Marvel Snap: Top 10 Best Starter Cards [Ranked]

In Marvel Snap, with each Collection Level players are given mystery cards that contain a random character. As a result, numerous character cards dominate collections, but the deck allows just 12 of them. Therefore, it might be a difficult task to choose the best cards for the beginning. Here is the collection of the Top 10 Best Starter Cards in Marvel Snap.


10. Quicksilver

Marvel Snap: Quicksilver Card
Marvel Snap: Quicksilver Card
  • Features: Starts in your opening hand
  • Energy: 1
  • Power: 2

Quicksilver is rightly considered the best card to start the combat. Quicksilver is the opening card costing 1 energy and providing 2 power. Hawkeye can be the best alternative to Quicksilver, but the reason to choose it is its 2 power. Hawkeye grants 1 power and +2 if the next card is played here. However, there might be cases where the spectrum is attracting our next moves in combat. Therefore in such compulsions, Quicksilver guarantees 2 power to one of the spectrums.

9. Star-Lord

Marvel Snap: Star Lord Card
Marvel Snap: Star-Lord Card
  • Features: If the opponent played a card here this turn, +3 power
  • Energy: 2
  • Power: 2

Quicksilver was 1 energy costing card, while Star-Lord is a card capable of providing 5 power. When 1 energy card is drawn, the next card to be drawn is the 2 energy cards. Medusa is one of the Star-Lord alternatives, however, she provides mere 2 points if not played in middle. In addition, the Star-Lord card can be played very effectively by strategically guessing the location of opponents.

8. Mister Fantastic

Marvel Snap: Mister Fantastic Card
Marvel Snap: Mister Fantastic Card
  • Feature: Adds +2 power to adjacent locations
  • Energy: 3
  • Power: 2

The next card on this list is Mister Fantastic. Mister Fantastic possesses a mighty ability to grant +2 powers to adjacent locations. Therefore the strategic location of Mister Fantastic is in middle. So in actuality, this card is giving us 6 power in total. However, power has a trait. It has to be played in the middle location to get power to its full extent. The best alternative to it is Cyclops.

7. Cyclops

Marvel Snap: Cyclops Card
Marvel Snap: Cyclops Card
  • Features: Lets Mive, X-Men
  • Energy: 3
  • Power: 4

Cyclops is another 3 energy-costing cards, supplying us 4 power in return. In case players don’t feel like using Mister Fantastic in rare cases, use Cyclops instead. Even though there is no effect of the card on another location, on our turn it surpluses us with 4 power.

6. Jessica Jones

Marvel Snap: Jessica Jones Card
Marvel Snap: Jessica Jones Card
  • Features: If you don’t play card here next turn, +4 power
  • Energy: 4
  • Power: 4

If players want a card that will deliver power for two consecutive turns. Well, the Jessica Jones card does that for us. In instances where the slot is about to get filled, and there is still demand for a couple of points, Jessica Jones is best suited. In such scenarios, the next turn (if the card is not drawn here) will enable us to claim +4 power in addition to other effects of other cards.

5. The Thing

Marvel Snap: The Thing Card
Marvel Snap: The Thing Card
  • Features: It’s Clobbering Time
  • Energy: 4
  • Power: 6

If players are not comfortable with Jessica Jones, then The Thing enters the scene. When a slot needs some points to dominate the turn, the respected card will produce 6 power in need. Some might wonder why to choose The Thing over Jessica who is furnishing 8 points in two turns. Well, there are some cards like this one that can best be suited for a mere one-turn.

4. Spider-Woman

Marvel Snap: Spider Woman Card
Marvel Snap: Spider-Woman Card
  • Features: Afflict all enemy cards with -1 power
  • Energy: 5
  • Power: 8

Spider-Woman card costing 5 energy is the card to pull at Turn 4 or Turn 5. The need of using her can even be changed with the changing course of battle. For example, here high power proving ability will provide us an upper hand in one location, along with deducing -1 powers from each opponent’s card. Hence, a strategic way to draw her is to use it in a location where the opponent is holding 4 or 3 cards.

3. Abomination

Marvel Snap: Abomination Card
Marvel Snap: Abomination Card
  • Features: Foolish rabble! You are beneath me!
  • Energy: 5
  • Power: 9

The mighty Abomination card is well acquainted with feeding us 9 power in a mere one chance. Imagine a spectrum revealing “The effects here will be doubled”. In such locations, the Abomination will supply nearly 9 power. As the card is using 5 energy, it is one of the best substitutes for cards like Spider-Woman and Iron Man.

2. Iron Man

Marvel Snap: Iron Man Card
Marvel Snap: Iron Man Card
  • Feature: Total Power is doubled at this location
  • Energy: 5
  • Power: 0

Don’t judge this card with its power 0. Iron Man stands out to be one card that can provide points ranging from 2 to infinity. It doubles the power on the location it is drawn. As this worthy card cost 5 energy, it can be used in either turn 5 or turn 6. As far as the battle is concerned, it is best suited for turn 5. Because at turn 6 Hulk is one card with the deadliest power of 12.

1. The Hulk

Marvel Snap: The Hulk Card
Marvel Snap: The Hulk Card
  • Feature: Hulk Smash
  • Energy: 6
  • Power: 12

The foremost reason to place The Hulk at the top is the way it possesses the ability of 12 power. One location can easily be won by using The Hulk at the last turn. The most satisfactory course of deploying The Hulk is in the location where we are losing with fewer chances of the opponent using cards here. In this track, the location can be won by surpassing him with a few or more powers.

In another sense, there is one more acceptable use of The Hulk. For instance, using The Hulk in the location where the difference between the opponent and you is less than 12 but more than 8. In this way, the opponent might not feel the need to draw a card here, giving the feat over him.


Marvel Snap is a digital collection card game available for iOS, macOS, Android, and Microsoft Windows.

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