Summary
Hope Summers joins the ramp cards ofMarvel Snap, but she does so in her own way and without any negative tradeoffs. This makes her better than nearly any other ramp card, like Electro or Corvus Glaive, since you don’t have to give up much to make her work.
The real difference is that you need to constantly be playing in Hope Summers’ location to have extra energy next turn, since it won’t keep going passively like with other cards. Still, you don’t need to cheat out that many big cards to win games, and with the right build, Hope can turn any game into an instant victory.

8Kitty Pryde
Playing A Free Kitty Every Turn
When you need to play a card over and over, liketo counter Nebula for example, Kitty Pryde is the perfect one for the job, since her ability makes her jump back into your hand after every turn until the end of the game, gaining one power each time. This means that you can play Kitty in Hope Summers and have a free Kitty every following turn.
The real strength of Kitty with Hope Summers is that you don’t have to rely on bouncing her all the time for her to be worth it. While you may still make some massive moves with Kitty alone, you could just use her for the extra energy alone and avoid filling up the Hope location.

7Nightcrawler
Helps With Not Filling Anything
The tricky part of Hope Summers is finding the right cards to activate her, since you don’t only need to have her in play, but you also need things to go with her at her location. Anything would work, but if you can help it, you should aim for things that can get out of the way after being played.
Kitty Pryde was already covered, but while she can gain a lot of power, it might be complicated to play her again alongside something big. Nightcrawler bypasses a lot of those problems by staying on the board, and then moving to any place where he can be of better use, letting you use his power and his aid in the ramp plan.

6Angela
She’s Made For Repeated Plays
When planning a deck for Hope Summers, you’ll be looking at a lot of cards that are small but can be moved or bounced back, but you could run into some problems in the games where you don’t draw Hope. A way to use those cards effectively would be with Angela, since shegains power whenever something is played at her location.
She even works well alongside Hope Summers, depending on how you plan to spread your power. Angela could be the main source of power in the Hope Summers location, while you use the ramp to secure the other two, easily winning all three locations by the end of the game.

5Nico Minoru
A Plethora Of Options
Nico Minoru serves as many purposesas spells she can carry, since she constantly swaps what effect she’ll make as turns pass by. A lot of things are of use with Hope Summers, even simple things like moving a card; you may have a card activate Hope and then move it, so it won’t fill Hope’s location.
All in all, playing Nico Minoru well involves a lot of practice, and understanding when to use which effect. It’s important that you don’t keep her waiting for the ideal effect, and just use her when the curve is right, otherwise she’ll sit in your hand with nothing to add.

4Shuri
Double Up Big Power
Shuri’s effect makesthe next card you play double in power, as long as you play it at her location. Normally, you’d need to rely on powerful five-cost cards, but with Hope you can skip that step and follow Shuri with a six-cost card, avoiding troublesome things like Red Skull.
While Shang-Chi is a constant threat to any Shuri build, the sheer size of the numbers you’re able to put on the board is hardly contested by that countercard. What’s more, with good use of priority, you can even avoid any counters altogether.

3Vision
Reliable And Mobile
One of the main aims with Hope Summers is to cheat out big threats, but you won’t always be able to do so, either for lack of timing or simply because you don’t draw Hope in time. In those moments, it’s best to use the classic strengths of a Shuri deck, Vision being king among them.
Not only can Vision move freely into any location, he can dodge most counters when done right, and he’s a great target for Shuri. Since you’ll likely lose priority when playing Shuri, you can be safe when playing most things with her, and even when not doubled, Vision’s power is still something to respect at eight.

2Taskmaster
Copy Your Biggest Play
The Taskmaster line with Shuri is a simple one. After Shuri, you play something big at her location, which will be big enough to win a location on its own; then, Taskmaster on the final turn will copy the card affected by Shuri, likely winning a second location for you.
While Taskmaster has been a staple of Shuri decks, Hope Summers allows you to copy something even bigger, since you’ll likely play a six-cost card into Shuri. The numbers these cards can get to are often bigger than most five-cost cards, or if not bigger, they come with fewer restrictions.

1Magneto
Like Hulk, But Better
Of the many six cost cards you’d want to cheat out early with Hope Summers, Magneto is among the best ones. He comes with one of the biggest power outputs you can get for the cots, and his effect can be highly disruptive, even clogging up most locations simply by being played.
The ability to move three and four-cost cards is not minor, since it can work as a protective shell around Magneto to avoid counters. A filled up location means less ways for your opponent to counter your big Magneto, with either Shang-Chi or Shadow King.