MARVEL SNAP's Hot Location this weekend is Luke's Bar!
Luke's Bar is a tricky place to get into; it'll send back any cards you play there faster than an old man ordering soup at a diner. Luckily, this exclusion does not apply to cards that are summoned there, or cards that Move there. A good budget option for passing the bar is Nightcrawler, but don't overlook cards like Brood or Jubilee, who summon to Luke's Bar, then get bounced back to your hand to do it again.
However you choose to plan for the Hot Location, you'd better get used to it; being a Hot Location means that Luke's Bar will have a 60% chance to appear for 24 hours, from 7 PM PT Saturday night to 7 PM PT Sunday night (2 AM UTC Sunday to 2 AM UTC Monday).
On Reveal: Add the top card of your deck to this location. You can move this once.
Hot Decks for Luke's Bar
If you're looking for ideas of what decks you can play to the Hot Location, we've got you covered: with recommended decks for players just starting out in Series 1, players still moving up through Series 2, and players who are starting to fill their collections with cards from Series 3, 4, and 5.
Series 1 Tiger Zoo
Our Series 1 deck this weekend is a Zoo deck that's most of what you expect it to be, but adds in a few key contributors who should shine with the Hot Location. Iron Fist will punch one of your other cards to the left, getting them past Luke's bouncer, while White Tiger provides a late game burst of power with a Tiger that can jump to Luke's Bar because, let's face it, no one's going to stop a Tiger from going into a bar.
Series 2 Ongoing Spectrum
Our Series 2 recommendation this weekend is Spectrum Ongoing. It has a number of ways to sneak Power to the Hot Location with Mister Fantastic and Klaw while The Punisher and Warpath benefit from the Bar's relative emptiness. We also have Professor X, who is the only card that can play to the Hot Location and not be sent packing.
Series 3 Movement
Movement is undeniably attractive with a Hot Location that's so strict about who it lets in. Every card in this deck either moves itself, moves other cards, or benefits from when cards move. If Movement is as attractive to other players, Miles Morales will be a huge asset to have on your side, even if you're not the one doing the moving.
Series 3 Hela Big Ones
It is true that Luke's Bar sends back any card played there, but it does nothing to cards that are summoned there. With that in mind, this deck is packed with large bodies that can be summoned by Jubilee, or discarded and summoned later with Ghost Rider and Hela.
Series 3 Ramp On Reveal
Ramp decks in MARVEL SNAP key off of one card: Electro - but the trick to Electro is that, while he's in play, you only get to play one massive card per turn. Thanks to Luke's Bar, you no longer have to play by those rules. Simply play Electro to Luke's Bar, let his On Reveal trigger, then watch as he's unceremoniously booted back to your hand. You can even repeat this, if necessary. With that done, you're free to use Arnim Zola to get a big Black Panther to Luke's Bar.
What are Hot Locations in MARVEL SNAP?
There are two different types of location events in MARVEL SNAP.
- Sunday's Hot Location that have a 60% chance to appear for the next 24 hours.
- Wednesday's Featured Location that have a 40% chance to appear for the next 48 hours.
Unlike the Featured Location (which is always a new Location), Sunday's Hot Location will pull from the pool of existing Locations. Its increased appearance rate will shake up the meta for a day - for example, Odin was the finisher of choice for many players when Kamar-Taj was the Hot Location.
Have your own strategy for capitalizing on the Luke's Bar Hot Location? Make your deck using our MARVEL SNAP deckbuilder, then share them in the comments!
Comments
Someone played Black Widow vs me and let me tell you, it was annoying AF :D After 3rd Widow's Bite I just left, cause I didnt want to deal with that bullshit.
Yeah, you would spend a lot of mana harassing, but either your opponent can win with the cards from opening hand, or you basically waste an entire location worth of space to put that crap down, not to mention still not drawing cards for several turns regardless. I guess destroy deck could be an ok counter, but again, you would draw like 2-3 cards in that game at best.
KaZar-zoo would probably make best use of her, since you can still play your low cost cards alongside her from turn 3 onward and finish your build on turn 5 and/or 6.