On the trend of cards people tend to misplay or have the wrong conceptions about:
JubileeCost: 4
Power: 1 (5 Below Par)
Ability: On Reveal - Play the next card from your deck to this location.
Ideal Turn to Play: Varies. Jubilee's ability gives her a wide window depending on what you're trying to do. If you're looking to fish a card that just needs to be played, then the later play the better since it'll more guarantee you get the right pull. On the other hand, if you need a card *right now* and you don't have it, Jubilee can be played as a last ditch hail mary.
Archetype: Support
Uses:There are no real draw engine cards in SNAP because decks are so small (only 12 cards). Sure, you have Adam Warlock but he's very finnicky to work with and his recent "upgrade" turns him into a Turn 5 play that *may* have a chance at an extra draw. In short, "Draw cards from deck" abilities are in short supply in SNAP since they become pretty busted pretty easily. Everyone knows how powerful stuff like Ancestral Recall (that was the draw 3 from Magic right?) and Pot of Greed (from Yugioh) are, so it makes sense why you don't see this ability much - if at all - in SNAP. Jubilee is kind of the exception to the rule. She doesn't provide you with an extra card, but she's about as close to it as you can get.
Jubilee's ability lets you pull the next card from your deck on to the field. What this means is that, in essence, Jubilee replaces herself as a draw in exchange for another card that you would have gotten. So, instead of seeing 9 cards in a game of SNAP, Jubs lets you see 10. When you are playing combo decks that need or want to have certain pieces, Jubilee becomes uniquely powerful in that she's another way to dig deeper down into the deck if your natural draw doesn't give you what you want. If you recall back to my post regarding old Chavez and consistency, Jubilee adds that to these decks and makes them way more playable. Even discounting that, if you build a deck with a lot of high costs, Jubilee's ability to summon them for 4 (possibly 3 energy) can be a complete steal. Summoning an Infinaut for 4 is pretty good versus the practical 11 you would need to play him otherwise. Yeah, you may just have created a Shang magnet, but the point is that you can play that big boi significantly earlier. Now an opponent either has to dedicate their Shang to that lane or abandon it completely, letting you reinforce the others.
SNAP does complicate some things because so many things are about timing. Since she summons a card on to the field, there are drawbacks specific to SNAP that make it such that she isn't an Auto-include into every deck. Most notable is the consideration of play space. You are only allowed 4 cards at any particular lane, and Jubilee with her 1 power occupies basically 2 spaces for the chance to see an extra card. In short, your deck best be built on having a "less is more" mentality because Jubs can quickly flood a location and restrict the number of plays you can make. Tech cards also become tricky to include because they are so timing specific. Playing Jubilee in hopes of reaching your Infinaut but pulling out a Shang or Rogue
sucks. Not only do you lose the tech card, but you basically spent 4 energy to do nothing. You basically either have to play Jubilee with the tech card in hand (so it will never be summoned) or just eliminate them from the deck completely.
The key to making Jubilee work in your deck is to structure it such that any pull she makes should be a good one. I've already mentioned using a bunch of high-cost cards with her, but also combo decks that don't mind their pieces coming in at different turns also hugely appreciate Jubilee. The most notable of these is Tribunal. Tribunal is an extremely finnicky and fragile deck that basically requires you to play a 17 Energy play to reach its wincon. A standard game of SNAP only has 21 Energy, so this is actually *much* harder than it sounds. Jubilee gives those decks another life-line since she can pull one of the necessary cards for 2 Energy less OR pull the required combo card by being played on the last turn. For this reason, she's commonly paired with Iron Lad as a way to basically play the entire deck. What better way of ensuring your combo goes off but to be able to play every card you have?
At the end of the day, Jubilee's a great card because her function is so unique. She's not buffing cards or disrupting an opponent. In fact, in an ideal game, you probably actually *don't* want to see Jubilee because that means you'd have picked up another card you slotted into your deck - basically an important synergistic piece. But the ability to also cheat a card into play widens that and gives her new dimensions. Her play window is as wide as whatever you're trying to do. If you need to pull a Magik for whatever reason, Jubilee's window is then 3-5. On the other hand, if you're trying to pull Tribunal, her play window expands all the way to the end of the game because Tribunal just needs to be on the field. She's basically giving you a way to see more of your deck when you play her and there's a lot of merit to that.
Common Combos:Jubilee -> Ironlad: Part of the two card combo I was referring to that let's you dig down into your deck. Jubilee let's you pull the next one, then Iron Lad scans then one after that. When combined with the below, let's you see your entire deck. But Jubilee/Lad is just a generally decent combo line if you know your deck has good targets and because your hand sucks at the moment.
Magik -> Jubilee: See above. Magik bringing the game to turn 7 means you get to see 10 instead of 9 cards. Combined with the above, now you get to see the entire hand. But even without, Jubs and Magik let's you see the 11th card, which is still pretty damn good.
Jubilee -> Mr. Negative: Other than a last ditch hail mary attempt to play Negative, Jubilee can be really good here because she can call forth an inverted card and let you draw an extra one as a result. There are some situations of course where this isn't favourable (such as pulling Negative Mystique), but also cases where it can be highly destructive. Notably, it's possible to pull an Inverted Jane Foster for 1 or 4 Energy instead of playing for 6, and then drawing everything else in the deck that is 0 cost.
Rank/Tier: A tier. Jubilee is about as close as you can get to a "Draw one card" ability. It should be pretty obvious why this is powerful.
Most Used Decks:Negative
Tribunal
Hela Discard
Lockjaw Lotto