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The Fallen One is the third Series 5 cards joining Marvel Snap for the August 2025 Season, Heralds of Galactus. It is a 5-Cost, 5-Power card that reads: On Reveal: Set your Max Energy equal to this card’s 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.
Strengths and Weaknesses
The proposition is quite simple with The Fallen One: Buff it to a point the card turns your last turn into an energy fiesta.
At [5/5], the card is a terrible deal. Not only its power is terrible for its cost, we would also not gain anything from it when played on turn five. Then, unless we can grant at least two extra power to The Fallen One, the card is completely useless.
Fortunately, there are plenty of cards available to buff it:

















































































I could have added Okoye, Surge, Nakia and such cards to this list, but I was looking for cards able to grant 2 power on their own. Once we reached that threshold, equaling Wiccan’s buff, The Fallen One already becomes an appealing prospect.



























Getting one or two extra energy on turn six isn’t difficult to achieve. It is something we have been able to do for years already through Wiccan or Hope Summers. Plus, cards such as Sera, but also Surge or Mister Fantastic First Steps are other ways to cheat energy.
The new 5-cost will be compared to these cards, but might also coexist with several of them, as another way to gain extra energy. For example, Luna Snow becomes much more reliable if we have both Sera and The Fallen One as targets to play on the next turn. The same goes for Merlin’s Once And Future or Surge, Mister Fantastic First Steps discounting The Fallen One so we can play it on turn four.
The fact we gain one energy for the reminder of the game if we get to play The Fallen One a turn early is a huge difference maker in my opinion. This transforms the new 5-cost from a gimmicky way to gain extra energy our opponent will likely never stay to see used, into a reliable way to gain energy, with gigantic upsides when we buff it.


















There aren’t that many flexible ways to gain an energy on turn three to set up for The Fallon One on turn four. I could add X-23 and Electro to the list, but they require specific synergies around them.
Fortunately, Surge, Mister Fantastic First Steps and Merlin are playable in virtually any deck, adding another shot at playing The Fallen One earlier than turn five.
The Verdict: Should You Get The Fallen One?
The Fallen One is an interesting proposal, as there are obvious synergies to grant the card enough power to gain from 3 to 6 energy heading into the later turns. Gwenpool or Mister Fantastic First Steps hitting it twice is a snap. Shuri or Symbiote Spider-Man would be two snaps if we could. On top of those, we can also mention a lucky America Chavez, Surge’s buff or an early Okoye.
However, the real different maker is the ability to simply play The Fallen One before turn five. This alternate path, even if it just represents one or two extra energy, makes the card a ton more reliable, and much scarier as a result.
Indeed, it could represent the way to fit the new 5-cost alongside the game’s top flexible cards, such as Surge, Mister Fantastic First Steps or Merlin. When you have those in your build, you typically end up with a good deck.
Pre-Release Score:
The Fallen One Decks
There are multiple, very good ways to buff a card in Marvel Snap, so building decks around The Fallen One isn’t too difficult. The important question to answer is whether we need to build towards potential or reliability.
In the first category, we find Shuri and Symbiote Spider-Man at the helm, and aim to accomplish certain play patterns to develop a ton of points. In those decks, The Fallen One acts as a way to do our entire combo on turn six, hopefully catching the opponent off guard since the only information they have is our humongous amount of energy.
We can reach up to 12 energy if Symbiote Spider-Man merges with The Fallon One. Enough to play Black Panther and Arnim Zola on the same turn, or Nimrod plus Carnage, plus Venom.
Here, 12 energy allow to play The Infinaut and Taskmaster on the same turn, giving us an alternative for times She-Hulk would not show up in time. We could also pass turn six, and with 12 energy available, play Shuri and She-Hulk together, plus copy our 20 power She-Hulk with Taskmaster. Doing all on the same turn means we don’t have to worry about Shang-Chi or Cannonball ruining our combo.
Also, Sunspot would be able to grow to new highs if we were to pass 10 or 12 energy on turn six after playing Magik, Shuri or Symbiote Spider-Man and The Fallen One.
The other route to explore is to build more reliable decks, typically with Gwenpool and Mister Fantastic First Steps. In those, we aim to get The Fallen One to nine power, opening for three cards to be played in a Silver Surfer deck, or a 6-cost plus a buffed cheaper card in other decks.
That much energy would allow to contest multiple locations at once on the last turn of play.
Last, we could also treat The Fallen One as a small energy buff when we manage to play it before turn five.
In Sera Miracle for example, we have Gwenpool and Surge to buff it. Yet, simply getting it out on turn four with Luna Snow or Merlin’s Once And Future might be enough to mitigate Sera sitting at the bottom of our deck.
Indeed, with seven energy on turn six, we can play Mysterio, Hit-Monkey and Shadow King, enough to contest two locations at once.
If playing the card on turn four proves to be enough for The Fallen One to contribute, an ocean of possibilities suddenly opens up. Indeed, the new card would then make sense to add in decks with other 5-costs benefiting from hitting the board a turn early.
The Nimrod deck we discussed earlier suddenly doesn’t have to pray for the opponent to not run Juggernaut, Cannonball or Cosmo. We can simply use Luna Snow on turn three, and play flexibly from there.
If Nimrod hits the board on turn four, we have two turns to create as many as possible through Carnage, Venom, Elixir, and Phoenix Force.
If Black Panther is played on turn four, we have time to destroy it with Venom and bring it back with Elixir or Phoenix Force to spread the power across two locations.
Even if both are missing, The Fallen One on turn four with Luna Snow on the board equals seven energy on turn five and eight on turn six. That’s enough to play both Human Torch and Phoenix Force on turn five if we have Kid Omega in play to destroy the 3-cost.
We would also have enough energy on turn five to play Carnage onto either Nimrod or Black Panther, opening for Elixir plus Arnim Zola or other shenanigans on the last turn of play.
Variants
Conclusion
Overall, I believe The Fallen One will find a spot in the metagame, simply because we have enough strong buffs to surround the new 5-cost with. However, I also expect the current dominant disruptive packages to be a problem. Then, The Fallen One should be a Snap and Retreat type of card, with decks built around the card sporting very different results, depending on if we manage to control the snaps and retreats or not.
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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