Marvel Snap Series (Pool) 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 Tier• Killmonger
A Tier• Iceman
• Morbius
• Scorpion
• Vision
• Bucky Barnes
B Tier• Shang-Chi
• Ebony Maw
• Hobgoblin
• Jubilee
• Leech
• Okoye
• Sandman
• Storm
• Swarm
• The Infinaut
• Vulture
• Cloak
• Sunspot
C Tier• Agent 13
• Warpath
• The Collector
D Tier• Nakia
• Rhino
• Sabretooth

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 go-to counter cards in Marvel Snap as time passed. During Series 2 in particular, Killmonger is Ka-Zar worst nightmare. Easily the most impactful card during your Series 2 experience, Killmonger will always be part of your Marvel Snap journey, one way or another.

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, or standalone great inclusions.

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.

Scorpion: If Iceman is the best 1-Cost cards in Series 2, Scorpion is in the running for best 2-Cost, as it has the same upside of just being playable in almost any scenario. Simply play the card on turn two, and never be disappointed.

Vision: The ability to reposition 8 power is quite impactful in Marvel Snap, as you can manipulate priority or reach unplayable locations thanks to it. At this point in your adventure, you might not see the many upsides of Vision yet, but it will be a great standalone 5-cost down the line, trust me.

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.

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.

Shang-Chi: As you are in Series 2, Shang-Chi does not have that many targets to destroy, although just one can be enough to turn a game at times, but Enchantress, and particularly Killmonger, tend to be the better disruptive cards at this point. However, Shang-Chi remains a solid plan B option, alongside a good consideration to finish your deck when struggling to find that last card.

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.

The Infinaut: Twenty is a big number in Marvel Snap, one you will not see on many cards, even when you play with a full collection. Unfortunately, the condition is often too restrictive for The Infinaut to deserve a dedicated deck, and you will have to wait for Dracula, Ghost-Rider and such cards to show up to really consider the card.

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, as Move is one of the top Series 2 decks in the game.

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.

Sunspot: Sunspot rewards you for missing a turn, or gives you the possibility to pass a turn and still get something out of it. Unfortunately, until you get more incentives to pass turns, Sunspot is more of a security blanket than anything else, although you can pair it with The Infinaut in Series 2.

Ever since it became a 0 power card, Sunspot has been limited to decks looking to purposefully pass at least a full turn. Then, until your collect She-Hulk later in Series 3, you only have The Infinaut to pair with Sunspot, which tends to not be enough in comparison to other synergies you can explore.

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.

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, as she is too niche compared to a Nightcrawler or Iceman.

Warpath: Namor got a buff which made it an eleven power, when Warpath only culminates at 10, which already makes the other 4-cost stronger. Then, the game simply isn’t pushing for you to leave a location empty in general, and many locations will punish you for playing Warpath in your deck.

The Collector: Loki will make this card one of the best 2-cost in the game down the road, but so far, The Collector is only a consideration in a Devil Dinosaur shell, and it isn’t the star of the deck there. Then, apart from slamming it on turn two, and growing it to a nice amount, you will usually find little use for the card in other scenarios. Compared to a Bucky Barnes, which is a guaranteed 6 power whenever you destroy it, The Collector adds a timing constraint to the card, which immediately makes it worse while in Series 2.

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. As you can see, we have very few of those, a testimony of the quality you will find in Series 2.

Nakia: Turn three is usually too late to buff your hand, and you have much better synergies to explore in order to develop some power. Okoye for example, seems to be a better way to buff your cards, as apart from Swarm specifically, you barely have any worthy target in your collection at this point. You could reconsider Nakia once you unlock Silver Surfer.

Rhino: A worse Scarlet Witch, plain and simple. The community has been demanding a buff for this card for the whole year at this point, and it can’t come soon enough. Once it will be a [3/5] or so, we’ll discuss the card.

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. There are synergies with cards like Venom, Death or Knull, a shame you possess none of these cards at this point of your Marvel Snap journey.

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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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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