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    Home » Marvel Snap: Ghost-Spider Decks and Synergies
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    Marvel Snap: Ghost-Spider Decks and Synergies

    By GamePingNovember 3, 2025No Comments6 Mins Read
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    How to Play Ghost-Spider in Marvel Snap

    Welcome to another installment in our series where we cover new card releases and how to use them. With the new June season here, we are getting Ghost-Spider as our new battle pass card.

    Ghost-Spider is a movement based card, and will likely revitalize the archetype with her release.

    While Ghost-Spider will mainly be seen in Movement heavy decks, you can also look to use her as an engine in value decks rather than a pure Movement deck.

    Ghost-Spider Effect

    Marvel Snap Ghost Spider

    On Reveal: The last card you played moves here.

    • Colorist – Ryan Kinnaird
    • Artist – Combo Break

    Ghost-Spider Synergy

    Ghost-Spider looks to be a high value 2-drop for Movement based decks. As expected, most of her synergy will be alongside cards that benefit from being moved.

    Movement decks have a lot of options in the 2-cost slot with cards like Kraven, Dagger, Cloak, and Multiple Man. Ghost-Spider gives you more options while also being a good card to play on curve in some situations.

    Human Torch

    Marvel Snap Human Torch

    When this moves, double its Power.

    Human Torch is the perfect card to pair alongside with Ghost-Spider. If you can play Human Torch on turn 1, and Ghost-Spider on turn 2, you are getting 7 points of Power on turns 1 and 2. This is a ton of value, and is on par with other value cards.

    Human Torch can also scale higher as you move him more, and having a consistent way to ramp him up faster makes him much more consistent. Just watch out for Killmonger.

    Vulture

    vulture

    When this card moves, +5 Power.

    Vulture is the other card that has a big payoff when moved. He is just like Human Torch except he gains a flat 5 Power and costs 3 to play. If you play Vulture on 3, you can still play Ghost-Spider on turn 4, with 2 Power left over. This means you can play other good 2-drops like Cloak, Kraven, or Dagger. Alternatively, you can also look to play Vulture and Ghost-Spider on turn 5 together if you draw them late.

    Miles Morales

    Marvel Snap Miles Morales

    If a card moved last turn, this costs 1.

    We can’t talk about Ghost-Spider without Miles Morales. Miles Morales started off as a bit of an underwhelming card in the past. However, he’s seen some play in decks that can splash him in for some good value.

    Cards like Polaris and Aero don’t require an entire Movement deck, so Miles is a card that can shine in and out of Move decks. With Ghost-Spider adding another efficient way to move cards, Miles will surely always pair alongside her in Movement decks.

    Movement Cards

    All of the other Movement cards also synergize together. Cards like Heimdall, Doctor Stranger, Dagger, etc all work together well in the Movement archetype. While not all of them synergize directly with Ghost-Spider, as a package, they all basically synergize together.

    Movement cards essentially boil down to:

    • Cards that move
    • Cards that benefit from being moved

    With Ghost-Spider adding another solid move effect, Movement decks have a good amount of options to play with now.

    Ghost-Spider Decks

    For this section, I’ll be mainly going over some decks that synergize with Ghost-Spider.

    Keep in mind that these decks are all first impressions, so things can definitely change rapidly. As new discoveries are made with Ghost-Spider, I will be updating our Full Tier List, rather than update this article.

    Because Ghost-Spider is a little niche, I’ll mainly be presenting Movement decks, but I definitely think she can be used in an engine in other decks rather than just full Movement decks.

    Ghost-Spider Movement Deck

    Marvel Snap Ghost-Spider Movement Deck

    eyJOYW1lIjoiIiwiQ2FyZHMiOlt7IkNhcmREZWZJZCI6Iklyb25GaXN0In0seyJDYXJkRGVmSWQiOiJIdW1hblRvcmNoIn0seyJDYXJkRGVmSWQiOiJHaG9zdFNwaWRlciJ9LHsiQ2FyZERlZklkIjoiS3JhdmVuIn0seyJDYXJkRGVmSWQiOiJNdWx0aXBsZU1hbiJ9LHsiQ2FyZERlZklkIjoiQ2xvYWsifSx7IkNhcmREZWZJZCI6IkRhZ2dlciJ9LHsiQ2FyZERlZklkIjoiSHVsa2J1c3RlciJ9LHsiQ2FyZERlZklkIjoiVnVsdHVyZSJ9LHsiQ2FyZERlZklkIjoiRG9jdG9yU3RyYW5nZSJ9LHsiQ2FyZERlZklkIjoiTWlsZXNNb3JhbGVzIn0seyJDYXJkRGVmSWQiOiJIZWltZGFsbCJ9XX0=

    This first deck looks to simply just slap a lot of the Movement cards together. You have a ton of Movement cards as well as cards that benefit from being moved.

    A lot of people talk about how Movement is very difficult to play optimally, and I’m here to say it’s true. Multiple Man can either be the most amazing card ever, or the worst depending how you play your cards.

    You may not move the cards optimally, or you may fill your board too much, but this deck will be very fun to play as if you don’t know what you’re doing, neither will your opponent.

    Ghost-Spider Movement “Control” Deck

    Marvel Snap Ghost-Spider Movement Control Deck

    eyJOYW1lIjoiIiwiQ2FyZHMiOlt7IkNhcmREZWZJZCI6Ikh1bWFuVG9yY2gifSx7IkNhcmREZWZJZCI6Iklyb25GaXN0In0seyJDYXJkRGVmSWQiOiJDbG9hayJ9LHsiQ2FyZERlZklkIjoiR2hvc3RTcGlkZXIifSx7IkNhcmREZWZJZCI6IkplZmZUaGVCYWJ5TGFuZFNoYXJrIn0seyJDYXJkRGVmSWQiOiJLcmF2ZW4ifSx7IkNhcmREZWZJZCI6IkRhZ2dlciJ9LHsiQ2FyZERlZklkIjoiV2F2ZSJ9LHsiQ2FyZERlZklkIjoiVnVsdHVyZSJ9LHsiQ2FyZERlZklkIjoiTWlsZXNNb3JhbGVzIn0seyJDYXJkRGVmSWQiOiJBZXJvIn0seyJDYXJkRGVmSWQiOiJIZWltZGFsbCJ9XX0=

    This second deck is more along the lines of what I would play with the Movement archetype. The main difference is that Multiple Man and Hulk Buster no longer make the cut. You also have Wave which is a very powerful turn 5 play to counter other decks while also playing a strong 2-cost at the same time.

    I personally don’t enjoy playing with Multiple Man, but I can definitely see the upside of playing him. Jeff, Wave, and Aero provide some “control” aspects to the deck that I think make the deck more robust.

    Even still, if you simply want to move cards and do your own thing, playing the first deck will be more up your alley.

    Ghost-Spider Counters

    Ghost-Spider by herself isn’t really a card that can be countered, but the Movement archetype definitely has some weaknesses as a whole, so let’s talk about those.

    The two main counters to the Move archetype are control and junk cards.

    Debrii

    Marvel Snap Debrii

    On Reveal: Add a Rock to each other location, for both players.

    Debrii and other Junk type units are very difficult to deal with for Movement players. Any rocks or clutter on your board make it much more difficult to plan your movements out. This is especially true if you’re playing Multiple Man in your deck.

    Professor X

    Marvel Snap Professor X

    Ongoing: Lock down this location. (Cards can’t be added, removed, etc.)

    The other group of cards that Movement will struggle with is Control cards. Cards like Storm and Professor X can make life very difficult. In the case of Storm, you may be able to move your cards into the Storm lane, but not always.

    Even a card like Nebula can be difficult to deal with as you don’t want to always play on the same location for a Movement deck.

    Conclusion

    All in all, Ghost-Spider is a very exciting card as like Modok, she breathes some life into an underplayed archetype.

    The “meta” for Move decks will be skewed, as many players will be using the new card to try her out, but as time passes, we’ll see how much better Movement decks are with Ghost-Spider.

    Hope this guide helped you out a bit, good luck in your games, and snap away!

    Be sure to check out our Tier Lists for out current rankings on Marvel Snap decks and cards.

    If you haven’t yet, be sure to check out our other resources for Marvel Snap. These can help you wherever you are in the Collection Track.

    • Best Decks Tier List
    • Series 1 Tier List
    • Series 2 Tier List
    • Series 3 Tier List
    • Series 4/5 Tier List
    • Series 3 Only Deck Tier List

    Good luck in your games, and thanks for reading!

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