one location to the left.

Madame Web

2

1

Ongoing: You can move one of your other cards away from here each turn.

Dagger

2

2

When this moves to a location, +2 Power for each enemy card there.

Kraven

2

3

When a card moves here, this gains +2 Power.

Hydra Stomper

3

2

Ongoing: +1 Power for each time one of your cards moved this game.

Vulture

3

3

When this card moves, +6 Power.

Topaz

4

4

After you play a card here, move it to the middle location.

Fan Fei

4

7

Activate: Move your other cards here to the right.

Heimdall

6

10

On Reveal: Move your other cards one location to the left.

Hydra Stomper Deck 2

The decklist for the second Hydra Stomper deck.

This second deck is a bit of a combination of Archetypes, melding the Move Archetype with the Bounce Archetype. Your game plan for this deck will be all about getting Werewolf By Night, Hydra Stomper and Silk out on the field.

Being able to move Silk without having to activate a card’s ability is a real bonus to increasing Hydra Stomper, as well, with Werewolf bouncing around every time you activate an On Reveal ability. If you’re familiar with Bounce as an Archetype, this deck should come second nature to you. If not, use your 1-costs and recall them with Beast or Falcon and repeat, utilizing Black Swan for this as well will be helpful.

Name

Cost

Power

Ability

The Hood

1

-3

On Reveal: Add a Demon to your hand.

Silver Sable

1

0

On Reveal: Steal 2 Power from the top card of your opponent’s deck.

Bast

1

1

On Reveal: Set the Power of all cards in your hand to 3.

Iceman

1

2

On Reveal: Give a card in your opponent’s hand +1 cost. (maximum 6)

Nico Minoru

1

2

On Reveal: After you play your next card, cast a spell. (The spell changes each turn.)

Black Swan

2

3

Activate: Until the end of the neext turn, your 1-cost cards cost 0.

Falcon

2

3

On Reveal: Return your 1-cost cards to your hand.

Silk

2

5

After ANY card is played here, this moves to another location.

Sage

3

0

On Reveal: +2 Power for each different Power among all other cards here.

Hydra Stomper

3

2

Ongoing: +1 Power for each time one of your cards moved this game.

Werewolf By Night

3

3

After you play a card, move there to gain +2 Power if it has an On Reveal.

Beast

3

5

On Reveal: Return your other cards here to your hand. They cost 1 less next turn.

Closing Thoughts

Shop screen in Marvel Snap showing off Hydra Stomper

Players wanting to use Hydra Stomper are going to have to come up with the standard 6000 Collector Tokens. As of Hydra Stomper’s release, Spotlight Caches have been done away with in favor of the brand-new Collector’s Packs.

Hydra Stomper is unlikely to impact the meta too greatly, as Move has mostly maintained its niche audience for being a skilled Archetype that takes finesse to make it work. As with all decks in Marvel Snap, experimentation is key. If you think of something that may fit your playstyle even better, don’t be scared to modify any deck you may come across.

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Marvel SNAP

Systems


Released

August 22, 2023

ESRB

e

Developer(s)

Second Dinner

Publisher(s)

Nuverse

Engine

Unity

Multiplayer

Online Multiplayer



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