Welcome back!

Sign in or create an account to enjoy GINX perks, enter competitions and access exclusive features.

GINX TV > Guides & Tutorial > Marvel Snap

Best Xorn Decks In Marvel Snap

A shining light who possesses destructive powers, Xorn could be greatly utilized for more defensive plays in Marvel Snap.
Best Xorn Decks In Marvel Snap
(Picture: Second Dinner / GINX)

The "New X-Men" season for Marvel Snap is drawing to a close as the remaining card release has arrived at the card battler game with the sole intent to produce interesting strategies and cause mayhem for their opponents. As such, Xorn is the final card release for this young and equally powerful season centered around the New X-Men, as this character manifests his "destructive power of the sun" to disrupt opponents' plays.

As Xorn possesses the power to manipulate energy by sensing gravitational forces and feeling energy movements in-game, Xorn can also manipulate key synergistic cards and move them across the board. Nevertheless, with the next season around the corner, we'll be taking a look at Xorn's abilities to determine his key synergies, top counters, and deck ideas to include Xorn for Marvel Snap!

Marvel Snap Xorn Card Abilities Explained:

Kuan-Yin Xorn was born and raised in a village in China alongside his twin brother, and his mutant abilities manifested fairly early, when the twins had their brains developed to become stars. Unfortunately, they were unable to control their powers, which resulted in the decimation of their village; their heads were encased within metal masks to prevent future outbursts.

The twin brothers spent most of their years separated, with Kuan-Yin sent to prison for more than 50 years; his warden made an offer to sell him, but was halted once the X-Men learned about his warden's illegal activities and encountered Kuan-Yin. Cyclops managed to convince Kuan-Yin not to harm himself and join him and the rest of the X-Men in the United States eventually, and now Marvel Snap!

At its release, Xorn is a Series 5 card with its base stats as a two-Cost and three-Powered card with a Common Ability to move any three and four-Cost cards played at its location to another location. Naturally, Xorn does synergize with various Move cards like Redwing, Vulture, and Phoenix Force, but it could also work in other deck archetypes to avoid key cards from being countered by Red Guardian, Rogue, Shang-Chi, and Enchantress.

But Xorn can be countered by Red Guardian if it's the only card at the location or the lowest-powered card at the location; Cosmo is another counter card if the three or four-Cost card has an On Reveal ability, Goose prevents four, five, and six-Cost cards played at its location, and Kingpin and Kraven can also be viewed as potential counters. Snappers can acquire Xorn from the Seasonal Series 5 Snap Packs for 5,000 Collector's Tokens or as a standalone purchase for 6,000 Collector's Tokens through the Token Shop.

Best Marvel Snap Xorn Decks: Machine Control X

Marvel_Snap_Best_Xorn_Decks_Redwing_Move_UntappedGG.jpg
Xorn can included in this Control-style deck with a Move package with redwing as the key card. (Picture: Second Dinner / Untapped.gg)

Before revealing some good synergistic decks that Xorn could play a major role in, it's important to clarify that Xorn will move any three and four-Cost cards played by yourself and your opponent, which may cause some disruption to their opponent's playlines. While there is general excitement for Xorn's release, its potential can be limited at times due to what cards can be played, but with the right decks, it may be one underrated card worth keeping an eye out for and eventually acquiring.

As such, the first spotlighted deck featuring Xorn is a Control-style deck from Marvel Snap content creator BynxPlays, whose main objectives are to play cards on a curve and set up locations for War Machine and Dracula. Snappers can potentially set up their playlines with Araña before putting down either Sam Wilson / Captain America, Surge, or Xorn, which is likely Surge or Xorn as the best option, as Vulture can be played if Xorn is in play as Makkari jumps onto the board at the end of turn.

The next turn could see War Machine played to make Ebony Maw a viable card to play with, either Redwing played at Xorn's location or Dracula at Maw's location. This will ultimately see Dracula discarding Emperor Hukling or The Infinaut at the end of the game unless Snappers do play Emperor Hukling to ensure that Dracula discards The Infinaut to gain its power.

Best Marvel Snap Xorn Decks: Scream And Leap

Marvel_Snap_Best_Xorn_Decks_Scream_Move_UntappedGG.jpg
The duo of Scream and Xorn may be quite overwhelming for opponents to combat against. (Picture: Second Dinner / Untapped.gg)

With Xorn having the ability to give Snappers early location priority by moving more valuable cards like Redwing and Vulture to random locations and also being an effective counter to Cosmo, Xorn can be paired up with some great value low-Cost cards like Sunspot and Nebula. While this does mean that Xorn can't move five and six-Cost cards, having Stegron on hand could be useful to move them away to avoid their opponent from gaining priority at the Xorn location.

Using this train of thought by factoring Stegron into a deck, pairing this card with Scream could see Xorn be utilized in a defensive manner, which this Scream deck from Marvel Snap content creator dddrewsky intends to achieve. Once again, playing cards out on curve, they can play Batroc the Leaper, Scream, and Xorn in the first three turns before Sam Wilson / Captain America and Kraven are in play to set up their lanes.

They'll have various Move drivers, other than Xorn, including Spider-Man, Polaris, Stegron, and Cannonball, to move cards away from Xorn's location or to the Kraven location, as Scream steals power when an opponent card is moved. This should discount Miles Morales and be viable to play before putting down Hydra Stomper and Shang-Chi to prevent their opponent from gaining priority, and hopefully, a victory is awarded to Snappers!

Best Marvel Snap Xorn Decks: Torn Auto Movers

Marvel_Snap_Best_Xorn_Decks_Topaz_Move_UntappedGG.jpg
Go budget-friendly by including Xorn in this auto-moving deck by pairing it with Topaz. (Picture: Second Dinner / Untapped.gg)

With Xorn's ability allowing both the Snapper and their opponent's three and four-Cost cards to move to random locations, there is another great synergistic card that has a similar Move mechanic. Launching during the "What If..? season in April 2025, Topaz's ability moves a card played at its location to the middle location, and when paired with Xorn, Snappers won't need other Move drivers to move cards across the board.

As Xorn and Topaz's mechanics have built-in or auto-moving abilities, this auto-moving deck from Marvel Snap content creator ReZ Snapper makes use of budget-friendly Move cards like Human Torch, Kingpin, Dagger, and Kraven, to name a few. Ideally, Snappers can set up locations with Kingpin, Kraven, Xorn, and Topaz, likely with Kingpin and Kraven (or Kraven and Xorn) together and Xorn and Topaz at the adjacent locations.

This should allow them to play Batroc the Leaper at any location and be ready to move to other locations with Human Torch, Dagger, and Spider-Man 2099 played at Topaz's location to discount Miles Morales. Vulture and Iron Lad (or Miles Morales if a card wasn't moved on the last turn) can be played at Xorn's location, and if needed, Heimdall as the last turn card to move everything to the right locations.


For more Marvel Snap news, be sure to check out our dedicated section or take a look at some of our Guides & Tutorials just below:

All Major News & Updates
Future Updates
Marvel Snap Card Pools
Marvel Snap's Best Decks & Big Bad Decks
Marvel Snap Game Guides
Marvel Snap Buying Guides
Marvel Snap Tech Guides