Marvel Snap Pool 2 Card Tier List: August 2022 Update

Our tier list and rankings on all the Marvel Snap cards from Pool 2, to help players build better decks based on their collection and compare the power levels of individual cards.

In Marvel Snap, you collect cards by increasing your Collection Level, unlocking cards along the way according the Mystery Card rewards. There is a set pool of cards that a pool consists of and at what Collection Level it ends.

Pool #Collection Level #Card #DecksTier List
Pool OneCollection Level 18 – 21446 cardsDecksTier List
Pool TwoCollection Level 222 – 47425 cardsDecksTier List
Pool ThreeCollection Level 486+71 cardsDecksTier List

Here is our tier list and rankings on all the cards from Pool 2, to help players build better decks based on their collection and compare the power levels of individual cards.

Pool 2 Card Tier List – August 2022

S TierNakia, Jubilee, Swarm, The Collector
Tier AKillmonger, The Infinaut, Sunspot, Vulture, Iceman
Tier BStorm, Agent 13, Cloak, Shang-Chi, Okoye, Scorpion
Tier CBucky Barnes, Ebony Maw, Hobgoblin, Morbius, Warpath, Sandman
Tier DLeech, Rhino, Vision, Sabretooth

As we are get to the end of Love and Thunder Season 2 in Marvel Snap, a significant part of the player base has managed to advance or finish collecting cards in Pool 2. For others, Pool 2 can come quite fast if you do your Daily Missions and climb the ladder for rewards.

Although there are only 25 cards in it, Pool 2 is considered the most impactful upgrade to your collection and deck’s power level. Indeed, with such few cards, you should quickly find some of the most powerful ones, and take your lists to a whole new level. Let’s review all of these 25 cards, from the most impactful ones to the ones we can set aside for now.

S Tier

In the S Tier, I included the 4 cards that are metagame defining as we speak. These 4 cards are elevating their deck to a new level, and provide an explosiveness that is otherwise not possible, or much weaker. In the case of The Collector, while it might not as powerful as the other 3 because the card doesn’t have a dedicated synergy, the card is getting stronger as time passes, finding a ton of synergies once in Pool 3.

Nakia: Although the nerfs on July 19th to Ka-Zar, Strong Guy or Okoye have reduced the efficiency of decks where Nakia was played, the card still is a great one.

Especially in decks looking to fill the board with cheap units, Nakia allows being unpredictable in the last 3 turns. This sort of gameplay is usually much stronger, rather than playing on curve and giving our opponent a lot of information early on.

You should be playing Nakia is a lot of decks up until you get to Pool 3 and combo oriented strategies.

Jubilee: While she lost her synergy alongside America Chavez in the July 19th patch, Jubilee retained most of her power in decks with several high cost cards. She lost a bit of her might power if you are still playing with only pool 2 cards, but finds a second wind once digging in Pool 3.

Now that players have access to more cards, we could also see several new synergies alongside Wong, Mister Negative or Lockjaw to name a few in pool 3.

Swarm: I doubted a lot about whether Swarm should be in tier A or S, as he is a defining card in the current environment, but isn’t as versatile as Nakia or Jubilee.

What Swarm does though, is currently making the Discard archetype a top tier contender. With it, Discard not only has synergies to grow huge units, but also an ability to be very unpredictable on where they will play once it discarded Swarm at least once.

Swarm became even better after July 19th patch, and represents a great support to Angela or Bishop as a way to grow their power suddenly.

The Collector: After being ranked in Tier A in the last balance iteration of this tier list, The collector has become a staple in many decks. Currently played in Discard Combo or the Bounce archetype, the card feels at home in most archetype looking to manipulate their hand during the game.

When played on turn 2, The Collector is able to challenge a location on its own, a feat worthy of a Tier S placement.

Tier A

Tier A is where I put the solid cards, which will routinely win you a game or force the opponent into a reaction. Yet, these cards aren’t as oppressive as the S Tier, as they usually will not win a game on their own, but rather edge it in your favor.

Killmonger : Recently added to Pool 2 (previously Pool 3), Killmonger immediately became both a good tech card, but also a staple in the DeathWave archetype.

At a 3 power for 3 energies, Killmonger isn’t a terrible card, even if the effect brings you nothing. Once it does, though, the 1 cost destroyer can win you some match-up or at least represent a huge blow to your opponent synergies.

The Infinaut: Skipping your turn 5 can seem like a huge drawback, and would be a big enough reason not to play the card if he wasn’t supported. With cards like Sunspot, Jubilee or Ghost Rider in the game, The Infinaut sees plenty of synergies that can be built around him to cheat out that juicy 20 power card.

Sunspot: A 1 drop that allows you to use your mana much more freely the rest of the game has to be worth a good spot on this tier list. Once Sunspot is on the board, you can skip turns or waste mana to set up much better positions later and not be punished for it.

Vulture: The Move archetype still hasn’t managed to contend with the other popular archetypes so far in Marvel Snap. Yet, Vulture has proved to be one of the key cards in the deck, routinely growing to double-digit amount of points and threatening to win a location on its own.

Iceman: I always loved Iceman as a 1 drop, but depending on how you rate a card, I could see him in Tier B. The card isn’t flashy as it won’t produce anything visible like the other cards on this list. What Iceman does, is providing disruption in your opponent’s hand.

In a game, each player only has 21 mana total, which isn’t a lot, especially as you can’t divided those as you wish. If Iceman touches a card that needs to be played on a specific turn (Nakia on 3, Angela on 2, Jubilee on 4…), suddenly, your opponent’s whole game plan is affected.

Tier B

Tier B is where I place good but not game defining cards. Those cards can do great things, and usually serve their archetype well, but aren’t at the core of the strategy either.

Storm: A card that became quite popular thanks to its 1-2 punch combo with Jubilee, Storm is more of a tech card in the control archetype than an auto-include. She has been great so far as the most popular decks were looking to flood the board, but as time passes and more cards are being unlocked widely, Storm slowly loses a bit of power.

Agent 13: A simple 1 drop that finds utility in most decks not looking to empty their hand. Agent 13 is a card you can slot instead of any 1 drop you would be missing when looking for a decklist online, but likely only makes the cut in The Collector or Devil Dinosaur decks in the end.

Cloak: Another key card to the Move archetype, Cloak doesn’t really compare to what Vulture does for the archetype. More of a support tool, Cloak helps the deck function and activate its synergies while Vulture is a game winning card.

Shang-Chi: A card that can be either Tier D or even S Tier depending on the metagame, Shang-Chi feels right in the middle tier. We saw the card’s potential when the Location Monster Island was featured, as Shang-Chi can win this location on its own. Since then, the card still sees occasional play and can have a big impact any time too many 9+ power cards are metagame defining.

Okoye : Once again nerfed after being change to a 1 drop, Okoye keeps falling down the tier list. She still retains a bit of power, and decks who can capitalize on buffed up units still use Okoye. Yet she isn’t the staple she was in her past 2 iterations.

Scorpion: A nice utility card who received a good buff in July 19th patch. Now a 2 cost card, Scorpion sees some play in disruption based archetypes. It hasn’t found a staple role anywhere for now it seems.

Tier C

In tier C, we’ll find card who can’t really shine on their own, but are dependent on having a good deck to use them in. Most of the time, these cards will be included when other, more powerful cards sharing a synergy are already defining a deck.

Sandman: Moved to Pool 2 alongside Killmonger, Sandman is having more of a difficult time to find archetypes to be included in. For now, the card looks to be a decent counter to combo strategies. It can derail a Sera based deck, for example, or a discard deck looking to abuse Swarm.

Bucky Barnes: Once a staple when the Nova + Carnage combo was at the top of the meta, Bucky Barnes is more hard to find after the balance patch. We might see it again when the Destroy mechanic receives more support.

Ebony Maw: Basically a high roll card, Ebony Maw isn’t even worth that many power compared to other popular 2 drops in the game. Angela or Strong Guy for example, are much more deserving cards to be included in a deck. As such, it is usually the eleventh or twelfth card in a deck that would be looking for a cheap option worth solid points.

Hobgoblin: Hobgoblin was great when The Superflow was a Featured Location. Although still a worthy card, with the 1-drop Ka-Zar Zoo currently being a super popular deck, it is hard to rely on a card that can often stay on our side of the board.

Morbius: With the Discard synergy currently being great, you might see more Morbius than this ranking indicates. In my opinion, the card is heavily feeding off discard being great rather than helping the archetype rise atop the power rankings. The simple fact that some players would rather play The Collector in their discard deck is a big enough tell of Morbius not being a key card currently.

Warpath: It is really hard to play a whole game without ending up with at least 1 card on all 3 locations. And several locations can summon something when being revealed, like Savage Land, X-Mansion or Central Park to name of few, Warpath becomes straight up a bad idea to play. Destroyer saves the card a bit, as it will activate Warpath quite easily and making it worth to run in that specific archetype, but it isn’t enough to consider the card as a good overall inclusion in a deck.

Tier D

Tier D is the last one on our list, including cards that currently cannot be played unless we are replacing something deck in our list. Most of these cards aren’t bad in their effect, but usually cost too much or are outshined by other, more powerful options.

Leech: Considered a good counter to the current discard synergy, removing the effect of Swarm for example, Leech simply costs too much to be really impactful.

Its surprise effect can make the card win you games, but in the long run, the card will cost you more than it contributes to your win rate.

Rhino: The fact that Rhino paid a point in order to gain its effect is something difficult to comprehend. As a 3 Energy 3 Power card, Scarlet Witch is a straight up better option existing in Pool 1.

Vision: Even in the Move archetype, Vision is hard to make use of as he comes down too late in the game. Its effect would be much stronger if the card would be cheaper and worth less power.

Ranked in the tier above in the past, Vision has completely lost the favor of most players and is currently only played for lack of better options when still collecting cards.

Sabretooth: Just like Bucky Barnes, Sabretooth suffers from the Destroy mechanic not in a good state. In addition, cards you are looking to destroy become much worse as their price goes up, as it makes them harder to set up or to combo later in the game.

In comparison, Swarm gives you two 3 points cards for zero upon being discarded, whereas Sabretooth gives you one 4 power card for zero upon being destroyed after you already paid 3 Energy to get it on to the board.

Closing Words

Pool 2 can be considered the strongest pool in Marvel Snap for now. The fact that there are fewer cards than Pool 1 or 3 makes it faster to explore and more likely to find the cards you are looking for.

In Pool 3, getting cards can quickly become a nightmare, requiring 50 levels in the collection track to obtain a single one. Pool 1 is quite fast to go through, but the amount of very impactful cards has largely reduced with the latest balance patch.

Pool 2 is the mix of both worlds, where you can pick up cards fast enough to have a real feeling of progression, but cards are also interesting and worth putting in your deck. You could say the player divide happens once players finish Pool 2 and start on their long Pool 3 journey.

Want to discuss this tier list or a specific card? Feel free to drop a comment in the section below! You can also find me on Discord (den#3613) or Twitter for direct contact.

Good game everyone.


Den has been in love with strategy games for as long as he can remember, starting with the Heroes of Might and Magic series as a kid. Card games came around the middle school - Yu-Gi-Oh! and then Magic: The Gathering.

Hearthstone and Legends of Runeterra has been his real breakthrough and he has been a coach, writer, and caster on the French scene for many years now. He now coaches aspiring pro players and writes various articles on these games.

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