In every card game, there are bound to be a few cards that stand out as beasts in pretty much any deck, especially inMarvel Snap. A card that can be useful in almost any deck means that a lot of players are going to encounter it,and that’s not always a good thing, especially if some of those cards require some form of payment to acquire.

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Marvel Snap Spider-Man Deck Sunspot bathing variant

There’s no way around it.Much like Pokemon moves, sometimes a card just needs to be nerfed. Some boast too much power and amazing abilities with essentially no drawback. Others are incredibly low-cost to play while being able to completely change the tide of a battle. Which cards need a nerf will always be up for debate, but here are some a lot of players can agree on.

10Sunspot

Anyone who’s played Marvel Snap for more than five minutes has already bumped into an army of Sunspots.The simple one-cost card is an easy choicefor any deck since it gains power based on whatever energy you haven’t spent by the end of your turn.

Obviously, this means Sunspot is capable of being an absolute force of nature for a player who’s only interested in focusing on two lanes. One of the only worthwhile counters for this card is Killmonger, but not everyone is interested in playing a destroy deck. Maybe setting Sunspot’s initial power to zero would help nerf the card slightly.

Card art of Hela by Combo Break and Ryan Kinnaird from Marvel Snap

9Hela

A solid discard deck with Hela in it has the potential to win every single game. The reason for this is, if Hela makes it onto the field, every card you’ve discarded will randomly be added back to the field.Filling out a discard deckwith high-power cards makes Hela unbeatable.

The random nature of ability tries to make things a bit fairer, but it might end up being even fairer if there was a resurrection cap on Hela’s ability. That throws a bit of a wrench into strong discard decks without completely destroying their viability.

Marvel Snap Klaw Card

8Klaw

Some people might disagree with Klaw needing a nerf thanks to his high cost and low power, but his ability can be an instant game-winner if the game’s many locations aren’t on your side. If any location is locked off by an ability, Klaw can suddenly add six-power to that location, almost guaranteeing a win in that lane.

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As long as the player has at least one other strong lane in play, the odds of victory are almost certain. Klaw could be balanced a bit by either lowering his cost and power or by simply reducing the amount of power he adds to an additional location.

7Mojo

For how effective Mojo can be, it’s almost surprising how few players seem to utilize the deceptively powerful card. Mojo is able to synergize with a lot of the top decks if players get creative with their application.

This becomes trouble for other players because if Mojo is in a fully filled location (on both sides), the two-cost card goes from two strength to eight. If you’re able to duplicate Mojo against an opponent trying to fill out their lanes, you’ve got two major power players waiting to be abused.

Mojo Card Marvel Snap

6White Tiger

Everyone has probably felt the wrath of a stacked White Tiger deck at this point. While the card itself doesn’t need any changes to its cost or power, what does need an adjustment isthe various tigers that she adds to other locations. Sure, the initial ability only sets one, but that can change easily.

At seven power per tiger, White Tiger can be synergized with Wong and Odin to become an absolute monster, and that’s without any further strength buffs on top of that. Reducing the strength of those tigers would definitely balance things out.

Marvel Snap Wong Has Changed My Life White Tiger

5Rescue

Another powerful card that a lot of people seem to ignore, Rescue can also be deadly with some creative applications. At a base cost of four with four-power, Rescue is granted an additional five-power if you play a card in the same lane on the next turn.

Sure, that leaves you open to a telegraphed play, but a lot of players will be focused on getting a useful five-cost card on the field that next turn. Considering there really aren’t many five-cost cards to counter Rescue other than Gamora, the card is pretty much guaranteed to become a force on the field.

Rescue Marvel Snap

4Killmonger

Anyone who’s come across a destroy deckwill have come across Killmonger. The simple three-cost card wipes out any one-cost cards on the field as soon as it is played. The problem with this is that Killmonger has the potential to steal an entire game by itself.

Anyone focusing on one-cost deck builds or even an Ultron build can go from dominating to a devastating loss if Killmonger is the last card played in a game. Once again, limiting the ability to impact a certain amount of cards played would even the odds and make destroy decks a bit less deadly.

Marvel Snap Best Pool Two Cards Killmonger

3Shang-Chi

Everyone both loves and hates Shang-Chi. The four-cost card has become a staple in many decks simply because it has the ability to crush a high-powered lane. Any monster with nine or more power is destroyed instantly when Shang-Chi takes the field.

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To balance the card a bit, boosting the ability’s impact from nine to something a bit higher would keep Shang-Chi useful without taking out an entire lane by himself. This wouldn’t ruin Shang-Chi, but instead, make the card much more situationally useful rather than being impactful by turn six regardless.

2Vulture

While movement decks seem to have fallen a bit out of favor, there are still some skilled players using them.One of the biggest anchors of a movement deckis the incredibly powerful Vulture card. The villain is playable on turn three, and if you manage to move him, he becomes an eight-power card.

A veteran player with a movement deck will have access to the best options possible, meaning the deck isn’t lacking some seriously powerful cards. Nerfing Vulture’s ability just a bit goes a long way in balancing movement decks, even if they aren’t quite as popular as they once were.

Marvel Snap Ghost deck Shang-Chi standard variant

1Red Skull

On the surface, Red Skull seems balanced. He boasts fifteen-power but will add two-power to all enemy cards at the same location. The issue is, Red Skull being a five-cost card, nullifying his ability and then synergizing the strength with another card is quite simple.

With a bit of creativity, Red Skull becomes a no-down-side 15-power card that can be doubled by other card effects and then copied by others as well. This card can easily lead to two lanes having 30-plus power in the span of two turns.

Marvel Snap Villain Cards Vulture standard variant

Red Skull Card Marvel Snap