We’re back with the latest edition of SNAPCHECK! Snapcheck started as an idea to gather takes and ratings from the community. We hear from various content creators all the time, but what about what everyone else thinks?
While I did take an average score from all submissions from various places, I prioritized showcasing comments left here on Snap.fan. Let’s take a look at what YOU think of the Guardians Greatest Hits Vol 2 season’s new cards.
STAR-LORD, MASTER OF THE SUN - Average Score: 7/10
- 9/10 - Not because he's broken like Shou, but because cards should get released exactly like that, balanced, non toxic.
- 8/10 - Seems like it has a good niche with opportunities outside of it. At bare minimum it will show up in She-Hulk and High Evo decks, but I wouldn't be surprised to see it stay around.
- 9/10 - He has the kind of ability that just sounds OK until you put down 10-Power and find yourself on Turn 6 with 11 energy to spend.
- 7/10 - Seems good but having played against it a few times it doesn’t seem to go into unbeatable levels.
- 8/10 - Mixed with decks like High Evo or Hela+Modok last turn can be a BIG problem.
- 5/10 - Not even sure what High Evo does with 4-5 extra energy. You play Hulk and Jugg?
- 6/10 - Textbook definition of "fine," people cope with the High Evo deck and I think it's probably an upgrade there.
- 7/10 - I actually think this is the type of card that could put Evo back on the menu. Very high amounts of energy gain allow you to play your big dumb Hulk with interaction on turn 6, and he has good stats on top of that! Looks fun. Sadly skipping energy every turn makes playing 2 or more cards in a turn pretty challenging, maybe a Wasp build could work for that.
- 9/10 - Great High Evo card and I think there is a lot you can do with that energy. I might be overrating this but I think this might be the best card in the season due to its synergy with a preexisting deck and its stats being pretty solid once the buff kicks in.
- 6/10 - Floating energy as a requirement for an effect has become an increasingly taxing downside as the game gets more efficient point engines. Star-lord probably only has a home in High Evo and some janky combo/scam stuff, but will notably help offset the downside of floating energy in those decks.
MAGUS - Average Score: 4.4/10
- 3/10 - Without the on reveal limitation, a nice combo card, now pure trash
- 4/10 - It’s likely very specific, as you are basically paying the cost of a card +3 energy, but it is very powerful to find a missing key ongoing or end of turn piece.
- 2/10 - There aren't many uses for an Iron Lad where you pay for the card he copies.
- 3/10 - Could have been great but now only works if you copy the perfect card.
- 2/10 - Useless card actually, probably needs a rework in the future.
- 6.5/10 - Might be too high here but I think there's various ongoing piles that might make this work. And there's always C5.
- 2/10 - Without doing On Reveals the main draw of the card is dead. You can now spend the cost of a card in your deck +3 to play the card in your deck. Congratulations? Also is a dead card if not played exactly when you need to (likely on 3). Just awful all around.
- 5/10 - I could see lines with this card where you guarantee hit a card with a specific energy cost, though I'm not sure what that card would be necessarily. Also huge downside: if you draw the card you are trying to hit this does nothing unlike Morgana which is from deck or hand.
- 5/10 - I think this card has the potential to be frustratingly strong in one singular deck (idk what that deck is right now). Otherwise taking away the On Reveal synergy (and letting him still be able to hit an on reveal) makes him super niche.
- 7/10 - I think this is going to be a card that can be built around but I also don’t know where to start. On its face, it appears easily enough to trigger and could be a fun addition to an existing shell.
MOONDRAGON - Average Score: 4.7/10
- 6/10 - True, after T2 she's dead, but you have 5/12 possibilities to find her, and if you do she's massive.
- 4/10 - It’s a Doom 2099 and maybe a Ramp card. It’s got a clear niche and will find a home there.
- 7/10 - There are so many decks that have a plan that plays out completely on-curve. She's not just for Doom decks. Don't underestimate the scalers!
- 6/10 - Could be higher as she could work brilliantly as a scaler in Doom 2099 decks, but seems risky if not played on turn 2.
- 6/10 - Not a bad card, the problem is a deck to unleash her potential.
- 2/10 - If you want to play a 2 drop scaler that rewards you playing one card a turn, play Chamber!
- 6/10 - Sometimes bad decks are a lot less bad with a 2/12. This is certainly a card like Chamber that aims to fix a points issue with decks that run higher cost cards, but more targeted at Doom 2099. The reason why I think this will be slightly worse than chamber is that it doesn't support your bad draws as well, because you'll likely be playing off curve. I think it does work as a 2nd chamber for ramp, and a 1st chamber for 2099 decks (that are worse than ramp).
- 2/10 - A potential 2/12 how can that be bad! Oh yeah the deck she slots in is buns and if you draw her late she’s useless.
- 6/10 - I think this is the most underrated card of the season. a 2/12 that can act like a Chamber for Tempo decks.
- 3/10 - Having to spend all your energy is rough. If you're getting it to 2/12 your deck is probably too predictable. I kinda wish they took off the energy restriction so you could put it in Ramp decks and feel better cause sometimes you play 6 Costs with 7 energy or you need to play War Machine on 5 with 6 energy as another example.
DRAX, AVATAR OF LIFE - Average Score: 6.6/10
- 9/10 - Huh, Captain Marvel got reworked?
- 8/10 - It’s likely to be good, as the rate is pretty solid. The questions are; how well does it synergize with stuff like move or end of turn, and how impactful is your opponent's interaction with it?
- 4/10 - I don't know if we'll know for sure how good he is until we see it play out over the course of a few games. He might be great. Might be a dud.
- 8.5/10 - Could be higher as it becomes one of the most powerful 3 costs without a major downside but the ability for your opponent to move it stops it being a 9.
- 6/10 - Easy to play, but not sure about how his power grows at the end of the match.
- 6/10 - Going to be a solid card. I do think your opponent can manipulate the movement to their advantage, which would really be the only downside.
- 8/10 - I can see at least 2 procs per game minimum, so a 3/10+ is just a good beefy card.
- 6/10 - I think this card is being overrated generally, I think it’s a fun effect but I don’t think he fits anywhere and the learning curve is going to be very high for people trying to use him. Might be a case of “only high skill players can use him (and high skill players can play around him) and so his numbers will be bad”. Drawing him late is going to feel SO bad.
- 8/10 - The new gladiator. A beat stick with basically no synergies that you care about.
- 8/10 - The move can certainly be a downside at times, but I think it's more likely to put pressure on your opponent by creating lanes that they cannot possibly win if Drax jumps there. On average I think it will move once, since 8+ power cards are not super common.
MAJOR VICTORY - Average Score: 1.7/10
- 2/10 - Lol. That's so freaking weak and meme. Hoping for a Guardians' buff and better LTGM cards.
- 2/10 - I love VHand Quinjet decks so I love this card, but it is pretty meh. It’s comparable to Coulson. Its advantage is its output range is generally always usable. But it’s much lower power compared to Coulson.
- 5/10 - Should be decent in Victoria Hand decks.
- 2/10 - Unless the Guardians become buffed this doesn’t seem like it’s that good except for extra Guardians in a deck already playing them.
- 3/10 - I’m not sure if this is actually useful, perhaps on Sanctum because Guardians are broken in this mode or low CL decks.
- 1/10 - A 3/4 is below vanilla stats AND the Guardians aren't even cards you would put in your deck given the choice (and you do have the choice). A good card generator creates cards that are too busted to be main-decked, such as Demons, cards reduced by 3 cost, cards with added power.
- 0/10 - Major Failure.
- 3/10 - Generating Guardians is much better than putting them in your deck. That being said, this is a 3/4 that generates cards from a pool of good, fine, bad, bad, fine and bad. Just looks like an alternative Coulson. Please rework Mantis. If you are planning to play this with something else in a turn that happens on 4 and then playing one of the Guardians on 5 means you are not ending on Maverick or Scarlet, yuck.
- 1/10 - The greatest meme card ever made.
- 2/10 - You’re just hoping to generate Rocket Raccoon. Could have been better if they let him generate the new Guardians from this season.
KRAGLIN - Average Score: 2.9/10
- 5/10 - Seems like it should be a direct to S4, but I hope he will eventually be good.
- 1/10 - Honestly I just don't see it.
- 6/10 - Drop down a Howard so you know what you're getting and he'll be pretty good.
- 5.5/10 - Could be good if you know what it hits but I don’t know.
- 4/10 - It could be a lottery.
- 1/10 - I don't know why I would play this card other than to get the +2 energy, and there are better ways to do that.
- 1/10 - The variance of this card is too high. It's either a 3/7 that does nothing but lose you a card or a 3/3 that lets you ramp for one turn. Either way, it has a strong chance of banishing a card that you want to play unless you put bad cards in your decks. This seems good if Arishem rolls it but not really anywhere else.
- 4/10 - I like it as another one sided 6 drop ramp card and if you dont ramp then its good stats. I might be higher on this than others.
- 5/10 - I am probably wrong but he seems like maybe a useful card that needs some build around. Ramp with a fail case of +4 seems cool. Probably just flat out not better than existing ramp options though.
- 2/10 - What's the point of this? If you want to Ramp at 3 you play Luna/Electro/Wave. If you want 3 Cost with stats you aren't happy with a 3/7. There's also no synergy with banish.
JACK FLAG - Average Score: 7/10
- 6/10 - Not bad, not much appealing, he's good.
- 8/10 - Solid card.
- 7/10 - A Captain America for decks that don't want to go all-in on ongoing.
- 10/10 - Easily the best card of the series can be copied with mystique and with only extra power to a few cards can have a major impact.
- 6/10 - Good card but perhaps too niche.
- 6/10 - I like this card because it's a Zoo card that can be played on turn 6. The reason why I think it's just fine is that I don't actually think the cards that enable him well are that good. This is kind of a single lane Gilgamesh which makes me feel like he is a 3/7 unless you draw the big synergy, which sounds just alright to me. Costing 3 does make him better to weave in with a second card in a turn, but Shou only buffs 1 card so you would need to dedicate more stuff to Jack Flag.
- 7.5/10 - Solid card, nothing special. Could probably fill a downhill roll to force multiply force multipliers like Carter and Maverick.
- 7/10 - Boring but a lot of points. Will be best friends with Starhawk and seems like it might enable a Shou-less Surfer deck
- 6/10 - Buffs the buffs harder. Boring but probably good.
- 8/10 - Will be able to fit in several decks and feel solid in probably any of those decks it goes in, not gonna scroll up to see if anyone's mentioned but I think this in aurora decks will be very nice.
STARHAWK - Average Score: 4.5/10
- 4/10 - I don't understand why making this strange test. Anyway, another bad S4, at least this would make some points.
- 5/10 - Middle of the road.
- 7/10 - A decent board-buffer at a good price.
- 5/10 - Would have been worse but this article’s idea about bounce could make this usable.
- 5/10 - Cheap board-buffer and easy to get because it is in LTGM.
- 6/10 - I think it's a decent buff card. Gonna give it a go in bounce, but don't know if it becomes a mainstay
- 3/10 - An Awesome Andy style card that is a bit worse because you can't play it early or double it with Jocasta. It's certainly a neat effect, but I doubt a 2/6 is the right payoff for it. It has buff synergies and a bit of a surprise factor, so I won't write it off completely.
- 6/10 - A 2 drop that can buff your board on t6 is a really unique card that we don't have yet. I think it'll find a home in Ongoing or Surfer shells.
- 5/10 - I think this is being generally underrated…by like a single point at most. Bounceable and can help with cards that love buffs (Clea, Maverick, Carter, etc) but inconsistency and middling points is still mid.
- 2/10 - I just don't know where you are running this card. Maybe there is a deck where you can run it and it'll be fine but is it really good enough to be worth playing over other options?
If you’re looking for my thoughts on these cards you can check out the Snappy Review here. If you want your thoughts to be included in the next Snapcheck, stay tuned for next season!
How did the community do? Don’t forget to check back here for last month’s Snapcheck. What did we get right? What did we get wrong? Let us know what you think down below. Looks like we had Shou-Lao at 9.8/10. That sounds right to me!
Feel free to comment down below with your ratings and thoughts on any of the new cards. Let’s join together and see how accurate we can be at rating new cards!