Two-cost cards in Marvel Snap are the key to the match’s development, as they are somewhere between the early game and the mid-game plans. They have a low energy cost, which means that they allow for tactical maneuvering. Players can either strengthen their control over spots or prepare for more potent moves in subsequent turns.
We have curated a list of tactical two-cost cards in Marvel Snap to use in your decks. Knowing which cards to focus on in your deck can go a long way in improving your gameplay.
Note: This list is based on the author's opinion and is in no particular order.
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List of best two-cost cards in Marvel Snap
1) Angela
Effect: After you play a card here, +1 Power
Angela’s strength increases with each card played at her location making her a must-have in many decks. Angela is a two-cost card in Marvel Snap, meaning that she can be played early and create a scaling powerhouse that will reach 10 Power if placed correctly.
Her low cost allows her to be slotted with other cheap cards, such as Nightcrawler to make the most out of her ability without having to spend too much.
2) Lizard
Effect: -4 Power if your opponent has 4 cards here.
Lizard is one of the good stat-to-cost two-cost cards in Marvel Snap. With 5 Power, he can instantly secure an early lead at a location. However, his weakness is exposed when the opponent fills the location, and his Power decreases by 4.
This makes Lizard best used for decks that can restrict the opponent’s ability to manipulate the field or place cards, such as Lockjaw or Control decks.
3) Armor
Effect: Prevents cards at this location from being destroyed
Armor is useful for protecting important cards in your deck, particularly when your opponent uses destroy cards. Armor is a two-cost card that lets you disrupt destruction-based cards, such as Deadpool or Bucky Barnes, from being wiped out and keep locations safe from opponent’s plays.
Armor is perfectly at home in any deck that seeks to safeguard its victory points or deny the opponent the ability to utilize destruction effects.
4) Scorpion
Effect: Opponent’s hand cards lose -1 Power
The Scorpion is considered one of the most problematic two-cost cards in Marvel Snap. His ability to decrease the power of all cards in the opponent’s hand is particularly useful in checking aggressive decks or lessening the impact of big cards in the late game.
It can be played early to prevent your opponent from setting up his key plays in turns 4-6 and that makes Scorpion a staple in hand disruption strategies.
5) Medusa
Effect: +2 Power if played at the middle location
Medusa is a reasonably good two-cost card, which can be even more valuable if placed in the center. Her ability to get to 4 Power in the middle makes her a good stat stick for her cost. She is somewhat limited in her use of decks that focus on mid-location control, but she is a simple and useful choice in decks that want to maximize the amount of value that they can get from positioning.
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