Ares, the God of War, descends upon the mortal realm of Marvel Snap, aiming to conquer and revitalize underperforming archetypes. But how did this Olympian deity find himself amidst the chaotic world of superhero comics, and more specifically, a card game?
Norman Osborn's unexpected ascension to leadership of the Avengers following Secret Invasion leaves him with a peculiar team: Ares and Sentry. Sentry's allegiance is attributed to his intentional insanity, but Ares' support for the clearly villainous Osborn is puzzling. After all, isn't he an Avenger? Shouldn't Avengers oppose evil?
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The answer lies in Ares' 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 the company of powerful individuals. He's essentially a powerful, yet somewhat dull, combatant.
Table of Contents
- Best Cards to Team Up With Ares
- Ares: Not a Big Bad (Sadly)
- Conclusion
Best Cards to Team Up With Ares
Unlike cards with readily apparent synergies (e.g., Bullseye, Swarm, and Scorn), Ares requires a unique strategic approach. His strength lies in decks featuring high-power cards. Cards with "on reveal" abilities, such as Grandmaster or Odin, can be cunningly paired with Ares to maximize his potential. While a 12-power card costing 4 energy is acceptable, a 21-power card at 6 energy is far more desirable. Repeating his ability is arguably the best non-Surtur strategy for utilizing Ares effectively.
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Despite his disdain for weaker opponents, consider protecting Ares with cards like Cosmo or Armor.
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Ares: Not a Big Bad (Sadly)
While a direct 4/12 card equivalent doesn't exist, comparable power levels can be achieved (Gwenpool and Galactus come to mind). The rise of control decks like Mill and Wiccan Control highlights the need for defensive strategies against cards like Shang-Chi. This necessitates a highly specific deck construction for Ares, unlike the more flexible decks currently prevalent.
Reliance solely on power is generally unsustainable unless your wager significantly outweighs Mister Negative's (which it typically doesn't). Even move-based strategies, which accumulate power, often incorporate disruption for an advantage. Ares needs to surpass Surtur decks in performance, as those currently lack consistent competitiveness. The Surtur 10-power archetype boasts a mediocre win rate (around 51.5% at high levels of play).
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Against decks with only one rock in their top three cards, the advantage shifts to 3 vs. 2. However, Darkhawk lacks strong archetypal support in this scenario. Mill decks can significantly enhance Ares' effectiveness against opponents lacking card protection. However, even with this, Ares might not be competitive compared to other options like Death (a 12-power card usually costing less energy).
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Ares' apparent weakness as a card necessitates creative strategies. A simple coin flip scenario arises when playing Ares strategically, focusing on the power curve and adapting accordingly.
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Utilizing cards like Alioth, Cosmo, Man-Thing, and Red Guardian allows for a disruptive approach.
Conclusion
Ares is arguably the least desirable card this season. His susceptibility to counters, compared to energy-cheating (Wiccan) or field-wide power-granting cards (Galactus), diminishes his appeal. His consistent success hinges on very specific deck construction. Even a 4/6 card is generally poor unless it possesses exceptional abilities, despite the desirability of a 4/12 card.