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Every Series 2 Card in MARVEL SNAP

Updated 2 years, 7 months ago by

This is a list of every card in Series 2 of MARVEL SNAP. There are 25 cards in Series 2, earned by climbing the Collection Ladder from Collection Level 222 to 474.

Every Series 2 Card in MARVEL SNAP

This is a list of every card in Series 2 of MARVEL SNAP. For a more in-depth guide of how the Series work in MARVEL SNAP, read our guide on progression in MARVEL SNAP.

Series 2 cards are earned by climbing the Collection Ladder from Collection Level 222 to 474. There are 25 cards in Series 2. The order in which you will unlock these cards will be completely random, but once you get to CL 474 you will have earned every card in Series 2 and will then start earning cards from Series 3.

In some cases, our image for a card does not match the true stats of that card in-game - where this occurs, we've put the card's true stats at the end of its card text.


1 Cost

Agent 13 Card ImageOn Reveal: Add a random card to your hand. Ebony Maw Card ImageYou can’t play this after turn 3. Ongoing: You can’t play cards here. Iceman Card ImageOn Reveal: Give a random card in your opponent’s hand +1 Cost. (Maximum 6). Sunspot Card ImageAt the end of each turn, gain +1 Power for each unspent Energy.

 


2 Cost

Bucky Barnes Card ImageWhen this is destroyed, replace it with the Winter Soldier. Cloak Card ImageOn Reveal: Next turn, both players can move cards to this location. The Collector Card ImageWhen a card enters your hand from anywhere (except your deck), +1 Power. Morbius Card ImageOngoing: +2 Power for each time you discarded a card this game.
Okoye Card ImageOn Reveal: Give every card in your deck +1 Power. Scorpion Card ImageOn Reveal: Afflict cards in your opponent’s hand with -1 Power. Swarm Card ImageWhen this is discarded from your hand, add two 0-Cost copies to your hand. 

Tokens

 


3 Cost

Killmonger Card ImageOn Reveal: Destroy ALL 1-Cost cards. Nakia Card ImageOn Reveal: Give all cards in your hand +1 Power. Rhino Card ImageOn Reveal: Ruin this location. (remove its ability) Sabretooth Card ImageWhen this is destroyed, return it to your hand. It costs 0.
Storm Card ImageOn Reveal: Flood this location. Next turn is the last turn cards can be played here. Vulture Card ImageWhen this card moves, +5 Power.  

Tokens

 


4 Cost

Jubilee Card ImageOn Reveal: Add the top card of your deck to this location. Shang-Chi Card ImageOn Reveal: Destroy all enemy cards at this location that have 9 or more Power. Warpath Card ImageOngoing: If any of your locations are empty, +4 Power.

 


5 Cost

Hobgoblin Card ImageOn Reveal: Your opponent gains control of this. Leech Card ImageAt the start of turn 6, remove all abilities from cards in your opponent's hand. Sandman Card ImageOngoing: Players can only play 1 card a turn. Vision Card ImageYou can move this each turn.

 


6 Cost

The Infinaut Card ImageIf you played a card last turn, you can’t play this.

 


 

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Comments

  • I am missing three card from pool 2, and one of them is Sunspot. 

    I really like the game but man it feels bad to rely this heavily on RNG to get an important card. 

    • Important how?

      I just kill it with Killmonger.

      There's also a good chance you won't even draw him...

  • Does anyone have interesting ideas on how to use pool 2 cards in fun/effective ways? Other than a few obvious ones, i don't really see much use for them.

    E.g. Nakia. Also "the infinite" makes you skip a turn unless you summon him randomly from the deck, which is not consistent at all.

    So, all in all, how do you guys feel about "power reducing cards", be them those that affect cards in opponent's hand (which means they suck in later turns) or cards from the locations?

    Also, Leech seems incredibly powerful against almost everything. Does the "ability" include ongoing and on-reveal effects? Or just stuff like Nova's ?

    • My thoughts on the cards you mentioned:

      • Nakia was nerfed into the ground, 'cause she used to give a Power bonus to all cards in your hand. She's not worth it anymore.
      • The Infinaut is good if you can high-roll Jubilee; when you reach Pool 3 you can discard it and try to exploit that with Ghost Rider, Hela, and/or Dracula. I've noticed that sometimes you can get away with hard-playing him depending on the board state, so it's not 100% impossible.
      • Scorpion is good if you think about his relative value: he only provides you 2 Power, sure, but he can deny your opponent up to 7 potential Power. For each card they play, he spreads his effectiveness across all the locations those cards are placed. Spider-Woman is similar, up to a 5/11 in value: Gamora is slightly better if you can proc her, but SW's effect is more-or-less guaranteed.
      • From what I understand Leech is as powerful as you might think he is, but he's only good played on the one turn (turn 5). Unless he's cheated out, his cost means the most he can do is turn off your opponent's turn 6 (which can be huge, granted).

      Pool 2 is a little wonky altogether, but it contains important pieces for the Move (Cloak and Vulture), Destroy (Bucky Barnes), Discard (Morbius), and Control (Iceman, Scorpion, Storm, Shang-Chi, Leech) decks.

  • Is Armor a good option against Killmonger?

    • It depends how heavy are you on 1-drops. I run Armor in my Ongoing deck, because a) it can protect Ant-Man and b) it can get buffed by Spectrum.

      That being said, there are more "destroy" cards than just Killmonger, case in point with today's hot location Pegasus Project, a lot of ppl, myself included, seem to run Shang-Chi to snipe the big baddies you can put down with extra 5-mana, so Armor helps there as well.

      Cosmo would be another option, also Ongoing, which can get buffed by Spectrum. I sometimes run both.

      Bonus points for them is you can counter "deathrattle" decks by denying them killing off Nova or tokens to feed Carnage etc.

    • In my experience, I haven't seen Killmonger show up enough to justify teching against a tech. And you are really only protecting three cards outside of Armor, so I think the game would still be over.

  • Every time I look at:

    The Collector Card ImageWhen a card enters your hand from anywhere (except your deck), +1 Power.

    This is what I see:

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