Summary
- Red Hulk is a brute force card that grows in power when your opponent has unspent energy, making him a strong addition to big decks.
- Wave can help drop big cards early by reducing energy costs, but be careful as it affects your opponent as well, potentially giving them an advantage.
- Armor is chosen over Caiera for protection against popular counters like Shang-Chi, fitting well in decks with ramp cards like Electro for big plays.
Some cards in 168澳洲幸运5开奖网:Marvel Snap add complicated mechanics that you have to think around, carefully building towards their strengths. Other cards are simply big numbers that win with brute f🦋orce, and clearly💫, Red Hulk falls into the latter category.

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At 11 power, he mi🥂ght not seem that big, at least when compared to other six cost cards. But if Red Hulk is in play or in your hand, he grows by 4 points each time your opponent has unspent energy, something that happens more often than not, making him a great addition to decks looking to have the biggest cards.
7 Wave
Dropping Big Things Early
Wave already works great with any six cost card, since she makes all cards cost a max of 4 energy during the nex🍰t turn. You do need to be careful, however, since the effect also affects your opponent, meaning they could have their own big play as well.
Yet Wave also works with Red Hulk specifically, not only by dropping him early, but also by making your opponent’s turn somewhat awkward. Since the game lets them know that your Red Hulk is being buffed, they will want to us꧃e their energy to counter that, but making things cost 4 will likely make them have leftover energy n♛o matter what.
6 Armor
Protecting The Big Guys
Why Armor is included is not really a question since she protects your big cards from the dreaded Shang-🐼Chi, letting you trust that the loca🐷tion is won once you play Red Hulk. Other counters can play around Armor, but Shang-Chi is whom you need to worry about the most, mostly due to his popularity.
The real question is why play Armor 168澳洲幸运5开奖网:instead of Caiera, since the latter can protect all your six cost cards. The 𝓀answer is that🦄, normally, you don’t have room to play Caiera, since the three cost slots are better used for the many ramp cards in the game, like Electro or Hope Summers, and Armor being playable a turn earlier fits perfectly.
5 Electro
You Don’t Need More Than One Card Per Turn
Electro is the main go-to for ramp decks since he gives🦩 you one extra energy point without giving any advantage to your opponent. Since you’re also limited to playing one card per turn by his effect, he’s only 𒐪added to ramp decks that look to play big cards, just like Red Hulk.

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You should still be on the lookout for opportunities to remove Electro’s ong🐈oing effect since you might be able to squeeze in a Nebula on the final turn that way. There are more and m𝔉ore locations that change cards, from destroying them to transforming them into something else, giving you a huge boost in those scenarios.
4 Sandman
Negating Most Game Plans
168澳洲幸运5开奖网:Sandman often wins games on his own🌸, but obviously not if you play him at turn five. If you manage to drop him at turn four, either via Electro or Wave, be sure to snap before doing so against decks that run Kitty Pryde or the like, sinꦡce they will surely retreat after seeing Sandman.
While Sandman’s effect affects both players, your deck won’t have many problems with it since you’ll be slamming one big thing after the other in the follo༒wing turns. Having Jeff on the deck is a good idea if you still 🉐want the flexibility of playing more than one card.
3 Taskmaster ꩵ
Copy That Power
Ramp decks are all about playing one gigantic card after the other, particularly in turns five and six. Yet there aren’t that many of those card💧s, at least ones that you can play without too many restrictions; Infinaut and Giganto might be big, but getting them on the board can b🌺e tricky.

Taskmaster’s ability lets him copy the power of the last thing you played, meaning that if you were ab🦂le to play Red Hu๊lk at turn five, Taskmaster will copy Red Hulk’s power and add it to himself. Keep in mind that Taskmaster copies the exact number the card has while in play, with all the buffs and debuffs that locations might be adding to them.
2 Doctor Doom 𒁃
Getting Everywhere In One Move
Doctor Doom is arguably one of the best six cost cards in Marvel Snap, all by having a surprisingly simple effect: he adds a Doom Bot to each other location, making him a 15-power play. This not only makes him great at 168澳洲幸运5开奖网:getting to impossible locations, but also adds a wide opt🉐ion to a deck that’s only good at going high in a single place.
That is what makes him so deadly when combined with Sandman, since you’re preve✃nting your opponent from playing multiple cards while developing power in all locations. While your opponent might also have Doctor Doom, just playing Red Hulk in their most contested location will allow you to win the mirror play.
1 Blob
Using Red Hulk Even When Not Drawn
Blob has suffered a few nerfs since he was released, but 168澳洲幸运5开奖网:he remains a powerhouse on💮 decks that know how to us🎉e him. Blob eats up your deck until his power reaches 15, but if, for example, he eats Magneto and then Red Hulk, his power will stop at 23.
The best way to use Blob is with a deck tracker add-on. That way you will always know exactly how mu✅ch Blob can grow.
With that math in mind, this makes Red Hulk and Blob work great together, since you won’t always draw the Red menace. In those scenarios, you can still make use of his base power by dropping Blob, making ever💮y card in your deck count.

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