InMarvel Snap, deck builds often rely on a handful of cards to win the match. Iron Lad can be handy as you are never guaranteed to use a necessary card every match. Using abilities fora cheaper costcan make a major difference early on, whether it leads to a win or your opponent to retreat.
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Copying any Ongoing or On Reveal ability can turn the tide. Iron Lad can be a game-changing card when used properly or if you get lucky enough to score a powerful enough ability. Similarly to Lockjaw and other luck-based cards, you may get nothing orunleash a 6-cost card’sability on turn four.
10Iron Lad
Iron Lad, like Lockjaw, requires some luck to gain a good pick. By copying the card’s ability on the top of your deck, you need an ability that makes Iron Lad’s play worth it.
Death would be no good as the cost of Iron Lad means nothing when already on the field. Ongoing or On Reveal cards that move the needle make the card worth having in your deck.

Iron Lad lets you essentially multiply powerful abilities. If you take on Darkhawk and play the actual Darkhawk, you will have two powerful cards to take control of locations.
If Iron Lad happens to take on supporting cards like Doctor Doom and you play the feared villain, then you have a game-changing squad of DoomBots.

9Korg
Korg can be a disruptive card when your opponent draws a rock instead of something they can put to good use. Add more rocks to their deck if Iron Lad copies Korg’s ability.
Throw in Rockslide in the later turns to fill their deck with more rocks to make for more useless draws.

Korg - and Rockslide - can be helpful to other cards when used through Iron Lad, and by having more rocks on the field, Killmonger can wipe them out to make Death affordable in a single turn. They also greatly benefit Darkhawk, who can easily control locations by himself.
8Jeff
Jeff the Baby Land Shark is not only adorable but auseful move cardthat can get into inaccessible locations like The Sandbar and the Sanctum Sanctorum. You can add more cards to those places with move cards and Iron Lad copying Jeff’s ability.
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Having more move cards can benefit both Jeff and Iron Lad if the right ability is copied, and Kraven can get easy power this way. Put in other cards to create synergy, then you will have cards moving all over the place and getting stronger as they do it.
7Storm
Storm can isolate cards to let you control them without worrying too much about anyone causing trouble. If Iron Lad copies her ability, and you are ready for it, then you can win with two isolated, dominated locations.
Storm’s ability can do various things, depending on how the match is coming together. You canprevent the destructionof cards from your opponent.

If you need reinforcements, Doctor Doom can send in robots to givethe X-Men memberbackup. After a little preparation or the right hand, then you may find yourself some satisfying victories.
6Cosmo
Once you realize your opponent has a specific deck, you can know if your deck is a strong counter or will need a smart strategy to win. If you notice plenty of On Reveal Cards, then having Cosmo and Iron Lad copying the good dog, then you can limit what your opponent can do.
You will need to think about how it impacts your deck if you have other On Reveal cards. Either you play them on the other location, or you utilize Ongoing cards to dominate locations.

If you cannot get your opponent to retreat with two Cosmo abilities, then Darkhawk, Devil Dinosaur, and other powerful Ongoing cards can secure any location.
5Darkhawk
Darkhawk is one of the strongest cards in Marvel Snap, especially in the 4-cost tier. Duplicating that ability to have power based on the number of cards in your opponent’s deck with Iron Lad, you have a dominant hold of two locations.
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Darkhawk makes for a powerful addition to troll decks. Flood the enemy’s deck with rocks with Korg and Rockslide, and thin out their deck with Yondu and Cable.
Add in copying any of those abilities with Iron Lad and replaying cards with Beast; then you have a deck to make anyone want to retreat to save their rank and sanity.

4Rockslide
What is better than one rock in your opponent’s deck? Two rocks. Rockslide doubles the chance of the other player drawing a rock rather than a superhero or villain.
Between Beast, Korg, Rockslide, and Iron Lad, then you have the opportunity to deliver so many rocks they may not draw a single viable card.

On Reveal cards in the same league as Rockslide work well with Kamar Taj and Wong to let the card live up to its name. While power dominance of locations is the key to winning, annoying people and making their decks useless is a different strategy that goes away from the Shuri combinations.
3Devil Dinosaur
Devil Dinosaur is a go-to for Ongoing decks. One of the classic Marvel Snap plays is to throw in Moon Girl to double your hand, thus giving the red dinosaur more power.
Similarly to Mystique combinations, you can copy Devil Dinosaur with Iron Lad to have two dino-powered cards on the field.

For final plays to ensure Devil Dinosaur has power, cards like Beast and Nick Fury can give the number of cards in your hand bumped up for extra strength. By having a full hand and some backup cards on the field, then you will give people a difficult time taking control of two locations.
2Iron Man
Having a boost in power always helps, and nothing is better than Iron Man. Unite the armored suits if you can copy Iron Man’s ability with Iron Lad.
One of the best advantages you’re able to give yourself is to double two locations. With some exception scenarios, but most likely, nobody will be stopping two powerful Ongoing abilities like this.

For an Ongoing ability like this, you want some defense. Cosmo will prevent Enchantress from stopping Iron Man, and if you can isolate the location with Professor X or Storm, then you will have protection from more than just Enchantress.
1Doctor Doom
Doctor Doom can come in at the last minute to give five extra power to every location between himself and his robots. you’re able to add two more DoomBots to those locations if Iron Lad copies the villain’s ability.
It gives you wiggle room on your last turn if you plan on playing Doctor Doom for that final move.

Doctor Doom complements plenty of cards for devastating combinations. A classic play is to use him on Wong on the final turn.
You can use Wave to play Doctor Doom early and let Odin reactivate him on turn six. Marvel Snap has so many cards that work well with cards like Doctor Doom to let you get creative with how you want to play the card.