As time passes, more players will start to enter Series (Pool) 3 (starting from Collection Level 486+), where they will start to unlock more powerful and niche cards. This part of Marvel Snap’s progression system is often cited as “where Marvel Snap becomes frustrating, sometimes painful”. The early, lower levels of Pool 3 is described as that moment where you lose to cards you don’t know about, you see new decks you can’t build, and pretty much everybody else has it better than you.
Take it from someone who crossed the Pool 3 desert during beta – it’s not all that bad. In reality, If I had all the cards from the start, I probably wouldn’t have played Marvel Snap as much. Perhaps I may have even stopped because the game hasn’t developed enough for now to offer significant challenges outside of trying to make some use of all the cards you collect while playing.
So yes, Pool 3 can be frustrating: You start loving the game, you want to play it a ton and get more cards to play more decks. Instead of giving you more, the game slows down in terms of collecting cards, and you start needing to open Collector’s Caches and Reserves to find new ones, which can be infuriating if they give you Boosters instead. Well, it is also needed to keep you hooked to the game, and push you to be creative with every card you receive as intended by the developers, so every new card matters.
Not every card is playable, you say? Alright then, watch me tell you how to play every single card in Pool 3 in a deck where everything else are either Pool 1 or 2 cards. Will they all be super strong and win you a ton of games? Probably not. Will I have to reuse some cores several times and just change a card in it? Might be. Am I going to say how good Angela, Blue Marvel or Sandman are to build around most cards in the game? Very likely. But if I can make this challenge, you can probably be a little patient until you collect more cards from Pool 3 before taking it out on social media to vent about it!
Are you ready? We’re going on a journey with 84 entries, one for every Pool 3 card in Marvel Snap. Got a full collection? Looking to built complete meta Pool 3 decks? Check out our deck database or the more advanced Series 3 decks!
Part of the Series Drop on January 31st, Absorbing Man is a very good pull early in your Pool 3 experience, the On Reveal synergy being quite strong at this point in Marvel Snap. There might not be many abilities worth copying at this point in the game, but I found the card to be quite sweet in the Move archetype. There, it can become a second Hulk Buster to add a huge buff to Multiple Man, or offer move movement potential for Vulture.
You can also duplicate Storm ability and just lock the board while being able to move your cards there still.
We’re starting with one of the most difficult ones, as Adam Warlock is barely played in the game, even with a full collection. The card still has some merit, being the only source of card draw in the game currently. Also, it entices the opponent to play on the same location to cancel Adam Warlock‘s ability.
For combo decks, especially those with lategame combos, being able to draw early on maximizes the chance of pulling off our combo. So the only thing left is to find a worthy combo in the first two pool of cards.
Aero is a solid card to pull, it isn’t such a big synergistic tool, but she can fit a lot of decks. In a deck that aims at building the lead, Aero can be a nice finisher, preventing the opponent from contesting the lane they wanted to play on.
In a Kazoo deck with Sandman, Aero simply decides where the opponent gets to play their card this turn, pulling to a location we know is a surefire win, or to one we already anticipated losing.
You thought Agatha Harkness was an awful pull, didn’t you? Well, she is if you are trying to play the game, but she is the best if you actually want to watch a movie while doing your Missions and farming her Boosters.
Later on, when you get cards like Wave or Ghost Rider, she will become great. Making her work with Pool 1 and 2 cards only is a bit tricky for now, but still doable nevertheless.
Cards creating more cards are quite interesting at this point of your journey. It allows getting cards that you wouldn’t be able to put in your deck yet, alongside keeping the opponent guessing about what might be in your hand.
Also, Devil Dinosaur is amongst the strongest cards in Marvel Snap for now, so getting a new card which fits perfectly into its core makes Agent Coulson easy to use as soon as you collect it.
While the condition is fairly limiting, and Attuma isn’t seeing much play even amongst players with a big collection, a 10 power card always has some kind of merit. At this point in the game, there aren’t so many cards available to synergize with it apart from Professor X, Armor, or cards able to give points to an adjacent location. This makes Attuma a decent addition to an Ongoing themed deck, where we will play most cards able to help it.
Later on, as you get Zero, you should be able to include Attuma in decks where high power cards are very valuable.
Baron Mordo isn’t stellar, but can be used in a deck alongside Yondu, Iceman or Cable and look to destroy the opponent’s deck. Alongside Angela, Bishop and Wolfsbane, we should be able to get some power on the board while disrupting our opponent.
Considering the deck’s very low curve, Moon Girl seems like a nice addition to potentially get some combos on turns five and six.
One of the recent arrivals from Series 4, Bast is great to help cards with low power, yet strong abilities in Marvel Snap. Angela, Bishop, Iron Man highlight this list at this point of your journey. Naturally these cards push toward are more combo oriented play-style, where we have the ability to fill a lane explosively in a turn, abusing their abilities in a burst.
Naturally, this leads us to a Kazoo like play-style, looking to have our 1-cost serve as the flexible cards to abuse our abilities, alongside being recipients for Bast.
Beast is good, although difficult to use on its own. Alongside Angela, Bishop, you can grow them much more thanks to Beast, while replaying useful On Reveal effects. It is also a nice card to use in the same vein as Carnage, removing Rocks or Goblins the opponent would throw at you.
Cloak is another nice addition, as we can move cards around to pick what we are taking back to our hand with Beast.
Black Bolt isn’t crazy, as we would usually want to discard something expensive from the opponent’s hand. It still can help if you are facing a lot of Devil Dinosaur decks, as it weakens the opposing Dino.
This is probably a card we want to keep as a specific disruptive tool, in order to get an edge from some specific matchups. It does get better as time passes, thought, and we get more hand disruption cards like Moon Knight or Wong to trigger them several times.
Play Black Cat in your aggressive decks as a 6 power card, or in a discard pile where losing it isn’t a problem anyway. Strong Guy in Pool 1 should be very happy to see Black Cat join any deck he is in.
Unfortunately, the card doesn’t have many of its best allies at this point, as Wong, Arnim Zola or Shuri are left to collect. With just Pool 2 to work with, Black Panther could fit in the On Reveal synergy, as we can enable it a second time with Odin, creating a 16 power card, enough to win a lane alongside Odin‘s 8 power.
The second lane should be won with our early game, using Storm, Jessica Jones or Wolfsbane to anchor a lane early on, and then be able to focus on our second lane with our last two turns.
Brood can seem like a useless card if we don’t have Patriot alongside it. However, it can be a fine card in a deck playing Blue Marvel and Onslaught, for example. It also seems like a nice follow-up to Storm to challenge her flooded location, especially if we can buff it later on.
Captain Marvel is a good card, come on! Just slam her in a deck where you are looking to be annoying to the opponent and want that flexibility in how you spread your power. I really like her in a Sandman, multilocation archetype, but she could also be a nice addition to a control deck.