[Top 5] Marvel Snap Best Aero Decks And Why They're Good
Aero is a very powerful tech card in Marvel Snap. She’s very versatile and is currently strong in the Meta. She can make strong decks stronger and she is a great addition to all decks that have enough tempo to play her. Her effect is used to disrupt your opponent’s plays by moving their cards to whatever location you play Aero on. If you’re in the lead going to the 6th turn Aero will help you keep that lead and secure the victory.
5.Electro Sandman Lockdown
This deck can not only shut down a lot of your opponent’s decks, it thrives once you’re both able to play only one card per turn. You’re bound to get a lot more value out of your plays with the powerful cards that you have than your opponent whose deck might even be heavily restricted if their game plan revolves around playing a lot of cards. The main players in this deck’s early game are Wave and Electro. Wave lets you set up your plays in advance with Doctor Doom or Sandman to lockdown your opponent on the 4th turn. You can play Electro into Sandman instead and then proceed to get more value than your opponent in the last turns. You have a lot of good cards to help you secure the win. Aero can prevent your opponent from playing on a lane that you don’t want them, Doctor Doom in combination with Arnim Zola or Odin can give you a lot of value on all locations and Magneto and Devil Dinosaur are big hitters to secure a location.
What Is Great About This Deck:
- Wave and Electro let you get your cards out earlier and set up future combos in advance, Electro is really good on turn 3, because he lets you play Sandman on turn 4 and you have 2 turns to overpower your opponent
- Sandman will set your opponent back, especially if he’s played on the 4th turn. You can overpower your opponent on the last two turns since your deck is built around playing only one card per turn
- Doctor Doom pairs really well with Arnim Zola and Odin because both of them reactivate his effect and give +5 to all locations
- Shang-Chi is a great tech card that you can use to disrupt your opponent if they’ve played down a big card early on, he’s also good on the 6th turn in some cases, but most of the time you want to overpower your opponent and not weaken one of their locations
- Daredevil is great when combined with Professor X, since you get to see your opponent’s plays on turn 5, you can then safely lockdown a location and make sure that you already won one lane going into turn 6
Card List:
- Daredevil
- Electro
- Wave
- Shang-Chi
- Devil Dinosaur
- Professor X
- Sandman
- Aero
- Arnim Zola
- Doctor Doom
- Odin
- Magneto
4.Wave Tempo
This deck focuses on winning the early game and always having reveal priority. On turns 5 and 6 you can play Aero on a location that you plan on losing to prevent your opponent getting the lead on other locations. This deck is really good at getting a lot of value early on in the game. Cards like Ebony Maw and Lizard are good at getting a lot of value early on and you can get rid of their negative effects with Zero. Doctor Doom is a great turn 6 play to ensure you keep the lead. For some matchups it’s also good to play Wave on turn 5 and play Doctor Doom and SHe-Hulk on turn 6 because that’s a lot of power and you already can expect what your opponent is going to play on the 6th turn.
What Is Great About This Deck:
- Zero combined with Ebony Maw and Lizard can bring you a lot of power on the board for a low cost, beware of Killmonger, since he can screw up your plans
- Shang-Chi can kill off opponent’s stronger cards, you can use him on the last turn after playing Aero to bring their powerful cards on a single location, to kill them off with a single Shang-Chi
- After getting an early, you can secure it in the late game with Aero - she will move your opponents cards that they are playing on that turn to a location that you already expect to lose, or know that you’re going to win to screw with their board state
- Doctor Doom is a good turn 6 play that puts a stable 5 power on each location, it’s good if you’re in the lead and want to secure that lead, which is what this deck aims to do
Card List:
- Sunspot
- Iceman
- Zero
- Ebony Maw
- Lizard
- Mister Fantastic
- Wave
- Shang-Chi
- Aero
- Red Skull
- Doctor Doom
- She-Hulk
3.Death Wave
This Death Wave list uses Destroy effects to quickly gain value and finish the game off with the most powerful cards in the deck She-Hulk and Death! Wave makes it possible to play them on the same turn and Aero helps by making the combo more consistent and deadly. You have cards that make it possible to destroy at least a few cards early in the game to reduce Death’s power. You only need to destroy 4 cards to make her free on the 6th turn if you play Wave, which this deck easily manages. The goal is to play Wave on the 5th turn and play She-Hulk and Death, and you will have mana for both. After playing both of them you should be left with 4 mana and all cards in your hand will cost 4 for that turn - this combo is almost unbeatable if you play Aero on the 6th turn as well and move all cards that your opponent was gonna play to a location that you already expect to lose.
What Is Great About This Deck:
- You can quickly destroy cards in the early game with the Squirrel Girl and Killmonger combo, or just by playing Carnage and Yondu to lower the cost of Death
- Wave lets you play Death, She-Hulk and Aero on the last turn for a really big swing in power. Aero can also move your opponent’s cards and completely disrupt their strategy
- Shang-Chi is also a great turn 6 option to destroy your opponent’s most powerful cards and win in a location that your opponent didn’t expect
Card List:
- Squirrel Girl
- Iceman
- Yondu
- Bucky Barnes
- Carnage
- Killmonger
- Wave
- Deathlok
- Shang-Chi
- Aero
- She-Hulk
- Death
2.Shuri Taskmaster
This deck is, obviously, based around the combo between Shuri and Taskmaster. The goal is to double the power of a strong card like Captain Marvel, Aero, Red Skull or She-Hulk and then copy their power with Taskmaster to secure two locations. Aero isn’t a key card to winning with this deck, but she makes it work better. She helps by disrupting your opponent’s plays and if Taskmaster copies her, after Shuri’s effect, he will have 14 power, which is decent. If you start taking the lead early on with your good early game combos like Zero into Titania, Aero can help you keep the lead by preventing your opponent from playing their cards there for a turn.
What Is Great About This Deck:
- You can take the lead early on with a strong combo of Zero into Titania or Lizard. It’s not much, but it can outpace other decks and set up a location that you can rely on for later stages in the game
- Shuri can double the power of a few cards like Red Skull, She-Hulk, Aero or Captain Marvel to get you a single strong card on the board, and then comes Taskmaster to secure the second location
- Aero can help you keep your lead if you play big in the early stages of the game and she can also disrupt your opponent’s plays on the 6th turn to secure you the victory
- If you play Shuri on your 4th turn, you can skip the 5th turn and play both She-Hulk and Taskmaster on the 6th turn, to confuse your opponent. If they’re inexperienced they won’t expect it and even if they do expect it, they can’t guess where you’re going to play what
Card List:
- Sunspot
- Zero
- Titania
- Armor
- Lizard
- Cosmo
- Shuri
- Taskmaster
- Captain Marvel
- Aero
- Red Skull
- She-Hulk
1.Thanos Lockjaw
This deck is rightfully taking the first place in the meta. The insane value that Thanos and Lockjaw produce when combined together is enough to win you a LOT of games. Aero isn’t the main player in this deck, but she’s just so good that she fits in easily and can help you win games. This deck uses Thanos’ Infinity Stones to shuffle stuff from their deck on the board with Lockjaw. Since the Stones are cheap and draw you cards, you can never run out of gas and Quinjet is there to make the stones free if you draw him early. You should hope to pull out the powerful cards like Devil Dinosaur, Thanos, Blue Marvel or Magneto and you can use your strong tech cards like Aero, Leech and Shang-Chi to screw with your opponent’s plays and prevent them from taking the lead from you.
What Is Great About This Deck:
- Thanos’ Infinity Stones can be used to shuffle cards from your deck on to the board for an insane lead that you can build quickly
- Quinjet lowers the cost of Infinity Stones to 0 - by being able to play then for free and shuffle through your deck you can really get ahead of your opponent early in the game
- You have strong tech cards like Leech that can stop your opponent’s entire hand and game plan by totally nullifying all of the effects in their hand, if played on turn 4 you get insane value
- Shang-Chi can help you clear out your opponent’s powerful cards on turn 6, or if you’re in the lead you can move all of their powerful turn 6 plays to a location that you expect to lose anyway with Aero to make sure that you win 2 locations
Card List:
- Sunspot
- Quinjet
- Lockjaw
- Shang-Chi
- Blue Marvel
- Devil Dinosaur
- Leech
- Aero
- America Chavez
- She-Hulk
- Thanos
- Magneto
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