Not every card in Marvel Snap can be played and useful on its own. Playing different cards is the way the game is for Hit-Monkey. When you have a stack to play with, you can unleash a lot of power in a single turn.
On the surface, Hit-Monkey can miss out on positional domination. It’s all about the right combos and knowing when is a good time to send him on hit. With the right cards, you can turn him into a lethal assassin that can help you secure a position whether it’s early in the turn or later in the turn.
10 hit monkey
Understanding a card with a cost of 2 and a power of 0 is very simple. For each card he plays that turn, he gains 2 powers. Some On Reveal cards require you to keep in mind the order in which you play the cards, but Hit-Monkey doesn’t care if the cards are face up or face down. He is locked and loaded no matter what.
Cards that synergize to buff others are nice to have. If you don’t have much to play with, you can use Blue Marvel to power up your Hit-Monkey.
Low-cost cards are also useful, as you can build combos of minor heroes and villains to strengthen your monkeys.
Cost is what Hit-Monkey is all about. Sera is one of the most valuable cards in the Marvel Snap regardless of build. No matter what you plan to play, low cost is always welcome. Reducing the cost of 2-3 to 1 and 2 will give you more options when playing Hit-Monkey that turn.
Sera can also improve your ability to play stronger ones. Lowering the Hit-Monkey cost gives you 5 more energy to play something more useful like Red Skull or Hulk in case Hit-Monkey isn’t enough for your last turn.
Why use one card when you get three in one? Hit-Monkey benefits a lot from Mysterio. This is because the fake identities hit act like two different cards, increasing the Hit-Monkey to 6 instead of 2. These two complement each other greatly. Especially if you have something else on the board, like a bishop.
Mysterio knocks his opponent down because he doesn’t know which one is the real top 4 card. It’s not much, but being able to cross the line to victory is worth it. If you know the real card, you can add it to that position, like having Angela in front of Mysterio or throwing Carnage to eat a spare Mysterio.
One of the best ways to utilize Hit-Monkey is Beast. Sending him back allows him to try one more time keeping the power he gained and keeping the monkey cheaper. Sending him back with either Ant-Man or Captain America gives you a chance to use both Ant-Man and Heat Monkey with Captain’s boost.
Hit-Monkey has plenty of room to curate a deck to your liking, but Beast gives you a second chance, so it’s almost essential. If you get a chance to transfer, you can use Mysterio or Angela with a cheap Hit-Monkey to get multiple punches in a single round.
Bishop has the same quality as Hit-Monkey. Both love cheap cards. Throw in a few 1-cost or 2-cost cards and Bishop will gain power and go from a mediocre card to an overwhelming force.
Give your juice by overpowering the field while maintaining your strength elsewhere. Then you will dominate the field.
Bishop also likes the Beast because he can give him another power by playing the card cheaper. Maintaining the energy of cards played from turn to turn is what makes Bishop a viable card to keep in your deck.
Angela is a card that can only be useful if you put someone else in her place to give her more power.
For the sake of simplicity, you can place more powerful cards to support her, and you’ll likely own that position. She-Hulk can be cheap for initial power, while Darkhawk can sustain serious firepower.
She plays well with Hit-Monkey and other co-workers to achieve similar results. By placing a card of your choice between Hit-Monkey and Beast, Angela and Hit-Monkey have another chance when they gain power and use it again for more power.
The cost 4 the Marvel Snap offers makes it cheaper by the number of cards, which is an advantage if you’re carrying a handful of cards. Zabu makes that card cheaper, improving its ability to buff Hit-Monkey when playing Darkhawk to hold a position or playing White Queen to give you an extra card.
Zabu goes well with other cards making good combos for Hit-Monkey. If you make a 4-cost card cheaper, you can throw a Beast to lower the cost of Hit-Monkey and other cards in its location and increase your chance to play more cards next turn.
three moon girl
You can think of Moon Girl as duplicating powerful cards like Devil Dinosaur and the like, but she can help the little ones. Why play one when you can play two?
Combine Moon Girl and Quinjet. Then you have an extra chance to play the same card for less energy cost. Getting the right cards in your hand doubles the abilities of the cards, creating powerful moves when taking control positions to frustrate your opponents from reversing the flow.
Beast’s card return is beneficial, but limited to one location. If you’re holding multiple 1-cost cards, Falcon returns them all to your hand. The overwhelming location with Ant-Man, Korg, and Iceman shows how powerful they can be when they come together.
The strategy of throwing 1-cost cards works well with Hit-Monkey. The easiest way to strengthen him. You can redo abilities like Rocket, throw her cards back in the same position as Angela to give her more power, and bring her cards back onto the field to power up Hit-Monkey.
Some cards have powerful abilities, but don’t have the necessary starting abilities. Bast sets the card’s power to 3 to give it a head start. She doesn’t want to make a fool of She-Hulk, so holding any power can be detrimental, but if played correctly, Bishop, Hit-Monkey, and others can gain powers comparable to Thanos’.
Bast goes well with many cards. You can make the hood negative 2 to positive 3 or start the collector first before powering it up. In a game where victory points are one point apart, you should make the most of the advantage you get.
Next: Marvel Snap: Best Cards for MODOK Decks