Marvel SNAP: The Best Cards in Set 2

The second card pool players receive at Marvel Snap Collection level 215 enhances starting strategy and supports new styles for new characters.

Once players level up their cards in Marvel Snap and reach collection level 215, they have access to a second set of character sets of iconic comic book heroes and villains that expand upon the basic strategies of the original set 1 with more A stronger deck of good cards. With several types of ability archetypes gaining new support in Pool 2, players can replace old characters with 25 "Mystery Cards" they've collected from Pool 1 after completing daily objectives to upgrade card rarity through Credits. Since Pool 2 cards broaden the ways players can participate in Marvel Snap's six rounds, there are more complex options when it comes to choosing the best card for a deck.

Destruction decks in Marvel Snap get their best cards in Pool 2 with characters Bucky Barnes and Killmonger, while Discard archetypes benefit from Morbius and Swarm being included in the set. Iceman, Shang-Chi, Storm, and Scorpion all provide additional power to control decks that players may have had issues with playing Pool 1. Strong cards that can go into any deck from Pool 2 include Sunspot, Infinaut, Hobgoblin, and Jubilee, And movement characters like Vulture, Cloak, and Vision finally gave players more power, allowing them to employ previously bland strategies.

Activate the Winter Soldier and Sweep Enemy Cards in Pool 2

Players may already have the opportunity to level up quickly in Marvel Snap by using a basic Destruction deck featuring Pool 1 cards such as Carnage combined with Nova or Wolverine. In Pool 2, however, this strategy is taken a step further with Bucky Barnes, a seemingly weak card with 2 Power Cost and 1 Strength. When the character is destroyed, the character's true power is revealed, as Bucky transforms into a level 6 Winter Soldier, a huge boost one position. While it takes some time to set up cards such as Deathlock to wreak havoc, players will find the rewards very helpful for contested areas during matches.

Killmonger will probably be added to a player's deck as one of the best cards in the Marvel Snap, as it directly counters one of Pool 1's most popular archetypes, the Zoo deck. Typically, these decks revolve around Kazar and his +1 power up to 1 power card that fills multiple slots at once. 3 Energy 3 The Power Killmonger destroys every 1 Power card on the field at each Location On Reveal, completely destroying the opponent's strategy before they form or at the end of the game to steal the win. Killmonger's effect is useful even outside of Pool 3, where it can be blocked by Wakanda Location or cards like Armor, but the wide range still guarantees results.

Discard Without Worry with Morbius and Swarm

While Apocalypse, the main card in Marvel Snap, has a plethora of supporting characters such as Lady Sif, Blade, and Sword Master in Group 1 to encourage his abilities, Morbius and Swarm provide more for decks going into Group 2 nice function. Players may have a moment where using the Blade or Sword Master's discard effect can get rid of the wrong card without any benefit. Morbius is a 2 Energy 0 Power card that eliminates this unfortunate situation by giving the player +2 Power for each card discarded during the match. Since this ability applies when Morbius is in a position, on the deck, or in the player's hand, there's no downside to discarding more cards to build up ridiculous power values ​​from the vampire.

Although Revelation should always be Prioritizing discards when building this deck type in Marvel Snap, the Swarm provides players with a valuable second option. 2 Energy 3 Power cards are returned to the player's hand after being discarded, only this time there are two versions that consume no energy at all. With these two cards, Pool 2 offers players a great opportunity to improve their discard decks, as Morbius and Swarm are staples of this archetype, even when transitioning to Pool 3 and beyond. improve it. ^Professor X is a 5 power 3 power card from set 1, showing the pinnacle of control decks from the previous series, but Iceman, Scorpion and Storm all represent the power and positional manipulation through the Marvel Snap evolution of these strategies. 1 Energy 2 Strength Iceman immediately causes a random card in the opponent's hand to consume 1 more energy to use, while 2 Energy 2 Energy Scorpion reduces the power of all cards in the opponent's hand by 1. This kind of destruction, whether used early in the game or near the end, throws out what would otherwise be a fairly consistent standard plan. Storm, 3 Energy 2 Strength cards, taking this idea to the extreme, flooding a spot on the turn after the cards are played and preventing either player from placing a card there, forcing the opponent to either commit to building power there or give up the spot.

Control Power and Locations With Pool 2 Cards

On the other end, Shang-Chi doesn't change Locations or Power values, but uses his 4 Energy 3 Power value to counteract other players' greed. Shang-Chi completely shuts down the powerful combos seen in Devil Dinosaur or Onslaught dominating Pool 1 games in Marvel Snap, Shang-Chi destroys any card with more than 9 Power on the other side of its Location On Reveal. Players who have been frustrated and lost with these deck modes in the past can turn things around with Shang Chi, whose utility can be applied to a variety of decks.

Extraordinary cards that can fit into any deck go to Pool 2 via Sunspot and Jubilee, 1 Energy 1 Power and 4 Energy 1 Power respectively. Sunspots gain power for every unspent power the player has not spent at the end of their turn, a significant potential for improvement throughout the game if the player doesn't have many cards to play. Jubilee randomly takes a card from the player's deck and places it in her place, which can be risky depending on the types of cards available to the player. A popular combination in pool 2 involves using this ability with Infinaut, whose ridiculous 6 Energy 20 Power is usually unusable unless the player didn't place any cards the previous turn.

Find New Combos From Sunspot, Jubilee, Hobgoblin, and The Infinaut

The Hobgoblin takes a risky approach in Pool 2, but introduces players to the concept of a card with negative energy. Hobgoblin On Reveal Costs 5 Energy Cost -8 Energy, travels to enemy player locations, reducing the overall energy they have accumulated, sometimes filling the last of the four spaces that make up the location. Hobgoblin is a card that has played out in many archetypes, and it has an interesting and unorthodox angle of play that players can find a good use for later in the game.

Mobile decks are notoriously difficult to play in Marvel Snap, requiring specific streamers like Heimdall to reach their full potential. In Pool 2, however, 5 Energy 7 Power Vision breathes new life into this prototype by being able to move to Wherever it wants, at any time. Used with the 2 Energy 4 Power Cloak, allowing both players to move any card they like into its place on the next turn, players end up being able to boost more power than was originally possible. Vulture is a 3 Energy 3 Power card that grants +5 Power when moving, giving players another reason to create new decks using the best cards from Pool 2 in Marvel Snap.

Demonstrate Greater Movement with Vision, Vulture, and Cloak

Source: YouTube/Marvel Entertainment

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