Cards used in turn 6 in Marvel Snap is a match-deciding play in most cases. The last turn is interesting as players can either fortify their board or bring back powerful cards to the field. The main power of Turn 6 Cards in Marvel Snap is that they are designed to work with previous plays and have high energy costs, power boosts or switches, or affect the whole board.
We have compiled a list of turn 6 cards in Marvel Snap that can make you triumphant. Some of these strategies include locking down a lane and flipping the balance of power. Experienced players need to know which turn 6 cards to use and when to use them.
Note: This list is based on the author's opinion and is in no particular order.
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List of tactical turn 6 cards in Marvel Snap
1) Red Hulk
Effect: When your opponent ends a turn with unspent Energy, +3 Power (if in hand or in play).
Red Hulk is particularly effective in control or energy-denial decks, where cards like Electro or Wave force the opponent to leave energy unspent, thus fueling Red Hulk’s growing strength. By turn 6, Red Hulk can easily exceed his base stats, becoming a powerhouse capable of dominating a location single-handedly. This ability allows him to quickly increase his power throughout the game, making him an unpredictable threat on turn 6.
2) Odin
Effect: Repeat the On Reveal abilities of your other cards here.
Whenever Odin is played, all abilities that activate on reveal in the same lane are activated twice. Cards like White Tiger or Ironheart, which have an AoE effect or add pressure, become even more threatening when followed by Odin. At 8 Power, Odin provides a fair amount of lane presence and makes prior on reveal plays into game-winning moves.
3) Leader
Effect: Copy the enemy card(s) with the highest Power played, but on your side.
Leader’s ability to mimic your opponent’s last turn 6 play is an unpredictable endgame situation. This card draws a copy of whatever cards your opponent plays to your side and provides an immediate counter to the final move. Leader is better used when you are already leading on at least one lane since it can give you or take away from your opponent’s Turn 6 board state with little preparation.
4) Destroyer
Effect: Destroy your cards at other locations.
Destroyer is a 14-power card that destroys every other card on the player's side of the board. Although this might be perceived as a disadvantage, players can counter this with other cards such as Professor X or Armor, which defend locations or units from being destroyed. If used efficiently, Destroyer can be played without the loss of important units, providing great amounts of power instead.
5) Doctor Doom
Effect: Add a 5-Power DoomBot to each other location.
Doctor Doom is the best turn 6 board-widening card in the game. When played, he summons a 5-Power DoomBot in each of the other two lanes, distributing 15 Power in total. This makes him a game-changer in scenarios where your opponent has focused more on one or two lanes, as Doctor Doom can appear in lanes your opponent did not expect.
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