5 best tech cards in Marvel Snap
The best tech Cards in Marvel Snap are crucial to anyone who wants to be ready for any changes in the meta. These cards offer specific skills that can help respond to opponents' strategies, which makes them essential in aggressive play. The tech class is made up of cards that can counter an opponent’s strategy, control the board, and improve the general gameplay.
This article discusses five of the most effective tech cards that are currently available, and how they should be played.
Note: This list is based on the author's opinion and is in no particular order.
List of best tech Cards in Marvel Snap
1) Armor
Armor is one of the best tech cards in Marvel Snap because it shields allies from destruction effects. It costs only 2 energy with 3 power and protects them from being destroyed. This ability is especially good against popular cards like Nova and Killmonger, which are based heavily on destruction mechanics. Knowing that an opponent's destruction cards will be ineffective in a lane protected by Armor can lead opponents to waste resources or alter their plans entirely.
2) Enchantress
Enchantress is one of the best tech cards in Marvel Snap and her primary use is to counter ongoing effects at her location. For 4 energy and with 5 power, she can easily deal with powerful ongoing abilities from champions like Devil Dinosaur and Spectrum. She is especially effective in controlling decks that focus on disrupting the opponent’s game plan as well as controlling the board.
3) Cosmo
Cosmo is also among the best tech cards in Marvel Snap, as it targets on-reveal effects. For 3 energy and 3 power, he can deny opponents their on-reveal effects at his location. This makes him a good foil against cards like Ironheart or Wong that rely on these effects for their value. Thus, if used properly, Cosmo lets a player break an opponent’s strategy while strengthening their own.
4) Storm
Storm has been considered one of the best tech cards in Marvel Snap due to the ability to flood a location and stop further card placement after the player’s turn 6. At the cost of 4 energy and 5 power, she puts a lock on the field and restricts where the opponent can play their cards in the game's later stages. This ability is especially helpful in regulating the match’s pace and putting pressure on the opponents.
5) Spider-Man
Spider-Man is a 3-cost 5-power card that moves to a different location when revealed. While moving, it also drags one of the opponent's cards to that location. This disruption can be devastating, especially when applied in the right manner against decks that depend on specific locations for chaining or the bonuses they provide. Spider-Man has a lot of mobility, which gives players control over the game's flow and makes enemies play into the player’s hands.
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