Ares, the God of War, descends upon the mortal realm of Marvel Snap, aiming to shake up the meta and revive forgotten archetypes. But how does this iconic figure end up siding with Norman Osborn, the unlikely leader of the Avengers post-Secret Invasion? With most Avengers abandoning Osborn, only Ares and a strategically insane Sentry remain. This raises the question: how can a supposed Avenger align himself with such an undeniably villainous figure?
The answer lies in Ares' unwavering loyalty – not to any specific side, but to war itself. This inherent characteristic perfectly mirrors his Marvel Snap card, making for a flavorful and fitting representation. Ares thrives in large-scale conflicts, preferring the company of powerful individuals. He's a force of nature, a blunt instrument, and frankly, a bit of a jerk.
Best Cards to Team Up With Ares
Unlike some cards with readily apparent synergies, Ares lacks an instant connection to established combinations. He demands a unique approach. Ares' strength lies in decks packed with high-power cards. His on-reveal ability lends itself to cunning strategies involving Grandmaster or Odin. While a 12-power card costing 4 energy is decent, a 21-power card for 6 energy is significantly more desirable. Repeating his ability offers another potent strategic avenue outside of Surtur decks.
Despite his disdain for weaker opponents like Shang-Chi and Shadow King, consider shielding Ares with protective cards such as Cosmo or Armor. (Though, the idea of Ares being protected by a Russian dog might amuse him less than it amuses us.)
Ares: Not the Big Bad (Sadly)
While a raw 4/12 card isn't available, analogues like Gwenpool and Galactus reach comparable power levels. The rise of control decks like Mill and Wiccan Control highlights the need for protective strategies against Shang-Chi's disruptive abilities. This necessitates a more focused deck-building approach compared to the flexibility of many other cards.
Relying solely on power isn't viable unless your wager consistently outstrips Mister Negative's (which, spoiler alert, it usually won't). Even move-based strategies often incorporate disruption. Ares needs to surpass Surtur's performance to be considered truly competitive, given the latter's current subpar win rate (around 51.5% at Infinity level, dropping to 48% below).
Matchups become complex. Against opponents with only one Rock in their top three cards, the advantage shifts to 3 vs 2. However, Darkhawk lacks strong synergies in this context. Mill decks can drastically amplify Ares' effectiveness against opponents lacking card protection. But even then, a 4/12 Ares is still a significant gamble.
Ares' power often comes down to a coin flip; winning the wager determines his effectiveness. His value lies less in raw power and more in strategic disruption. Cards like Alioth, Cosmo, Man-Thing, and Red Guardian can be used to great effect with a disruptive strategy centered around him.
Concluding Thoughts
Ares, unfortunately, might be considered a skip for many players. His vulnerability to counters, compared to energy-cheating cards (like Wiccan) and widespread power-granting cards (like Galactus), diminishes his appeal. His consistent success requires highly specific deck construction. Even a 4/12 card isn't automatically great without a powerful ability to support it.