Movement decks inMarvel Snapare hard to master, so any support they can get is more than welcome. Hercules is a great tool for these decks since once per turn, he can move any cards that move towards his location away from it.

You will need a full movement deck to make him work since you not only need cards that benefit from being moved, you also need the ones that move them. It’s a lot to ask for adding a single card to a deck, but with the right cards, he can get someone like Human Torch to very high numbers.

Marvel Snap card Human Torch

8Human Torch

Strong Yet Vulnerable

Human Torch is almost like a glass cannon; you can buff him up to 16 power easily (or even more thanks to Hercules), which, for a one drop, is great value, but a single card like Killmonger can easily deal with it.

You should only lean heavily on Human Torch when your opponent isn’t likely to have Killmonger, like if they play Nebula or Sunspot. If not, it’s okay to buff Human Torch a bit, but spread the buffs some more so Killmonger doesn’t end you.

Marvel Snap - Multiple Man on a blurred background

7Multiple Man

Multiple Man is already a card you need to be careful with since if you move him too much, you’ll end up with a board filled with small bodies. This is doubly so with Hercules, since with a single movement, you’ll end up with three Multiple Mans.

If the Multiple Man is buffed, however, then you do want to spread him everywhere. There’s even a card on this list, Hulkbuster, that can get Multiple Man to 8 power, and a board filled with bodies that size is hard to contend with.

Marvel Snap Villain Cards Vulture standard variant

6Vulture

Big Numbers In A Single Movement

Vulture is already a strong card for movement decks since you only need to move him once for his power to be worth it. Gaining 5 power with each move makes him a menace since with the first move, he’ll be at 8, and with Heimdall at the final turn, he’ll finish at 13.

Hercules can easily add 5 more power to that equation, but as it happens with move decks, you need to plan ahead for what you’re doing. If you want to have both Hercules and Heimdall to buff your Vulture, you’ll need to place Hercules on the left location, ensuring that Vulture is in the right place for the final play.

Marvel Snap Card Dagger

5Dagger

Be Mindful Of Where They Play

Dagger’s effect relies heavily on how many cards your opponent plays, being a far better card against zoo-styled decks than ones using few but heavy cards. Hercules can help her in both cases since she can gain the benefits of two different locations in a single move.

If you use Hercules correctly, Dagger and any of your moved cards can gain high numbers before the final turn, which might be a problem. Since Shang-Chi exists, you should be mindful of not piling up all your big numbers in a single location, even if you plan to move them later.

Marvel Snap Card Kraven

4Kraven

Worth It WIth Hercules

Kraven is a card that isn’t always added to pure movement decks. While he gains 2 power each time a card moves to his location, that isn’t always enough to justify him occupying a spot on an already busy board. Hercules is what makes Kraven worth it.

Just playing both cards at the same location can ensure that Kraven gets his buff, all while Hercules ensures that his location remains free. As a general rule, you want both of them in the left location, although that will depend on each match.

Marvel Snap Card Hulkbuster

3Hulkbuster

Arm Your Cards

Hulkbuster can work in a number of deck styles, from heavy buff decks to destroy ones, but it always finds its home in movement ones for its ease of use. Being a 3 cost card, it fits nicely on a curve where you’d want to attach it to Multiple Man or Human Torch.

Human Torch keeps his usual weakness to Killmonger, so keep that in mind; when Hulkbuster merges with a card, it just adds its stats to the new card, the cost remains the same. And if you played Iron Fist before Hulkbuster, the card that moves is whatever Hulkbuster merged with.

Marvel Snap Card Doctor Strange

2Doctor Strange

Moving Your Biggest Cards

Doctor Strange was rarely added to movement decks, but even since his energy cost was reduced from 3 to 2, he has become all the more flexible. In a deck with a multitude of cards needing to be moved, having all the enablers you can get is a must.

You should keep in mind how his ability works and how that relates to Hercules. Since Hercules himself has 6 power, there are times when his body might be the largest, and you often don’t want Hercules to move anywhere.

Marvel Snap Cards Iron Fist, Heimdall and Ghost-Spider

1Heimdall And The Move Enablers

They Make The Deck Work

The thing about movement decks is that they’re predictable, particularly if you’re not used to them. While you’re preparing for your final turn ahead of time, leaving everything ready for Heimdall to move everything to the left, your opponent will likely catch on quickly and fight for the right and middle locations.

If Hercules is in the left location, you’re now given ample opportunities to challenge other areas while still having plenty of power everywhere else. Do know that the first card that moves to Hercules is whatever was played first, and that includes cards summoned by locations, so keep track of the play order.