Every Series 2 Card in MARVEL SNAP
Last updated 1 year, 7 months ago by
sule
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
On Reveal: Add a random card to your hand. |
You can’t play this after turn 3. Ongoing: You can’t play cards here. |
On Reveal: Give a random card in your opponent’s hand +1 Cost. (Maximum 6). |
At the end of each turn, gain +1 Power for each unspent Energy. |
2 Cost
When this is destroyed, replace it with the Winter Soldier. |
On Reveal: Next turn, both players can move cards to this location. |
When a card enters your hand from anywhere (except your deck), +1 Power. |
Ongoing: +2 Power for each time you discarded a card this game. |
On Reveal: Give every card in your deck +1 Power. |
On Reveal: Afflict cards in your opponent’s hand with -1 Power. |
When this is discarded from your hand, add two 0-Cost copies to your hand. | |
Tokens
3 Cost
On Reveal: Destroy ALL 1-Cost cards. |
On Reveal: Give all cards in your hand +1 Power. |
On Reveal: Ruin this location. (remove its ability) |
When this is destroyed, return it to your hand. It costs 0. |
On Reveal: Flood this location. Next turn is the last turn cards can be played here. |
When this card moves, +5 Power. | | |
Tokens
4 Cost
On Reveal: Add the top card of your deck to this location. |
On Reveal: Destroy all enemy cards at this location that have 9 or more Power. |
Ongoing: If any of your locations are empty, +4 Power. |
5 Cost
On Reveal: Your opponent gains control of this. |
At the start of turn 6, remove all abilities from cards in your opponent's hand. |
Ongoing: Players can only play 1 card a turn. |
You can move this each turn. |
6 Cost
If you played a card last turn, you can’t play this. |
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:
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:
When a card enters your hand from anywhere (except your deck), +1 Power.
This is what I see: