Marvel Snap Zero: Unlock, Locations & Combo

Zero is a character card in Marvel Snap with a unique ability of removing abilities from next card played.

Marvel Snap Zero Featured Image
A detailed guide about Zero in Marvel Snap and its best combos, locations and decks

While progressing through the game and collecting new cards, you unlock a Zero card in Marvel Snap. Zero disables the abilities of the next card played by the player. But don’t forget, not all abilities are worth having anyways. A lot of cards give high Power but come with negative side effects. Having a Zero card gets rid of these effects for you.

The Zero card can be sourced from Pool 3 of cards. Even though the journey is long, Zero will make your card collection finer. So let’s dive right into it and learn all about the Zero card and all it has to offer. 

Key Takeaways

  • Zero is a character card in Marvel Snap with a powerful ability
  • The next card you play after Zero won’t work its abilities
  • Different combos go along with Zero 
  • Negative effect cards should be played after Zero
  • Some locations are better than others for Zero and some will affect Zero’s ability negatively

Zero Basics In Marvel Snap

  • Type: Character
  • Power: 3
  • Cost: 1
  • Ability: On Reveal: Remove the abilities on the next card you play.

When you play the Zero card, your next card played won’t have its ability to work. The card might seem useless but that’s not the case. If used correctly, it gives you an upper hand.  

How To Collect Zero

If you have not come across the Zero character’s card just yet, you are not on Collection Level 486 or above. After reaching level 486, you unlock Pool 3 of the cards collection. 3rd Pool is the final Pool in the game currently, which means you have to progress a lot before the Zero card is available to be fetched.  

Pool 3 contains 74 character cards, one of them being the Zero card. Once you reach Pool 3, keep playing and upgrading cards. Upgrading cards helps your Collection Level increase, this is the easiest way to collect new character cards. And that’s how you collect Zero in Marvel Snap.

Increasing Collection Level

Collection Level – Image By Us

To acquire Zero faster, you need to increase your Collection Level. Currently, there are two ways:

Upgrade Your Cards

Upgrade Card Option In Shop – Image By Us

Each card in the game can be upgraded from Boosters and Credits. Continue playing matches and completing tasks, it’ll reward you with both. You can also buy Credits in the shop. Boosters can be obtained by winning matches and increasing Collection Level. Keep an eye out for upgrades in the shop too! They can be exchanged with Credits. 

Collect Variant Cards

Variant Cards In Shop – Image By Us

There are multiple variations of each card that you can collect. Acquiring variant cards isn’t as easy, you need gold to buy it in the shop. You can also collect it in the Collection Level itself.

Variant Cards Of Zero

Currently Zero has 3 other variants in the game. 

Best Combos With Zero

Best Combos With Zero – Image By Us

Many supervillains in the Marvel universe are a part of Marvel Snap too. They might give you benefits but sadly, they come along with a major blow. Don’t worry, Zero is here to save the day.

Zero only removes the ability of the next card played, the powers are still gonna count. In this case, using high-power cards with negative effects should be played. Such cards are:

Maximus 

On Reveal: Your opponent draws two cards.

If you play Maximus after Zero, your opponent won’t get to draw two cards and you will still get 7 power of the Maximus card.

Typhoid Mary

On Going: Your other cards have -1 Power.

Typhoid Mary is a high-Power card giving off 10 Power in just 4-Cost. But it comes with the disadvantage of losing 1 Power of other upcoming cards. Players avoid picking it but with Zero in Deck, Typhoid Mary is a good pick.

Destroyer

On Reveal: Destroy your other cards.

Destroyer can be a disappointment due to its ability to destroy other cards, but Zero saves the day with its ability. You can gain a huge 16 Power from Destroyer in 6-Cost without losing cards. Zero and Destroyer combo is a must to have in Decks.

Ebony Maw

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

Ebony Maw is one of the least costly cards that come with high power. But its ability to put a limit on playing cards stops players from choosing it. Zero is a solid combo with Ebony Maw, especially for early turns. 

Red Skull

On Going: Enemy cards at this location have +2 Power.

Red Skull gives you 14 Power in just 5-Cost, meaning it is one of the high Power cards. Although, Red Skull benefits your opponent too. Each card enemy has at the location gives them +2 Power. To save yourself from giving away these free points to the opponent, use Red Skull after Zero.

Best Location For Zero

Best Locations To Play Zero At – Image By Us

Locations might not matter much, but a smart player can definitely take advantage of locations with a Zero card. If you run across the following locations while having Zero in your hand, make the choice smartly. The best locations for Zero are:

Machineworld

Description: When you play a card here, add a copy to your opponent’s hand.

Placing your Zero card here gives its copy to your opponent. The opponent most probably won’t have a negative effect card. Meaning they won’t have made a strategy revolving around Negative cards that we have explained above. So, in return Zero will give them a huge setback. Once your opponent loses their points, you get an upper hand with an easy win ahead.

Cloning Vats

Description: When you play a card here, add a copy to your hand.

Play your Zero card in the first turn following a combo card. The second Zero card you claim from this location, you can play it at the 5th turn followed by another combo card. So keep an eye out for the Cloning Vats location and invest in the Zero card. 

Elysium 

Description: Cards cost 1 less

At Elysium, any card costs 1 less. In the early game, take advantage of it and place Zero here. This way you can save your cost for higher-cost cards later on.   

Pleasant Hill

Description: When you play a card here, draw a card.

Pleasant Hill is indeed a pleasant location for cards. It lets you draw a card once you’ve played a card here. If you may wonder how it benefits Zero in Marvel Snap, that’s because there is a chance of drawing your combo card with Zero if you don’t have one in hand already.

Wakanda 

Description: Cards here can’t be destroyed.

If you happen to find Wakanda in one of your matches, try to use your Zero combos here. That’s because your combos can not be destroyed here by any ‘Destroy’ cards that your opponent uses. 

Worst Locations For Zero

Worst Locations To Play Zero At – Image By Us

Just like the best locations, there are worst locations to look out for too. These locations will ruin the Zero card ability. It is best to avoid these locations during the game. Some worst locations for Zero in Marvel Snap include: 

The Space Throne

Description: Only one card can be here for each player.

Make sure you don’t place your Zero here even accidentally. The Space Throne location has a place for only one card. No combos can work here.

Dark Dimension

Description: Cards played here are not revealed until the game ends.

In Dark Dimension, all the cards played will be revealed when the game ends. That will break Zero’s combo as he removes his ability for the card played in the “next” turn. 

Hell’s Kitchen

Description: Draw a 1-Cost card from your Deck.

In Hell’s Kitchen, your 1-Cost card is drawn first. If you are forced to use your Zero here, your combo will fail. Because most combo cards won’t be unlocked on the second turn. 

Knowhere

Description: On Reveal effects do not happen at this location. 

Since Zero has On Reveal ability, Knowhere is not a place for Zero to go. The Zero card will lose its ability here, hence becoming a useless card. 

The Big House

Description: Cards that cost 4, 5, or 6 can’t be played here.

The Big House fails to let players play cards with 4, 5, or 6-cost. Zero in Marvel Snap can not use its combo here with cards such as Destroyer, Thyroid Mary and Red Skull. Better to avoid this location if you plan to make huge combos.

Best Decks With Zero

Zero in Marvel Snap is an extremely powerful card that can either be your success or your downfall. Having him in any random deck is risky but with our list of best decks for Zero, you will know which groups he perfectly belongs in. 

Red Skull-Zero Deck

Red Skull-Zero Deck – Image By Us

Players prefer playing the Red Skull and Zero cards together. This is due to the Red Skull’s high power and Zero’s amazing ability to cancel out the negative effect of the Red Skull. The full deck includes: 

Korg

On Reveal: Shuffle a Rock into your opponent’s deck.

Korg is a 1-cost card that gives you an early game advantage. It can slow your enemy down but you should play it first turn.

Zero

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

Keep Zero to yourself till the late game for the combo.

Taskmaster 

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

Taskmaster is good for doubling your location’s points. Play Taskmaster after cards such as Maximus, Red Skull, Typhoid Mary, or any high-power card.  

Ebony Maw

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

Ebony Maw gives you 7 Power lead at just 1-Cost. Have it in your deck just in case. 

Angela

When you play a card here, +2 Power.

Angela is good for the first two turns. It gives you a total of 3 Power in 2-Cost.

Venom

On Reveal: Destroy your other cards at this location. Add their Power to this card.

Venom is extremely powerful. You can play more than 4 cards in one location with Venom’s ability. 

Maximus

On Reveal: Your opponent draws 2 cards.

On playing Maximus, you get 7 Power but your opponent will draw 2 cards, keep Maximus in case you need to use it with Zero.

Typhoid Mary

Ongoing: Your other cards have -1 Power.

Typhoid Mary gives you 10 Power in 4-Cost. Use her without the Zero combo only if you’re already in lead.

Enchantress

On Reveal: Remove the abilities from all Ongoing cards at this location.

Enchantress is a must-have in your deck to remove the ongoing effects of Typhoid Mary and Ebony Maw. This way you can utilize your Zero better and use it for Red Skull later on at the next location.

Red Skull

Ongoing: Enemy cards at this location have +2 Power.

Red Skull is the main Card in this deck, along with Zero obviously. The last two turns should be Zero along with Red Skull. You can easily secure the location with this combo. 

Agatha Harkness

Agatha starts in your hand and plays your cards for you.

You get 14 Power in 6-Cost with her. You can change Agatha Harkness to other cards which suit your play style better. Having this card won’t affect your main combos in the deck.

Armor

Ongoing: Cards at this location can’t be destroyed.

Armor should be placed on your Combo location. Some locations or opponent’s cards can destroy your combo with Zero, but Armor makes sure that does not happen. 

Sera-Zero Deck

Sera-Zero Deck – Image By Us

Zero in Marvel Snap needs support from other cards such as Sera to work better. Low Costs and no negative effects are the main purposes of this combination. The full deck cards are: 

Sera

Ongoing: Cards in your hand cost 1 less. (minimum 1)

Saving energy points costs for later on is essential to play your big cards. Sera is a powerful card currently, combined with Zero and you get an easy win. 

Zero 

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

Keep Zero to yourself till the late game for the combo.

Storm 

On Reveal: Flood this location. Next turn is the last turn cards can be played here.

Once you have won a place in points, use Storm to secure it. This way you can focus on the other location without any worries. 

Elektra

On Reveal: Destroy a random enemy 1-Cost card at this location.

Elektra is a strong 1-Cost card and is preferred the most in high levels. Use Elektra to slow down your opponent early on.

Carnage

On Reveal: Destroy your other cards here. +2 Power for each destroyed.

Another card for the early game. If you need to get rid of Elektra after its use, play Carnage and get 2 Power instead. You also free up some space from the location.

Enchantress

On Reveal: Remove the abilities from all Ongoing cards at this location.

Cards like Typhoid Mary and Ebony Maw have negative ongoing effects. Enchantress will get rid of those effects for you if played in the same location earlier.

Typhoid Mary 

Ongoing: Your other cards have -1 Power.

Typhoid Mary gives you 10 Power in 4-Cost but comes with a side effect of removing 1 Power from other cards. Play this card after Enchantress to rid of the negative out-turn. Make sure you play Typhoid Mary in another location than Zero-Sera.

Maximus

On Reveal: Your opponent draws 2 cards.

On playing Maximus, you get 7 Power but your opponent will draw 2 cards. However, Sera lowers Maximus Cost by 1 which is a good deal of 7 Power in 2-Cost.

Taskmaster

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

Taskmaster is good for doubling your location’s points. Play Taskmaster after cards such as Maximus, Typhoid Mary, or any high-power card to secure the location instantly. 

Bishop

When you play a card, this gains +1 Power. 

Bishop is another low-cost but high-benefit card. Place it anywhere and keep gaining extra Power each turn.

Destroyer

On Reveal: Destroy your other cards.

No need to worry after reading Destroyer’s description. In this deck, make sure to play Destroyer after Zero. Destroyer is 5-Cost too, thanks to Sera.

Armor

Ongoing: Cards at this location can’t be destroyed.

Armor should be placed on your Combo location. Some locations or opponent’s cards destroy a player’s cards, but Armor stops that from occurring.  

Final Remarks

Zero has the kind of ability people might use wrong and reach their defeat. However, the correct use of Zero can lead you to victory. There are numerous characters in-game who give away damaging abilities, Zero is the way to nullify them. 

Our Zero decks and locations will help you reach your full potential while playing. Put the mentioned techniques to good use and have fun gaming!

Check out our definitive guide on Yellowjacket in Marvel Snap. 

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