Best Star-Lord, Master of the Sun Decks and Strategy Guide

Is the new card worth buying or trying your luck in Snap Packs? Read our guide and find some decks to try out on day 1 in here!

Star-Lord, Master of the Sun is the Season Pass card joining Marvel Snap for the February 2025 Season, Guardians’ Greatest Hits Vol. 2. It is a 4-Cost, 5-Power card that reads: On Reveal: Next turn, you get +1 Energy for each turn you’ve ended with unspent Energy. This gains that much Power.

Today, let’s explore the new card strengths and, of course, the best decks to try it out in.

Season Pass cards can only be obtained through purchasing the Season Pass they are attached to when they release. At the end of their season, Season Pass cards become Series 5, and can be purchased for 6,000 Collector’s Tokens from the Token Shop as part of the daily rotation. They will be also be included in the Seasonal Series 5 Snap Pack during the season following their release.

Synergies

At best, the new season pass card can represent a [0/10], if we had unspent energy from turn one to five, and played Star-Lord, Master of the Sun on that fifth turn. In that scenario, the 4-cost would gain five power and grant us five extra energy heading into turn six.

We could even bump both numbers by one through playing Magik on turn four, but there is still way too much of Merlin and Legion for me to like that route at the moment.

With 5 extra energy, we can do plenty of things on turn six, such as mixing a 5 and a 6-cost together. However, skipping one energy with just Star-Lord, Master of the Sun as the reward isn’t enough in my opinion.

Indeed, the new season pass only gives back the energy we did not spend earlier. As such, this is more a transfer of energy, rather than gaining some.

Fortunately, there are plenty of other cards rewarding us for ending a turn with unspent energy:

First, the obvious synergy for Star-Lord, Master of the Sun has to be High Evolutionary, as multiple evolved cards reward us for unspent energy as well.

Among those five, only Bruce Banner is really synergistic with the new season pass. Indeed, the other four reward us for not spending a lot of energy at once, not end multiple turns with unspent energy. Sunspot is fine as well, but would not be enough to entice me to keep energy on purpose if I had a good play available.

For that reason, even if we could fit all those cards together, I expect High Evolutionary to make more sense alongside Star-Lord, Master of the Sun.

Now, let’s say we have our deck designed to end turns with unspent energy. What would our last turn look like with 9 or 10 energy available to use?

Most likely, we would look to pair a high-cost card, such as Hulk, with a 3 or 4-cost card able to also challenge a location.

If Abomination was also part of that turn, it would actually turn into a very explosive pattern, possibly able to turn two locations around.

The Verdict: Should You Get Star-Lord, Master of the Sun?

I’m not very excited about this new season pass card. I see Star-Lord, Master of the Sun as a clear support to High Evolutionary, but otherwise, there are many ways to gain energy in Marvel Snap which don’t require to not spend energy.

Plus, the 4-cost only reaches a decent power if we keep energy at the end of multiple turns. At the moment, I foresee three turns of unspent energy to be necessary for Star-Lord, Master of the Sun to be a strong play.

Pre-Release Score:

Rating: 4 out of 10.

Star-Lord, Master of the Sun Decks

Classic High Evo with Star Lord
Created by den
, updated 5 months ago
3x
Series 2
1x
Series 3
3x
Series 5
5x
Starter Card
Afflict High Evo with Star Lord
Created by den
, updated 5 months ago
1x
Series 1
2x
Series 2
2x
Series 3
4x
Series 5
3x
Starter Card

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!

Captain Marvel Artgerm

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den
den

Den has been in love with strategy games for as long as he can remember, starting with the Heroes of Might and Magic series as a kid. Card games came around the middle school - Yu-Gi-Oh! and then Magic: The Gathering.

Hearthstone and Legends of Runeterra has been his real breakthrough and he has been a coach, writer, and caster on the French scene for many years now. He now coaches aspiring pro players and writes various articles on these games.

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