Dracula is a really unique card that has a really cool ability that lets him end the game with a lot of power, without the enemy being able to counter him with the usual cards like Cosmo, Enchantress or Shang-Chi. None of the usual tech cards affect him and your opponent won’t know what his exact power will be until the end of the game, you can see why he’s such a strong card.
Dracula was really prominent in the meta when discard was doing a little better as a deck type. He’s fallen off since then, because Shuri decks could do everything Dracula was made for, but with even higher numbers.
Dracula’s effect lets him discard a card at the end of the game, and then gain its power. This effect sounds risky, and yeah, there are cards that heavily counter Dracula (any card that adds anything to your hand like Master Mold, Maximus, Black Widow…), but once you build a deck around him, he’s usually able to give you a solid amount of power without being as easily counterable, since a lot of decks run Shang-Chi, but very few decks actually play Maximus.
3.Lockjaw Thor
This is a really fun deck that has been in the game for a while now. It’s not the most viable deck for climbing, sure, but it’s a really fun and nostalgic deck, because up until recently it was a viable strategy for climbing. I wouldn’t recommend it now if you’re trying to reach infinite, but if you’re looking for a fun strategy with Dracula, you should give this deck a try.
This deck revolves around using Lockjaw to bring out as many powerful cards from your deck, by shuffling the weaker cards into it. Lockjaw in this deck works with a lot of cards - Wasp and Sunspot are cheap cards that let you shuffle the deck cheaply, Leech and Doctor Doom are cards with really good effects, but bad statlines compared to the power of your other cards in the deck like America Chavez, Magneto or the Infinaut. Thor is also really important in this deck, since Mjolnir can be drawn out of the deck with Jane Foster’s effect and reshuffled into the deck with Lockjaw’s effect, while also buffing Thor along the way and giving you a powerful card from your deck.
What This Deck Excels At:
- Lockjaw, even after his nerf is a really strong card that allows for a fun playstyle that’s not available when using any other card
- Mjolnir, Sunspot and Wasp are great cheap cards that you can play on Lockjaw’s location once per turn, and still have enough energy to play something else on the board
- Doctor Doom and Leach are great late game options to play on Lockjaw’s location, because their effects are really beneficial for you, but their power leaves something to be desired, so swapping it with a card from your deck is the best play you can make
- Dracula is really useful in this deck, since you don’t want to play out your expensive cards from the hand. If you manage to draw multiple big cards and can’t do anything with them, playing Dracula and then getting rid of all of the weaker cards will make him discard a big card and bring a lot of power to the field
Card List:
- Wasp
- Sunspot
- Lockjaw
- Thor
- Dracula
- Jubilee
- Leech
- Jane Foster
- Doctor Doom
- America Chavez
- Magneto
- Infinaut
2.Dracula KaZoo
Dracula KaZoo is a fun archetype that can prove rather good for climbing, but it’s nowhere near close to tier 1 and it requires careful piloting and cube management if you want to play it competitively. Dracula shines in this deck, because you can rather easily play out all the weak cards from your hand and leave only either Red Skull or the Infinaut in your hand for Dracula to discard and absorb his power.
This deck is pretty self explanatory and simple. You play Kazar, Dracula and a few 1-cost cards at the end. Kazar will buff all of the cheap cards to give you a nice stable amount of power on all locations and Dracula will discard one of your stronger cards and give you a boat load of value on a location that he’s played at. The tricky thing about this deck is that you have to carefully think about every play in advance and to accurately gauge how much power you can have on each location, before your opponent is able to figure out how much power you’ll be having. Keep in mind that your goal is to have an empty hand after the 6th turn with the exception of either Red Skull or Infinaut being in your hand, you should play all of your 1-cost cards on the last turn so that you make sure that your hand is as empty as you want it to be.
What This Deck Excels At:
- Dracula can really shine with this setup because this deck is able to finish the last turn with exactly one card of your choice remaining in your hand as long as you’ve draw it
- Kazar will buff the rest of your cards, since a vast majority of the cards in your deck cost 1 energy. This allows you to always have a nice stable amount of power on all locations, and lets you finish the game off with Dracula and/or Red Skull
- Having a lot of 1-cost cards lets you play them all out on the last turn, which is amazing especially if your opponent has a Killmonger ready to counter you and you don’t have priority going into the 6th turn
Card List:
- Sunspot
- Ant-Man
- Squirrel Girl
- Iceman
- Zero
- Armor
- Lizard
- Cosmo
- Dracula
- Kazar
- Red Skull
- Infinaut
1.Apocalypse Discard
And finally, for the last and best deck to climb with Dracula - we have an actual discard deck. This, in my humble opinion, is one of the most interesting archetypes to play if you like a little bit of RNG. Playing discard means that sometimes, things just won’t go your way and you may have bad luck with some of your discards, but it’s also a really satisfying deck that manages to make some really crazy combos once it works reliably.
The bread and butter of this deck is the card that was previously featured in a Season Pass - MODOK. He, once combined with a Dracula on the field and Apocalypse in hand, can give you a lot of value once he’s played. On the last turn, you can decide between playing a buffed Apocalypse (since he’s usually in your hand and you’ve probably discarded him at least once) or playing America Chavez which you’ll draw on the 6th turn, depending on which card you want Draula to discard and how much power you think is necessary for you to win the location that he’s played at. This deck has a lot of cards that discard cards from your hand once played, and that’s the true problem with piloting this deck. You need to get a good feel for when you can discard random cards, since you can accidentally discard an important combo piece like Dracula or MODOK.
What This Deck Excels At:
- Dracula is usually able to bring a lot of power to your side of the field, since he easily discards Apocalypse or America Chavez at the end of the game if you’ve played your cards right
- America Chavez is a really important card in this deck, because she gives you a surefire 9 power on the last turn no matter what else happens, and since this deck often goes into the 6th turn with an almost empty hand, she’s a nice reliable way to get some more power on the last turn
- Apocalypse is usually discarded at least once or twice until the last turn, and Dracula will most probably discard him once more after the game ends, which makes Apocalypse really powerful and in turn - Dracula gets a lot of power on the field
- MODOK is another key card in this deck that makes the deck come together - him discarding the entire hand on the 5th turn enables all of the other things that this deck does great to happen
Card List:
- Sunspot
- Morbius
- Swarm
- Coleene Wing
- Moon Knight
- Lady Sif
- Sword Master
- Dracula
- Hell Cow
- MODOK
- Apocalypse
- America Chavez
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