What “Marvel Snap” collection level do you need to hit to get all Pool 3 cards?

In Marvel Snap, once you hit pool 3, you’re in that long, long stretch of dozens of cards that you’ll get every four caches or so on average, but the caches are further apart than they were before. Once you finish pool 3, not only will you have all of these cards to start building decks with, but caches will start giving you 200-600 collector symbols instead of 100. What they want not give is series 4 or 5 cards occasionally, so this is kind of a wasteland period in the game right now. So there is no rush to get there.

However, you may want to know how long it will take you to get to a full Pool 3 collection, to complete all of these cards. It depends on a few factors.

  • If you started playing earlier than others, before the Collector’s Tokens system was implemented, and before there was a better sin timer for cards on Pool 3 caches, it may take you longer overall.
  • It also depends on how you use the tokens. If you’ve spent 3,000-6,000 on series 4 or 5 cards instead of buying 3-6 pool 3 cards, that will obviously set you back.
  • And it depends on how you use your gold. The optimal way to use gold is to save everyone of that up to gold bundles that include several thousand units for CL upgrades and 2-3000 Collector’s Tokens as well, which are 2-3 pool 3 cards.

So, taking all these things into consideration, the average collector level you need to hit before you get all the pool 3 cards is somewhere in the 2600-3600 range. The 3600 series would be if you had absolutely terrible luck and used tokens and gold poorly.

I’m currently 1800, I used my early gold on bounties, not bundles, which was probably wrong. And I started playing midway through season 1. So I’m “not optimal”, but still a little more than halfway, it seems.

The problem, again, is what the game becomes when you do complete pool 3, because of the way card drops work, it’s not like the new cards you get every few days are just series 4 and 5 cards now, it’s that you basically get…nothing, almost all the time, because the drop rates are just insanely low. Second Dinner has noticed how bad it feels to not be able to access most Series 4 and 5 cards all the time, so changes may be made in the future.

If you want a sort of checklist of the 76 pool 3 cards you need to complete the set, here’s the big list. I’ve put stars next to the ones I’d say are good enough to consider buying with tokens in the shop:

  1. Adam Warlock (2 Energy, 0 Power) – At the end of each turn, if you win this location, draw a card
  2. *Aero (5 Energy, 8 Power) – On Reveal: Move all enemy cards played this turn to this location.
  3. Agatha Harkness (6 Energy, 14 Power) – Agatha starts in your hand and plays your cards for you.
  4. * Arnim Zola (6 Energy, 0 Power) – On Reveal: Destroy a random friendly card here. Add copies of it to the other locations.
  5. Baron Mordo (2 Energy, 3 Power) – On Reveal: Your opponent draws a card. Set the cost to 6.
  6. Beast (2 Energy, 2 Power) – On Reveal: Return your other cards in this location to your hand. They cost 1 less.
  7. Black Bolt (5 Energy, 8 Power) – When Revealed: Your opponent must discard the lowest cost card in their hand.
  8. Black cat (3 Energy, 6 Power) – If this is in your hand at the end of your turn, discard it.
  9. Black Widow (2 Energy, 1 Power) – On Reveal: Add a Widow’s Piece to your opponent’s hand.
  10. *Bread (3 energy, 2 power) – On reveal: Add 2 breeding animals to this location with the same power.
  11. Captain Marvel (5 Energy, 6 Power) – At the end of the game, move to a location that wins you the game. (If possible)
  12. Cerebrum (3 energy, 0 power) – Ongoing: Your highest power cards get +2 power.
  13. Colleen Wing (2 energy, 4 power) – On reveal: Discard the cheapest card from your hand.
  14. Crossbones (4 energy, 8 power) – You can only play this in places where you win.
  15. Crystal (4 Energy, 4 Power) – On Reveal: If this is in the middle position, shuffle your hand into your deck and draw 3 cards.
  16. Dagger (2 energy, 1 power) – When this is moved to a location, +2 power for each card your opponent has there.
  17. Daredevil (2 energy, 2 power) – On turn 5, you get to see your opponent’s play before making your own.
  18. *Deadpool (1 Energy, 1 Power) – When this is destroyed, return it to your hand at double power.
  19. *Death (9 Energy, 12 Power) – Costs 1 less for each card destroyed this game.
  20. Debris (3 energy, 3 power) – On reveal: Add a stone to each other’s location, for both players.
  21. *Destroyer (6 Energy, 15 Power) – On Reveal: Destroy your other cards.
  22. *Doctor Doom (6 Energy, 5 Power) – On Reveal: Add a 5-Power DoomBot to each other’s location.
  23. Doctor Octopus (5 Energy, 10 Power) – When Revealed: Draw 4 random cards from your opponent’s hand to their side of this space.
  24. *Dracula (4 Energy, 0 Power) – At the end of the game, discard a card from your hand. This has its power.
  25. Drax (4 Energy 4 Power) – On Reveal: If your opponent played a card here this turn, +4 Power.
  26. *Electric (3 Energy, 2 Power) – On Reveal: +1 Max Energy. Ongoing: You can only play 1 card a turn.
  27. Falcon (2 Energy, 3 Power) – On Reveal: Return your 1-Cost cards to your hand.
  28. Gambit (3 Energy, 1 Power) – On Reveal: Discard a card from your hand. Destroy a random enemy card.
  29. Ghost Rider (4 Energy, 3 Power) – When revealed: Return one of your discarded cards to this space.
  30. Giganto (6 energy, 14 power) – You can only play this on the left position.
  31. Goose (2 Energy, 2 Power) – Ongoing: No one can play cards that cost 4, 5, or 6 in this location.
  32. Green Goblin (3 Energy, -3 Power) – On Reveal: Your opponent gains control of this.
  33. Hazmat (2 Energy, 1 Power) – On Reveal: Affect all other cards with -1 Power.
  34. *The whole thing (6 Energy, 6 Power) – On Reveal: Play all cards you have discarded from your hand to random locations.
  35. Hellcow (4 Energy, 6 Power) – On Reveal: Discard 2 cards from your hand.
  36. Human Torch (1 Energy, 2 Power) – When this moves, double the power.
  37. Invisible woman (2 Energy, 2 Power) – Ongoing: The cards you play here are not revealed until the game is over.
  38. Jane Foster (5 Energy, 8 Power) – When Revealed: Draw all 0 cost cards from your deck.
  39. Juggernaut (3 Energy, 3 Power) – On Reveal: If your opponent played cards here this turn, move them randomly.
  40. Kingpin (3 Energy, 4 Power) – When a card moves here on turn 6, destroy it.
  41. *Manager (6 energy, 4 power) – On reveal: Copy all cards your opponent played this turn, but on your side.
  42. *Lock jaw (3 Energy, 2 Power) – When you play a card here, replace it with a card in your deck.
  43. *Magic (5 Energy, 3 Power) – You cannot play this on turn 6. On Reveal: Change this location to ‘Limbo’.
  44. *Magneto (6 Energy, 12 Power) – When Revealed: Move all opposing 3- and 4-Cost cards to this location.
  45. Maximus (3 Energy, 7 Power) – When Revealed: Your opponent draws 2 cards.
  46. *Mister Negative (4 energy, -1 power) – On reveal: Exchange the power and cost of all cards in your deck.
  47. Moo (2 Energy, 2 Power) – Ongoing: If both players have 4 cards in this location, +6 Power.
  48. Moon Knight (3 Energy, 3 Power) – When revealed: Discard a card from each player’s hand.
  49. Mystery (2 Energy, 4 Power) – While playing this, play Illusions to other locations. Disguise this as an illusion until the game is over.
  50. *Mystic (3 energy, 0 power) – On reveal: If the last card you played has an ongoing ability, this card gets it.
  51. Nick Fury (5 Energy, 7 Power) – On Reveal: Add 3 random 6-Cost cards to your hand.
  52. Omega red (4 energy, 5 power) – Ongoing: If you’re ahead by 10 power here, +4 power to other places.
  53. *Patriot (3 energy, 1 power) – Ongoing: Your cards without abilities have +2 power.
  54. Polaris (3 Energy, 5 Power) – When revealed: Move an opposing 1 or 2 cost card to this space.
  55. * Psylocke (2 Energy, 1 Power) – On Reveal: Next turn you get +1 Energy.
  56. Trembling (2 Energy, 3 Power) – On Reveal: If this is in the middle location, switch the positions of each location.
  57. Quinjet (1 Energy, 2 Power) – Ongoing: Cards that didn’t start in your deck cost 1 less.
  58. Red skull (5 energy, 15 power) – Ongoing: Enemy cards in this location have +2 power.
  59. Save (4 Energy, 4 Power) – On Reveal: If you play a card here next turn, +5 Power.
  60. Stone race (4 Energy, 6 Power) – On Reveal: Shuffle 2 stones into your opponent’s deck.
  61. *Scoundrel (3 Energy, 1 Power) – On Reveal: Steal an ongoing ability from a random enemy card in this location.
  62. Ronan, the accuser (5 Energy, 3 Power) – Ongoing: +2 Power for each card in your opponent’s hand.
  63. *Sera (5 Energy, 4 Power) – Ongoing: Cards in hand cost 1 less. (minimum 1)
  64. Spider man (4 Energy, 3 Power) – On Reveal: Your opponent cannot play cards on this spot next turn.
  65. Task master (5 Energy, 0 Power) – On Reveal: Set the power of this card equal to the power of the last card you played.
  66. The hood (1 Energy, 0 Power) – On Reveal: Add a Demon to your hand.
  67. Thor (3 Energy, 4 Power) – On Reveal: Shuffle Mjolnir into your deck.
  68. Typhoid Mary (4 energy, 10 power) – Ongoing: Your other cards have -1 power.
  69. Ultron (6 Energy, 8 Power) – On Reveal: Create four 1-Power Drones on each other’s location.
  70. *Married (3 Energy, 1 Power) – On Reveal: Destroy your other cards in this location. Add their power to this card.
  71. Viper (2 Energy, 3 Power) – When Revealed: Your opponent gains control of one of your other cards in this location.
  72. Wasp (0 energy, 1 effect)
  73. *Wave (3 energy, 3 power) – On reveal: Next turn the cards in both players’ hands cost 4.
  74. *Wong (4 Energy, 2 Power) – Ongoing: Your On Reveal abilities at this location happen twice.
  75. Yellow jacket (0 Energy, 2 Power) – When Revealed: Apply -1 Power to your other cards on this spot.
  76. Zero (1 Energy, 3 Power) – On Reveal: Remove the abilities on the next card you play.

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