Marvel Snap: The 10 Best Cards For The Middle Location

To win a game of Marvel Snap, you need to control more locations than your opponent by playing cards to increase your power. Each of the board's three locations are important, but the middle has special significance. Most movement has to go through the middle, and cards that affect adjacent locations can be especially useful if they're holding the center.

While a handful of cards are designed specifically with the middle location in mind, there are plenty that are ideal to be played there without position-specific bonuses. Try playing these cards to the center during your next match!

10/10 Quake

Quake is meant to be played in the center, but she's better served fixing an emergency situation than pushing for a win. When she's revealed at the middle location, she shuffles the locations on the board, altering their positions. Cards in play stay put, potentially changing their interactions with their new locations.

With three power for a cost of two, Quake has a similar role in the game as Scarlet Witch. She's a bit more predictable than her red-clad counterpart, and is better able to shake up the entire board rather than a single location. If both cards are in your collection, consider which one is a better fit for your deck… or run both and bring some chaos to every match!

9/10 Medusa

Available to all players as part of the starter set, Medusa is THE center card in Marvel Snap. She gets two additional power when she's revealed in the middle location, bringing her up to a very efficient four power for a cost of two. Once you expand your collection, late-game cards like Odin can boost Medusa even further.

While Medusa sees a lot of play among new players, she tends to be phased out once more impactful card abilities become available. She still has a place in some decks, since her bonus is repeatable and she keeps it if she moves, but her narrow focus keeps her from being higher on this list.

8/10 Professor X

The leader of the X-Men has a low power for his cost, but once he's played to a location no further cards can enter or leave from anywhere. He's primarily used to lock in a location that you're already winning, but in the center of the board he can be a nightmare for opponents with movement heavy decks.

Many key movement cards transfer a character to an adjacent location. This is usually done to trigger a combo, but with Professor X in the middle, adjacent movement is out of the question in the final turn of the game. Normally-powerful finishers like Heimdall are stopped in their tracks.

7/10 Mister Fantastic

If Mister Fantastic is in your deck, be sure to always leave a spot in the middle for him. When he's in play, he grants two additional power at each adjacent location, making him a perfect choice for the center. His power is low for a three-cost card, but he makes up for it by supporting your other teams in a way few other cards can.

It's important to note that Mister Fantastic's ability isn't affected by his power, so any bonuses or penalties he receives will not change the amount by which he boosts adjacent locations. It's also an Ongoing effect, so there aren't many cards capable of shutting it down – just be sure to watch out for Enchantress!

6/10 Kraven

Kraven is a staple of movement decks, since he gains power every time a card moves to his location. Placing him in the middle gives you plenty of options for getting allies to him from the left and right.

If Kraven moves to a location at the same time as one or more other cards, his bonus triggers for each card that moved with him. However, he doesn't get a bonus for his own movement.

5/10 Hobgoblin

Playing Hobgoblin to a critical location is a sure way to confound your opponent's strategy, and dropping him into a contested center late in the game can make it very hard for the other player to recover. When Hobgoblin is revealed, he immediately switches sides if there's room for him, bringing his painful negative-eight power with him.

Since Hobgoblin takes up a character slot, he can block other cards from moving into his location to make up for the penalty he imposes. Try not to wait until your opponent has only one slot, however – if they play a card there the same turn as you play Hobgoblin, you'll be stuck with him instead!

Green Goblin does the same thing as Hobgoblin, albeit with a smaller penalty for your opponent. He is, however, cheaper to play, making it easier to get him onto the field when there's still room for him to switch sides.

4/10 Klaw

Klaw works similarly to Mister Fantastic, but provides more focused support to a single location. He grants his player six additional power in the location to the right of his own, the equivalent of a mid-to-late game character! He also provides four power to his own location, helping him shore up defenses there.

Klaw is great in the middle location, but he's also excellent on the left. Cards like Iron Fist, Doctor Strange, and Heimdall can move him from the center to the left if needed, a trick that can actually increase your power in the middle!

3/10 Crystal

Crystal can save a match at the midpoint if you haven't been drawing the cards you need. When she's revealed in the middle location, she lets you shuffle your hand into your deck and draw three cards. Whether your opponent has been filling your deck with Rocks or you just need a reset, Crystal is a useful four-drop that can fit into nearly any deck.

If possible, you'll want to team Crystal with cards that can help make up for her middling power – four power for four energy isn't very efficient, but that's to be expected from a card with such a worthwhile ability.

2/10 Kingpin

If Professor X prevents movement decks from doing what they need to do, Kingpin makes them regret ever trying. Any card – friend or foe – that moves to the same location as Kingpin on turn six is immediately destroyed. Players who rely on Heimdall for a big reposition at the end of the match won't have many options if Kingpin is in the center!

Kingpin can be played fairly early in the game, since he only costs three energy, but he's best saved until turn five. That way, your opponent has as little time to react as possible when the boss reveals himself.

1/10 Multiple Man

Multiple Man relies heavily on combos to reach his full potential, but in the right deck he can be one of the best cards in the game. Whenever Multiple Man moves, a copy of him is created at the location he just left. The copy has all the bonuses and penalties that the original had at the time the effect triggered, and can go on to create clones of his own!

Placing Multiple Man in the center early on gives you lots of possibilities for flooding the board with copies. If you can bulk him up with cards like Forge or Okoye before you start making clones, you'll be able to put lots of power on the board at all three locations with ease.

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