Aero is a surprisingly powerful card in Marvel Snap that may not seem useful at first glance. However, when utilized correctly, Aero can provide significant advantages. With a cost-to-power ratio of 5-6 and the ability to move opponent cards played during your turn to Aero’s location, she becomes a force to be reckoned with.
In this definitive guide to Aero in Marvel Snap, we will delve into effective strategies for playing Aero, identify cards that synergize well with her, explore the best locations to play Aero, and discuss recommended decks that maximize her potential.
What is Aero?
Aero is a resourceful card with a strong controlling ability.
Aero is an extremely powerful Character card with a favorable cost-to-power ratio. Her special ability allows you to move all enemy cards played during your turn to the same location as Aero.
The keyword here is “move”. Enemy cards played during the same turn as Aero will still activate their On Reveal abilities in the original location. However, once Aero’s ability takes effect, those cards will be moved to Aero’s location.
Aero Marvel Snap Variants
Aero has 4 variants in Marvel Snap.
There are 4 variants of Aero in Marvel Snap, including a Chibi variant and a more realistic anime-like variant.
Getting Aero in Marvel Snap
Aero is a Character card in Pool 3, which means you need to reach a Collection Level of 462 or above to unlock her. However, there is no guarantee when you will obtain the card. As Pool 3 appears to be endless, it may take some time before you finally acquire Aero.
Aero Marvel Snap Best Combos
These are the best cards that go well with Aero.
Aero synergizes well with several other cards in Marvel Snap. Let’s explore the best Marvel Snap Aero combos:
- Cost: 3
- Power: 4
- Ability: When a card moves here on turn 6, destroy it.
Kingpin is an extremely versatile card in Marvel Snap that provides the upper hand against your opponent. With a cost of 3 and 4 Power, Kingpin offers a decent cost-to-power ratio.
What sets Kingpin apart is his ability to destroy all cards that move to his location on turn 6. When paired with Aero, this combo becomes even more powerful. Aero’s ability moves all enemy cards played during the turn to her location. With Kingpin’s ability, you can guarantee the immediate destruction of those cards.
However, there are a few conditions for this combo to work effectively. Both Kingpin and Aero must be played at the same location. Aero should be played on turn 6, even though she can be played as early as turn 5. Additionally, your opponent must play a card in the location where Aero and Kingpin are placed. Without this condition, the combo loses its impact.
- Cost: 2
- Power: 2
- Ability: When a card moves here, this gets +2 Power.
Kraven is a card that works perfectly with move decks. With a decent cost-to-power ratio, Kraven is the ideal play on the 2nd turn before playing Aero.
Kraven’s ability allows him to gain +2 Power whenever a card moves to his location. When paired with Aero, this combo becomes stronger. Aero ensures that all cards played during the turn are moved to her location, granting you the opportunity to gain up to +8 Power through this synergy.
To execute this combo, Aero and Kraven must be played at the same location. The cards played by your opponent do not affect the advantage you gain, making this combo highly effective.
- Cost: 2
- Power: 2
- Ability: Ongoing: If both players have 4 cards at this location, +6 Power.
Mojo is a highly agile card that can give you a substantial advantage in terms of power when played correctly. With a basic cost-to-power ratio, Mojo’s special ability increases his power up to 8.
The condition for Mojo’s ability is that both sides of the location where he is played should be filled. When paired with Aero, Mojo helps you fill up your opponent’s side of the location faster.
By playing Aero on the 2nd turn, you force your opponent to play 4 cards on the location. This puts pressure on your opponent, as they may try to avoid filling up their location. Aero ensures that the opponent’s cards are moved to her location, enabling you to gain the upper hand.
- Cost: 5
- Power: 6
- Ability: At the end of the game, move to a location that wins you the game. (If possible)
Captain Marvel is an extremely powerful card that can completely alter the course of the game. With a decent cost-to-power ratio and an astounding ability, she forms a strong combo with Aero.
Captain Marvel’s ability allows her to move to a location that will win you the game. While winning the game is not as easy as simply moving one card, Aero increases your chances. If you have the upper hand in a location, Aero can prevent your opponent from playing cards there.
To maximize the combo, ensure that at least 1 slot in each location is open. Keep in mind that Captain Marvel won’t move if she can’t win you the game.
- Cost: 1
- Power: 1
- Ability: On Reveal: Destroy a random enemy 1-Cost card at this location.
Elektra is known as the “1-cost-killer” for a good reason. She is the best counter for low-cost decks and other powerful cards like Nightcrawler and Angel.
Elektra’s ability makes her an excellent card from the start. She destroys a random enemy 1-cost card at her location upon reveal. When played with Aero, you force the enemy to play a card in Aero’s location. Thus, if the enemy plays a 1-cost card, it will immediately get destroyed.
To execute this combo, play Elektra after Aero. You can also play Elektra after Aero on the same turn so that Elektra’s ability triggers after Aero’s ability.
- Cost: 4
- Power: 3
- Ability: On Reveal: Destroy all enemy cards at this location that have 9 or more Power.
Shang-Chi is an extremely powerful card when played right. Despite its disadvantageous cost-to-power ratio, Shang-Chi’s ability allows you to destroy all of your enemy’s 9-power and higher cards.
When played with Aero, this combo can be devastating for your opponent. Aero forces your opponent to play their cards at her location, giving you the opportunity to play Shang-Chi and destroy their higher-power cards.
To maximize this combo, play Shang-Chi after Aero. Keep in mind that Aero cannot be played before the 5th turn, so consider playing cost-lowering cards before Aero to play her a bit earlier.
- Cost: 4
- Power: 4
- Ability: On Reveal: Remove the abilities from all Ongoing cards at this location.
Enchantress is another great combo with Aero. With a nominal cost-to-power ratio, Enchantress’s unique ability allows her to remove the abilities from all Ongoing cards at her location.
When paired with Aero, Enchantress becomes even more powerful. However, this combo requires specific conditions to be met. First, play Aero before Enchantress. Second, your opponent must have played a card with an Ongoing ability on the 5th turn. Keep in mind that Enchantress removes the Ongoing abilities from all cards at the location, including yours.
Considering the conditional nature of this combo, it is most effective against strong Ongoing cards like Iron Man. For other situations, you may want to consider a different combo.
Aero Marvel Snap Best Locations
These are the best locations to play Aero in.
To maximize Aero’s ability, it is crucial to choose the best locations that synergize well with her. Here are the top locations for playing Aero:
- Effect: If you only have one card here, it has +5 Power.
Atlantis is the best location to play Aero. By playing Aero, you force your opponent to play a card here on turn 5. If your opponent plays more than one card on the 5th turn, they will lose the +5 Power bonus. This location allows you to gain a significant advantage over your opponent.
- Effect: Cards cost 1 less.
Elysium is a favorable option for players who feel intimidated by higher costs. With Elysium’s effect, you can play Aero as early as the 5th turn, expanding your options for subsequent turns. Additionally, Elysium’s ability affects all your other cards, further enhancing your strategy.
- Effect: When a card moves here, destroy it.
Fisk Tower is one of the best locations for playing Aero. This location’s ability destroys all cards that move to it. By using Aero to move your opponent’s cards to Fisk Tower, you effectively eliminate those cards from play. Be mindful not to move any of your own cards to Fisk Tower, as they will also be destroyed.
- Effect: After each turn, cards here lose 1 Power.
Jotunheim is an extremely useful location for playing Aero. Aero’s ability forces your opponent to play their cards in an unfavorable location. Ideally, your opponent will play four cards, all of which will be moved to Jotunheim. This puts them at a significant disadvantage, allowing you to seize control of the game.
- Effect: Cards here have -2 Power.
Similar to Jotunheim, Klyntar is an excellent location for playing Aero. Her ability forces your opponent to play cards here, resulting in a -2 Power debuff on all their cards. The debuff stacks up if they play more than one card, further weakening their position.
- Effect: Cards here have -3 Power.
Just like Klyntar, Negative Zone applies a negative Power debuff to all cards present. By using Aero, you force your opponent to play a card here and reduce its power. This gives you a significant advantage in battles.
- Effect: On turn 6, you can move cards to this location.
Although not the most ideal location, New York can still be a great option for playing Aero. By using her ability before the 6th turn, you force your opponent to fill up the location faster. Consequently, they won’t be able to move cards to this location, limiting their strategic options.
The Bar With No Name
- Effect: Whoever has the least Power here wins.
The Bar With No Name is an interesting location where the player with the least Power wins. By using Aero, you can force your opponent to play a card here and prevent them from winning this location. However, be cautious, as if your opponent plays a card less powerful than Aero, you may inadvertently lose.
The Space Throne
- Effect: Only one card can be here for each player.
The Space Throne has a restriction of only allowing one card per player. By playing Aero, you force your opponent to play their cards here, potentially preventing them from using this space optimally. However, keep in mind that you also use up your only slot.
Aero Marvel Snap Worst Locations
Avoid using Aero in these locations.
Not all locations are suitable for playing Aero. Here are some of the worst locations where you should avoid playing Aero under any circumstances:
- Effect: On turn 5, all cards must be played here.
Avengers Compound is the worst place to play Aero, particularly on the 5th turn. This location’s effect already forces players to play cards here. However, you can still play Aero before or after the 5th turn if feasible.
- Effect: Cards played here have a 25% chance to be destroyed.
Danger Room is an unfavorable location for playing any card, including Aero. Aero only moves cards played elsewhere, so she won’t be affected by the destruction chance. However, Aero herself has a 25% chance of being destroyed. Therefore, it’s wise to avoid playing her here.
- Effect: When you play a card here, destroy it.
Death’s Domain is another unsuitable location for Aero. When played here, Aero will be destroyed after her ability activates. However, your opponent’s cards won’t be destroyed since they are only being moved and not played. Consequently, playing Aero in this location inadvertently provides an advantage to your opponent.
- Effect: On Reveal effects happen twice at this location.
Kamar-Taj is not an ideal location for playing Aero, although it can still work. At Kamar-Taj, On Reveal abilities occur twice. Since Aero’s ability does not benefit from this, there are better locations to play her.
- Effect: When a card moves here, give it +2 Power.
K’un-Lun is another highly unfavorable location for playing Aero. All cards that move here receive a +2 Power buff. Since Aero moves your opponent’s cards here, you don’t want to grant them that buff.
- Effect: On Reveal effects do not happen at this location.
Considering Knowhere’s silencing effect, it becomes apparent why it’s not the best place for Aero. Her On Reveal ability will only be silenced by this location. Hence, it’s best to avoid playing her here.
- Effect: After each turn, give cards here +1 Power.
Muir Island gives a +1 Power buff to each card at the location after each turn. For Aero, you want to prevent your opponent from playing cards here, as they will gain the buff. Consequently, Muir Island is not the optimal choice for playing Aero.
- Effect: Cards here have +5 Power.
Nidavellir provides a constant +5 Power buff to every card played there. Forcing your opponent to play cards here is not advantageous for you, as it enhances their power significantly. Hence, it’s wise to avoid playing Aero in this location.
- Effect: At the end of turn 5, give all cards here +2 Power.
Unless you play Aero after the 5th turn, Stark Tower is not the best location for her. If you play Aero here earlier, she will inadvertently grant your opponent multiple +2 buffs if they play multiple cards in this location.
Aero Decks and Strategies
- The Hood
- Doctor Doom
- Captain Marvel
This deck employs a diverse selection of cards that can counter almost every type of deck. It features the basic trio of Carnage, The Hood, and Nova. Use The Hood to add a 6-Power Demon to your hand, then play Nova and use Carnage to destroy both cards.
Additionally, employ Strom to flood a location, followed by Captain Marvel to secure a win later in the game. Killmonger can eliminate your other 1-Cost cards.
The combo of Enchantress, Aero, and Shang-Chi further restricts your opponent when executed correctly.
- Arnim Zola
- Captain Marvel
- Agent 13
This deck focuses on controlling your opponent’s cards and gaining complete dominance over the playing field. It includes cards that synergize well with Aero, such as Enchantress, Kingpin, and Elektra.
Gambit and Elektra can destroy your opponent’s cards, while Hazmat reduces the power of all cards, including your own. Sunspot provides a significant buff if you have unspent energy at the end of the turn.
Captain Marvel can secure a last-minute win, while Polaris complements Aero in filling up your opponent’s locations.
Marvel Snap’s Aero is a powerful card that advanced players will appreciate. Her ability alone is formidable, but when combined with other strong cards like Kingpin and Enchantress, Aero provides a massive advantage.
Playing Aero in Atlantis and Elysium, along with locations like Fisk Tower, can optimize her potential. Conversely, Death’s Domain and Kamar-Taj are locations to avoid playing Aero.
Now that you understand everything about Aero in Marvel Snap and how to effectively utilize her in the game, it’s time to put that knowledge to the test. For more information on Marvel Snap cards, check out our comprehensive Marvel Snap all cards guide.