The Best Pool 2 Decks in Marvel Snap (2024)

Pool 2 adds a handful of new cards to Marvel Snap that I think make some of the previous pools best decks even better!

Once you reach Collection Level 222 in Marvel Snap, you will move out of Pool 1 and gain access to Pool 2 cards. I love this part of the game since you will now have access to some of the best cards in Marvel Snap, shaking up the deck possibilities from the previous pool of cards.

With a new world of card combos opened up by this pool, you’ll want to know your best options for staying competitive in Marvel Snap.

That’s why I’ll be breaking down the best Pool 2 decks in Marvel Snap, going over the cards included, and some strategies on how to play them.

Best Pool 2 Decks in Marvel Snap, Ranked Good to Best

#5 Movement Deck

The movement archetype only really becomes useful starting in Pool 2, and provides a great introduction to a Marvel Snap deck type that becomes more complex at higher collection levels.

Card List

Forge
1-Cost/1-Power
Nightcrawler
1-Cost/2-Power
Iron Fist
1-Cost/2-Power
Kraven
2-Cost/2-Power
Multiple Man
2-Cost/3-Power
Doctor Strange
2-Cost/3-Power
Cloak
2-Cost/4-Power
Vulture
3-Cost/3-Power
Hulkbuster
3-Cost/5-Power
Miles Morales
4-Cost/5-Power
Vision
5-Cost/8-Power
Heimdall
6-Cost/8-Power

Strategy

This deck focuses on moving cards between locations to activate their abilities and power them up. The most basic cards in the deck are Iron Fist and Nightcrawler.

Iron Fist’s ability moves the next card played one location to the left. I find that this makes it perfect to play right before a card like Multiple Man or Vulture, who benefit from being moved.

I think Nightcrawler is a super versatile card since can move once a match. Another one of my favorite versatile cards in this pool is Forge, which doesn’t benefit from moving but grants the next card you play +2 Power.

Move Around Cards to Power Them Up

Kraven also doesn’t benefit from moving, but rather from having cards moved to his location. He gets +2 Power whenever a card moves there so I like to play him at a location I know I’ll be moving cards to later. Multiple Man leaves behind a copy of himself when he moves locations, making him great for spreading your Power across the field. Cloak allows both players to move cards to his location next turn, which I find useful for setting up combos with Kraven.

I recommend using Doctor Strange for moving powerful cards around strategically since his ability moves the highest Power card on your side of the field to his location. Vulture only has a base Power of 3, but gains +5 Power when it moves. He is one of my favorite candidates to play just after Iron Fist. 

Move Cards One Final Time to Keep Opponents Guessing

I also think that Hulkbuster is a great addition to this deck since it will attach to another card at the location it’s played, freeing up one of the slots there while also giving its Power to the attached card. Miles Morales may have a Cost of 4, but that Cost is lowered to 1 if a card moved the previous turn. With this ability, I’ve found that Miles Morales can often be played quite early.

Vision is very versatile, in my opinion, since he can move freely each turn. Heimdall is the lynchpin of this deck as his ability moves all of your cards one location to the left. I recommend playing him on the final turn to throw opponents off and power up many of your own cards.

#4 Infinaut Control Deck

Gaining access to the Infinaut in Pool 2 opens up a lot of opportunities to control the tempo of a match in Marvel Snap, and I’ve found that his insane base power can be hard to counter at this level of play.

Card List

Sunspot
1-Cost/0-Power
Scorpion
2-Cost/2-Power
America Chavez
2-Cost/3-Power
Wolfsbane
3-Cost/1-Power
Storm
3-Cost/2-Power
Killmonger
3-Cost/3-Power
Jubilee
4-Cost/1-Power
Shang-Chi
4-Cost/3-Power
Enchantress
4-Cost/5-Power
Jessica Jones
4-Cost/5-Power
Vision
5-Cost/8-Power
The Infinaut
6-Cost/20-Power

Strategy

The goal of this deck is to lockdown control of at least one location before playing the Infinaut on turn six and claiming another location with his whopping 20 Power. The only catch is the Infinaut can’t be played if you played a card the previous turn. As such, you’ll have to skip turn five in order for this strategy to work.

I really like Sunspot in this situation since it’s only a 1-Cost card, but it gains any unspent Energy as additional Power each turn. This makes it perfect for when you are unable to play a card, or skip turn five to play the Infinaut, since no Energy will go to waste.

Control the Tempo of the Match

In my opinion, Scorpion is an all-around great card since its On Reveal ability lowers the Power of every card in your opponent’s hand by one. America Chavez is a card I like to run in the deck because she has the chance to power up a card like The Infinaut even further if it is the top card of your deck. I recommend playing Wolfsbane at the location with the most cards since it gains +2 Power for each other card you have there.

I like to use Storm to get rid of adverse locations as her ability makes the location Flooded, stopping players from playing cards there after two turns. In my experience, Killmonger can be useful for trimming down your opponent’s field since his ability destroys all 1-Cost cards on the field. Just be careful not to take out your own Sunspot in the process, which I’ve accidentally done before!

Skip Turn 5 to Play the Infinaut on Turn 6

If you’re feeling lucky, Jubilee has the ability to pull a random card from your deck onto the field, meaning the Infinaut can sometimes be played this way. Although I think Shang-Chi is a bit overpowered since he can destroy any of your opponent’s cards with 10 or more power at the same location, you will definitely want to use him in this deck. I also like to run Enchantress since she can remove all Ongoing abilities from cards at the same location, too.

Jessica Jones is a great card to play on turn four if you plan to skip turn five because she gains +4 Power if you don’t play a card at the same location the next turn. Vision is once again versatile since he can move freely each turn, which I found is extra helpful if you can pull him with Jubilee’s ability on turn 4. Otherwise, I recommend skipping turn 5 if The Infinaut is in your hand and playing him on turn 6 at the location you haven’t already locked down.

#3 Swarm Discard Aggro Deck

This deck builds upon the Discard archetype in Marvel Snap by adding new Pool 2 cards to enhance the foundation of one of my favorite Pool 1 decks.

Card List

Ant-Man
1-Cost/1-Power
Iceman
1-Cost/2-Power
Nightcrawler
1-Cost/2-Power
Blade
1-Cost/3-Power
Scorpion
2-Cost/2-Power
Wolverine
2-Cost/2-Power
America Chavez
2-Cost/3-Power
Swarm
2-Cost/3-Power
Nakia
3-Cost/3-Power
Lady Sif
3-Cost/5-Power
Sword Master
3-Cost/6-Power
Apocalypse
6-Cost/8-Power

Strategy

Like its Pool 1 counterpart, the focus of this deck is to power up certain cards by discarding them. However, Pool 2 adds a few new tricks to this deck archetype that I think are a huge improvement. The biggest addition is Swarm, which is replaced with two 0-Cost copies of itself when discarded. I’ve found this can be an easy way to get two 3-Power cards onto the field with little cost.

Otherwise, the deck is focused on discarding Apocalypse, as it returns to your hand with +4 Power when discarded. Ant-Man, Iceman, and Nightcrawler are great 1-Cost staples with versatile abilities that I like to include in a lot of Pool 2 decks. Similarly, I also recommend Scorpion as a solid staple with a slightly higher Cost of 2.

Discard Cards to Power Them Up

Wolverine also benefits from being discarded as it will return to a random location with +2 Power whenever discarded or destroyed. Nakia is newly accessible in Pool 2 and gives the two leftmost cards in your hand +2 Power. I like to use this ability to power up a card like Swarm so that when it’s discarded, you get two duplicates of the more powerful version.

Blade, Lady Sif, and Sword Master all exist as cards with abilities that allow you to discard other cards from your hand. They form the core of this deck. I also like to keep America Chavez in this deck since she also has the chance to give cards like Swarm or Apocalypse additional Power with her On Reveal ability.

Aim for Apocalypse on Turn 6

Apocalypse is the key to success with this deck and I recommend aiming for him when discarding cards. I prefer to target him with Lady Sif and Blade since they are more reliable, but Sword Master can work with a bit of luck. Ideally, Apocalypse should be played on turn six having been powered up by being discarded multiple times on previous turns.

#2 Ongoing Deck

Once again, Pool 2 adds several great cards to Marvel Snap that I have found function well in an Ongoing deck archetype. 

Card List

Ant-Man
1-Cost/1-Power
Armor
2-Cost/3-Power
Colossus
2-Cost/3-Power
Lizard
2-Cost/5-Power
Mister Fantastic
3-Cost/2-Power
Punisher
3-Cost/3-Power
Captain America
3-Cost/3-Power
Cosmo
3-Cost/2-Power
Warpath
4-Cost/5-Power
Klaw
5-Cost/4-Power
Spectrum
6-Cost/7-Power
Onslaught
6-Cost/7-Power

Strategy

The goal of this deck is to capitalize on the Ongoing abilities of cards to build up power going into the final turn. Ant-Man is once again a favorite 1-Cost card of mine with an Ongoing ability that can benefit from the other cards in this deck. Armor is another one of my favorites for this deck since her Ongoing ability prevents cards from being destroyed at a location.

Colossus’ Ongoing ability prevents him from being destroyed, moved, or having his power reduced, which has saved me in a few situations. Lizard has a negative Ongoing ability that lowers its Power by 3 if the opponent has four cards at the same location. However, I’ve found that this doesn’t hinder the card and its 5-Power for only 2-Cost is worth the risk.

Shut Down Opponents’ Strategies

I recommend playing Mister Fantastic at the center location since his ability gives +2 Power to adjacent locations. The Punisher is a solid new Pool 2 card that gains +1 Power for each card your opponent has at the same location, and I like to appropriately use this card to punish opponents for stacking one location.

Captain America can grant +1 Power to your own cards at the same location, so I recommend playing him alongside cards like Ant-Man or Punisher for even more power. Cosmo is one of my favorite cards since he is perfect for shutting down the opponent’s strategy by preventing On Reveal abilities from happening at a location.

Finish Off With Powerful Pool 2 Cards

In my opinion, Warpath is an underrated card that can often catch opponents off guar with an ability that benefits from having one empty location on your side of the field, since it gains +4 Power if you do. I like to play Klaw strategically alongside Warpath to give the empty location to his right +6 Power via his Ongoing ability.

Spectrum and Onslaught are both great options to play on turn six. Spectrum gives all cards with Ongoing abilities +2 Power and Onslaught doubles the effects of all Ongoing abilities at the same location. I recommend using Onslaught if there is a location where he can provide a benefit to all cards there. Otherwise, Spectrum is your best choice on turn six.

#1 Destroy Deck

I find this archetype to be the most consistent within Pool 2 since it focuses on destroying cards that get a buff when destroyed and takes advantage of several strong Pool 2 cards in Marvel Snap.

Card List

Nova
1-Cost/1-Power
Angel
1-Cost/2-Power
Bucky Barnes
2-Cost/1-Power
Wolverine
2-Cost/2-Power
Carnage
2-Cost/2-Power
Bishop
2-Cost/1-Power
America Chavez
2-Cost/3-Power
Killmonger
3-Cost/3-Power
Sabretooth
3-Cost/4-Power
Deathlok
3-Cost/5-Power
Shang-Chi
4-Cost/3-Power
Professor X
5-Cost/1-Power

Strategy

The goal of this deck is to power up your own cards through destruction while also destroying your opponent’s cards, before locking down a location with Professor X. Nova is my go-to card for Pool 2 destroy decks since it’s a 1-Cost card with the ability to grant your other cards +1 Power when destroyed.

Angel may seem like a weak card, but I find his ability useful for giving more fodder to Carnage since he will automatically come to the field when one of your cards is destroyed. Bucky Barnes also seems like a weak card at first, but benefits from being destroyed as he becomes the Winter Soldier with a Power level of 6 when destroyed. Wolverine again makes an appearance in this deck since his ability is one that I find to be quite versatile given that it activates whenever he’s discarded or destroyed.

Destroy Cards to Power Them Up

Carnage is a key card for this deck as he can destroy all friendly cards at a location with his On Reveal ability. I’ve found this to be a great way to trigger destruction abilities. Bishop gains +1 Power whenever you play a card, which I think makes it great for a deck that utilizes cards that can be destroyed and replayed.

Killmonger is not only great for taking out opposing 1-Cost cards, but can be an easy way to destroy Nova and activate his ability. Sabretooth returns to your hand with a Cost of 0 when destroyed, and I like to use it with Bishop on the field to give Bishop additional Power. Deathlok has a high Power and destroys all other friendly cards at the location he’s played, which I tend to use in place of Carnage when necessary.

Lock Down Locations in the Final Turns

The final cards in the deck help to lock down locations once your cards have been powered up. I like to use Shang-Chi on the final turns to catch opponents off guard and destroy their most powerful cards. Professor X’s ability prevents any cards from being played, moved, or destroyed at a location, effectively locking it down for the match. I recommend playing him at one location before your opponent players their most powerful cards, then use Shang-Chi on the final turn to remove your opponent’s 10+ Power cards from the equation.

 

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