Table of Contents
In Marvel Snap, you collect and unlock cards by increasing your Collection Level, which is done by upgrading your cards with the boosters you win from games. Each card is assigned to a “Pool” or Series of cards, which begin and end at a specific collection level. Series 1 cards can be obtained up to Collection Level 214.
Here is our tier list and rankings on all the cards from Series (Pool) 1, to help players build better decks based on their collection and compare the power levels of individual cards inside each pool. Please keep in mind we’re not trying to compare cards in each pool to one another, as they serve very different purposes.
Series (Pool) 1 Card Tier List
As you begin your Marvel Snap journey, you will acquire cards from many places: The starter deck, the tutorial, the beginner’s Recruit Season Pass and, lastly, the Collection Level rewards track.
For the purpose of this tier list, we will be including all the cards you acquire at the start of the game through other means, as well as all the Series 1 cards. That is 46 cards from Series 1 on the Collection Level rewards track, 7 cards from the Collection Level rewards track before you get to Pool 1, 13 from the starter deck and tutorial and 7 from the beginner’s season pass. So this tier list will comprise 73 cards in total.
This tier list ranks those cards at this early stage of your journey. We also have a few decks for you to check out in the next section!
| Tier | Cards |
|---|---|
| Tier 1 | • Ant Man • Blue Marvel • Cosmo • Enchantress • Iron Man • Ka-Zar |
| Tier 2 | • Angela • Apocalypse • Armor • Bishop • Blade • Cable • Carnage • Devil Dinosaur • Elektra • Klaw • Kraven • Lady Sif • Nightcrawler • Odin • Onslaught • Quicksilver • Rocket Raccoon • Scarlet Witch • Spectrum • Squirrel Girl • Yondu |
| Tier 3 | • Captain America • Deathlok • Doctor Strange • Forge • Gamora • Heimdall • Hulkbuster • Iron Fist • Ironheart • Jessica Jones • Korg • Lizard • Mister Fantastic • Mister Sinister • Moon Girl • Nova • Sentinel • Strong Guy • Sword Master • White Queen • White Tiger • Wolverine |
| Tier 4 | • Abomination *** • America Chavez • Domino • Hawkeye • Hulk *** • Medusa • Morph • Multiple Man • Namor • Punisher • Professor X • Spider-Woman • Star-Lord • Wolfsbane |
| Tier 5 | • Angel • Colossus • Cyclops *** • Groot • Mantis • Misty Knight *** • Shocker *** • The Thing *** • Uatu the Watcher |
Series 1 Teaches Marvel Snap Core Concepts
The pool of cards is very limited at this stage, so building a cohesive deck will often gravitate around the same cards. At this point, two synergies have many more tools than the rest : On Reveal and Ongoing. Plus, these two also have their 6-cost signature card available in Odin and Onslaught. Naturally, you should expect to see these two a lot as they represent one of the best ways to generate points in Series 1.
Other cards to have in mind are Ka-Zar, Blue Marvel, Iron Man or Devil Dinosaur. These are also powerful enough to build a deck around, or at least include as a powerful support to generate points. You might have noticed, but these four are all Ongoing abilities, anchoring the power of that specific synergy early in Marvel Snap.
Fortunately, Enchantress and Cosmo are available as well, representing counters to each synergy. Unless you are playing an Ongoing deck yourself and cannot afford to include the card, Enchantress will be a part of most Series 1 deck. If you are playing an Ongoing deck, you will then look to include Cosmo. The card not only serves to dismantle On Reveal decks, it will also serve as a great protective piece against Enchantress.
In my opinion, this relationship is the most important one to understand at this stage, as it cements how the game works at most levels. Indeed, even when more intricate abilities will join the fray, Marvel Snap decks will always look to either develop points, or disrupt their opponent’s ability to do so.
In the end, the goal is to score more than your opponent on two locations. Whether you have a lot or they have little does not matter, as long as you beat them. Enchantress and Cosmo are a great analogy, as they cement this idea of both players interacting with each other to wrestle two locations in their favor.
Once you understand that key concept, there are other cards available as well to help you protect your key cards, threaten opposing key cards, or keep your opponent guessing where the bulk of your points will end up:
Decks with Series 1 Only Cards
Based on what we just discussed, there should be little surprise as to which decks I would recommend running at this point. Most of them gravitate around similar concepts, but each emphasizes either on potential or flexibility.
Also, you can find detailed explanation on those decks here.
Closing Words
Pool One cards exists to create the framework of a lot of different decks going forward in your Marvel Snap journey, filled to the brim with some all-stars you’ll be playing forever. Series 1 also features some stinkers that serve a purpose early, before being passed over later, and some cards that will wait in your collection until you unlock the one that gives them a reason to be played.
Thankfully, most people push through Pool One very quickly, which means if you unlock something you don’t care for, it won’t be long until you’re unlocking something else. Likewise, if your favourite card doesn’t feel so good right now, it might not be long until you can use the card in a deck where it will make sense.
Looking to talk about these cards, or ask more? Hit us up in the Marvel Snap Zone Discord and join the fun.
I hope to see you out there in the multiverse.




























































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