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Low Tier Letdown / MARVEL SNAP

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  • Nick Fury used to be a weak 5-Energy card that added three random 6-Energy cards to your hand. While this might have been useful to save a game gone wrong, 6-cost cards usually rely on synergies with your whole deck, and there was a pretty good chance none of those three will synergize with your other cards (unless you have already played The Collector and/or Devil Dinosaur). He was buffed to becoming a 4-5 allowing Zabu to affect him, and give players more turns to potentially use those 6-Energy cards.
  • Baron Mordo is a 2-cost, 3-power card with the effect of making your opponent draw a card and set its cost to 6. On paper, it sounds like a decent disruptor, but it has the misfortune of being outclassed by Yondu in every way. It's less expensive, and Yondu fully removes the card from play, along with counting as a destroy to buff Death and Knull. Yondu also shows both players what card is destroyed, but the player who puts down Mordo has no idea what the opponent drew. If the next card in the opponent's deck happened to cost 6 anyway, they effectively gave their opponent a free draw. It's a card that's rarely seen in action. Things got slightly better for him when Yondu was nerfed to only target the lowest-cost card in the opponent's deck, but he still rarely sees play.
  • M'Baku is widely regarded as the worst card in the game. A weak 1-Energy, 2-Power card, his special ability is: "If this is in your deck at the end of the game, it jumps to a random location." Which means that M'Baku can actually make you lose a game by jumping on a detrimental location, such as Bar With No Name or Necrosha, and is of dubious utility even when that doesn't happen. Plus, the card is completely useless if you do draw him, which is more likely than not in a 12-card deck.
  • Sentry is a 4-cost, 8-Power card that generates a 4-cost, -8-Power Void card on the rightmost location. Theoretically, you can destroy the Void with other cards, or even send it over to the opponent with Viper or Annihilus... but if you cannot do that, you have to forfeit the rightmost location. To make things worse, the game offers several cards, such as Rescue or Warpath, which generate the same Power or higher than Sentry for the same cost and without Sentry's horrible drawback. Sentry, did receive a buff to 10 power...which many people felt made him worse because his Void also had its power set to -10 and Sentry himself became just another target for Shang Chi to take out. He did find a niche in Annihilus decks, which can send the -10 power Void to the opponent's side to greatly sabotage them while freeing your space, with Annihilus having more power and reliability than Viper (he destroys the Void if the opponent's side is full).
  • Nimrod, the season pass card for Days of Future Past, is a 5-Energy, 5-Power card that, when destroyed, generates two copies of itself in the other locations. Not only this is a mediocre benefit at best, requiring extra setup just to be worth instead of simply playing Doctor Doom (a 6-Energy, 5-Power card that creates two 5-Power Doombots in the other locations), it is also countered by a plethora of cards (Armor, Cosmo, Aero, Leech, to name the most common) who are a stable of about every top tier deck. To add insult to injury, basically every deck in which Nimrod could be included (destroy decks, Galactus decks, etc.) would be better served by other cards, such as Doctor Octopus and Knull. He got buffed to 6 power to make him stronger and a number of his counters were nerfed (Aero, Leech), making him more of a mid-tier play.
  • All of the main Guardians of the Galaxy cards (Rocket Raccoon, Star-Lord, Groot, Drax, Gamora, and Mantis) are rarely seen outside of Series 1 play due to their playability relying on predicting the opponents' movements (the first five gain power if played at the same location as a card played by the opponent on the same turn, while Mantis steals a card from the opponent's deck if done so). Gamora is the exception, due to turn 5 generally being more predictable (with help from Daredevil) than others and predicting the opponent results in a strong 12-power card. Drax, meanwhile, has it the worst, due to his 4/8 peak being matched (Jessica Jones, Crossbones) or even exceeded (Rescue, Strong Guy, Warpath) with easier conditions to meet, as well as him inexplicably being a Series 3 card while the rest of the Guardians are Series 1. Drax and Groot received a +1 power buff to their starting stats to lessen the blow of picking the wrong location, and Groot received some play in the heyday of Silver Surfer, but even still you will rarely see a Guardians card. Things got slightly better with the inclusion of Nebula in May 2023 (+2 power for every turn an opponent DOESN'T play a card at her location), making it easier to rope opponents into playing a specific lane, and an additional buff to Drax. The following year, each Guardian besides Gamora got a +1 power buff to their On Reveal potential, making them more viable.
  • Speaking of the Guardians, Ronan the Accuser (5/3, +2 power for every card in your opponent's hand) is a card that sees little action. Unlike the similar but much higher-tiered Devil Dinosaurnote  and Darkhawknote , the opponent's hand size is much more fickle than your own hand size, or even their deck's size. Though steps can be made to prevent a hand emptying (Sandman reducing players to one card a turn, Baron Mordo foricng a card to 6 power), it's still unreliable when the power is dictated primarily by what your opponent does. Furthermore, it's completely countered by Discard decks, one of the most common archetypes in the game. He got buffed to 5 power to make him still usable if the opponent had no cards in their hand.
  • Blade has a somewhat decent 3 Power for his 1 Energy cost... but the fact that he discards a random card from your hand makes him a liability, to the point that he's rarely used even in discard-type decks. This card eventually got buffed so that he discards the rightmost card in your hand, making him much more consistent.
  • Master Mold is a 2-Energy, 2-Power card that puts two Sentinels in the opponent's hand. Theoretically, this should clog the opponent's hand, preventing them from drawing more cards (Sentinels put a copy of themselves in your hand when they are played, meaning that you can never free those two slots)... except that, of course, they can still play other cards, run a Discard deck that can remove those Sentinels, or in some cases like having the extra cards in their hand, particularly if they're running Devil Dinosaur or Loki. To add insult to injury, Sentinels are not even strictly bad cards, while Master Mold is pathetically weak with his 2 Power.
  • Silk is a 2-Energy, 5-Power card that moves to a random location when any card is played to her location. While Silk's cost-to-power ratio is good, the randomness of her movement makes her unreliable at best, a liability at worse. Subverted with the rise of the "Legion Move" style of decks, which seems to put Silk to good use.
  • Spider-Man 2099 is a 5-Energy, 9-Power card with the ability "The first time this moves to a location, destroy an enemy card there." While this might seem like a tech card tailor-made for Move decks, it's overshadowed by Shang-Chi in almost every aspect. First of all, Shang-Chi destroys all of the opponent's strongest cards, while Spider-Man 2099 only destroys one, random card, which 99% of the time translates in Shang-Chi creating a wider Power difference. Secondly, Spider-Man 2099 needs to be moved in order to trigger (which requires the - potentially suboptimal - play of another card), while Shang-Chi can be played directly when you need it and triggers instantly. The only thing Spider-Man 2099 has for it is its higher Power, but that's not usually enough to make the difference.
  • Kang used to be considered a High-Tier Scrappy on release. On paper, the capability to rewind an entire turn and allowing you to see what your opponent's best play was sounded amazing. In practice, that usually gives the opponent a second chance to consider their play and then play their cards in a way you were likely not expecting, making Kang a detriment more often than not.
  • Martyr's very gimmick made her this since day one. She has a high power to cost ratio at 1/4, but acts like a reverse Captain Marvel — at the end of the game, if she could lose the game for you by moving to a different location, she will, forcing a near-guaranteed defeat for her player. Since this isn't on-reveal or ongoing, you can't nullify it via most means except Zero, who has much better cards to target. Even after her power was buffed to 5, it didn't do much to solve the inherent issue that made her one of the worst cards in the game, and in fact arguably made her worse since it means a bigger potential location power difference to make her ability more likely to trigger. Even after she had her power increased by one, she still sees very little play because of how minor the buff was.
  • Angel is a 1/2 card with the special ability to fly out of your deck and take the place of any card of yours that was destroyed. Given that 2 Power is pretty low, and that Angel's ability is completely nullified if it's in your hand, it won't surprise anyone to learn that the card rarely sees any use. He got buffed to be able to fly out of your hand as well, but this only makes him marginally better.
  • Elektra rarely sees plays outside of the lowest ranks, as her ability to destroy a (random) 1-cost enemy card doesn't make up for her extremely low 1 Power (later raised to 2). In fact, destroying an enemy card with a great on-reveal effect but mediocre stats (say, Iceman or Squirrel Girl) might actually be beneficial to the opponent, freeing a slot for them to play a better card in.
  • Howard The Duck allows you to see the top card of your deck. This is marginally useful, in that it allows you to know in advance whether you should fold or not, or whether that Jubilee or Iron Lad will hit a good card or not... but decks in Marvel Snap are only 12 cards, meaning you have a pretty good chance of just guessing right anyway. Also, if drawn late, Howard is essentially a dead draw, with a very low Power of 2.
  • Hercules is a 4-Energy, 7-Power card that knocks the first card, whether they be the player's or their opponent's, that moves into his location to one of the other ones. Theoretically, this safeguards where he is from Spider-Man, Silk, the Vision or a Jeff that's already on the board, but in practice, his high cost makes him awkward to play in virtually every deck as either a tech card or combo enabler, including Move decks which he was ostensibly made to support since his ability only triggers once per turn.
  • Quicksilver and Domino are considered possibly the worst cards in the game. They are guaranteed to draw on turns 1 and 2 respectively, but in practice this just puts all your other cards at a lower chance of being drawn, and as the pool of available cards increases and synergies become more important, the two ultimately make the deck worse. They were added to the game in lieu of a redraw/mulligan mechanic, but their most practical use is to teach players that having to skip the first or even second turn is not always a big deal.
  • Uatu the Watcher is a 1/2 that reveals the rightmost location at the start of the game to his player, letting them see it two turns early. The effect is so niche and insignificant that it can't justify taking up one of your very finite slots in a deck and any that do so have an abysmal winrate of rougly 35% according to snap.fan deck-tracking stats.

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