All Light Hunter Cards In Marvel's Midnight Suns, Ranked
Show your enemies what it means to be blinded by the light.
Marvel's Midnight Suns puts you in the role of The Hunter, a slain immortal resurrected to fight the machinations of their mother Lilith and the evil god Chthon. The game tracks your morality under Dark and Light, not only through the choices you make but the cards you use in combat.
Related: Games To Play If You Like Marvel's Midnight Suns
As such, the cards are divided into three categories: Light, Dark, and alignment-neutral Power cards. Of these, Light is focused on a straightforward offense, healing allies, and making sure you have plenty of Heroism to pull off your flashiest moves. There are plenty of reasons to listen to your better angels, so if you want to know the best reasons to turn to the Light, here are all The Hunter's Light cards, ranked.
Cost:
4
Effect:
Summon Charlie for 2 turns. Draw 2 Charlie cards. Exhaust.
Upgrade:
Summon Charlie for 3 turns. Draw 2 Charlie cards. Exhaust.
Charlie is a good, good girl, which is why it's so heartbreaking that the card Summon Charlie is one of the worst in the game, with a high cost and not nearly enough of a payoff to use it.
Charlie is comparable to any teammate, boasting some decent damage and one of the most powerful Marked-appliers in the game (Howl). However, it's just not enough to justify the four Heroism, one Card Play, and one deck slot it takes to use this card only to have Charlie leave a few turns after (sooner if she's KO’d).
Effect:
The next Hunter card played is not discarded. Exhaust.
Upgrade:
The next hero card played is not discarded. Exhaust.
Holy Gift has a good effect, weighed down by some strong limitations. While double-dipping certain cards is definitely nothing to sneeze at, allowing for some powerful combos, it's not really strong enough to warrant exhausting the card. If they were going to saddle it with such a major drawback, they could have at least made it Free to play.
Unless you want to run the Ancestral passive for the Hunter or are confident enough in your deck-building to have this card ready at the optimal time, you’re better off letting one of the other heroes stack the deck.
Effect:
Change the cost of a random Heroic card in your hand to 0.
Upgrade:
Change the cost of a random Heroic card in your hand to 0. Free.
A decent card, especially if you find yourself running a Heroism-hungry build. While you should definitely upgrade Inspire ASAP since it skyrockets in value afterward, even at base, it isn't too bad.
Related: The Best Battle Items In Marvel's Midnight Suns, Ranked
The random nature of this card definitely impacts its quality somewhat, but after you upgrade it, it costs nothing to play and might just come in clutch – making something like Bladestorm, Darkchylde, or any Hero Combo free at the right time, all without spending a card play.
Effect:
Give all Morning Star cards +[50% Offense] damage. (Maximum [200% Offense] damage.)
Upgrade:
Give all Morning Star cards +[50% Offense] damage. (Maximum [300% Offense] damage.)
An interesting card worth experimenting with, especially if you’re expecting a long fight. This card starts out slightly on the weak side but ramps up in strength as you use it, maxing out after four (six, if upgraded) uses.
You’ll want to pack two copies of Morning Star when you intend to use it to maximize its effectiveness more quickly. For this card to really shine, though, you’ll want to give it some aftermarket upgrades via the Crucible.
Though hitting the damage cap makes this one of the heavier-hitting attack cards in the game, keep in mind that you won't always have the time (or luck) to get it there.
Effect:
Damage an enemy OR restore [200% Offense] Health.
Upgrade:
Damage an enemy OR restore [200% Offense] Health. On redraw +1 Heroism.
One of the more flexible cards in the game, Holy Flame is a tool that can serve multiple purposes. It's a no-frills attack card, but it can also be used to do a clutch heal. Of course, you’ll want to run it upgraded, so you can also use it to get some extra Heroism.
Other than that, it's a bit boring, not especially hurty or healing for an extraordinary amount. Against tougher enemies, it may only heal the equivalent of one hit. It's a good middle ground card that especially shines if you play your Hunter as healer-support.
Cost:
1
Effect:
Knockback in any direction.
Upgrade:
Knockback in any direction. On KO, draw a card.
The Light-aligned version of the Dark-aligned Whip card is seemingly less effective since it doesn't do a Forceful Knockback and has a Heroism cost. While it's not as potent, Bands of Fire is arguably the better version.
It's not as easy to play or effective to use for repositioning, but it still comes out ahead because it does some pretty decent damage on top of the Knockback effect, and more importantly, it doesn't discard a card from your hand as a cost. On top of that, you can actually gain cards with its upgraded effect, which means you get way more out of the deal if you use Bands of Fire right.
Effect:
Restore [300% Offense] Health.
Upgrade:
Restore [300% Offense] Health. If overhealed, draw 2 cards.
There aren't that many ways to heal in Midnight Suns, but even with that in mind, this card is in the middle of the pack if you compare all the available healing cards in the game. It's pretty effective early on, but as allied health pools and enemy damage get bigger, Heal falls off in power.
Related: The Strangest Ways To Heal In Gaming
Still, it's at least decent, provided that you don't wait ‘till someone is on the verge of death to use it. Indeed, the upgrade encourages you to be proactive in using this card since overhealing yields you a nice two-card draw.
Effect:
Double all Heroism gains for 2 turns.
Upgrade:
Double all Heroism gains for 1 turn. Free.
When it comes to gaining Heroism, few cards are as effective as Call To Arms, and it's pretty much mandatory if you’re planning to run some of the more expensive Heroics in the game. We’re looking at you, Doctor Strange.
This is one of the few cards where choosing whether or not to upgrade it is a meaningful choice. It lasts longer if you keep it in its base form, but you can play it for Free if you don't. If you like to keep a tight control of your card plays or don't like Quick cards, upgrade it. If you like to run powerful and costly Heroics, you may actually want to keep it basic.
Effect:
Damage an enemy OR Cure. Quick.
Upgrade:
Damage an enemy OR Cure. Quick. Increased Damage.
Holy Spark might be one of the best Quick cards in the game. It deals decent damage, and when upgraded, it can be one of the heavier-hitting Quick abilities, letting you do more than just scratch damage against non-Minions.
The ability to Cure is not to be underestimated as well, just as you shouldn't underestimate the power of status effects in the game since they all have the potential to wreck your plans and lead to a game over. So it's pretty nice that you can damage foes, possibly without using a card play or bail an ailing ally out all in one card.
Cost:
2
Effect:
Damage each enemy and restore [200% Offense] Health to each ally in an area.
Upgrade:
Damage each enemy and restore [300% Offense] Health to each ally in an area. Increased area of effect.
Heal your allies and hurt your enemies; Holy Burst does it all for the reasonable price of two Heroism (and a card play).
This card is great because it combines an uncommon effect (area damage) with a really rare one (multi-heal). Very few characters have the capability to do both in their whole kit, much less have it packed into one card.
While you can certainly pack two of these in your deck, its effect is major enough that playing it just once at the perfect time can be a huge boon, possibly allowing you to push the advantage or even bringing you back from the brink.
Next: Things Midnight Suns Does Better Than The MCU
A Bachelor of Science in Journalism and lover of all games, Chris originally got into games journalism as part of the longest and least thought out scheme to get into E3 and has since developed a love for journalism and the written word. Never got those E3 tickets, though.
THEGAMER VIDEO OF THE DAY SCROLL TO CONTINUE WITH CONTENT Exhaust Exhaust Exhaust Exhaust Free [50% Offense] [200% Offense] [50% Offense] [300% Offense] [200% Offense] [200% Offense] [300% Offense] [300% Offense] Free Cure Quick Cure Quick [200% Offense] [300% Offense]