Marvel Snap Aero: Combo, Locations, Decks

Take a look at our definitive guide to Marvel Snap Aero.

Aero Marvel Snap: The Definite Guide
Here's our complete guide on Marvel Snap's Aero.

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.

Key Takeaways

  • 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?

Aero Marvel Snap.
Aero is a resourceful card with a strong controlling ability.
  • 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

Aero Marvel Snap variants.
Aero has 4 variants in Marvel Snap.

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 best combos.
These are the best cards that go well with Aero.

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 and Aero form a powerful combo in Marvel Snap, thanks to their unique abilities that synergize well together. Kingpin’s ability to destroy all cards that move to his location on turn 6 becomes highly effective when paired with Aero, who can move enemy cards to her location. This combination allows you to control and potentially eliminate your opponent’s cards effectively.

To make the most of this combo, consider the following conditions:

  1. Play Both Kingpin and Aero at the Same Location: You’ll want to play both Kingpin and Aero at the same location on the board to ensure their abilities trigger together. This requires careful positioning and planning.

  2. Timing Aero’s Ability: While ideally, Aero’s ability is most effective when played on turn 6, it can also be used as early as turn 5. Timing her ability to coincide with Kingpin’s presence is crucial for the combo to work effectively.

  3. Opponent’s Card Placement: The combo’s success relies on your opponent playing a card in the same location where you’ve positioned Aero and Kingpin. Without an opponent’s card to move, the combo won’t activate.


  • Cost: 2
  • Power: 2
  • Ability: When a card moves here, this gets +2 Power.

Kraven is a strong addition to move decks with a decent Cost-to-Power ratio and a valuable ability:

  1. His ability grants +2 Power each time a card moves to his location, potentially reaching over 16 Power.
  2. When paired with Aero, Aero’s effect ensures all cards played during the turn move to the location, allowing you to gain up to +8 Power.
  3. Aero and Kraven must be played in the same location, but the opponent’s card choice doesn’t matter. More opponent cards played means more advantage for you.


  • Cost: 2
  • Power: 2
  • Ability: Ongoing: If both players have 4 cards at this location, +6 Power.

Mojo is an agile card with a standard Cost-to-Power ratio and the potential to reach 8 Power:

  1. Mojo’s ability requires both sides of the location to be filled, allowing his power to increase.
  2. Pairing Mojo with Aero accelerates filling your opponent’s location.
  3. Playing Mojo early on (2nd turn) can pressure your opponent to play 4 cards on the location, ensuring both sides are filled.

Captain Marvel

  • 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 a game-changing card with a favorable Cost-to-Power ratio. Her ability to move to a winning location pairs well with Aero:

  1. Captain Marvel’s ability lets her move to a location that could secure victory, although it’s not always straightforward.
  2. Aero can help by preventing your opponent from playing cards in a location where you have the upper hand.
  3. Play Captain Marvel on turn 6 for a guaranteed win, with open slots in each location. She won’t move if it can’t secure victory.


  • Cost: 1
  • Power: 1
  • Ability: On Reveal: Destroy a random enemy 1-Cost card at this location.

Elektra excels as a 1-cost-killer, countering low-cost decks and strong cards like Nightcrawler and Angel.

  1. Elektra’s 1-1 Cost-to-Power ratio and her ability to destroy a random 1-cost enemy card at her location make her formidable.
  2. Pairing Elektra with Aero forces the enemy to play a card in Aero’s location, potentially destroying a 1-cost card.
  3. Play Elektra after Aero or on the same turn, ensuring her ability activates after Aero’s effect.


  • Cost: 4
  • Power: 3
  • Ability: On Reveal: Destroy all enemy cards at this location that have 9 or more Power.

Shang-Chi is highly conditional but potent. Despite an unfavorable Cost-to-Power ratio, his ability can eliminate enemy cards with 9 Power or more.

With Aero, you can compel your opponent to play their high-Power cards at the location, allowing you to follow with Shang-Chi to destroy them.

Key points:

  1. Play Shang-Chi after Aero, typically as a last resort.
  2. Consider playing cost-reducing cards before Aero to play it earlier.
  3. Few cards have Power higher than 9, so timing is crucial for this combo.


  • Cost: 4
  • Power: 4
  • Ability: On Reveal: Remove the abilities from all Ongoing cards at this location.

Enchantress pairs well with Aero due to her silencing ability, which removes abilities from all Ongoing cards in her location upon reveal. This combo has strong potential but is conditional:

  1. Play Aero first, then Enchantress.
  2. Your opponent must have played an Ongoing ability card by the 5th turn.
  3. Enchantress affects all cards at the location, including your own.
  4. Most effective against powerful Ongoing cards like Iron Man, less so against others. Consider different combos for different situations.

Aero Marvel Snap Best Locations

Best locations for Aero.
These are the best locations to play Aero in.

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.

Fisk Tower

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.

Negative Zone

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.

New York

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

Worst locations for Aero.
Avoid using Aero in these locations.

Here are some of the worst locations that you shouldn’t play Aero in under any circumstances:

Avengers Compound

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.

Danger Room

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.

Death’s Domain

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.

Muir Island

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.

Stark Tower

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

Counter Deck


  • Carnage
  • Nova
  • The Hood
  • Mysterio
  • Enchantress
  • Aero
  • Strom
  • Okoye
  • Doctor Doom
  • Captain Marvel
  • Shang-Chi
  • Killmonger


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.

Control Deck


  • Hazmat
  • Kingpin
  • Aero
  • Arnim Zola
  • Enchantress
  • Captain Marvel
  • Polaris
  • Sentinel
  • Elektra
  • Sunspot
  • Agent 13
  • Gambit


This deck focuses on controlling your opponent’s cards and dominating the playing field. Key cards for synergy with Aero include Enchantress, Kingpin, and Elektra.

Gambit, along with Elektra, destroys your opponent’s cards, while Hazmat reduces the power of all cards, including your own. This strategy excels in debuffing the enemy’s cards.

Sunspot provides a significant buff if you have unspent energy at the turn’s end. Captain Marvel can secure a last-minute victory, and Polaris complements Aero by filling your opponent’s locations.

Final Thoughts

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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