Ares, the God of War, descends upon the mortal realm of Marvel Snap, aiming to conquer and revitalize underperforming archetypes. But how did this deity find himself amidst the chaotic world of comic book superheroes, and specifically, within the ranks of Norman Osborn's unconventional Avengers team?
Following the Secret Invasion, with Norman Osborn at the helm of the Avengers, the team consists primarily of Ares and Sentry. While Sentry's allegiance stems from his deliberate insanity, Ares's loyalty to Osborn, an undeniably villainous figure, is perplexing. After all, aren't Avengers supposed to combat evil?
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The answer lies in Ares's unwavering devotion to war itself, not to any specific faction. This perfectly aligns with his Marvel Comics portrayal and his Marvel Snap card. Ares thrives in large-scale conflicts, preferring the company of powerful individuals. He's essentially a powerful, yet rather uninspired, combatant.
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Unlike cards with readily apparent synergies (e.g., Bullseye, Swarm, and Scorn), Ares necessitates a unique strategic approach. His strength lies in decks featuring high-power cards. Cards with "on reveal" abilities, combined with Grandmaster or Odin, can create cunning plays. While a 12-power card costing 4 energy is decent, a 21-power card for 6 energy is significantly more desirable. Replicating his ability is key to maximizing his effectiveness outside of Surtur decks.
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Despite his disdain for weaker opponents, consider protecting Ares with cards like Cosmo or Armor.
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While a direct 4/12 card equivalent doesn't exist, comparable power levels can be achieved (Gwenpool and Galactus, for example). The rise of control decks (Mill and Wiccan Control) highlights the need for defensive strategies against cards like Shang-Chi. This contrasts with the current trend of versatile decks, demanding precise deck construction for Ares to function effectively.
Relying solely on power isn't viable unless your wager significantly surpasses Mister Negative's (which it typically won't). In many matchups, even Move, a high-power accumulation strategy, incorporates disruption for an advantage. Ares likely needs to outperform Surtur, whose current performance isn't consistently competitive.
The Surtur 10-Power archetype (dependent on Cerebro-10 functioning optimally) boasts an average win rate around 51.5% at Infinity level play, dropping to 48% below.
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Consider this scenario: 3 vs. 2 if your opponent's top three cards only include one Rock. However, Darkhawk lacks robust archetypal support in this context. Mill transforms Ares into a significantly stronger card when the opponent's card pool is depleted.
The God of War archetype feels outdated; Death, a 12-power card typically costing less energy, is superior. Ares's value extends beyond raw power; he's a valuable source of strategic information.
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Ares appears to be a relatively weak card this season. Playing him involves a degree of chance; the outcome depends on the power curve and numerical values. Adapt your strategy accordingly.
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Utilize cards like Alioth, Cosmo, Man-Thing, and Red Guardian to enhance disruptive strategies.
Ares is arguably a card to avoid this season. His susceptibility to counter-strategies, compared to energy-cheating cards (Wiccan) and widespread power-granting cards (Galactus), diminishes his appeal. Consistent victory requires highly specific deck construction. Even a 4/6 card is generally weak, highlighting the importance of powerful abilities.