In Marvel Snap, you collect cards by increasing your Collection Level, unlocking cards along the way. There is a specific set of cards that each pool consists of and at what Collection Level it ends.
|Pool #||Collection Level #||Card #||Decks||Tier List|
|Pool One||Collection Level 18 – 214||46 cards||Decks||Tier List|
|Pool Two||Collection Level 222 – 474||25 cards||Decks||Tier List|
|Pool Three||Collection Level 486+||71 cards||Decks||Tier List|
Here is our tier list and rankings on all the cards from Pool 1, to help players build better decks based on their collection and compare the power levels of individual cards.
Pool 1 Card Tier List – August 2022
As you begin your Marvel Snap journey, you will acquire cards from many different places: the starter deck, the tutorial, the beginner’s season pass and, lastly, the Collection Level rewards track. The current update of this tier list was done at the end of Love and Thunder Season 2.
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 Pool 1 cards. That is 46 cards from Pool 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/tutorial and 7 from the beginner’s season pass. So this tier list will comprise 73 cards in total.
How do they stack up? Let’s find out!
|S Tier||America Chavez, Nightcrawler, Elektra, Angela, Iron Man|
|Tier A||Bishop, Lady Sif, Ant-Man, Blade, Sentinel, Moon Girl, Scarlet Witch Ka-Zar|
|Tier B||Doctor Strange, Kraven, Heimdall, Multiple Man, Iron Fist, Hulkbuster, Wolfsbane, White Tiger, Ironheart, Odin, Jessica Jones, Nova, Wolverine, Colossus, Carnage, Deathlok, Sword Master, Apocalypse, Mister Fantastic, The Punisher, Captain America, Devil Dinosaur, Namor, Klaw, Onslaught, Rocket Raccoon, Squirrel Girl, Yondu, Korg, Cable, Medusa, Armor, Cosmo, Enchantress, Spider-Woman, Professor X, Strong Guy|
|Tier C||Angel, Forge, Mister Sinister, Star-Lord, Groot, Gamora, Quicksilver, Domino, Mantis, Hawkeye, Morph, Spectrum, Hulk, White Queen, Blue Marvel, Hulk|
|Tier D||Uatu the Watcher, Lizard, Misty Knight, Shocker, Cyclops, The Thing, Abomination|
S-Tier cards are cards that are consistently powerful in some top decks in the meta. These 5 cards right now all fulfill that criteria.
America Chavez: America Chavez did lose a power and her great synergy with Jubilee in July 19th patch, yet she kept her consistency, arguably the most valuable part of the card. She effectively makes your deck only 11 cards, meaning you are more likely to draw your early and mid-game cards when you need them.
As such, it feels like even at 9 power, America Chavez retains the position of one of the strongest cards in pool 1, and keeps being included in deck lists across all ranks of the ladder.
Nightcrawler: You will quickly learn once playing Marvel Snap, that location flexibility is very important. The ability to shift power across lanes is hugely beneficial to adapting to the locations and your opponent’s plays. In terms of location flexibility, Nightcrawler is king. Even though he’s only 2 Power, his ability opens up so many more avenues of play in the late-game, which makes it harder for your opponent to predict what you might do.
Elektra: If Nightcrawler is the king of flexibility, Elektra is his nemesis. Sniping an opponent’s Nightcrawler before he’s able to make use of his movement ability is a great early swing. Saving Elektra late can also be good as well, allowing you to remove buffed up 1-drops or maybe even pulling out a cheeky Mojoworld win. Effective removal at a cheap cost? Sign me up.
While not affected directly by the latest patch, Elektra gained a bit of power in the latest released locations. Especially Nidavelir, where she can be a 12+ power swing on the location.
Angela: In the zoo decks that are tearing up the ladder, you play a lot of cards, often filling all 12 spots on your board. That means Angela is getting all the buffs possible, making her 2/7 (or even a 2/9, if you can get Nightcrawler down and then move him). She’s just a lot of stats for her cost.
But the bump to Tier S came with Iron Man gaining flexibility as time passed. Slowly, players realized you could also play him on empty locations on turn 5 as a way to open crazy turn 6 combos worth a ton of points. It also helped to see America Chavez being nerfed, which paved the way for more high-end cards to be included in lists.
Tier A cards are strong options to support powerful deck archetypes but aren’t the stars of those decks.
Bishop: A similar card to Angela, Bishop has much the same effect and purpose in the zoo decks. The advantage with Bishop is he works across lanes. Meaning, you can continue to pile on Power at a location that you’ve already filled. But ultimately, the increase in cost isn’t quite enough to offset the cross-lane benefit, making him a slightly less powerful card than Angela, at the moment.
Another problem with Bishop compared to Angela is the need to be played on turn 3 to have time to grow to something threatening. Angela, even on turn 5, could be supported with a cheap hand and still grow to a 7 power card.
Lady Sif: As a 4 Power for 2 Energy, Lady Sif’s base statline comes in slightly above the Power curve. But with the “drawback” of discarding your highest Power card. But what if that drawback wasn’t a drawback at all? Lady Sif currently serves as a targeted enable to several discard synergies. Whether it is Apocalypse or discarding a big unit to trigger Ghost Rider’s ability later on, Lady Sif sees a lot of various ways to change her condition into a straight-up benefit.
Blade: In the same vein of efficient stats for the cost, Blade is a 1/3 with a drawback that often isn’t a drawback. You can either play Blade with an empty hand or try to target your discard on cards that want to be discarded like Swarm or Apocalypse.
Sentinel: While Sentinel isn’t huge on tempo, he really shines as a value generation card. He lets you fill in your curve whenever you have 2 Energy to spare. Just an all-around fantastic value tool with various synergies in the game such as Devil Dinosaur or The Collector.
Moon Girl: Speaking of value, Moon Girl gives you tons of value and then some. She pairs really well with a couple of the stronger Pool 2 cards, Swarm and The Collector. While her nerf to 4 energies at the end of June has reduced her power level a bit, she still fulfills the same role, giving you access to more of your best cards and more options each turn.
Scarlet Witch: An important tech card, Scarlet Witch finds herself in a lot of decks due to her ability to negate unfavorable locations for a cheap cost. Not only can she remove locations that may benefit your opponent or hurt you, there is also the surprise factor of, say, turning off a Death's Domain on the final turn and getting an easy location win out of it. Be careful, though, as sometimes the RNG of switching locations can hurt you more than help you!
Although the card was changed a to a 2 cost in July 19th patch, Scarlet Witch keeps some relevancy as Magik has become a popular cards amongst several high ranked decks. She hasn’t been played as much as compared to when she was a 1 cost though.
Ka-Zar: The once king of the 1-drop synergy has suffered a lot of nerfs which took him out of tier S. His loss of a Power almost is a casualty in the July 19th patch. Okoye, Strong Guy or Scarlet Witch changed the amount of support the cards had, but it was mostly Killmonger being changed to Pool 2 which made Ka-Zar much more difficult to build around. As such, the card still is worth a Tier A grade early in your journey in Marvel Snap, but could quickly be met with a bigger competition than it had in the past.
There are a lot of cards in tiers B, so I am going to be breaking them up into smaller chunks, generally with cards that synergize well together.
These six cards typically all go in the same deck, the movement deck. That deck currently sits at Tier 2 in our meta tier list, so I am ranking all of these cards in Tier B. On their own, they are all generally pretty worthless, but the tight synergy between them makes the movement deck at least playable.
The one card that has the flexibility to go into other decks would be Hulkbuster. Although he’s right now typically used as a Multiple Man buffer, the ability to add some power to a card without taking up a lane slot could prove useful in other decks and other metas.
The On Reveal package is one you unlock at the very start of your Marvel Snap journey and it stays a solid option for a while. With some early game cards that can fill locations, you can then play Wolfsbane for max value. On another location, you can curve from Ironheart, into White Tiger, then Odin. That play can pump out a lot of stats that your opponent might not be prepared for.
Jessica Jones doesn’t really fit into the On Reveal deck but she does offer a large amount of Power for 5 Energy, provided you can fulfill her condition.
Discard & Destroy
These cards sort of fill two buckets with Wolverine straddling the line between them, providing a nice link if you want to create a deck utilizing both synergies. Nova, previously the meta-tyrant, has now been relegated to a niche card in a destroy deck archetype (which is probably more what the developers had in mind for the card anyway). Wolverine and Colossus work as early game drops that aren’t bothered by getting eaten by Carnage or Deathlok.
In a discard deck, Sword Master is another card that gives you a slight Power increase at the cost of having to discard a card. But if you manage to discard Wolverine or, better yet, Apocalypse, it works out very well for you. Apocalypse is the big payoff for running a discard package, often managing to be 12, 16 or even 20 Power when you play him.
Both of these packages can be played on their own or mixed with other supporting cards from Pools 2 and 3, but all are solid options in those decks, hence their placement in Tier B.
Strong Guy is joining the Discard package after his massive nerf on July 19th, going from 2 to 4 energies and only gaining 1 power for it. The card is still playable in decks who routinely empty their hand but Strong Guy now competes with the likes of Namor or Warpath rather than being considered a premium option alongside Angela or The Collector.
These cards all share the same trait, although they don’t all necessarily go in the same deck. Mister Fantastic and Klaw both let you spread Power to multiple locations, which can work really well when you get locations like Death's Domain or Sanctum Sanctorum. Captain America rewards flooding one location while The Punisher, uh, punishes your opponent for doing the same.
Devil Dinosaur and Namor both operate as big bomb cards. While Dino was oppressive at 3 Energy, his nerf has him at a more acceptable level while still providing quite a lot of stats if you tailor your deck to always be replenishing your hand. Namor works in a deck that wants to contest locations cheaply and also synergizes well with cards like Klaw.
These cards are all decent early game options for those looking to fill out the lower end of their curve. Rocket Raccoon is the best of the Guardians archetype, simply because he starts at a vanilla stat line and can gain additional Power from there, if you guess correctly.
Squirrel Girl was top tier in the Nova meta since she provides three bodies across all the locations to benefit from the buffs, but she is still a solid option now for decks that want to go wide and buff their board. Medusa is an easy and reliable 4 Power in the middle location, unless you get unlucky and roll something like Crimson Cosmos there.
Yondu, Korg and Cable all offer some level of disruption to your opponent’s gameplan. It should be noted that, because of the way America Chavez is coded she often is the top card of your opponent’s deck, meaning Yondu can destroy a very powerful card much of the time. Cable also has a similar effect but since it pulls from the bottom is unlikely to ever get Chavez, but can grab some other key card from your opponent and, unlike Yondu, your opponent does not know what you pulled.
These are all tech cards, that is cards that usually look to counter some strategy of your opponents’. All of these cards are extremely meta dependent, but are good enough counters that they warrant inclusion in Tier B.
Armor and Cosmo were hugely important in the previous meta, as they both worked to counter the Nova/Carnage combo. Enchantress was another key tech card, offering a back-breaking counter to cards such as Devil Dinosaur and Iron Man.Spider-Woman acts as an anti-swarm tech, offering up to an 8 Power swing at a location. Even more if you can combo her with Odin.
While Professor X is a very powerful but difficult to utilize card. His effect can hurt you just as often as help you, since you never know if your opponent is going to play cards into the location you play Xavier on the turn you play him. But he does offer a way to completely shut down a whole lane, which can disrupt opponents that want to fill all the locations and empty their hand.
Tier C cards generally just don’t do enough to warrant their inclusion into decks, except in very specific circumstances. It’s possible other synergies may arise which make them more consistent however.
Angel feels like a card that would be a perfect inclusion into the destroy archetype. However, even there he feels underwhelming mostly because when you draw him it makes him one of the worst cards in the game and the payoff of a free 2 Power isn’t worth the risk.
Forge and Mister Sinister are a package that work well together, but not well enough to be run in any meta decks. Paying 4 Energy for 9 Power is a good deal, but having it distributed across three bodies and having to play off-curve makes it a bit awkward.
Star-Lord, Groot and Gamora all have the same “Guardians” ability but are all strictly worse than Rocket Raccoon. Paying more Energy for slightly more stats with the same effect doesn’t make it better, unfortunately.
Quicksilver and Domino do fill a very specific niche, which is consistent early game, and that can sometimes have its uses. But you mainly want to be playing cards that offer more Power on the board and these cards just don’t do that.
Mantis is a Cable that you have to guess correctly to get any value out of it, so generally not worth it. Hawkeye is a worse Ant-Man that also telegraphs where you are going to play your next card to your opponent, no thanks. Morph is a high variance card that can be fun to play those times you get an Infinaut from your opponent, but you can also be really sad when you end up with a Blade and discard something of value from your hand. The highs of the card just don’t outweigh the lows, unfortunately.
White Queen, despite her recent buff, still doesn’t offer enough value to be run in any serious decks. On turns 5 and 6, you want to be playing your own, highly synergistic end-game cards, not some random one from your opponent.
Spectrum does have a powerful effect but there isn’t a deck for her currently. She’s definitely one to keep an eye on though, if you can build a deck with enough strong Ongoing cards. Blue Marvel works similarly to Spectrum, only without the restriction of having to play Ongoing cards. Problem is, turns out, +1 Power to everything is a lot worse than +2 (see: Nova nerf). And, lastly, Hulk is the best of the vanilla starter cards, simply because 11 Power for 6 Energy is an efficient stat line. He’s not doing anything fancy, but he does occasionally see play in ramp decks with Wave.
Tier D cards are ones which pretty much never see play. Most are the starter deck cards, which you want to swap out of your decks as soon as you get replacements that are marginally better.
Uatu the Watcher has a neat effect, but it is only useful for the first two turns of the game. If you don’t draw him early, he’s just a plain 1/2. Lizard only gives you 1 additional Power above baseline with the huge drawback that you allow your opponent to control whether he is “good” or very, very bad. You typically don’t want to play anything which allows your opponent to dictate whether your cards are bad.
The rest of the cards are just vanilla starting deck cards which only exist to draw a baseline of what one can expect for Energy-to-Power ratio. None are good enough to ever see play outside of maaaybe a Patriot deck or if Washington D.C. is a Featured Location. Otherwise, upgrade these cards once and then never play them again.
Pool 1 is a very large assortment of cards and while it does contain a lot of mediocre-to-bad cards, it also has some of the best cards in the best deck in the meta. You can certainly compete for Infinite with an all Pool 1 deck, if you are smart about Snapping and, ehem, play your cards right.
And the good news is the Pool 1 cards all unlock quickly. So if you unpack a low rated card, don’t sweat it, as another card is just around the corner and may be just the one you want. You should have a nice variety of different archetypes to explore from Pool 1, after only a couple days of playing Snap.
Want to discuss this tier list or a specific card? Leave a comment in the section below!