Marvel Snap Pool (Series) 2 Card Tier List

Wondering what the best cards are out of Pool Two? Here, we break down Marvel Snap's most impactful card pool in this latest update!

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. These vary in size, which you can see in the table below:

Here is our tier list and rankings on all the cards from Pool Two, 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.

Pool 2 Card Tier List

Although there are only 25 cards in it, Pool Two is considered the most impactful upgrade to your collection and power level of your decks. Indeed, with such few cards, you should quickly find some of the most powerful ones, and take your lists to a whole new level. Because of this, I would rate Series 2 the best one out of the current existing 5, and a D Tier card from this pool of cards isn’t as bad as a D ranked card in Pool 1 for example.

Every single card in Series 2 is playable, some are stronger, obviously, even Rhino, Sabretooth, The Collector, and Nakia have their merits in some strategies.

Let’s review all of these 25 cards, from the most impactful ones to the ones we can set aside for now.

S TierKillmonger
A TierIceman
The Infinaut
B TierBucky Barnes
Ebony Maw
C TierAgent 13
D TierNakia
The Collector

S Tier

These cards are metagame defining, in the sense they are impacting what decks are or aren’t popular, and can push some other cards to be more, or less popular than they should be based on their power.

Killmonger: The king of the destroy synergy alongside Carnage. Killmonger started as the Kazoo killer and ended up being one of the most important card of the DeathWave archetype over time. Its ability to discount Death‘s price makes the card worth running even when opponents aren’t playing any 1-Cost cards.

Shang-Chi: An A Tier card if Zabu wasn’t in the game, Shang-Chi is one of the few cards able to turn a lane around at only four energy. In a Marvel Snap where it is about cheating points some way or another, Shang-Chi keeps a lot of decks on their toes, and gives different play patterns to many decks.

A Tier

The A Tier is where I put the solid cards, which will routinely win you a game or force the opponent into a reaction. You should expect to see these cards plenty, as powerhouses in their respective archetypes.

Sunspot: The best 1-Cost card in Marvel Snap currently, Sunspot fits into almost any deck you can imagine, as it rewards you for missing a turn, or gives you the possibility to pass a turn and still get something out of it.

Iceman: The other 1-Cost card included in a very large variety of decks, Iceman hits the opponent where it hurts: Energy usage. Similarly to Sunspot, it is hard to find a deck where Iceman could be called a bad card.

Morbius: Arguably the best card of the discard synergy, Morbius has been a machine for points ever since Lockjaw was included in the deck. A 2-Cost being able to reach double digits is a scary perspective.

The Infinaut: A card that would be in C Tier if it didn’t have all the support it receives in Marvel Snap. The Infinaut‘s TWENTY power is a lane winner every time you can cheat it out with a Jubilee, Ghost Rider, or Dracula.

Scorpion: If Iceman and Sunspot are the best 1-Cost cards of the current metagame, Scorpion is in the running for best 2-Cost, alongside Armor and Lizard. Simply play the card on turn two, and never be disappointed.

B Tier

The B Tier 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.

Bucky Barnes: The card doesn’t make much sense outside of the destroy synergy, but it is a great one in the right deck. Also, the large amount of locations that will destroy your cards gives Bucky Barnes some extra value.

Ebony Maw: Seven points on a 1-Cost isn’t something to overlook, especially if you can find a way to support the card while not playing behind it. It might look a bit weak at first, but as you unlock more cards, you will consider Ebony Maw in your deck more times than you imagine.

Hobgoblin: One of the best disruptive cards at some point, Hobgoblin has lost a lot of its power as the game became more fast-paced. It currently is a good inclusion in disrupt decks, but isn’t an all around card any more.

Leech: A star in the current metagame, Leech is great in decks able to develop a lot of points in the first four turns and get ahead. Then, the card shuts down any comeback ability the opponent could have. Simply be careful to only include Leech in archetypes where the card can be played safely, as the three points won’t be enough to challenge a location against other 5-Cost cards.

Sandman: The anti-combo card is a sleeper in Marvel Snap. It barely sees any play, until it comes and shuts down entire archetypes on its own. It is unlikely you will need the card early in your Series 3 experience, but you will definitely have some chances to abuse Sandman later in your journey.

Storm: A great card alongside Jessica Jones or Jubilee when still in Series 2, Storm is a card that finds several new allies later in your collection track. She still is great in archetypes able to play on locked locations in the later turns.

Swarm: Another staple in the discard synergy, Swarm mostly sees play in Kazoo decks when in Series 2 before going back to the Discard archetype later on. Notably, Swarm allows for some explosiveness in the later turns, as it can help support various locations at the same time.

Jubilee: In the right deck, Jubilee is a superstar, as she can summon a big 6-Cost card ahead of time, and discourage the opponent to invest on that lane in the process. Outside those greedy decks, Jubilee tends to be a little too random, and not a big enough payoff to make the cut.

Cloak: While many limit Cloak to the Move archetype, the card has some nice utility outside that specific deck as well. The big limitation for Cloak is the competition existing in the 2-Cost cards currently, with Armor, Scorpion, or Lizard stealing most of the spotlight.

C Tier

In the C Tier, we’ll find cards that 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.

Vision: Vision has a lot of support in the game, but it happens really late into your progression, so the card feels rather weak when you are in Series 2. It can be a good contribution to the move archetype, although it tends to be deemed too expensive for it.

Vulture: The star of the Move archetype is unfortunately completely useless in other decks that would not pack a complete package to move Vulture around. If you enjoy the deck, though, you should fall in love with Vulture quickly.

Agent 13: A solid 1-Cost alongside Devil Dinosaur, Agent 13 unfortunately tends to not make the cut in any other archetype in Marvel Snap right now.

Warpath: The card shines in the Ongoing Destroyer archetype, but doesn’t do much else in Marvel Snap. Not being able to have a card on a location hurts way too much.

D Tier

D Tier cards are the currently unused cards, either because they are too weak, or because their ability isn’t making enough of an impact to see play.

The Collector: Very disappointing when played outside of turn two, The Collector lacks the flexibility needed to be a good card in the current Marvel Snap. Even in the Devil Dinosaur shell, the card isn’t included as Sentinel, Scorpion, or Lizard are preferred.

Nakia: Unless you hit the perfect card, Nakia is only a random six power card, putting her in the same category as Captain America, Mister Fantastic and such cards. Except those have more synergies, and no random element to them.

Sabretooth: The card tends to come in too late and not have enough time to be abuse during the last turns of the game. With that in mind, Sabretooth is often not included, even in destroy decks.

Rhino: A worse Scarlet Witch.

Closing Words

Pool Two is typically seen as the “power punch” of cards in Marvel Snap: A small, targeted pool you can walk through quickly that offers mainstay power cards, tools to play against Pool Three, and cards that will synergize with cards you’ll find in Pool Three later yourself.

If you have any questions regarding this tier list, feel free to comment down below, or come join the fun over at the Marvel Snap Zone Discord for more things Snap!

See you around the multiverse!

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HowlingMines is the Operations Manager of DotGG and many of their sister sites, such as MTGAZone and Marvel Snap Zone!

A TCG Specialist for over a decade, he now looks to share sweet decks, detailed articles, and help upcoming creators grow!

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  1. I found funny because Sabretooth’s card isn’t showing in D Tier, so I guess he was somehow destroyed or, as you pointed, came in too late LOL

    I’d only put Swarm lower tier, because how can we use it in Kazoo?

  2. Sandman actively lowers the winrate of most decks that play him. Having only 1 power at 4 energy is too much of a drawback. And if the opponent “wastes” a turn using Enchantress on him, they come out ahead on tempo quite considerably.

  3. Would be helpful to have more clarification on method of ranking (unless I missed it). The ranks and comments read like “Pool 2 ranking for players in current Pool 3/4/5 meta.” Which is a fine article to write, but probably not as interesting to current Pool 2 players. Should they be excited about Killmonger? Sure, but not because it enables Death+Wave for them.
    To wit, Storm in Pool 2 is S Tier 🙂

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