Image via Marvel Snap

Best Marvel Snap Move Deck Code with Tutorial (Pool 3)

Let's dance with the Norse God.

Move Deck is probably the most chaotic deck in Marvel Snap at the moment. The mechanics are based on moving your cards between different locations, which makes your cards do some crazy stuff and generally brings more power to your side of the table. Prima Games will present you with one of the best Move Decklists and will give you a brief tutorial so that you can start destroying your opposition. You will soon see the full potential of this deck.

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Marvel Snap Move Decklist Code Example for Pool 3 Cards (December 2022)

Of course, some decks focus on moving your opponent’s cards in order to disrupt their playstyle (with cards such as Aero and Polaris), but we’ll contain the chaos on our side of the board. Keep in mind that a lot of calculations regarding attack values and card movement will be necessary in order to master this deck.

Screenshot by Prima Games

Human Torch and Dagger Pool belong to Pool 3, but they are replaceable. You can try Shang-Chi as a tech solution, Nightcrawler, or even Vision (although Vision is not that good). Miles Morales might not be there yet since he is a recent premium battle pass reward, but when he does come, he will be in Pool 3.
Vulture and Cloak belong to Pool 2, and they are not that easily replaceable.

Related: All Locations in Marvel Snap Listed

The deck code is below:

(1) Human Torch (1) Iron Fist (2) Dagger (2) Kraven (2) Multiple Man (2) Scarlet Witch (2) Cloak (3) Doctor Strange (3) Killmonger (3) Vulture (4) Miles Morales (6) Heimdall  # eyJDYXJkcyI6W3siQ2FyZERlZklkIjoiSXJvbkZpc3QifSx7IkNhcmREZWZJZCI6IktyYXZlbiJ9LHsiQ2FyZERlZklkIjoiTXVsdGlwbGVNYW4ifSx7IkNhcmREZWZJZCI6IkNsb2FrIn0seyJDYXJkRGVmSWQiOiJEb2N0b3JTdHJhbmdlIn0seyJDYXJkRGVmSWQiOiJNaWxlc01vcmFsZXMifSx7IkNhcmREZWZJZCI6IkhlaW1kYWxsIn0seyJDYXJkRGVmSWQiOiJWdWx0dXJlIn0seyJDYXJkRGVmSWQiOiJLaWxsbW9uZ2VyIn0seyJDYXJkRGVmSWQiOiJIdW1hblRvcmNoIn0seyJDYXJkRGVmSWQiOiJTY2FybGV0V2l0Y2gifSx7IkNhcmREZWZJZCI6IkRhZ2dlciJ9XX0= #  To use this deck, copy it to your clipboard and paste it from the deck editing menu in Snap.
  1. Human Torch
    It doubles itself when it moves. It starts low, so you will probably need to use Iron Fist to push it from the right to the middle so that Heimdall can move it further left again later. Cloak and Doctor Strange can provide help as well if conditions are met.
  2. Iron Fist
    Great card to enable the likes of Human Torch, Dagger, Kraven, Multiple Man, and Vulture. It is important to learn that the On Reveal effect of the card gets deployed before Iron Fist kicks it, so technically, you can play Cloak on an empty board and then be able to move four cards the next turn. The same goes for Scarlet Witch etc.
  3. Dagger
    We have just gotten this card; it’s weak on its own but can potentially have a lot of power late game.
  4. Kraven
    An absolute monstrosity of a card. Take into account that opponents’ cards are counted as well. Heimdall can make Kraven grow very, very much.
  5. Multiple Man
    You should aim to play this in the middle, then drag it via Doctor Strange or Cloak to the right (or from right to middle), so that Heimdall can move both the original and the first copy simultaneously and create two more of them.
  6. Scarlet Witch
    I do not know who in their right mind doesn’t hold her in every deck. It’s a cheap-cost card that can save you from a terrible location or tear down the strategy of your enemy.
  7. Cloak
    One of the core cards allows you (and your opponent) to move cards to the location you played Cloak on the next turn. Try to play Cloak on an empty location, or even better, kick it with Iron Fist. Even if you have nothing to move, 2/4 is strong on its own
  8. Doctor Strange
    This one is tricky. But you can use it on multiple cards with the same power; for example, you can move both Vulture and Multiple Man and have them proc. Make sure to have enough space!
  9. Killmonger
    Half of the readers will hate this because it kills Human Torch, but honestly, this is one of the best cards in the game. I will always trade my Human Torch for 4-6 cards of my enemy (Ant-Man and the gang). Also, if rocks (1/0 cards) are forcefully dropped on your side or some Squirrels, you WILL NEED TO CLEAR THE BOARD FROM THAT GARBAGE because this deck truly needs all 12 spaces. If you are not into this, pick Shang-Chi to punish high Power cards or Nightcrawler.
  10. Vulture
    Nothing to explain that wasn’t explained already. Be careful if you push it over 9 Power and try to make it so that you move it before Shang-Chi wastes it.
  11. Miles Morales
    Stuff will move a lot; 1/5 is a brilliant idea.
  12. Heimdall
    Boss monster of this deck. Now we need to talk about the right location, which has historically proven to be the weakest at the end of the game for this deck. Naturally, you will avoid playing stuff to the left location as much as possible to allow Heimdall to move as much stuff as possible. This leaves an attack vector for the enemy because Heimdall will leave your right side the weakest mostly.

Rules of Heimdall Movement in Marvel Snap AKA How does Heimdall work in Marvel Snap

“How does Heimdall work with all this clutter on my board?” is the first question an aspiring Move Deck player asks.
The principle of Marvel Snap is “First in, First Out” (FIFO). The same goes for locations. So, the first movement happens from the Middle to Left Location. The first card that has entered the Middle location moves to the left, and then the second until the location is full. If a card cannot move due to a lack of space, it remains there.

Then, the cards from the Right Location move in the same manner to the Middle Location. See the comparison below.

Screenshots by Prima Games

Due to these mechanics, Move Deck players oftentimes end up with a Multiple Man copy and Heimdall on the Right side after the game ends (11 Power), so you need to actually plan for the clutter to prevent too much power from leaking from the location, when possible.

Related: How to Unlock Titles in Marvel Snap and Every Title Listed

What Counters Move Decks in Marvel Snap?

Anything that clutters your board or prevents movement is a problem. Professor X locks down the entire location, which does cause inconvenience. Cosmo obliterates Heimdall’s On Reveal Ability as well as Doctor Strange’s and Cloak’s, so watch it if your opponent is leading before cards are revealed because you can find yourself in a pickle easily if they get a read on you and put Cosmo right under your On Reveal. There is also a location that destroys anything that moves onto it, which is why you need Scarlet Witch, and there’s Kingpin as well, which will punish all movement. Kingpin is rarely played, though.

Related: All Wakanda Forever Cards in Marvel Snap

We hope you’ll have tremendous amounts of fun with this Move deck.


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About the Author

Nikola L

Nikola has been a Staff Writer at Prima Games since May 2022. He has been gaming since being able to hold an Amiga 500 joystick on his own, back in the early 90s (when gaming was really good!). Nikola has helped organize dozens of gaming events and tournaments and has been professionally attached to gaming since 2009.