You know that feeling when you've got three turns to dump sixty power and somehow your opponent still manages to out-math you? That’s High Voltage in a nutshell. This mode is basically Marvel Snap on espresso. You get massive amounts of Energy, limited turns, and a ticking clock that forces you to make decisions faster than a Galactus player retreats after seeing Debrii.
Building a Marvel Snap High Voltage deck isn't like building a ladder deck. If you take your standard Sera Control list in there, you’re going to get absolutely shredded. You aren't playing for incremental value or clever priority ducking here. This is a heavyweight title fight where everyone has a sledgehammer. Honestly, most people are playing this mode all wrong because they’re too attached to the traditional mana curve. Forget the curve. There is no curve. There is only "can I play two 6-cost cards on turn four?"
The math changes everything. Because you start with higher Energy and it ramps up aggressively, cards that were once "too slow" for the base game—think Giganto, Magneto, or The Living Tribunal—become your bread and butter.
The Core Mechanics Most Players Ignore
High Voltage isn't just "more Energy." It’s a compressed game state. Since the match ends on Turn 4, and you're getting double-digit Energy levels by the end, the traditional "1-2-3" rhythm is dead. You need to maximize your "Energy-to-Power" ratio per slot. Since you only have 12 slots on the board, and you're drowning in resources, the bottleneck isn't Energy; it's board space.
Stop playing Sunspot. Seriously. I see people trying to soak Energy, but when you're getting 15 Energy on the final turn, a +10 Sunspot is a joke compared to just dropping a Red Hulk or an Infinaut. You need high-ceiling cards. The game mode actually rewards "dump" strategies where you can ignore the cost and focus entirely on raw stats.
Why Move and Bounce Struggle
It’s tempting to think that having infinite Energy means you can Bounce your entire hand back with Falcon and Beast five times. You can't. You don't have the time. By the time you've set up your Human Torch/Iron Fist/Ghost-Spider engine, your opponent has already dropped an Octopus and a Skaar.
Move decks require a sequence of turns to build momentum. High Voltage doesn't give you turns; it gives you a burst. If your deck requires "Setup Turn A" to make "Power Turn B" happen, you're already behind. You need decks that can pivot instantly.
The "Big Dum-Dum" Strategy (And Why It Works)
The most successful Marvel Snap High Voltage deck archetypes right now are basically just "Good Cards" on steroids. You want cards that don't care about what the opponent is doing.
Let's look at the "Big Stuff" shell. You're looking at:
- Red Hulk: This is the undisputed king of the mode. Since players are frequently floating Energy or playing massive cards, Red Hulk grows almost every single turn without you doing a thing.
- The Infinaut: In the normal game, skipping a turn is a massive drawback. In High Voltage, you often have so much Energy that skipping doesn't even feel like a penalty, or better yet, you use cards like Caiera to protect him from the inevitable Shang-Chi.
- Skaar: Because you’re dropping 10-power units as early as turn two, Skaar almost always costs 0 or 2. He’s essentially a free 11 power.
I've seen people try to run C-3 or C-5 in this mode. Don't. You'll get outscaled by a single Magneto pull. You need to be the one dictating where the power goes.
Counter-Play is Different Here
Shang-Chi is still the boogeyman, obviously. But in a Marvel Snap High Voltage deck, you have to time him differently. Usually, you want to lose priority so you can snip their big Turn 4 play. But because the Energy is so high, many players are running Alioth or Shadow King alongside their big hitters.
If you aren't running Armor or Cosmo, you're basically gambling. I personally prefer Armor because it shuts down the "Destroy" players who think they can get a 40-power Venom. Fun fact: Venom is actually kind of mid in High Voltage because he eats your board space. You need those slots for more big bodies, not one giant target for Shadow King to reset to 3 power.
The Problem With Tech Cards
If your deck is 50% tech cards (Enchantress, Rogue, Shang-Chi, Killmonger), you'll find yourself with a hand full of answers and no questions. You need to be the one asking the questions. A well-placed Mobius M. Mobius can ruin a Swarm/Discard deck, but against a raw Power deck, Mobius is just 3 power taking up a spot where a Crossbones could have been.
Synergies That Actually Scale
Arnim Zola is a literal god in this mode. Imagine Turn 3: you play Black Panther. Turn 4: You have enough Energy to play Arnim Zola AND a Knull or a Taskmaster. That's the kind of ceiling you need to reach.
Hela Discard is also a menace, though a bit RNG-dependent. If you can discard Infinaut, Giganto, and Death by turn two using Blade and Lady Sif, and then Hela on turn three or four? It’s over. There is no amount of "clever play" that beats 60 power distributed across three lanes in a four-turn game.
- Focus on high base power.
- Prioritize "On Reveal" over "Ongoing" (to avoid Rogue/Enchantress blowouts).
- Use Doctor Octopus. He is devastating here. Pulling your opponent's combo pieces out when they have 15 Energy but no board space left is a guaranteed retreat.
How to Build the "Voltage Overload" List
If you want a reliable winner, look at a Ramp-style shell but stripped of the actual ramp cards. You don't need Psylocke or Electro. You have the Energy. You need the payoff.
Try this core:
- Sunspot (Actually, I lied, keep him only if you run She-Hulk).
- Nebula (Scales fast in short games).
- Gladiator (Great stat-to-cost ratio, and you likely win the power battle anyway).
- Cull Obsidian (Easy to trigger with a 1-drop).
- Doctor Octopus (The disruptor).
- Red Hulk (The finisher).
- Magneto (For board control).
- The Living Tribunal (To spread that massive overkill power).
Misconceptions About the Meta
A lot of "pro" guides tell you to play Sera. Honestly? Sera is too slow. Spending your Turn 3 (which is basically the penultimate turn) to make cards cheaper when you already have 10+ Energy is a waste of a turn. You'd be better off just playing a Vision or a Captain Marvel to secure a lane.
Also, ignore "Thanos" decks for now. The Infinity Stones clog up your board. In High Voltage, board space is your most precious resource. Every 1-power Stone you play is a slot that isn't being held by a 10+ power monster. You'll find yourself with 12 Energy and nowhere to put it.
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The "Sandman" Trap
Sandman seems like a great idea to stop the opponent from dumping their hand on Turn 4. The problem? Most High Voltage decks are only playing one or two massive cards on the final turn anyway. You aren't stopping a "hit-all" Miracle deck; you're just letting them play their 20-power Red Hulk while you played a 7-power Sandman. It’s a net loss.
Tactical Next Steps
To actually climb and win your matches in this mode, you need to stop thinking about "value" and start thinking about "density."
First, go through your current Marvel Snap High Voltage deck and cut any card under 3 power that doesn't have a massive utility (like Jeff or Iron Lad). If a card is there "just for the curve," delete it.
Next, check your finishers. Do you have at least three cards that can swing a lane by 10+ points by themselves? If not, add Magneto, Giganto, or even Orka. Yes, Orka. In a mode where you're fighting for every inch, an unexpected 16 power in a side lane wins games.
Finally, watch your priority. In High Voltage, having priority on the final turn is often a death sentence because of Shang-Chi and Shadow King. If you're winning two lanes going into the final turn, consider if you can "throw" one just to let the opponent go first, then wipe their board.
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Stop playing safe. High Voltage is for the bold, the greedy, and the people who aren't afraid to drop an Infinaut on a whim. Adjust your deck for raw power, protect your big units with Armor, and stop overthinking the Energy—you'll have plenty of it. Use it to crush.
Actionable Insight: Swap out your tech-heavy cards for high-stat bodies like Crossbones, Cull Obsidian, and Gladiator. In High Voltage, the player who puts the most points on the board usually wins, regardless of "clever" sequencing. Focus on winning two lanes decisively rather than trying to be cute with board-wide disruption. Once you stabilize your power output, then—and only then—add a single "silver bullet" like Shang-Chi or Shadow King to handle the mirrors.