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 amidst the ranks of the Avengers, specifically under the questionable leadership of Norman Osborn?
Following the chaos of Secret Invasion, Osborn assumes control of the Avengers, leaving only Ares and a strategically insane Sentry by his side. This raises the question: why would Ares, seemingly an Avenger, align himself with such an undeniably villainous figure?
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The answer lies in Ares' unwavering loyalty to the concept of war itself, not to any particular faction. This inherent characteristic perfectly mirrors his portrayal in Marvel Comics and his Marvel Snap card. Ares thrives in large-scale conflicts, preferring the company of powerful individuals and exhibiting a generally apathetic demeanor.
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 necessitates a unique strategic approach. His strength lies in utilizing high-power cards. Cards with "on reveal" abilities, such as Grandmaster or Odin, can be cleverly combined with Ares to maximize his potential. While a 12-power card costing 4 energy is acceptable, a 21-power card for 6 energy is significantly more desirable. Repeating his ability through strategic card play is key to maximizing his effectiveness outside of Surtur-centric decks.
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Despite his disdain for weaker opponents, consider protecting Ares with cards like Cosmo or Armor to mitigate threats from Shang-Chi or Shadow King.
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Ares: Not a Big Bad (Sadly)
While a raw 4/12 card isn't present in the Snap card pool, comparable options exist (Gwenpool and Galactus). However, the rise of control decks (Mill and Wiccan Control) highlights the need for protective strategies against Shang-Chi. This necessitates a highly specific deck construction, unlike the more flexible decks currently prevalent.
Building a deck solely around power is generally unviable unless your wager significantly surpasses Mister Negative's (which it typically won't). Even Move decks, known for accumulating power, often incorporate disruption tactics. Ares' effectiveness hinges on surpassing the performance of Surtur decks, which currently struggle to maintain competitiveness. Surtur 10-power archetypes boast a mediocre win rate (around 51.5% at Infinity level, dropping to 48% below).
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The matchup against Rock-heavy decks presents a challenging scenario. Mill decks can significantly boost Ares' value, but Darkhawk lacks strong synergies in this context.
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Ares' current standing as arguably the weakest card of the season necessitates creative strategies. Playing Ares often involves a gamble, relying on winning the wager and adapting to the power curve.
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Disruptive strategies using cards like Alioth, Cosmo, Man-Thing, and Red Guardian can enhance Ares' effectiveness.
Conclusion
Ares is, in my estimation, a card best avoided this season. His susceptibility to counter-strategies, coupled with the rising popularity of energy-cheating and widespread power-granting cards (like Wiccan and Galactus), diminishes his overall appeal. His consistent success requires meticulous deck construction, and even a 4/12 card is underwhelming without strong supporting abilities. A 4/6 card, in particular, is generally weak.