The characters in the Marvel universe are incredibly diverse, hailing from various origins and ethnicities. One is Lei Ling, a superhero of Chinese origin. She is known by her codename, Aero, and she possesses abilities centered around manipulating air.
Aero has the power to sense, generate, and manipulate the air and wind. She can also create her clone made out of air and make blade-like weapons using the wind. In Marvel Snap, her abilities mirror what she can do as a superhero, particularly her prowess in moving units, just like how she can control the air and wind.
Here are the best Aero decks in Marvel Snap.
Marvel Snap Aero abilities, explained
Aero is a five-cost, eight-Power card with the ability that reads, “On Reveal: Move the last enemy card played this turn to this location.” This control ability may swiftly alter the flow of the game in an instant. You can use Aero as a location contender where her stats could match the Power of the card she can move. On the other hand, she can be a sacrificial lamb that can move the last card your opponent played, preventing them from creating their desired Power on the supposed location where they should have played the last card.
You can get Aero as a Series Three card once you reach at least Collection Level 486. She can also be your free Series Three card every season, so making decks that use Aero can be possible once you reach the mid-stages of playing Marvel Snap.
Strategy and best combos for Aero decks in Marvel Snap
Aero has a general effect that can be used to possibly disrupt the opponent’s setup. This means you can insert her into almost any deck, making her a great control card while having a decent cost and stat line that makes her a late-game finisher.
There are some cards, however, that bring out the full potential of Aero. One is Sandman because of his Ongoing ability that limits each player to playing just one card per turn. Combining this with Aero can make the location manipulation a reality, especially since both players are guaranteed to play only one card as long as Sandman is active.
Aero can also work well with cards that benefit from moving units. This includes Kraven, who stacks two Power every time a card is moved to his location. As for Kingpin, he can destroy cards that will be moved to the same location as him on turn six.
The best Aero decks in Marvel Snap
Electro Ramp
As mentioned, Aero fits well with Sandman. However, she is more of a late-game option here rather than a card that is vital in creating the needed setup to make the strategy work.
This Electro Ramp deck works as a straightforward engine that relies on playing multiple high-cost cards in the mid to late game. With Sandman’s Ongoing ability to limit players to play just one card per turn, this can be maximized once you play Electro, giving you plus one max energy every turn. Wave is also in this deck to turn the cost of the cards on your hand to four regardless of their original cost. She is a good backup plan in case you won’t be able to play Electro in time.
Aside from Aero, the other late-game finishers that can be used in this deck are Doctor Doom (for swarming the locations with five-Power Doombots), Odin (for re-activating the On Reveal abilities of your cards), Black Panther (for massive Power), Arnim Zola (for creating Black Panther clones on the other two locations while triggering his On Reveal ability), Alioth (for destroying your opponent’s cards), and America Chavez (steady six-cost, nine-Power card that you will always draw on turn six and not earlier).
Cap off the deck with Mobius M. Mobius to prevent any increase on your card costs, and Jeff the Baby Land Shark, who is unstoppable when it comes to moving or playing him in any location within the game.
Win condition cards for this deck
Aside from Aero, the other win condition cards are:
- Electro
- Sandman
- Black Panther
- Arnim Zola
- Alioth
- Doctor Doom
- Odin
Electro and Sandman are the heart and soul of this deck. Playing them every game is ideal to unlock the ramp strategy and run it smoothly.
The Black Panther and Arnim Zola combo can be used if you are still behind in terms of Power in at least two locations. As for Alioth, it can guarantee at least one location secured, assuming you have enough Power to overtake your opponent where you want to play it.
Doctor Doom can add five-Power Doombots to each other location, while Odin’s ability to re-activate On Reveal effects can be beneficial in the late game for Doctor Doom, Black Panther, or Arnim Zola, as well as his six-cost, eight-Power stat line.
Move
Here, the standard strategy of moving cards around the locations is the main key to unlocking certain advantages for your side, including creating potential massive Power on your locations, destroying your opponent’s cards, and more.
Your Move enablers for this deck are Ghost-Spider, Iron Fist, Cloak, and Heimdall. Maximizing the Move mechanic as much as possible is the main name of the game, so be wise about how and when you should use those cards.
Silk is a two-cost, five-Power card that can move locations each time a card is played on the location where she is positioned, whether played by you or your opponent.
As for the cards that can stack Power from the Move mechanic, these are Kraven, Dagger, and Vulture. Multiple Man, on the other hand, can leave a copy of himself in his original location every time you move him. Combining Multiple Man with Hulk Buster is ideal as it allows you to leave eight-Power copies of the former in the process.
Finish the deck with Spider-Man 2099, who can destroy a random card from your opponent’s side the first time he is moved.
Win condition cards for this deck
Aside from Aero, the other win condition cards are:
- Kraven
- Dagger
- Vulture
- Multiple Man
- Hulk Buster
- Spider-Man 2099
- Heimdall
Kraven, Dagger, and Vulture are your primary Power sources for this deck that rely on the Move mechanic. So, maximize your cards that move other units to create enough Power for the mentioned cards.
The combo of Multiple Man and Hulk Buster can help you spread more Power on your locations. Spider-Man 2099’s destruction ability, on the other hand, can be converted to offense. Heimdall is the go-to turn-six play for the deck.
How to counter Aero decks in Marvel Snap
Aero has an On Reveal ability. A direct counter to Aero would be Cosmo since it can prevent On Reveal abilities from taking place in the same location as it (for you and your opponent’s side of the locations). So, it is a must to always double-check if Cosmo is present in any location, may it be yours or your opponent’s, since putting Aero in a Cosmo location would just make her a vanilla card.
Another card that can be considered as a counter to Aero is Professor X. The latter completely shuts down a location, meaning cards can’t be removed or added to that location in any form. If you play Aero in another location and the last card your opponent played is Professor X or any card that is placed in the Professor X location, she won’t be able to move that card. It also works the other way around if you play Aero on the Professor X location (assuming that she was revealed later than Professor X).
Spider-Man 2099 is a potential counter to Aero. Moving the former for the first time can let him destroy a random card from the side of the location of his user’s opponent.
Aero decks’ current state in the meta
Among the two decks, the Electro Ramp deck is the more consistent and competitive strategy. Its capability to provide control and disruption effects for the opponent while having the potential to create enough Power on your locations has been a consistent way of dealing with the opponent’s strategy for a long time already in the meta.
As for the Move deck, it is an established strategy yet a bit predictable since it is a straightforward engine that works the same for almost every game. Still, this mechanic-based deck has cemented itself as one of the most popular decks in all of Marvel Snap.