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Marvel Snapis known for adding limited-time-only modes every so often. Sanctum Showdown is the latest addition, changing the normal multi-lane-based play for a more direct, one-at-a-time focus. In this Guide we’ll go over the decks you should be using, the overall goal of winning a game in Sanctum Showdown mode, and the rewards for performing well in this mode.
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Marvel Snapand the rules for all of its game modes can be a lot to take in, but following this guide, our tips and tricks will have you understanding and masteringSanctum Showdown.Whether you’re completely new to online card games, you’ve just been tinkering with this mode, or if you have plenty of experience and just want a fresh perspective, this guide has something for everyone.

What Is Sanctum Showdown?
Sanctum Showdownis the latest mode added toMarvel Snap.This mode alters the usual Marvel Snap formula slightly, not ending after the normal six turns. Instead, this mode opts forkeeping the battle going until one of the two players amasses 16 Sanctum Points.
If you’re worried about this sounding complicated and drawn out, all to not gain any points, don’t worry. You get any points you were able to amass during the battle at the end, whether you win or lose.

How Does The Sanctum Work?
You will use currency known as Scrolls to enter into this Game Mode.You get two free Scrolls every eight hours, or you’re able to buy an additional three Scrolls for 40 Charms. Be sure to check in and stock up on them.
As for the gameplay itself, you start with three cards in hand, drawing one every turn. One location will be designated as the Sanctum. On turns one and two, one of the three locations will be worth one point.Starting with turn three, the designated Sanctum will now be worth four points, with the other locations now being worth one point.You and your opponent can both snap, raising the Sanctum value to six points.

The first one of you to reach 16 points or more is the victor, and if you win you get your Scroll back.
Leveling up your Sanctum Level will award you with Charms. These will function as the primary currency for the Shop.

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Shop Rewards
These are all the rewards you may spend your hard-earned charms on.
You’ll want to start by going for the three Exclusive Cards you can earn through Sanctum Showdown.Uncle Ben, Laufey and Gorgon.

Portal Pull
Series 4/5 Card
Glyph Border
Title/Avatar
Premium Border
1500 Credits
500 Credits
100 Credits
50 Credits
What To Look For In A Deck
You will want to look forhigh-stat four-cost cards.Being able to play big Power cards quickly is key.Sanctum Showdown differs in this way from the normal competitive ladder, in that you don’t have enough time to set up a giant play and steal a victory when your opponent is stacking high power.It’s also advised to avoid using six-costs for the sake of it. Most six costs will not be helpful in this mode, because of how quickly you can get out a four-cost of equal value.
However, keep in mind that, in this mode, there is a ban-list, so not everything will be available to you.
Earn points to grow your rank and receive Charms and Scrolls. With seven levels for you to achieve,you earn more and more charms as you climb, as seen in this table:
Charms Earned
Scrolls Earned
Title Earned
Welcome to the Showdown
Sorceror Supreme
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What Decks Should You Use?
I’ve compiled and created some decks that have proved useful and very powerful for me. We’ll go over them and what your plan should be when using each of them.
Sanctum Showdown One
This should look familiar to you if you’ve played your standardMove archetype deckbefore, but if not, let’s go over it. The goal of this deck, as the name of the archetype suggests, is to move our cards around the board.The stars of the show are Human Torch and Vulture. These will be your high-value cards.
MovingHuman Torchdoubles its power every time you do so, while Vulture gains +6 to its power every time it’s moved.You’ll be utilizing these in tandem with cards like Araña, Ghost-Spider, Iron Fist, Madame Web andDoctor Strange, all of which allow you to move cards around. Using these cards should always be your main goal as long as they are in hand.
Rocket Raccoon
On Reveal:If your opponent played a card here this turn, +4 Power.
Activate:Give the next card you play +1 Power and move it to the right.
Ghost-Spider
On Reveal:The last card you played moves here.
Human Torch
When this moves, double its Power.
On Reveal:After you play your next card, move it one location to the left.
Madame Web
Ongoing:You can move one of your other cards away from here each turn.
When this moves to a location, +2 Power for each enemy card there.
Doctor Strange
On Reveal:Move your highest-Power card(s) to this location.
When this card moves, +6 Power.
On Reveal:Add a card from your opponent’s deck to their side of this location. If it has less Power, destroy it.
Cull Obsidian
You can only play this where you have a 1-Cost card
Sanctum Showdown Two
Once again, if you’ve ever playedHela Discardin Marvel Snap, this should look quite familiar to you. Our star player here isthe formidable Hela.You’ll need to keep her from being discarded at all costs.Black Knight > Blade/Lady Sif > The Infinaut is a great, easy-to-understand combo for you to both discard a strong card for Hela to bring back, while creating a 20-power Ebony Blade.
Play around with it and do what feels comfortable to you. If you don’t get the opportunity to discard The Infinaut but end up drawing it on turn six or sometime later, War Machine will be helpful in getting it on the field with it letting you play cards anywhere, regardless of restrictions. Not to mention, you still have Ghost Rider to bring back any one card you discarded if you don’t end up drawing Hela in time.
Black Knight
After you discard a card, add the Ebony Blade to your hand, with that card’s Power.(once per game)
On Reveal:Discard the rightmost card from your hand.
On Reveal:Discard a card from your hand to destroy a random enemy card.
On Reveal:Discard the card that costs the most from your hand.
Sword Master
On Reveal:Discard an odd-costed card from your hand.
Ghost Rider
On Reveal:Bring back one of your discarded cards to this location.
War Machine
Ongoing:Nothing can stop you from playing cards anywhere.
On Reveal:For each different Cost among them, resurrect a card you discarded to a random location.
The Infinaut
If you played a card last turn,you can’t play this.
Costs 2 less for each of your cards that has 10 or more Power.
Sanctum Showdown Three
Moving on to our final deck, this one is a twist on the normalOngoing archetype, utilizing Sauron.Sauron is an On Reveal card that removes the ongoing abilities of all your cards in your deck, not played. Removing the abilities of cards like Ebony Maw, Lizard, Typhoid Mary, Red Skull and The Infinaut will remove any of those card restrictions they normally have and make them strong cards with no downside. Coupling this with a card like Shuri, which doubles the power of the next card you play at the same location, you can make some high-power cards. Additionally, using Taskmaster to copy the power of the last card you played will be helpful for stealing a location late in the game. On top of that, the most straightforward high-power combo you could do would be Shuri > Red Skull > Taskmaster.
America Chavez
On Reveal:Give the top card of your deck +2 Power.
On Reveal:Remove the abilities of the next card you play.
you’re able to’t play this after turn 3.Ongoing:You can’t play any cards here.
Ongoing:Cards here can’t be destroyed.
Ongoing:-4 Power if your opponent has 4 cards here.
On Reveal:Remove the abilities from allOngoingcards from your hand and deck.
On Reveal:If you play your next card at this location, double its Power.
Typhoid Mary
Ongoing:Your other cards here have -2 Power.
The Vision
You can move this each turn.
Ongoing:Enemy cards here have +2 Power.
Taskmaster
On Reveal:Set this card’s Power equal to that of the last card you played.(if able)
Don’t be afraid to play around with these deck lists and experiment, it’s all part of playing a card game after all. Follow this guide, and you’ll have no problem climbing and getting all the rewards.
When deciding what deck to use, pick what you think suits your playstyle most. Do you like controlling the field? Go with Deck Two.If you like getting a cool combo off, go with Deck Three. Finally, if you want a bit more complication, but ultimate satisfaction when you pull off a great move play, outsmarting your opponent, go with Deck One.
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