With tons of deck options to play inMarvel Snap, it’s no surprise that players gravitate toward the strongest ones. The Shuri Zero deck is one of the strongest in the game, enabling you to drop several high-power cards over multiple turns, removing their negative effects with Zero.

Related:Marvel Snap: Thanos Lockjaw Deck Guide

This deck is simple to play, leading to its high popularity in the ladder. If you’ve just gotten your hands on Shuri, and you’re wondering what the best list is for this deck, look no further. Below, we’ll take a look at some of the best cards to include in this deck type, and some tips for playing it.

Updated June 20, 2025:We’ve updated this article to include a video guide that shows you everything you need to know about building a Shuri Deck in Marvel Snap.

shuri card

Shuri And Zero

As expected, the core cards of this deck areShuri and Zero, along withTaskmaster and Red Skull. When played,Shuri will double the power of the next card you play. She isn’t very powerful on her own, but if you play cards likeRed SkullorShe-Hulkafter, you can cheat outmassive power for little cost.

Zero has the ability to remove the card effects of the next card you play. Although Shuri and Zero are the core cards of this deck, theydon’t actually work that well when played together. If you play themback-to-back, you’ll either double the power of Zero, or remove the effects of Shuri. The best way to use these cards is toaffect different cards on different turns, likeremoving the negative effect of Red Skulland then doubling the power of She-Hulk.

zero card

Deck List

Below, you can find the twelve cards we recommend using in this deck, with some substitutes.

1

Marvel Snap - Sauron on a blurred background

At the end of each turn, gain +1 Power for each unspent Energy.

3

red skull card

On Reveal: Remove the abilities on the next card you play.

7

You can’t play this after turn 3. Ongoing: You can’t play cards here.

2

5

Ongoing: -3 Power if your opponent has 4 cards here.

On Reveal: Remove the abilities from all Ongoing cards in your hand and deck.

4

On Reveal: Double the Power of the next card you play.

On Reveal: Set this card’s Power equal to the Power of the last card you played.

On Reveal: Move all enemy cards played this turn to this location.

15

6

10

Costs 1 less for each unspent Energy last turn.

The general idea of this deck is to eithernegate the effects of Red Skull using Zeroto play a 15 Power card for only five energy, orplay Shuri into Red Skull to play a 30 Power card, with a downside that doesn’t matter due to the extremely high Power of Red Skull.

Taskmaster is an extremely powerful inclusion in this deck. Because you will often be playing cards with 20 or 30 Power,copying that power on the next turn to Taskmastercan lock down two different locations, often leading to the enemy retreating.

The other cards in your deck are all to facilitate this general idea.Sauron can remove the Ongoing effect of Red Skull at any time, and canremove the negative effects of Ebony Maw and Lizardas well.

The biggest counter to this deck is Shang-Chi, as he can easilydestroy your high-Power cards. To prevent this, we have includedArmor, which can protect your most valuable cards at a single location.

Substitutions

Sauron can be good in this deck, but is relatively flexible, and can beswapped out for a different card.Arnim Zola, for example, canduplicate your buffed-up Red Skullto the other two locations, essentially providing the effect of a second Taskmaster.

Alternatively, Sauron can be swapped out forVision, Captain Marvel, or even Typhoid Mary. Vision and Captain Marvel allow you tocontest blocked-off locationslike Death’s Domain, Luke’s Bar, or Sanctum Sanctorum, whileTyphoid Mary provides a good target for Shuri.

If you’re finding it difficult to playEbony Mawin time, especially if you aren’t using Sauron, you may wish toswap him out for Titania. Although trickier to use, playing Titania when your opponent’s side of the board is full can provide a cheap 5-Power card with no downside. Additionally, Sauron and Zero can remove this downside, providing aone-cost five-powercard that can beplayed with She-Hulk, Red Skull, or Aero.

Playing The Deck

With this deck, your goal in each match is the same. Generally, in the first few turns of the match, you’ll want to placeSunspot, Lizard, and Armor. Armor is best used on thelocation you want to play Red Skull later, toprotect him from Shang-Chi.

On turn four, play Shuri, then play Red Skull on turn five, and Taskmaster on turn six. Of course, due to the random nature of card draws, this isn’t always possible. If you don’t draw Shuri,Red Skull can be played on his own, thenTaskmaster the next turn. Combined with the Power of your cards from previous turns, like Sunspot and Lizard, a lot of the time this will be enough to win both of these locations.

She-Hulk is mainly used as a backupwhen you don’t have anything to play on turn five. Byskipping turn five, you’re able to thenplay She-Hulk on turn six, along with Taskmaster, Aero, or Red Skull, if you draw him on the final turn. If you already have Sunspot down beforehand, this play becomes even more valuable.

Cosmo is used as an alternative to Armor, toprotect your high-power cards from Shang-Chi. Play Cosmo on the location you intend to put Red Skull, and your opponent won’t be able to destroy him with Shang-Chi later.