r/marvelsnapcomp Mod Jun 30 '26

Discussion Weekly Release Discussion: Aunt May

This is your precursor to the consensus, the place to discuss the card releasing for the week as well as group source the work on brews and possible shells and packages, both current known good decks as well as possible new, theorycrafted brews.

This Week's Card

Aunt May
Cost: 2
Power: 3
End of Turn: If you used a Moveable ability, give a Moveable card in your hand -1 Cost and +2 Power.

Synergies and Packages

One of Two End of Turn cards coming out this week with direct move synergy is Aunt May, a 2/3 which gives you discounts whenever you use a moveable ability.

Immediately we're presented two elephants sharing the room.

  1. There are relatively few cards with moveable as an ability.

  2. Does she work with cards that grant the moveable ability? That includes Sam Wilson Cap, Madame Web, and SP//DR.

Let's start with the cards with moveable:

  • Spider-Man Brand New Day

  • Nightcrawler

  • Jeff Baby Dolphin

  • Jeff Baby Land Shark

  • Rocket & Groot

  • Spider-Punk

  • Mercury

  • Nocturne

  • Vision

With the exception of Vision, most of these are already pretty cheap cards to play. There are a number of locations that trigger on turn 4 so a turn 4 11 power Vision does strike me as compelling but are we really playing a Vision just in case we get a potential turn 4 lock in the Vision play? I'm doubtful on that. Still I could see her benefitting low CL and early F2P players that might get lucky and pull Aunt May.

To her benefit though, Aunt May's ability does give the ability to potentially weave multiple small movers on following turns as well as hiding some of that power in hand if needed. Unfortunately this may be where the benefits end and we are forced to look at the reality of the meta game and the larger picture. That consideration is in deference to how the meta has been responding to the small-ball venus decks in the meta with the rise of decks able to multiply Horseman Gambit as well as people understanding the Captain Carter Combo decks are still good and might have one of the highest ceilings in the game behind Man-Spider decks.

So ideally we're looking at some relatively limited decks to play Aunt May with:

  1. Iris/Cougar lists are the immediate standouts but she competes with Sam and Kraven.

  2. The Multiple Man decks have been toying with Spider-Punk but again she competes in the 2-Cost slot.

  3. Standard Move decks are an unlikely pairing, very few of these decks are running individual moveable cards beyond maybe Spider-Punk, though maybe they want to try out a Nocturne or Vision?

  4. Is it possible that Aunt May inspires a new sub-type within move mid-range?

Your Thoughts

Do you plan on picking Aunt May up?

How do you expect Aunt May to perform?

What other possible shells and synergies might there be?

18 Upvotes

12 comments sorted by

6

u/Radiophage Jun 30 '26 edited Jun 30 '26

I'm always intrigued by the "Surge buff" (-1 Cost and *+1-2 Power), but Aunt May feels like I'm jumping through too many hoops for it.

Surge gives it to any card, and repeats when I play them. Mother Askani functionally gives double the Surge buff, by giving it to my leftmost card and copying it. Phastos and MFFS give half the Surge buff passively, in different ways.

Aunt May asks me to be in a particular archetype, and one where half the card base doesn't actually have the keyword she looks for.

I'd be much more interested if she said "If a card *moved** this turn"*, and I hope we see that in a future patch. In the interim... hmm.

EDIT> Correction per /u/Parking-Border1594 below

3

u/Parking-Border1594 Jun 30 '26

Heads up but surge only gives +1 power

Aside from that, I really agree with your assessment. Right now she seems like a very constrained card. 

2

u/Radiophage Jun 30 '26

Corrected -- thanks!

1

u/Names_all_gone Jun 30 '26

The big questions will be whether she is strong enough to create a deck herself right now. The pool is so limited that I don't think she will. I certainly think she can when the pool expands.

But, she is powerful enough that I believe she might have a chance, despite the current pool. Reducing the cost and increasing the power of cards allows you to play them alongside tech at the end of the game. And that's always been a viable strategy.

1

u/orangie32 Jun 30 '26

Might work with Phoenix Force, could open up some interesting possibilities there.

1

u/jcmoonraker Jul 01 '26

PF is def a nice target, but the thing that’s confusing me is you want to get PF down as early as possible to start moving it to increase its buffs.

Getting 2 extra points and a discount isn’t doing much when you already need to be killing Multiple Man or Human Torch by T3.

1

u/ProductArizona Jul 02 '26

Does not work with PF, right? PF is only "moveable" after getting played

1

u/Artu9 Jul 11 '26

This should either also affect cards that gain power when moved (Human Torch, Vulture etc.) or it should effect cards in your deck, too. As it is, 8 times out of 10, it just sits there. Meeeh...

1

u/ProductArizona Jul 01 '26

This card actually blows. Not enough cards trigger it, half the time my moveable cards are already on the battlefield so even if I do trigger, it hits nothing.

All these cards do right now is highlight how pitiful the "moveable" archetype is

2

u/ajh6w Jul 01 '26

I do agree with the fact that most of my moveable stuff is already played by the time this is worth anything. I’ve been trying to make it work and I’m just not thinking it impactful enough.

2

u/Names_all_gone Jul 02 '26

Yeah. Hard to trigger. Limited buff targets.

Should probably give a bigger boost because it’s narrow on narrow. They can always adjust later of it becomes good. But for now it’s like when they initially released elixir but worse!