Four-cost cards in Marvel Snap are a breakpoint in deck construction. They are quite strong and useful, and contain effects that determine the match’s outcome in late-game in most cases. These cards have the mobility to aid your plan while putting pressure on your rival in multiple areas of the board.
The key to maximizing the impact of four-cost cards in Marvel Snap is not only to consider the cost, but also the interaction with the rest of the deck, the energy curve, and gaining an advantage before the late game.
With that in mind, we have curated a list of the five best four-cost cards in Marvel Snap, exploring their abilities that set them apart.
Note: This list is based on the author's opinion and is in no particular order.
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List of unique four-cost cards in Marvel Snap
1) Shang-Chi
On Reveal Effect: Destroy all enemy cards here that have 10 or more Power.
Shang-Chi is one of the four-cost cards in Marvel Snap that provides an opportunity to manage the board like no one else. For 4 Energy, Shang-Chi brings 3 Power. However, On Reveal destroys all cards at the same location that have 10 or more Power. This makes him invaluable in most control and reactive decks, given that he can shut down your opponent’s biggest threats for a mere 4 Energy.
2) Jessica Jones
On Going Effect: If you don’t play a card at this location next turn, +4 Power.
Jessica Jones is a four-cost card that has good Power and a conditional increase in Power, making her a mainstay in mid-range decks. For 4 Energy, she initially gives 5 Power. However, if you don’t play a card at her location on your next turn, she gains +4 Power. So, she has 9 Power in total.
Jessica Jones performs well in cases where you have to bring pressure at several points and, at the same time, be dominant at one.
3) Rescue
On Reveal Effect: If you play a card at this location next turn, +5 Power.
Rescue provides a more aggressive, but not reckless, approach to the game that is compensated by the correct positioning. With 4 Energy, Rescue brings 4 Power. However, her On Reveal ability gives her an additional 5 Power (total 9 Power) if you play a card at her location on the next turn.
Rescue is best-played mid-game to put pressure on your opponent to either block the location or lose it to the 9 Power.
4) Warpath
On Going Effect: If any of your locations are empty, +5 Power.
Warpath is a four-cost card that is most effective in decks that do not control a particular location. In 4 Energy, Warpath gives 5 Power. His constant ability brings him to 9 Power if you have an empty location. This card is good in no-fill decks, wherein you try to control two locations and leave the third one. Warpath’s 9 Power for his cost makes him one of the best ongoing cards in the game.
5) Crossbones
Effect: You can only play this at locations where you are winning.
For 4 Energy, Crossbones gives a huge 10 Power, but his weakness is that he can only be played at a location that you are leading in. This makes him a powerful follow-up to an early game where you’ve already gained an advantage at a location. Crossbones is good at tempo decks that try to turn the early advantage into complete domination.
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