Marvel’s Midnight Sunsputs you in the shoes of The Hunter, a recently resurrected immortal and the key in a world-ending prophecy who leads a ragtag team of Marvel superheroes. The Hunter’s abilities fall under three categories: Light, Dark, and Power. Unlike the other two, Power cards do not shiftThe Hunter’s morality, essentially working as (morally) neutral cards.

Related:Marvel’s Midnight Suns - All Light Hunter Cards, Ranked

In combat, Power cards have a utilitarian bent, focusing on straight offense and defense, and forcibly repositioning opponents. However, neutral doesn’t mean boring, and Power has some interesting mechanics not found with the other alignments. As a certain Mad Titan once said, ‘Balance, in all things,’ but which cards in the middle path are the most powerful?

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It’s the patient knife that cuts the deepest…theoretically.

Effect:

While in hand, reduce this card’s cost by 1 each turn.Exhaust.

Upgrade:

While in hand, reduce this card’s cost by 1 each turn.Exhaust. Deals more damage.

In theory, Patience is a good card with a strong concept. It deals some major damage but at too high a cost, but if you hold onto it long enough, its value improves as it gets cheaper every turn. Wait long enough, and it’s even free.

The Hunter about to send somebody flying with a tackle

In practice, the game moves too fast for Patience to be worth it, and the number of turns for the card to reach parity is too many in most fights. And that’s if you assume you got it in your starting hand.

Forceful Knockback. 25% chance to applyStun.

While knocking around enemies into stage hazards, obstacles, and even each other is a valuable mechanic in Midnight Suns; it doesn’t really warrant dedicating a whole card to it without any accompanying damage.

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The upgraded version is a little better, having a decent chance to land a Stun, 25 percent, whereas the Crucible mod only has a 10 percent chance. Still, it’s too small a chance to be worth it, and if you really wanted to stop enemies from acting, you’d be better off bringing Spider-Man or Doctor Strange along instead.

Forceful Knockback.

A pretty standard attack card, dealing okay damage and knocking foes back. It’s the definition of mid, having a job to do and doing it decently. The Forceful Knockback is worth upgrading for, and two upgraded copies of Slash will likely serve in any deck until the end of the game.

However, there are more effective and interesting options when it comes to attack cards, and of all the cards in your starting deck, you’ll probably replace this first.

Slash and send ‘em flying

Knockback.Quick.

This is likely one of the best Quick cards in the game, provided you upgrade it since the upgraded version also gives it Knockback.

The combination of dealing damage, having Knockback, and being Quick means you can get a surprising amount of mileage out of this card since you can hit normal enemies into Minions, getting the card playback in the process.

Quick Slash coming in hot!

Very few Quick cards are useful for anything other than cleaning up Minions or applying taunts, with the only other standouts being Quick Toss, Quick Soulslash, and Hunter’s own Holy Spark.

Summon 1 Light and 1 Dark explosive.

The Hunter, about to turn the battlefield into a minefield

Summon 1 Light and 1 Dark explosive. Summon an additional Light or Dark explosive.

A bit of a novelty, but if you’re lucky or on a particularly busy map, this card can be quite devastating. Upgraded, you can stack the field with four explosives, and if they’re close enough to each other when detonated, they can actually set off cascade effects that can hit multiple enemies multiple times.

The Hunter brings down Fury from the skies

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Like Leyline hazards, knocking enemies into the explosives applies an additional debuff. For the Light explosive, enemies are hit with the Stun debuff, and for the Dark, vulnerable.

2

For offense or defense, Guarding Strike has your back

Apply 1Vulnerable. Apply 2Marked.Final.

Fury is a heavy-hitting Heroic that is best used to set up tough enemies for a teammate to finish off. It deals a decent amount of damage but also applies some debuffs that incentivize other heroes to pile on the pain.

However, a bigger impetus to pass the torch is that the Hunter cannot act after playing this card, so be sure you play any other cards you need to before playing Fury. Timed just right, you’re able to get some mileage out of Fury+ since not only is your target Vulnerable, but if you can finish them off, you’ll have an extra card play to daisy chain into another possible KO.

The Hunter about to open a can of Wrath, making all their cards critical

While in hand, gain[15% Health]Blockeach turn.

Arguably, this is the better version of Patience. While it’s not as heavy-hitting, Guarding Strike doesn’t force you to wait with it in hand for it to gain value. Instead it does the opposite, demonstrating its value while it is in hand by giving you Block at the end of every turn.

While it’s not an amazing amount of damage mitigation, even when upgraded, keep in mind that it’s completely free, provided you hold on to it. When you need to deal damage more than you need to block it, then you can use it for a cheap but still decently-powered hit instead. You can even pack two of these to double your gains and be quite difficult to KO.

The Hunter using Fortify, boosting his defenses and retaliating against attacks

3Wrath

Give Hunter cards in the handCritical. For the next 2 turns, allHunter cards areCriticalwhen drawn.

Give Hunter cards in the handCritical. For the next 2 turns, allHunter cards areCriticalwhen drawn.Free.

The Hunter’s suitably spectacular Midnight Sun ability: Bladestorm

While the Critical mechanic can sometimes feel underpowered, especially on heroes with low critical damage values, a free damage boost is never a bad thing, which is why Wrath is such a good card.

Provided, of course, that you upgrade it. At base, it’s ho-hum and only worth running if you put the effort into training crit damage. Fully upgraded, you can’t really go wrong with putting this in any deck unless you’re running mostly support or status debuff cards.

Gain 2Counterand[40% Health]Block.

A good defense and a good offense, all in one card. Fortify allows you to take hits and give as good as you get, maybe even better if you have Minions targeting you since they’ll be KO’d from the counterattack as soon as they come after you.

While there doesn’t seem to be much of a difference between the base and upgraded versions, upgrade this card anyway, especially if you plan to make the Hunter take on any sort of tanking role, since the extra 10 percent of your health in block can sometimes make all the difference.

4

Damage andForceful Knockbackeach enemy in an area.

Damage andForceful Knockbackeach enemy in an area. Draw a card for each KO.

Bladestorm is a heavy-hitting, wide-area attack that is worthy of being The Hunter’sMidnight Sun legendary card. Unlike theaccompanying suit passive, this is absolutely worth the effort of completing The Hunter’s challenge.

Not only does this card hit like a truck, but it sends enemies flying, and if you do it just right, you may get multi-KO’s and deal big damage to stubborn enemies as they fly into stage hazards, other enemies, or even straight off the map.

Though upgrading Legendary cards is difficult, you should absolutely upgrade this one since you can get an absurd amount of free draws from all the enemies you can potentially knock out with it.

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