Aero is a strong and versatile card in Marvel Snap that, on the surface, doesn’t seem like a useful card. However, if you know how to use Aero in Marvel Snap right, you can get some massive advantages.
To be more specific, she has an outstanding Cost-to-Power ratio of 5-6. And her special ability moves any opponent cards played during that turn to the same location as her.
So how do you play Aero effectively? And what cards have good synergy with Aero? What locations are the best to play Aero in? But most importantly, what decks are ideal for Aero?
If you want to find out more about Aero combos and locations, then read on. We discuss all things Aero in Marvel Snap in our definitive Aero guide.
- Aero is a powerful card with an ability that moves enemy cards to the same location as Aero.
- She has great synergy with Kingpin, Enchantress, Captain Marvel, Kraven, and Mojo, among others.
- Aero should be played in Atlantis, Fisk Tower, Jotunheim, and Elysium.
- You shouldn’t play Aero in Avengers Compound, Kamar-Taj, Death’s Domain, and Danger Room.
- Some decks that work with Aero include a counter deck and a control deck.
What Is Aero?
- Cost: 5
- Power: 6
- Ability: On Reveal: Move all enemy cards played this turn to this location.
Aero is an extremely powerful Character card that has a decent Cost-to-Power ratio. Its special ability allows you to move all enemy cards that are played during that turn to the same location as Aero.
The keyword here is “move”. Enemy cards that are played during the same turn as you play Aero will still play in the same location. This means that their On Reveal abilities will still play out in the original location. However, once Aero’s ability takes effect, they will be moved to the same location as Aero.
Aero Marvel Snap Variants
There are 4 variants of Aero in the Marvel Snap (5 if you count the original). There is a Chibi variant as well as a more realistic anime-like variant.
Getting Aero In Marvel Snap
Aero is a Pool 3 Character card. This means that you just reach a Collection Level of 462 or above. Even then, there is no guarantee when you will get the card. Considering that Pool 3 seemingly never ends, it could be a while before you finally get Aero.
Aero Marvel Snap Best Combos
Aero synergizes well with several other cards. Here are 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 gives you the upper hand over your opponent. It’s a 3-cost card that grants you 4 Power, which is a decent Cost-to-Power ratio.
But what truly sets him aside is his ability. Kingpin’s ability destroys all cards that move to the location that he’s played in on turn 6. On its own, it’s a very conditional card. For one thing, there’s no guarantee that a card will move to the location on exactly turn 6.
However, when you pair it with Aero, you’ll realize why it’s such a useful card. Aero’s ability moves all enemy cards that are played during the turn to the location she’s played in. And with Kingpin’s ability, you can be guaranteed that the cards moved by Aero will be destroyed immediately.
There are a few catches to this combo though. Firstly, you must play Kingpin and Aero both at the same location. Secondly, you must play Aero on turn 6, even though she can be played as early as turn 5.
Thirdly, your opponent must play a card in the location you’ve played Aero and Kingpin. Even without that condition, however, the two’s powers are exceptional when added up. But you won’t be able to get the benefit of their abilities.
- Cost: 2
- Power: 2
- Ability: When a card moves here, this gets +2 Power.
Kraven is a card that works perfectly with all move decks. It has a fairly decent Cost-to-Power ratio and is the perfect play on the 2nd turn before you play Aero.
His special ability allows him to gain +2 Power whenever a card moves to that location. This means that you can get up to 16 Power and even more.
With Aero, you can trigger his ability better. Aero will make sure that all cards that are played during the turn will be moved to the location. Hence, you can gain up to +8 Power through this combo.
However, you must play Aero and Kraven at the same location. Luckily, it doesn’t matter what card the opponent plays. But the more cards they play, the more advantage you get.
- Cost: 2
- Power: 2
- Ability: Ongoing: If both players have 4 cards at this location, +6 Power.
Mojo is a highly agile card that, when played right, can give you a massive upper hand in terms of power. It has a basic Cost-to-Power ratio. But its special ability allows its power to increase up to 8.
The only condition is that both sides of the location where this card is played should be filled. When paired with Aero, it will help you fill up your opponent’s side of the location faster.
Since you can play this card on just the 2nd turn, your opponent may try their best to not fill up their location. Hence, Aero will force your opponent to play 4 cards on the location.
- 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 change the course of the game. With a decent Cost-to-Power ratio and an astounding ability, she forms a strong combo with Aero.
To be more specific, her ability allows her to move to a location that will win you the game. It seems like an overpowered ability. However, keep in mind that, in most cases, winning the game won’t be as easy as simply moving one card.
However, with Aero, you can increase your chances. If there is a location that you have the upper hand in, you can prevent your opponent from playing cards there using Aero.
This means that you can get a guaranteed win when you play Captain Marvel on turn 6. However, you must have at least 1 slot open in each location to make the most of her. Also, remember that she 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 good reason. She is the best counter for low-cost decks and other powerful cards like Nightcrawler and Angel.
To start, Elektra has a basic 1-1 Cost-to-Power ratio. But her ability makes her the best card right from the start. She destroys one random 1-cost enemy card at the location that she’s played in.
Playing Elektra with Aero, you force the enemy to play a card in the location you played Aero. Hence, if the enemy plays a 1-cost card, it will immediately get destroyed.
There are a few catches to this, though. One, you must play Elektra after you play Aero. You can also play Elektra after Aero on the same turn. That way, Elektra gets revealed after Aero’s ability has taken place.
- Cost: 4
- Power: 3
- Ability: On Reveal: Destroy all enemy cards at this location that have 9 or more Power.
A very conditional card, Shang-Chi is extremely powerful when played right. He has a very disadvantageous Cost-to-Power ratio. But with this card’s ability, you can destroy all of your enemy’s 9-Power and up cards.
When played with Aero, you can force your opponent to play their 9-Power or up cards at the location. This means you can play Shang-Chi right after and destroy their higher-power cards.
However, there is one major catch here: you must play Shang-Chi after you play Aero. Considering that Aero can not be played before the 5th turn, you should only play Shang-Chi when it’s the last option.
Additionally, there aren’t many cards that have a power higher than 9. You can play Aero a bit earlier if you play Cost-lowering cards before playing Aero.
- Cost: 4
- Power: 4
- Ability: On Reveal: Remove the abilities from all Ongoing cards at this location.
Enchantress is another great combo with Aero, and for all the right reasons. She has a nominal Cost-to-Power ratio, but that’s not what we’re interested in.
What’s interesting about her is her silencing ability. On Reveal, she will remove the abilities from all the Ongoing cards at the location she’s played in. She is a very strong card that can even backfire when played wrong.
Paired with Aero, they make a powerful duo. However, the reason this combo is lower on the list is its sheer conditionality. For one thing, you must first play Aero and then Enchantress. Considering she’s a 4-Cost card, you won’t be wanting to play Enchantress on the 6th turn.
Additionally, your opponent must have played a card with an Ongoing ability on the 5th turn. Moreover, keep in mind that Enchantress removes the Ongoing abilities from all cards at the location, including yours.
Hence, this combo is great against strong Ongoing cards like Iron Man. But for others, consider a different combo.
Aero Marvel Snap Best Locations
Where should you play Aero to maximize her ability? These are the best locations that synergize well with Aero:
Effect: If you only have one card here, it has +5 Power.
Atlantis is the best place to play Aero. This is because she will force your opponent to play a card here on turn 5. Your opponent may likely play more than one card on the 5th turn. Hence, you will force them to lose the +5 Power bonus.
Effect: Cards cost 1 less.
Elysium is a relatively better option for players who want to play Aero but get fazed by the higher cost. With this location active, you can play Aero on just the 5th turn, expanding your options for the next turns. And the best part is that this location’s ability affects all your other cards as well.
Effect: When a card moves here, destroy it.
Fisk Tower is one of the best places to play Aero. This location destroys all cards that move there. This means that, if you use Aero to move your opponent’s cards there, it will destroy them. The effect goes in reverse too. So be sure to not move any of your own cards to this location.
Effect: After each turn, cards here lose 1 Power.
Jotunheim is an extremely useful location to play Aero in. With her special ability, she will force your opponent to play their cards in an unfavorable location. The best-case scenario is that your opponent will play 4 cards, all of which will get played here.
Effect: Cards here have -2 Power.
Much like Jotunheim, Klyntar is the best place to play Aero. Her ability will force your opponent to play here. Any cards they play will instantly get a -2 Power debuff which will stack up if they play more than 1 card.
Effect: Cards here have -3 Power.
Just like with Klyntar, Negative Zone also provides a negative Power debuff on all cards present in it. Hence, if you use Aero, your opponent must play a card here and reduce its power.
Effect: On turn 6, you can move cards to this location.
While not the most ideal, New York can still be a great option for playing Aero. By using her ability before the 6th turn, you will force your opponent to fill up the location faster. Hence, they won’t be able to move cards to this location when played right.
The Bar With No Name
Effect: Whoever has the least Power here wins.
The Bar With No Name is an interesting location in that the player with the least Power wins. Hence, by using Aero, you can force your opponent to play a card here and prevent them from winning this location. But be warned: if the opponent plays a card that’s less powerful than Aero, then you’ll be the one losing.
The Space Throne
Effect: Only one card can be here for each player.
The Space Throne has a 1-card restriction. When playing Aero, you’re forcing your opponent to play their cards here. Your opponent was likely planning on using that space for something else.
Hence, by forcing them to use it, they might end up not utilizing this position in the best way. The only catch is that you will also use up your only space.
Aero Marvel Snap Worst Locations
Here are some of the worst locations that you shouldn’t play Aero in under any circumstances:
Effect: On turn 5, all cards must be played here.
Avengers Compound is by far the worst place to play Aero, at least on the 5th turn. This is because this location’s effect already forces the 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 isn’t an ideal place to play any card, including Aero. Keep in mind that Aero only moves the cards that are played elsewhere. Hence, Aero will move your opponent’s cards here, which won’t get destroyed since they were only moved. However, Aero itself has a 25% chance of getting destroyed.
Effect: When you play a card here, destroy it.
Death’s Domain is another less-than-ideal location for Aero. When you play Aero here, it will get destroyed after its ability activates. However, your opponent’s cards won’t get destroyed as they are merely being moved and not played. Hence, you’re actually giving your opponent the upper hand here.
Effect: On Reveal effects happen twice at this location.
Kamar-Taj is a good place to play Aero, just not an ideal one. At Kamar-Taj, On-Reveal abilities occur twice. Since Aero’s ability does not benefit from this, there are better places to play her.
Effect: When a card moves here, give it +2 Power.
K’un-Lun is another extremely non-ideal location to play Aero. All cards that move here get a +2 Power buff. Since Aero moves your enemy’s cards here, you don’t want to give them that buff.
Effect: On Reveal effects do not happen at this location.
Considering Knowhere’s silencing effect, you can pretty much guess why it’s not the best place for Aero. Her On-Reveal ability will only get silenced by this location. Hence, avoid playing her here.
Effect: After each turn, give cards here +1 Power.
Muir Island gives a +1 Power buff each turn for every card present here. Hence, you actually want to prevent your opponent from playing cards here. Thus, Aero is not the best choice for this location.
Effect: Cards here have +5 Power
Every card that is played here at Nidavellir gets a +5 Power constant buff. So it makes sense that forcing your opponent to play cards here is not the best choice here.
Effect: At the end of turn 5, give all cards here +2 Power.
You shouldn’t play Aero at Stark Tower unless you play her after the 5th turn. Otherwise, she will end up giving your enemy multiple +2 buffs if they play multiple cards here.
Aero Decks And Strategies
- The Hood
- Doctor Doom
- Captain Marvel
This deck uses a diverse card selection that will counter almost every type of deck. It features the basic trio of Carnage, The Hood, and Nova. You can use The Hood to add a 6-Power Demon to your hand. Then, you can play Nova and use Cranage to destroy both of them.
You can also use Storm to flood a location followed by Captain Marvel to instantly win the game later on. Killmonger can also kill your other 1-Cost cards.
Finally, there is the combo of Enchantress, Aero, and Shang-Chi. These three cards have great synergy and can severely restrict your opponent when played right.
- Arnim Zola
- Captain Marvel
- Agent 13
This deck relies on controlling your opponent’s cards and having full dominance over the playing field. The deck includes cards that have powerful synergy with Aero, such as Enchantress, Kingpin, and Elektra.
There’s also Gambit that, along with Elektra, destroys your opponent’s cards. You can also use Hazmat to reduce the power of all cards, including your own. The strategy works best when you’re trying to debuff the enemy’s cards.
Sunspot gives you a massive buff if you have some unspent energy at the end of the turn. You can also use Captain Marvel to secure a last-minute win. Polaris also works best with Aero for filling up your opponent’s locations.
Marvel Snap’s Aero is a great card to play for more advanced players. Her ability is powerful in and of its own. However, when played with other strong cards like Kingpin and Enchantress, you get a massive advantage.
Additionally, playing Aero in Atlantis and Elysium along with Fisk Tower and a few other locations is your best choice. Moreover, you should avoid playing Aero in places like Death’s Domain and Kamar-Taj.
Now that you know all about Aero in Marvel Snap and how to use her in the game, it’s time to put that knowledge to the test. Want to know more about Marvel Snap cards? Check out our Marvel Snap all cards guide.
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