In Marvel SNAP, Pool Two (also known as Series Two) starts once you reach Collection Level 222 and continues up until CL 474. While the actual metagame begins with the next batch of cards (Series Three), Pool Two is still a critical category for beginner Marvel SNAP players. It prepares them for the meta and ranked matches. The only problem is that Pool Two’s roster is quite limited, making it challenging to build solid decks. That said, there are still incredible lineups in this Series that can win you matches and help steal Cubes. And here are some of them.
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Marvel Snap: Best Pool 3 Decks
Here’s the list of best Pool 3 decks in Marvel Snap season 6. Best overall, ramp, destroy, discard, and more.
Before we start, you should know that there are specific archetypes in Pool Two that you will want to avoid. In the current metagame—and according to the statistics—the following archetypes are the worst for a Series Two Player: Control, Discard, and On Reveal. Do not invest too much time in these decks because Pool Two is missing key cards of these archetypes.
Best Overall: Ka-Boom Deck
Card |
Cost |
Power |
---|---|---|
Ka-Zar |
4 |
4 |
Blue Marvel |
5 |
3 |
Onslaught |
6 |
7 |
Squirrel Girl |
1 |
2 |
Angela |
2 |
3 |
Rocket Raccoon |
1 |
1 |
Yondu |
1 |
2 |
Elektra |
1 |
2 |
Armor |
2 |
3 |
Iron Man |
5 |
0 |
Okoye |
2 |
3 |
Ant-Man |
1 |
1 |
The Ka-Boom deck is a refined version of the good old Kazoo setups. The idea behind it is straightforward: Fill the board with one-Cost drops, buff them with Ka-Zar, and try to retrigger Ka-Zar’s buff multiple times.
Ka-Boom can earn you some Cubes because of its capacity to distribute Power across all locations. If you spread your cards strategically, Ka-Zar will help you get stronger cards everywhere on the board.
Key Synergies of the Deck
- Ka-Zar and Onslaught: For the Ka-Boom deck to work, you will need to hit Ka-Zar with Onslaught. Otherwise, his one-time +1 buff might not be enough.
- Blue Marvel and Onslaught: The actual “Boom” in the deck’s title happens when you drop the Blue Marvel and Onslaught combo into Ka-Zar’s lane. This is when you effectively add +4 to each underdog card, which can catch the enemy off guard.
How to Play the Ka-Boom Deck
- Try to get as many one-Cost cards on the board as possible. Spread them so that you can distribute Power in late-game turns.
- Your one-Costs will be at the risk of getting blown up by Killmonger. So, try to protect some with Armor. (If you have Caiera, use her instead.)
- Play Ka-Zar and follow up with Blue Marvel and Onslaught. The trio will apply a significant buff to the board.
- If you feel less confident in a lane, back it up with Iron Man. He can double your Power.
Best Performance: Spectroom Deck
Card |
Cost |
Power |
---|---|---|
Spectrum |
6 |
6 |
Ant-Man |
1 |
1 |
Ebony Maw |
1 |
7 |
Armor |
2 |
3 |
Colossus |
2 |
3 |
Mister Fantastic |
3 |
2 |
Cosmo |
3 |
3 |
Hawkeye |
1 |
1 |
Namor |
4 |
6 |
Klaw |
5 |
4 |
Iron Man |
5 |
0 |
Captain America |
6 |
6 |
I call this the “Spectroom” deck because when you play it right, your side of the board looks like a room full of Ongoing cards Spectrum can buff. Gameplan-wise, you’re looking at a Kazoo-esque deck: Fill the board and buff the weak.
Key Synergies of the Deck
- Ongoing cards and Spectrum: The entire strategy of this deck revolves around buffing your side of the board with Spectrum. And your chance to win the match increases as you drop more Ongoing cards before the final-turn buff provider, Spectrum.
- Klaw and Namor: This duo can provide a solid 18 Power even without Spectrum. All you need to do is keep Namor a solo card and buff his lane with Klaw. (Now, add Spectrum to the equation, and you have 20 Power in a lane with only one card.)
How to Play the Spectroom Deck
- Spread Ongoing cards. Preferably, keep one lane empty for the Namor and Klaw lineup—unless you doubt that the opponent might be a Galactus player.
- Protect one lane with Cosmo and another with Armor. You will play Spectrum into Armor’s lane and your buff beneficiary Ongoing cards into Cosmo’s.
- When the board is ready, drop Spectrum to maximize your Power.
Best Gameplay: Blue Dinoslaught
Card |
Cost |
Power |
---|---|---|
Devil Dinosaur |
5 |
3 |
Blue Marvel |
5 |
3 |
Onslaught |
6 |
7 |
Moon Girl |
4 |
5 |
Jubilee |
4 |
1 |
The Collector |
2 |
2 |
Bishop |
3 |
1 |
Agent 13 |
1 |
2 |
Cable |
2 |
3 |
Cosmo |
3 |
3 |
Shang-Chi |
4 |
3 |
Sentinel |
2 |
3 |
The combination of Blue Marvel, Devil Dinosaur, and Onslaught creates the deadliest Pool Two trio. You just need to support these beasts with a bunch of card generators like Moon Girl and card stealers like Cable and Agent 13.
Here’s the gist of the strategy: Have The Collector on the board, keep the hand full, drop Devil Dino, buff the board with the Blue Marvel & Onslaught combo. That’s all.
Key Synergies of the Deck
- Moon Girl and Devil Dino: Dino is not a powerhouse unless you have a full hand. And Moon Girl is one of the few cards that fulfill this prerequisite.
- Blue Marvel and Onslaught: Winning the match with only one powerhouse (Devil Dino) is not easy. You will need the killer combo of Blue Marvel and Onslaught to provide additional Power in a lane while buffing the entire board.
- The Collector and card generators: Filling your hand with random cards only for the sake of buffing Dino is not a reliable strategy. You want to have someone like The Collector on the board, so every time you generate or steal a card, you gain additional Power.
How to Play the Blue Dinoslaught Deck
- Use Agent 13, Cable, and Sentinel to fill your hand.
- Drop Jubilee if your key big drops (Onslaught, Dino, or Blue Marvel) are still in the deck.
- Play The Collector as soon as possible—preferably before generating cards.
- Use Bishop as a secondary buff generator. (Every time you play a card, he will grow stronger.)
- Play the Blue Marvel, Onslaught, and Dino combo through the final rounds.
Best for Learning: Heimdall’s Moving Castle
Card |
Cost |
Power |
---|---|---|
Heimdall |
6 |
10 |
Iron Fist |
1 |
2 |
Nightcrawler |
1 |
2 |
Forge |
2 |
2 |
Doctor Strange |
2 |
3 |
Kraven |
2 |
3 |
Human Torch |
1 |
2 |
Vulture |
3 |
3 |
Cloak |
2 |
4 |
Klaw |
5 |
4 |
Okoye |
2 |
3 |
Vision |
5 |
8 |
Movement hasn’t been a well-performing archetype in a while, especially if you’re limited to Pool Two cards. However, there is one standard move deck with Heimdall that’s beneficial in some other ways than just being a killer setup.
Using the Heimdall-Vulture deck, you can practice paying attention to synergies and exploiting real estate (empty slots on the board), as well as location effects.
Key Synergies of the Deck
- Move providers and move beneficiaries: You have cards like Iron Fist, Doctor Strange, Cloak, and Heimdall that move other cards. You also have cards like Vulture and Human Torch, which get buffed when moved. Creating a synergy between these two groups is the key to winning.
- Klaw and Okoye: This duo doesn’t have a direct synergy—each can perform well on its own. However, if you use them strategically, they compensate for the game’s negative RNG effect or delayed buffs. Okoye, for example, can hit Human Torch in the deck, giving you a head start. And Klaw can add Power to a lane away from your powerhouses, compensating for unwanted movements.
How to Play Heimdall’s Moving Castle Deck
- Move Human Torch and Vulture around using Iron Fist, Cloak, and Doctor Strange.
- Have Kraven benefit from all these movements.
- Create one last buff with Heimdall. (This might also help to surprise your enemy because Heimdall can shift your Power to other locations, the ones that your enemy has been neglecting.)
Human Torch in this movement deck is actually a Series Three card. If you don’t have him unlocked, replace him with Multiple Man.
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