Splendor's rules fit on a postcard: collect gem chips, buy cards with chips, cards earn permanent gems, first to 15 victory points wins. Three minutes to teach.
The depth shows up in the third or fourth play. The card market refills based on what other players take; denying your neighbour a 5-point Level 3 card is often worth more than buying it yourself. Nobles add a positional puzzle on top.
Probably the best gateway game in print at this price point. The Marvel reskin is fine but adds nothing mechanically; the Cities expansion adds variable end-game goals that veteran groups will appreciate.