Marvel Snap’s best Pool 2 decks

So you’ve made it through Pool 1 of Marvel SnapYou found your way to Pool 2’s murky waters. You are losing some decks, and others are finding the missing pieces. Which decks still have value? I’m here to help.

The Collection Level 2 unlocks Pool 2, which lasts until Collection Level 474, after which you can start collecting the Pool 3 cards. Pool 2 has a variety of amazing cards, including direct counters and popular Pool 1 decks like Shang-Chi and Killmonger. There is also a range of cards that allow you to unlock new play opportunities (Vulture or Jubilee).

I’ve previously gone over the best Pool 1 decks in MarvelSnap. Check out these Pool 2 decks. Marvel SnapThere are some improvements to existing decks, as well as some completely new mechanics that you can play around with.

Dino Control

A deck from Marvel Snap called “Dino Kill,” with cards for Cable, Armor, Scarlet Witch, Sentinel, Morph, Mister Fantastic, Killmonger, Shang-Chi, Moon Girl, Namor, Devil Dinosaur, Klaw

Image: Second Dinner Studios via Polygon

The key cards Shang Chi, Moon Girl, Devil Dinosaur

Depending on when you picked them up in Pool 1, Devil Dinosaur and Moon Girl may have been a combination you’ve relied on for quite some time. There are important additions to Pool 2 that you should consider.

Agent 13 is a decent one-drop, since she’ll add a card to your hand (increasing Dino’s eventual power). The Collector’s another potential addition, since you’ll likely have a good amount of cards in your Dino deck that add cards from outside your deck, which will buff The Collector. To add an extra layer of Control, the two that I went with were Shang Chi and Killlmonger.

Kazoo decks can be defeated by Killmonger, which is the most effective counter. By eliminating all one-costs, you can thwart a Kazoo player’s plans (and if you wait until turn six, like I like to, it’s a real tilter).

Shang Chi, which destroys enemy cards of nine power or higher at any location where he is revealed when revealed, makes Shang Chi the greatest Devil Dino counter. It’s worth holding one in your own Devil Dino deck because of how often you’ll come across other Dino players in Pool 2. It’s also useful against other powerful four- and five-drop cards like Namor and Warpath.

What can you do to minimize the possibility that your opponent holds a Shang Chi? There are two options. You could wait until your turn to play Dino, which decreases the chance Shang-Chi will destroy your big power cards. Or, you can use the Armor card to put the Devil Dino into that slot. This is why this deck does not contain a six energy card.

This deck contains both cards that get me more cards as well as cards that give me information about my opponent. It also includes cards that help me win other non-Dino lanes. This was the deck I found most effective in Pool 2.

Moving

An image of a deck from Marvel Snap called “Movement,” with cards for Iron Fist, Nightcrawler, Forge, Kraven, Multiple Man, Cloak, Doctor Strange, Vulture, Hulk Buster, Miles Morales, Vision, and Heimdall.

Image: Second Dinner Studios via Polygon

The key cardsMultiple Man. Vulture. Heimdall

Some of the pieces were used to create a movement deck. You probably tried it out at some point, thinking “Hey, this synergy seems neat,” and lost a lot of games.

It’s great news! You will find the necessary tools to make your deck work in Pool 2. Cloak, Vision, and Vulture will significantly enhance your movement deck. Season Pass holders can also receive Miles Morales.

This deck has the goal of buffing Multiple Man (or Vulture) as often as possible. It does this by moving them about (ideally, to Kraven’s place) or using Forge or Hulk Buster. Vulture receives five power each time it moves. Multiple Man, however, creates an exact duplicate of him (plus any bonus stats) every time he is moved. Iron Fist, Cloak, Doctor Strange, and Heimdall all provide avenues for you to move your cards, and you’ve got a nice balance here of “cards that move other cards” and “cards that want to be moved.”

One note of caution, for Movement players and Movement opponents alike: Because Heimdal moves all of the player’s cards one location to the left, Movement decks end up favoring the two leftmost locations. Use this information however you wish.

Refuse to Discard

Image from a Marvel Snap deck called “Discard,” with cards for Ant-Man, Iceman, Nightcrawler, Blade, Morbius, Swarm, Wolverine, Bishop, Lady Sif, Sword Master, Apocalypse, and America Chavez

Image: Second Dinner Studios via Polygon

The key cards Apocalypse, Lady Sif and Morbius

This deck focuses on buffing Apocalypse through discarding him as often as possible. Pool 2 offers a couple of additional tools that will help you win non-Apocalypse lanes. Morbius, Swarm and Swarm are two outstanding cards.

Each time you remove a card from Morbius’ deck, it gains 2 power. It’s a straightforward synergy with the rest of the deck, and one that encourages you to discard as many times as possible. Swarm is another card that wants to be discarded — when you discard Swarm, you get two zero-cost copies of the card.

A second variant of this deck includes the destroy mechanic. More on it in a moment. This deck also features cards such as Deathlok, Bucky Barnes and Bucky Barnes. Both are available to you for experimentation until you choose the one that suits you best.

You can destroy

Image for a Marvel Snap deck called “Destroy,” with cards for Nova, Bucky Barnes, Carnage, Scorpion, Wolverine, Killmonger, Sabretooth, Deathlok, Shang-Chi, Hobgoblin, Professor X, and America Chavez

Image: Second Dinner Studios via Polygon

The key cards Nova, Carnage, Deathlok, Shang-Chi

The deck is much more powerful once you reach Pool 3, where you can add cards such as Death. However, the Pool 2 version allows for you to play with your opponents while having a great time.

These are Bucky Barnes and Killmonger. Hobgoblin is one of the most irritating cards to play against in the game — he has negative-eight power and, on reveal, moves to the other side of the board. I’ve added Professor X for a bit of location lockdown, but the general idea is pretty straightforward: You want to destroy your cheap cards with Carnage or Deathlok, and destroy their important cards with Killmonger or Shang-Chi.

Kazoo

Image from a Marvel Snap deck called “Mini Madness,” with cards for Ant-Man, Squirrel Girl, Iceman, Nightcrawler, Ebony Maw, Angela, Armor, Captain America, Ka-Zar, Blue Marvel, Spectrum, Onslaught

Image: Second Dinner Studios via Polygon

The key cards Ebony Maw, Ant-Man, Armor, Ka-Zar

The “Kazoo” decks, a loving nickname for decks based around Ka-Zar and the one-cost cards he buffs, are the most consistent in Pool 1. The addition of Killmonger gives opponents more counterplay options to Kazoo decks. However, it is still very powerful.

Ebony Maw can be a cost-effective addition to the deck. As a seven-power, one-cost card, he’s very powerful, but prevents you from playing any more cards at that location. Don’t panic — if you draw well, you can simply play him last in that location and not worry about it. However, Ebony Maw cannot be played after turn 3.

Armor is an important new addition to this deck. It is not necessary to have Armor in your Pool 1 Kazoo Decks. It is vital to include one of these cards in your Kazoo Deck, given the number of Killmongers in Pool 2.

A Kazoo version that revolves around the four cost Sandman is available. It slows down the pace and allows each player only to take one card per turn. You start by playing cheap cards and slow down the pace so your opponent doesn’t have to respond. This version has not been very successful for me, but I recommend it.

Jubilee

An image of a Marvel Snap deck called “Jubilee Pool 2,” with cards for Sunspot, Domino, Storm, Jubilee, Jessica Jones, Hobgoblin, Devil Dinosaur, Spiderwoman, Odin, America Chavez, Hulk, and The Infinault

Image: Second Dinner Studios via Polygon

The key cards Jubilee Domino and all six-costs you desire

This one’s a little more out there, and difficult to execute, but it is fun and gets a whole lot more fun in Pool 3 (so you can get some practice in now). Jubilee, which is a card that you can play from any of your cards at the location, is one of Pool 2’s most exciting. You can get a powerful card for nothing if you stack your deck correctly.

Sunspot is in this section because you may have to miss some turns due to the deck’s unbalanced energy curve. However, Quicksilver can be used for an easier approach and a guarantee one-drop. The ideal play pattern: Sunspot on turn one, Domino on turn two, Storm on turn three if there’s a bad location (or pass), and then Jubilee on turn four. If that’s how the game starts, you are in great shape: Jubilee will play another powerful card alongside her for free, and then you only have powerful cards remaining.

If you don’t draw Jubilee in time … well, you’re kind of out of luck. You can defeat any deck if everything goes your way.

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