Let's look at what I consider the best location in the game:
The Bar with No Name (BWNN)Classification: Restrictive - Scores are basically inverted and so are power values.
Rarity: Rare
Favored Decks: None. BWNN doesn't favor any particular deck. It instead calls for creative solutions...or skip the lane entirely.
Analysis:Bar with No Name is basically my favourite location in the game because it takes a simple rule in SNAP and flips it around. Instead of the person with the highest power winning the lane, instead it is the person with the LOWEST score wins the lane. Pretty much all cards in the game sans one or two have positive values or instead hit the opponent's side. So to win this location, you always have to get creative and out-think your opponent. There are some cards that always give you an out, but many, many plays with BWNN are often surprises because of the rule inversion. Once this location spawns, you tend to always have to keep it in the back of your mind because you are either losing 4 play spaces or you have something up your sleeve that you want to save and surprise your opponent last minute. Be aware of players that snap when BWNN spawns. Because often times, it means they have some trickery going on and you can't really play the rest of the match in a conventional manner. Ignore it at your own risk.
What I like to do when I see BWNN is to treat it like a restricted location at first, then see what the rest of the location spawns are. Remember, you only need to win 2 of the 3 lanes. If the other 2 locations work to your advantage, you can use BWNN as a setup point for a combo and have the results land on the other two lanes. On the other hand, if the other 2 locations are neutral or are disadvantageous to me, I try to think if I have any solutions to work around BWNN. Barring that, I stay in the game until a SNAP at which point I'd retreat to avoid the risk of a loss. As I noted above snaps when the Bar is in play are very dangerous because it will often result in a combo you have probably never seen before. While bluff snapping is often not a good option because you can't read any tells from an opponent, this is the one case where it might be worthwhile.
Combo PlaysA few individual cards can work on the Bar by themselves, but often times, winning it requires a combo of cards you would usually never play together. It is worth covering the ones I'm aware because it demonstrates the creativity of SNAP's player base:
SWitch/Storm/Rhino - All 3 of these work to steal the location last minute. If you completely ignore bar, you basically give an opponent that has one of these real estate agents a pass. Going back to play windows, you can see why I emphasize SNAP is often about timing. Sure, you can play these on turn 2 or 3, but it's often better to save these till Turn 6 because they it requires a very risky read from your opponent to play something into the Bar with hopes that you are doing the same. There is one location change card I left out because he does something completely different...
Legion - Legion is basically the grade A dick move when BWNN spawns. Since he changes every location to the same one he is played in, players would often hold off on Legion and wait until Turn 6 to the drop Legion into the Bar, losing that lane but basically stealing the other two if their opponent has played any other cards into them. There are a couple of ways to stop this, but they all require reading the opponent having Legion. For example, Cosmo on Bar on Turn 6 with Priority is an instant win. The better Legion players will aim to keep their power across all lanes relatively to not be as so obvious as to just wait until Turn 6 for the Uno reversal.
Quake - Like with Rickety Bridge, Quake on BWNN can be very devastating. Again, the location positions can be random, but if your opponent is building tall in the other two lanes, a Turn 6 Quake will basically shuffle everything around, meaning that one of their tall lanes can end up with the BWNN, resulting in possibly stealing 2 lanes with a 2 Energy card.
Captain Marvel - This one is just mean, but pretty great in long endurance matches such as Conquest. The idea is simple - play Captain Marvel on BWNN. Since she will move to a location to win you the game, if you are losing this location but can win the swing in another lane within Captain Marvel's power range, she will fly off away from the Bar and leave it as a 0-0 tie. This requires no effort from you. Your opponent however is stuck in a mind game trap. You could very well play a real estate agent on the last turn and steal the lane for 6-7 points. So do they play anything into the Bar and try to pre-empt that possibility...OR do they ignore it, hoping that you don't and try to power through the other 2 lanes and hope to be above your Captain Marvel's power threshold?
Polaris / Spider-Man / Aero / Magneto - All four run on the same concept. If your opponent plays a card (or series of cards), that can be moved into BWNN, these can make for a good single card surprise play. They work with different pools and types of cards though, so when they are the most effective varies depending on an opponent's deck. For example, Polaris works great on stuff like an early Ebony Maw or Winter Soldier as they both have higher power than her. Aero works great if you see something like Shuri because even without priority, you know a big card is coming down so a redirection can cause them to lose the lane. Magneto can a great surprise to Surfer decks - especially Brood - since the bulk of their cards are 3 cost.
Mister Negative / The Hood / Sentry - The only two cards I'm aware of that have Negative power values. Remember, you win the lane if you are ahead by even one point. So Mister Negative himself, for once can steal a lane despite being -7 from tempo here. Sentry deserves an honorable mention but is not reliable because the Void only spawns on the right most location. So if BWNN spawns anywhere else, the Void he creates doesn't give you any advantage.
Ironheart/Typhoid Mary, Ironheart/Hazmat - The first combo card play but re-iterates my previous point. The idea is simple. Play Ironheart earlier (like say Turn 5) into BWNN, then play Typhoid Mary/Hazmat elsewhere. Both Mary and Hazmat gives every other card on your side of the board -1 Power and since Ironheart has 0 Base power, this can let you steal the lane by 1 through a -1 Ironheart. Ironheart will never hit herself with her ability, so this is 100% safe.
Iron Fist/Doctor Octopus, Doctor Octopus/Ghost Spider - Same idea, but different order depending on the card. Continuing his reign as being king asshole, playing Doc Ock onto BWNN will almost guarantee winning the lane because pulling out 4 cards from an opponent's hand is almost certainly going to trump the 10 power he provides. But on the offchance it DOESN'T, playing Iron Fist or Ghost Spider then lets you lane ditch and steal the lane, while reinforcing another position by 10.
Doctor Octopus/Galactus - King asshole appears twice in this location with 2 different combos. Sure, taking down 4 cards and winning a location is pretty great. You know what else Doc Ock sets up in this case? Galactus. In fact, this is almost certainly match winning because your opponent can't play anymore cards there and if their power combined is greater than 5, then Galactus "wins" the lane because his power is lower resulting in his effect triggering. The only issue is that you need to move Doc Ock away from the Bar afterwards. So this is pretty much reserved for an Iron Fist combo only...but you could also get lucky by pulling an opponent's Shang. At this point I'm pretty sure Doc Ock was bullied as a child at this point since so many of his combos are basically the equivalent of giving your opponent the finger.
Cosmo/Hobgoblin, Wong/Hobgoblin, Zero/Hobgoblin - Hobgoblin is a -8 Power card that flies into an opponent's lane when revealed. So if you play Cosmo on bar, then drop Hobgoblin, you put yourself at -5 and win the lane. Wong is similar, except the double on reveal forces Hobgob to fly back into your lane, resulting in a -6. Zero is even better because he can be played with Hobgob on the last turn and can be played in a separate lane, allowing you to cancel Hobgob's effect and landing in your lane at the full -8.
Green Goblin / Absorbing Man - Pretty funny and works on a similar principle as the above. Green Goblin is -3, so doesn't work with Cosmo and only gives you -1 with Wong. However, you CAN launch Green Goblin into another lane, then play ABSORBING MAN into BWNN to launch him into your opponent's lane, giving them +4. This is one of the few times where launching a positive power card works in your favor and is a neat way to take the lane.
Either Goblin / Taskmaster - Don't have Absorbing Man? How about a Taskmaster? Tasky will copy the power value of the last card played. So if you play Hobgob on 5, then Tasky on 6, Tasky becomes a -8 Power card that just sits in the lane you play him in. In this case, he works perfectly at BWNN.
She-Hulk/Viper - Speaking of launching positive power cards, there's another one with the same idea. She-Hulk decreases in cost per point of energy that was unused in the previous turn. So as long as you have 2 Energy as float on 5, this is a combo you can use on 6. Gifting your own She-Hulk to the opponent puts them at 9 power while Viper is only 3, letting you take the lane by a difference of 6.
Black Panther/Zola - Zola destroys a card in the current lane and then creates a duplicate in the other two lanes. In fact, Zola himself is great when BWNN is involved because he has 0 power, so he can be played safely into it without causing you to lose. You do need something else to combo him with though - Black Panther is usually the best recipient because cards duplicated by Zola have their On Reveals reactivated again, resulting in 2 large Black Panthers. The downside is that playing a large card into Bar is often a tell that you are going to Zola so you have to be careful of that.