As Marvel Snap continues to eclipse mobile gamers' free time, many players are likely wondering how to improve their skills. There are a lot of aspects that go into creating a Snap deck that wins consistently, but one of the most important elements is choosing the right finishing cards.

RELATED: 10 Locations Marvel Snap Needs To Include

Finishing cards can be pretty easy to spot since they are mostly cards that cost 6 energy. Some six-cost cards have immense amounts of power, while others have powerful effects players build their decks around. Marvel Snap's best finishing cards have a combination of the two, allowing players to both boost a single location and activate some powerful effects.

Updated on February 22nd, 2023 by Mayra García: With Marvel Snap adding new cards every few months, players can create more and more strategies depending on their type of deck. Since the game only has six turns, all cards count. This list has been updated with the best options to play in the last turn.

15 Mephisto

The Mephisto card in Marvel Snap on top of promotional art for the game

The perfect card for players who already have the game in the bag, Mephisto doesn't add any power points to the game. However, it doubles the victorious player's final winnings. This means that, if the player was smart enough to hit SNAP at the right time, he could get up to 16 cubes.

Mephisto is one of the few cards that affect the outcome of the game outside the match itself. This card won't help anyone win, but it's a good option if the player is sure they have won. It will help with leveling, allowing players to reach their rewards faster than ever.

14 Spectrum

The Spectrum card in Marvel Snap on top of promotional art for the game.

Spectrum is a pretty good finisher card for decks built largely around ongoing effects. When she is revealed, Spectrum gives players a plus-two bonus to all of their cards with "ongoing" printed in the text of their effect. This is a great way to surprise opponents by buffing cards across the board with these types of effects.

Ongoing effects themselves can be pretty powerful, but occasionally a good ongoing effect will make a card itself have a lower power score. Spectrum helps make up for that difference by giving those heroes the extra power they need to win their location. There are better finishers than Spectrum, but Marvel Snap players will get access to her early and she's a good one for newer players to get started with.

13 Lady Deathstrike

The Lady Deathstrike card in Marvel Snap on top of promotional art for the game

A powerful weapon designed to murder, Lady Deathstrike is just as powerful in Marvel Snap. This card has a six-point cost and adds four power points to any location. However, its true value resides in its ability. On reveal, Lady Deathstrike destroys the enemy card with the highest power in the same location.

Since this card costs six energy points, it's almost impossible to play it before the last turn. However, this isn't really a problem. Using Lady Deathstrike as a finishing card can completely alter the outcome of a fight as it adds four points and eliminates its biggest threat on a turn where the opponent can't re-think their strategy. This card is a great option to fix a tie.

12 Leader

The Leader card in Marvel Snap on top of promotional art for the game

Leader has one of the lower power scores when it comes to six-cost cards, but he still proves to be a good finisher thanks to his stellar ability. Thanks to Leader copying anything his opponent plays on the turn he's revealed, his controller will get both Leader and whatever finishers their opponent plays.

RELATED: 10 Worst Marvel Snap Locations, Ranked

Turn six in Marvel Snap is when players will probably put down their most powerful cards to close out the game, so it's a safe bet that Leader will copy some pretty good cards. The main downside to Leader as a finisher is that players may not benefit as much from certain finishers if their deck isn't built around them. However, for players who are willing to take a chance, Leader can prove effective in a lot of games.

11 Spider-Woman

The Spider-Woman card in Marvel Snap on top of promotional art for the game

The Spider-Woman card can be used in the fifth or sixth turn (unless the game modifies the energy flow at some point). Given that it has a high cost, it also adds seven power points to any location. Additionally, its on-reveal ability removes one power point from all enemy cards on said location.

This ability is simple but powerful. Considering that Marvel Snap is a fast-paced game, locations rarely garner more than 20 points. For a player to lose four points in one turn — especially if it's the last one — can mean they lose their advantage at that location. Using Spider-Woman can ensure a victory in the last turn.

10 Devil Dinosaur

The Devil Dinosaur card in Marvel Snap on top of promotional art for the game

Based on Moon Girl's most loyal ally, Devil Dinosaur has the ongoing ability to multiply its power points depending on how many cards the player has in their hand. It gets two extra points per card. Given this, it's better to use it at the end, when no other cards will be used after.

RELATED: 15 Marvel Snap Abilities That Make No Sense

When ending the game with many cards in one's hand, Devil Dinosaur can be the best ally possible. Since this card's power depends on how many cards haven't been used, Devil Dinosaur can be a great final strike.

9 Destroyer

The Destroyer card in Marvel Snap on top of promotional art for the game

At first glance, Destroyer looks like a terrible card, and in some decks it is. Even with his 16 power, players would only be able to win one location with the rest of their heroes destroyed. However, when combined with the right cards, Destroyer is actually a very effective way to win the game.

There are entire Marvel Snap decks built around the idea of destroying one's own cards. Cards like Wolverine don't go away when destroyed but are buffed by it. Dropping Destroyer in this type of deck can actually give players an extra boost alongside a massive finisher, instead of just one tough creature.

8 Hela

The Hela card in Marvel Snap on top of promotional art for the game

In Marvel Snap, certain lower-cost cards compensate for their extra power by forcing players to discard a card from their hand as an extra cost. For players who are willing to play a game with a bit of random chance, Hela can make good use of these discarded cards.

One of the most powerful villains in Marvel, Hela randomly distributes any cards her controller has discarded in that game across all three locations. If players discarded some other high-cost cards, they can receive quite the swing in power at the end of the game. Decks using Hela as a finisher must be built very intentionally, but if done right, they can be very powerful.

7 America Chavez

The America Chavez card in Marvel Snap on top of promotional art for the game

Because Marvel Snap decks only allow one copy of each hero in a deck, there will be games when players won't draw their intended finisher. There are also times when a finisher is drawn too early and then discarded by a card or location effect. America Chavez can solve both of these problems.

RELATED: 10 Best Marvel Snap Locations, Ranked

America Chavez's ability is that she is always drawn on turn six and never any earlier. This lets players know they will have some form of finishing card no matter what. Since America doesn't have another ability, she isn't the strongest of finishers, but she's definitely better than nothing and is a good alternative to have in a deck.

6 Magik

The Magik card in Marvel Snap on top of promotional art for the game

Not all Marvel Snap players would probably classify Magik as a finisher card, but her ability wins games. Magik is a five-cost card that can't be played on turn six, but she possesses the unique ability to add a turn to the game. Players who know they have Magik in their deck can plan for an eventual seventh turn.

Meanwhile, their opponent will think the game ends after turn six. Players can lure their opponents into a false sense of security before causing them to reconsider their entire plan on turn six. Players may also draw out some early snaps from their opponent by feigning defeat, knowing all the while there will be an extra turn to catch up.

5 Doctor Doom

The Doctor Doom card in Marvel Snap on top of promotional art for the game.

Much like the Doom of the comics, Marvel Snap's Doctor Doom isn't satisfied with conquering a single location. Instead, when Doctor Doom is played, he creates a five-power Doom Bot card in the other two locations.

While Doom's six power and his bots' five aren't enough to steal a hotly contested location, they are more than enough to snag some neglected ones. Players will often make the mistake of over-committing to a location, and Doctor Doom is the perfect way to punish this play style. By spreading out, this also ensures that Doom or at least one of his bots will benefit from any buffs active at friendly locations.

4 Death

The Death card in Marvel Snap on top of promotional art for the game.

Based on Lady Death, one of the most powerful entities in the Marvel universe, this card adds 12 power points to a location whenever it's played. The only problem with it is that it costs 9 energy points. Unless another card of location modifies the game, it's impossible to get 9 energy points. Fortunately, Death's ability is losing one cost point per card destroyed during the match.

Given this ability, Death is a great asset when playing with a destroying deck or even playing against it. After three cards have been destroyed on any side of the table, Death can be the perfect finishing card. It adds 12 points, so it pretty much wins a location once it's played.

3 Odin

The Odin card in Marvel Snap on top of promotional art for the game.

Marvel Snap's abilities are grouped into several categories. On reveal abilities happen the first time a card is played and subsequently revealed. These abilities are usually very powerful, with the downside that they only happen once. However, Odin allows players to repeat these abilities, making him a powerful finisher option.

RELATED: 10 Marvel Snap Cards Every Deck Needs

On reveal abilities can be everything from powerful onetime buffs to destroying an opponent's cards. By reactivating these abilities on the last turn with Odin, players can surprise their opponents with abilities they don't expect to return. Players using Odin as a finisher should be on the lookout for the Kamar-Taj location where "on reveal" abilities happen twice.

2 Onslaught

The Onslaught card in Marvel Snap on top of promotional art for the game

Another common type of Marvel Snap ability is ongoing abilities. These are card effects that continue for as long as the card is in play. When Onslaught is played at a specific location, he doubles any ongoing effects at his location. If players are building decks around these effects, Onslaught is a no-brainer for a finishing card.

There are plenty of powerful combinations to use Onslaught with as a finisher. Combining him with Iron Man allows players to quadruple their power at a given location. Using Onslaught with cards that buff other locations like Klaw can help players swing two locations in their favor at once.

1 Magneto

The Magneto card in Marvel Snap on top of promotional art for the game

Although six-cost cards are the big finishers, Marvel Snap games can't be won without first carefully arranging lower-cost cards in preparation for the big finish. Magneto is one of the most powerful finishers in the game because he allows players to mess up the careful planning his opponent has done.

When Magneto is revealed, he pulls all opposing three and four-cost cards to his location. Players can use this ability to tug their opponent's key game pieces out of position and mess up their big final move. Magneto can be especially devastating to opponents if he can pull enemies to Fisk Tower, as any card that moves there instantly gets destroyed.

NEXT: 10 Worst Marvel Snap Cards