Kraglin is the third Series 5 card joining Marvel Snap for the February 2026 Season, Guardians’ Greatest Hits Vol.2. It is a 3-Cost, 3-Power card that reads:
On Reveal: Banish the top card of your deck. If it was 4-Cost or higher, +2 Energy next turn, otherwise give this +4 Power.





Today, let’s explore the new card strengths and, of course, the best decks to try it out in.
Series 5 cards can be purchased for 6,000 Collector’s Tokens from the Token Shop as the latest Seasonal Spotlight card. They will be also be included in the Seasonal Series 5 Snap Pack for 5,000 Collector’s Tokens during their season and the following one.
Synergies
To be fair, both of Kraglin‘s possibilities are fairly average considering the current metagame.
A [3/7] which banishes one of our cards is more or less Mole Man if we think about it. Compared to Drax, Avatar of Life we got last week, Kraglin is a [3/7] with a drawback and unable to scale past that point on its own.
The possibility to gain two energy is more appealing, as we would skip from 3 to 6 in one swoop. That would immediately open the way for 6-cost cards to be played early, and synergized with. In that scenario, Kraglin would be sort of a Wave, except we had to banish a card rather than set our opponent’s big cards to 4 energy as well. Plus, we also had to banish a 4+ cost, meaning we could miss.
Overall, I feel like Kraglin will have to wait for a synergy around banish cards to emerge in order to be good. Yet, we can at least explore our possibilities with 6 energy on turn four:


















The obvious one, and arguably the best card alongside Wave. Plus, if we have Galactus in hand already, we wouldn’t care that much about the card we banish, as long as it is a 4+.










Ongoing combo decks love to play Sera on turn four, followed by Onslaught on turn five, so their hand costs a minus 2 on turn six. Kraglin is another way to enable that pattern, with a bit of a demanding condition attached to it.
Eson could be an interesting direction, because creating cards is a fine way to counteract banishing ones. Played on turn four, the [6/10] would have three turns to summon created cards, perfect to fill its location on its own while we focus on winning another.
The Verdict: Should You Get Kraglin?
I feel like there are better ways to gain energy in Marvel Snap at the moment, while a [3/7] isn’t that great anymore. At best, I expect Kraglin to be a niche card we use as another source of energy in ramp oriented decks.
Pre-Release Score:
Kraglin Decks
In my opinion, the only good use of Kraglin is to play high cost cards on turn four. These need to be strong enough that the risk of banishing something else is not a problem either. Onslaught and Sera typically don’t run enough 4+ cards in their deck for that gamble to be worth it.
Overall, Galactus probably is the only card worth that risk, but if we are going to embrace chaos, might as well give Eson a try as well.
Variants
Closing Words
I hope this review of the new card was helpful. You can find everyone on the Marvel Snap Zone team in our community Discord to have a chat or ask any questions.
Good Game Everyone!

























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