Ares, the God of War, descends upon the mortal realm of Marvel Snap, aiming to conquer and revitalize underperforming archetypes. But how does this powerful deity find himself entangled in the game's strategic landscape?
Following the Secret Invasion, Norman Osborn assumes leadership of the Avengers, leaving Ares and Sentry as his only companions. While Sentry's allegiance stems from his deliberate insanity, Ares's motivations are more nuanced. His loyalty lies not with any specific faction, but with the very concept of war itself. This perfectly aligns with his Marvel Comics persona and his in-game card representation. Ares thrives in large-scale conflicts, preferring the company of powerful individuals.
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Strategic Synergies:
Unlike some cards with readily apparent synergies, Ares requires a more tailored approach. His strength lies in decks featuring high-power cards. Cards like Grandmaster or Odin, with their on-reveal effects, can be cleverly utilized alongside Ares to maximize his potential. While a 12-power, 4-energy card is decent, a 21-power, 6-energy card is far more impactful. Repeating his ability is key to unlocking his true strength outside of Surtur-centric decks.
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Protective measures are advisable, considering Ares' vulnerability to smaller threats like Shang-Chi and Shadow King. Cards like Cosmo or Armor can provide the necessary shielding.
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Ares: Not a Guaranteed Win:
Despite his high potential, Ares isn't a guaranteed game-changer. The absence of a direct equivalent to his 4/12 power stat in the card pool necessitates strategic deck building. Relying solely on power is often insufficient, especially against decks employing disruption tactics. Overcoming the currently underperforming Surtur archetype is crucial for Ares' success. The Surtur 10-Power archetype boasts a modest 51.5% win rate at Infinity level play, highlighting the challenges Ares faces.
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Matchups against Mill decks can significantly impact Ares' effectiveness, transforming him into a formidable threat under specific circumstances. However, cards like Death, with comparable power at a lower cost, present a viable alternative.
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Conclusion:
Ares's overall performance currently falls short. His susceptibility to counter-strategies and the recent decline in popularity of high-power archetypes hinder his effectiveness. His reliance on specific deck construction and the inherent risk associated with his high-cost, high-reward nature make him a less-than-ideal choice for many players. While a 4/12 card is powerful, a 4/6 card is simply underwhelming without a compelling ability.
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Ultimately, Ares is, in my estimation, a card best avoided for the time being.