As the resident vampire hunter of theMidnight Sunsand the coolest dude this side of Nick Fury, Blade brings a lot to the table in any engagement. Ironically half vampire himself, he specializes in dealing damage to multiple opponents or focusing a bunch of hits on one unlucky foe.

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However, his true talent lies in utilizing his ability to stack and or spread damage, tapping into his darker side to make his opponents bleed, before reaping them in spectacular fashion. If youneed an antiheroto help you retake the night (or day, depending on your availability), then the Daywalker is your man, but which of his tools of the trade make him a menace to evil? Here are his cards, ranked.

Apply 2Markedto every enemy withBleed.

Upgrade:

Free. If an enemy hasBleed, apply2 Markedto it. You’ll also recover Health equal to100 percent Offensefor each enemy with Bleed.

While Blade’s kit should benefit from a card like this, you have to jump through a lot of hoops to get value from The Hunger. You have to apply the Bleeds and then play the card, and then have to KO your target(s) before the end of the next turn. This can be difficult since enemies tend to be beefy, especially if you’re playing on high difficulties.

Blade uses his The Hunger ability in Marvel’s Midnight Suns

With the upgrade, you can get a decent heal out of it, especially if you spread the Bleed around. The more important improvement is that you can play the card for free, which makes it a lot more useful.

2

Blade uses his Savage ability on enemies in Marvel’s Midnight Suns

Effect:

If a target hasBlock, deal an additional 200 percent of your Offense damage.

Free.If a target hasBlock, deal an additional 200 percent of your Offense damage. Deals more damage.

Blade uses Quick Strike on an enemy in Marvel’s Midnight Suns

Blade’s anti-block card might be hyper-specific in its use case, taking down enemy shields. Savage can be surprisingly useful, since shields get more and more common as you get further into the game.

Outside of that, the card is underwhelming, dealing damage comparable to one-cost Heroics or even some of the stronger normal attack cards. Its high cost and so-so damage mean that this card isn’t too good, but it still might be worth it to stick a copy in your deck for shield dudes.

Image showing Blade’s Daywalker card effect in Marvel’s Midnight Suns

Quick.

Quick. If the target hasBleed, deal additional damage equal to 100 percent of your Offense.

Of the Quick cards, Blade’s Quick Strike is decent, bordering on good. It has no fancy effects like Taunt or Knockback, but it has the potential to excel at something that other cards of its class do not: straight damage.

Blade does a sword uppercut with his Relentless ability to dispatch a Soulless in Marvel’s Midnight Suns

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Most Quick cards are only good for taking out Minions, finishing off enemies with a sliver of health, and little else, often not hitting hard enough to be worth the card play. Quick Strike, however, deals a decent chunk of bonus damage to Bleeding enemies, so if you’re able to reliably apply Bleed, it may be worth it to pack two Quick Strikes in your deck.

Blade jumps in at a foe to use his Stake ability in Marvel’s Midnight Suns, set to a stylish red background.

3

Chain4.

Chain4. Draw a card for each KO’d opponent. Deals more damage.

This should be one of Blade’s coolest cards, given that it shares his moniker, but too many factors hold this card back from greatness. While it may have one of the highest chain values in the game, the per-hit damage is super low, especially for costing a whopping three Heroism to play.

Blade pulls his katana back in Marvel’s Midnight Suns, ready to Strike a foe.

The upgrade is almost not worth it, since the best use for this card is to stack Bleed and you won’t get much value from KO’s unless you waste Daywalker on Minions for the card draw. The application of Bleed is nice, but the free Strike does the same thing with a negligible difference.

6Relentless

If the target was damaged this turn, deal additional damage equal to 50 percent of your Offense.

If the target was damaged this turn, deal additional damage equal to 150 percent of your Offense.

Blade’s signature move and Midnight Sun Legendary, Glaive.

A basic damage card, but one that is pretty good at what it does. It has average base damage, but its effect is pretty easy to trigger. There are all sorts of ways to harm your enemies, so just make sure you follow up with Relentless for the big damage.

While you should definitely upgrade this card if you plan to use it in your deck, it’s not a super high priority, since you only get more damage out of it.

Blade about to use his Make ‘Em Bleed ability on multiple enemies in Marvel’s Midnight Suns

3/2

Lifesteal. Costs less Heroism

Blade isn’t really meant to take hits, but it’s bound to happen in a fight. As long as you aren’t constantly letting him get beat up, one or two Stakes in your deck will likely be enough to keep your favorite dhampir alive so he can keep dishing out the hits.

At three Heroism, it’s only slightly too expensive at base form, but strangely enough, the two-Heroism cost of the upgraded version is a steal in terms of value.

Blade reaching forward and striking a foe using his Reaper skill in Marvel’s Midnight Suns

Chain3.

Strike is a fantastic workhorse in Blade’s kit. It’s a flexible move that allows him to hit multiple enemies, focus hard on one enemy, or some mix of the two. It doesn’t hit too hard, but its upgraded version has three hits.

Alongside his passive and the card Make ‘em Bleed, Strike is the most economical way to spread or stack Bleed that doesn’t involve lucking into it as an affix at the Crucible — even beating out Blade’s Epic card, Daywalker.

4

Damage and apply 2Bleedto each enemy in an area.Exhaust.

Damage and apply 2Bleedto each enemy in an area. If target hasBleed, deal additional damage.Exhaust.

Blade’s Midnight Sun card, Glaive, is as flashy and cool as you’d expect it to be, with arguably one of the most stylish attack animations in the game. It’s no slouch, either, applying two Bleed stacks to every enemy over a large area and dealing a bit of damage to boot.

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However, if you’ve been diligent about spreading Bleed stacks to all your foes, this attack does much more damage. Unfortunately, Glaive exhausts after you use it, so pick your moment to let it fly and make everyone bleed in its wake.

2Make ‘Em Bleed

Draw 1 Blade card. The next 2 Blade damage cards apply 2Bleed.

Draw 2 Blade cards. The next 3 Blade damage cards apply 2Bleed.

Likely the most important card in Blade’s arsenal, since his passive ability Cold Blooded (II) is woefully underpowered, even after you upgrade it. Though so much of his kit interacts with the Bleed status effect, without this card, Blade has few ways to apply it. His passive at most gives him a 25 percent chance of applying Bleed per hit. While you could also bring aNanite Blade combat item, it’s far more efficient and reliable to bring this card to the fight.

Guaranteeing his cards actually apply Bleed is pretty important. You’ll want at least one, but preferably two of these in your deck, even if you don’t upgrade it. Not that you wouldn’t want to upgrade it, since the extra cards and the extra chances to Bleed foes is obviously very nice.

Consume allBleedon a target to deal remainingBleeddamage immediately.

Consume allBleedon a target to deal remainingBleeddamage immediately. On KO, gain 1Strengthened.

Make ‘em Bleed might be Blade’s most important card, but Reaper basically functions as his tactical nuke. With proper setup, all but the hardiest of enemies will be KO’d when you hit them with this.

Normally, Bleed is too slow to rely on for more than whittling down opponents since it only hits once per turn. With Reaper, you may front-load all that Bleed damage and with enough stacks of it applied, every enemy (who isn’t protected by the plot) you hit with it is toast. As a nice cherry on top, the upgraded version gives you a stack of Strengthened, allowing you to continue the fight with an advantage, provided that you still have card plays left.

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