Top 10: Best Marvel Snap Pool 3 cards!
10/11/22 0 comments
Find out which are the best cards to get from Marvel Snap's Pool 3!Edit Article
What is a Pool in Marvel Snap?
Best cards from Pool 3
10th place: LockjawLockjaw, besides being very cute, can "transform" a Rock into an Infinaut, so yes, I think it is very powerful. Its permanent effect of transforming your cards into other cards from your deck allows for many combos not only in one deck, but in many, which is why it deserves to be in this ranking.
9th Place: MystiqueMystique costs only 3 energy and copies the "Ongoing" skill of the last card you've played. Though this card is very popular in decks containing "Ongoing" cards such as Patriot and Cerebro, it can appear as a wild card in many other strategies, such as in the Devil Dinosaur deck and even "On Reveal" decks, such as the powerful Wong combo.
8th place: MysterioThe Mysterio card does justice to this character's essence in the comics and can get into an opponent's head, as you will only know which is the true Mysterio when the match ends. If you're not familiar with this card, allow me to explain. Mysterio costs 2 and has 5 power and when you play it in a location, this card is automatically played in the other two locations, but as 0 power copies, however your opponent won't know which one is the original, as for them, every single Mysterio will appear as if they had 0 power. With that, you can bluff your opponent and depending on the deck you're playing, the copies will still be useful, be it for getting buffed by Patriot, become fodder for Carnage or to grow Bishop's power. For just 2 energy, Mysterio is a very complete and versatile card.
7th place: DaredevilSpeaking of two cost cards that are versatile and powerful, we have Daredevil, which came with an ingenious mechanic to Marvel Snap. At turn 5, this character makes you see the cards your opponent will play, where they will be played and before you even play your cards. With that, you can counter many enemy plays besides also, for instance: blocking a location with Professor X and guarantee a victory there.
6th pace: Doctor DoomDo you know that moment when Storm prevents you from playing cards in a location or when you're in a match in which there are locations you can't play cards in? Doctor Doom is your savior in those cases. With just 6 energy and 5 power, it puts in 1 Doombot with 5 power in each of the other locations, which can turn many matches in your favor. Besides that, if you combo it with Wong, you will put even more Doombots and guarantee even more points.
5th Place: AeroJust by costing 5 and having 8 power, Aero is already a good card, however, its skill makes it one of the best cards in the game. And what skill is that? Well, Aero can move all the cards that the opponent played in the round it is revealed to the place in which it was played. If it was played in turn 6, a moment in which the most crucial cards need to be played at the right location to win the match, Aero can easily ruin your opponent's plan and guarantee you the victory. A very powerful combo with this card is with Kingpin, which destroys the cards moved at turn 6 to the location in which Kingpin is.
4th Place: WaveWave, besides having fair stats (3/3), has a very powerful skill: at reveal, next turn it makes all cards from both players cost 4. This means: you can play a card that costs 6 (even 9, right, Death?) at turn 4. Of course your opponent can do the same, but that will depend on how their hand is. Besides that, there are many decks that have lots of cards to play per round, so limiting them to one card at turn 4, might delay and frustrate your opponent's game plan. That is without mentioning that you can play Odin alongside Wave, so that this way, at turn 5, all players can only play one card, and once more your opponent will have their game plan ruined.
3rd place: MagikLimbo is that location that states that there will be a turn 7 in that match and yes, it shows up once or twice in games, but Magik also has that skill, so, if it is in your deck, all matches will have a turn 7. The possibility of extending the match to a seventh turn might be what you need to draw a key card and finish your game. However, it's worth mentioning that your opponent also gains that time, so it also might be beneficial to their plan. Besides, Magik's skill remains one of the strongest in the game and certainly will bring you some victories because of Limbo.
2nd Place: WongWong is that card that every time I see it on board I think: Oh, I lost. It might even seem harmless because it costs 4 and has only 2 power, but its "ongoing" skill of doubling "on reveal" effects is broken!