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Marvel Snap Conquest Meta Tier List: April 15, 2024 – More Diversity than the Ladder!

Compared to the Ranked mode, Conquest features much more diversity when it comes to the dominant decks. Indeed, those who seemed unable to win multiple cubes per game can now chip at their opponent's health round after round. This makes a huge difference for multiple archetypes that you can see here!

Welcome to our Marvel Snap Conquest Meta Tier List! Each week, we review the best decks in the ever-changing Marvel Snap Conquest meta.

This report is dedicated to the Conquest mode and lists the current best decks to run the gauntlet and grab your next Infinity avatar. We also provide a Ranked report, available around the middle of the week based on the latest updates, that highlights the best archetypes for that mode. Looking to figure out the impact of the newly released card or the latest balance changes in Conquest? This is the place to be!

If you are looking for more information about a deck in particular, check out our Archetypes pages, with detailed information about each of the household names in Marvel Snap.

Marvel Snap Conquest Overview

Conquest and Ranked can push for very different archetypes to find success since the two game modes have one huge difference: you can’t get out of a bad match up in Conquest.

You probably knew that before you opened this report, but the important part is the consequences of this big difference. Disruptive decks are so much better in Conquest. Indeed, while you still aren’t going to win more than two cubes at a time in most rounds, knowing your opponent’s deck is a huge benefit in the later rounds. You know if your disruption is suited to go against your opponent, which could warrant some early Snaps, and you also know which cards are key to their strategy. This allows you to Snap whenever you see them appear and know you can deal with them, whereas you might have been more cautious in Ranked mode.

Overall, the tension brought by the proactive archetypes whenever they Snap you in Ranked becomes reversed with disruptive decks in Conquest because they’re able to Snap much earlier once they know their opponent’s deck. The same could be said about the Move archetype, which can leverage its flexibility way better in Conquest since it usually knows the opponent’s points potential. Instead of guessing like you often have to in Ranked, you can simply pay one or two cubes in the first rounds to gather information and then play flawlessly for the rest of the match.

There are still two proactive decks at the top of the rankings (Destroy and Hela Tribunal), but seeing three disruptive builds behind them in Tier 1 shows how diverse Conquest is right now compared to Ranked.

The featured archetypes are basically the same from one mode to another (except for Cerebro 2 which managed to put on a clinic in a limited amount of matches), but the power level of each archetype is very different between game modes. Not only is this great news for those who don’t enjoy the current Ranked environment, this also shows that Marvel Snap has much more depth than we sometimes give it credit for. I know I was very harsh with my commentary on the last patch, but compiling this report warmed my heart a bit.

Happy Tier List, everyone!

Marvel Snap Conquest Tier List

TierDeck
Silent PerformerCerebro 2
Silent PerformerDiscard Dracula
Tier 1Destroy
Tier 1Hela Tribunal
Tier 1Move
Tier 1Pixie Junk
Tier 1Zemo Mill
Tier 2Toxic Surfer
Tier 2Hela Lockjaw
Tier 2Loki
Tier 3Shuri
Tier 3Phoenix Force

Disclaimer and Tier Explanations

In order to be featured here, a deck needs to hold a win rate above the 50% threshold over more than a hundred Conquest games.

In order to create this chart, den is using data from our Marvel Snap Tracker, as well as other available data online and his own expertise and opinion of respected players. If a deck showed great performances with a very limited presence in the meta, you can find it in the Silent Performers section. That section highlights decks with an excellent Win Rate, but too little of a sample size to be representative of their real strength.

Decks not good enough to be considered contenders but with a good representation will be ranked in Tier 3 in our chart. See those builds as decks that are good to know about, as you should face them when playing Marvel Snap. However, unless the meta changes or a new variation of the build emerges, these decks are a notch below the dominant ones in Tiers 1 and 2.

Silent Performer: Decks with a very little presence in the meta that still showcase a Cube Average and Win Rate worthy of a Tier 2 deck (or better). Oftentimes, these can be archetypes with some nice game play that have been left unchecked in the current environment, or decks on the rise that found a few good match ups to abuse.

Tier 1: Tier 1 represents decks with all the upsides we would be looking for to run the gauntlet. They have good match ups in the current meta, offer different play patterns during a match, and often have the ability for explosive or surprising turns. These should be decks worth investing into in order to climb for the coming week.
Win Rate > 58%

Tier 2: Tier 2 are very good decks but with a weakness holding them back – either not being as reliable in its draws as Tier 1 decks, countered by another popular deck, or still being a work in progress as you read this. A good pilot could probably take these and have the same results as with a Tier 1 deck, but their play patterns are more difficult to enact compared to the tier above.
Win Rate > 55%

Tier 3: This tier is made of decks that have a pervasive issue compared to Tier 1 or Tier 2 decks. Usually, Tier 3 will be a mix of decks on the rise that don’t have much data, old archetypes on the decline, decks that require substantial experience and/or knowledge to pilot properly, powerful decks that aren’t well positioned, or niche decks.
Win Rate > 52%

Budget: Decks that consist only of cards in Pool 1 and 2 that are still capable of competing with an experienced pilot in a similar Collection Level, Rank, and MMR range. See our matchmaking guide for more details.

Meta stats and analytics directly from our Marvel Snap Tracker can also be found here.

Silent Performers

Cerebro 2
Created by den
, updated 16 days ago
1x Collection Level 1-14
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
2.3
Cost
0-
1
2
3
4
5+
1.8
Power
0-
1
2
3
4
5+

There are fewer than 50 matches recorded for Cerebro 2, but I couldn’t ignore a 70% Win Rate with a deck that usually struggles to reach 50%. With the most recent patch, the Cerebro synergy made some sort of a comeback (at least when it comes to its ability to win games since the popularity is still very low).

It is hard to give a precise reason as to why Cerebro 2 is doing so well right now. The list isn’t doing anything out of the ordinary. I would assume that the disruptive cards are a big part of this success, though, because 24 power on two lanes isn’t enough to win most games in the current meta.

Still, with Goose, Storm, Echo, and Shadow King, there are a lot of decks whose synergies you can deny. Turning off Limbo against Silver Surfer or Zemo Mill, returning Angela to zero power, denying Onslaught or The Living Tribunal… There are multiple scenarios for the disruptive cards in this deck to shine.

Discard Dracula
Created by den
, updated 16 days ago
2x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.2
Cost
0-
1
2
3
4
5+
4.1
Power
0-
1
2
3
4
5+

Discard Dracula has been slowly losing momentum in the Ranked mode, but it still managed to post solid results in Conquest. Helicarrier seems to help a ton with the generated cards in that game mode. The number of games is much lower than it used to be for Discard (which was routinely was among the most popular decks last season). But that might be a good thing since the deck has lost all sort of surprise factor lately. Giving the spotlight to other decks might help this one catch a few opponents off guard with a big Morbius, Miek, or Dracula.

Tier 1

Destroy

Destroy
Created by den
, updated 16 days ago
4x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3
Cost
0-
1
2
3
4
5+
3.2
Power
0-
1
2
3
4
5+

Destroy is the clear ruler of the early Snap. It manages to pressure its opponents through raising the stakes on Turn 1 or Turn 2. Then you get to play for two cubes with your great draw, or you just get a free cube. You could consider bluffing against an opponent who showed they will Retreat if you Snap early.

Obviously, this is a risky approach; you could easily get punished for several cubes if you’re not careful. But this is part of finding success with Destroy in Conquest. With a 67% Win Rate over a hundred games (when Shang-Chi is in the list, Arnim Zola did much worse and Lady Deathstrike only had about 50 games), playing Destroy looks to be a winning bet.

Potential Additions

Lady Deathstrike is gaining momentum in the archetype, but Shang-Chi remains the best performer in Conquest.

Hela Tribunal

Hela Tribunal
Created by den
, updated 16 days ago
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
4.7
Cost
0-
1
2
3
4
5+
6.5
Power
0-
1
2
3
4
5+

With Alioth seemingly gone, Invisible Woman made a huge comeback and brought Hela Tribunal back to the meta in a big way. It was already a contender in the Ranked report, but this list had a worse performance compared to Hela Ramp. In Conquest, however, the Tribunal variant really took off and posted a 66% Win Rate over more than a hundred games.

There is really nothing new about the deck. It still capitalizes on hiding Hela so you can trigger MODOK first and throw your entire hand onto the board. There might be a bit of a surprise factor in the great numbers the deck is putting up, but, even then, there is little an opponent can do if they aren’t playing something to specifically counter your development. There’s no way they can beat your points if you draw what you need.

Potential Additions

Jubilee is another card you can use for reliability. Otherwise, Red Hulk can be replaced with another big card.

Move

Move
Created by den
, updated 16 days ago
1x Collection Level 1-14
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.9
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Following a disappointing performance in Ranked (where Move doesn’t seem able to leverage its flexibility against the likes of Hela and Mister Negative), the deck did much, much better in Conquest. There are various lists centered around Move, but popular archetypes always have multiple lists at the same time. The featured one managed to post a 63% Win Rate over about 150 games, and the main difference compared to the other builds was Captain Marvel.

It is a bit ironic to see the 4-Cost be the apparent difference maker for Move after I just said flexibility wasn’t as good in this particular meta, but Captain Marvel isn’t the same flexibility as your other cards because she can’t get her move wrong. As such, maybe Move is an excellent archetype that requires you to nail your points’ placement in order to beat the decks with more points potential than you.

Potential Additions

Shang-Chi can be Enchantress depending on which deck you want to target. Red Hulk could be Magneto if you see a lot of 3- and 4-Costs.

Junk

Pixie Junk
Created by den
, updated 16 days ago
1x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.8
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

A Silent Performer in the Ranked report, Pixie Junk had around 150 games in Conquest to prove its worth… and it did just that with a 60% Win Rate. This list represented the best performance by a Junk deck this week.

It seems to be the case that fitting some sort of energy cheat (in the form of Pixie here) makes the deck much better overall. It isn’t so much about the power you will be able to develop—although you can do some pretty crazy thing when you get Pixie and Mobius M. Mobius together. Instead, it’s the flexibility you gain when playing Pixie that makes the deck shine. Indeed, the Annihilus pattern is well known at this point, so your opponent will fill their right-most location when they see Sentry if they can. Plus, in Conquest, they will naturally think about it after Round 1. With Pixie, you are able to blur the lines and bring your disruption during unexpected turns, or at least do much more than your opponent would expect.

We’ll have to see how good the deck looks once people know about it a little more, but it is looking superb so far.

Potential Additions

While the Classic Junk build did much worse in Ranked, it managed to post almost the same performance as Pixie Junk in Conquest. If you don’t possess the 2-Cost, you can always play the archetype this way:

Junk
Created by den
, updated 16 days ago
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.2
Cost
0-
1
2
3
4
5+
1.9
Power
0-
1
2
3
4
5+

Zemo Mill

Zemo Mill
Created by den
, updated 16 days ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Season Pass
3
Cost
0-
1
2
3
4
5+
4.6
Power
0-
1
2
3
4
5+

In the Ranked mode, disruptive decks have a big problem: they can’t keep their opponent in the match once the disruption broke their play patterns. This leads to one or two cube wins at most.
The situation isn’t much different in Conquest; you will still win only a few cubes against a disciplined opponent. But you have two big upsides:

  • Disruption is even stronger once you know what is in your opponent’s deck because you can choose and time your cards more precisely.
  • Even if they Retreat for a cube, they aren’t moving on to a different match up. A good match up will take a while but you’re very favorable to win. Plus, this deck has a knack for frustrating the opponent, and there will be games where they cannot do a single thing.

Maybe Zemo Mill is a Conquest deck after all. If not, I’m sure we’ll end up with different lists for each mode.

Potential Additions

Black Bolt and Stature see play in the deck in order to bring more points. You could also think of Enchantress, Leech, or Mobius M. Mobius for extra disruption, and Iron Lad can help with reliability.

Tier 2

Silver Surfer

Toxic Surfer
Created by den
, updated 16 days ago
1x Collection Level 1-14
9x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
3.5
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Although the match ups don’t seem ideal for Toxic Surfer, the deck was able to stabilize at a solid Win Rate in Conquest (57.5%, which is extremely close to making it into Tier 1). The combo-oriented approach seems to work out well against high potential decks, too. Wong plus Mystique make Silver Surfer a bonus eight power to all your 3-Cost cards. That is more difficult to pull off than other popular synergies, but it gives the deck a chance against the likes of Destroy and Hela.

Potential Additions

Okoye or Forge could replace Ironheart for a different way to buff your cards, and either one gives you a 2-Cost card to play early in the match.

Hela Lockjaw

Hela Lockjaw
Created by den
, updated 16 days ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4.4
Cost
0-
1
2
3
4
5+
7.1
Power
0-
1
2
3
4
5+

The more midrange approach to Hela had a nice time after the patch, although it doesn’t compare to the Living Tribunal deck in the higher tier. Hela Lockjaw is more reliable as a deck, but it doesn’t develop as many points as its counterpart. Plus, this one requires you to draw cards at a certain time, such as Black Knight or Lockjaw. Considering this deck posted a 57% Win Rate while the other sits at 66%, maybe the more all-in take is the superior build in this environment.

If you think about it, the disruptive decks right now are attacking your hand and deck rather than the cards you have in play. As such, you might as well focus on your potential rather than trying to be reliable if you decide to play a high potential deck.

Potential Additions

Sandman has seen play in the deck as a way to counter explosive archetypes heading into Turn 6. There is an Electro Ramp list that posted a 54% Win Rate if you like that play style better than Hela Lockjaw.

Electro Ramp
Created by den
, updated 16 days ago
1x Collection Level 1-14
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4.8
Cost
0-
1
2
3
4
5+
6
Power
0-
1
2
3
4
5+

Loki

Loki
Created by den
, updated 16 days ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.6
Cost
0-
1
2
3
4
5+
3.3
Power
0-
1
2
3
4
5+

Cosmo felt like a necessity in the Ranked mode, but it seems like Hope Summers was the better card in Conquest. Maybe Cosmo isn’t as good once the opponent knows you are using it, but you can always use more energy.

Outside this battle for the twelfth card in the deck, Loki posted almost the same performance in Ranked and Conquest. It really benefits from the absence of Mobius M. Mobius in the meta. The lack of points in the deck still hurts it a bit, but if you can get points from your opponent then Loki seems to be one of the best flexible archetypes out there.

Potential Additions

Cosmo or Rogue can replace Hope Summers.

Tier 3

Shuri

Shuri
Created by den
, updated 16 days ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.7
Cost
0-
1
2
3
4
5+
4.9
Power
0-
1
2
3
4
5+

Phoenix Force

Phoenix Force
Created by den
, updated 16 days ago
3x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Closing Words

Overall, Conquest feels like a much more balanced game mode than the Ladder right now. Not only do we have more diversity in the viable archetypes, but the way we build our decks also matters much more. Sure, Shang-Chi remains the default last card for many archetypes. It still acts as a safety net to contest a lane against other decks that are looking to play big cards. However, we are seeing other types of disruption (like the cards in Cerebro 2 or Zemo Mill) be rewarded greatly as well.

This is only the end of the second week of the season, so there is still plenty of time to stock up on Infinity tickets before the last league opens its door. Looking at the various comments I found around the community, I can only recommend that those who aren’t spending much time in Conquest give it a try. The mode is great right now!

As usual, find me on the Marvel Snap Zone community Discord to discuss the report, or you can follow my Twitter page where I share decks and biased opinions about the game.

Good Game Everyone.

Captain Marvel Artgerm

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den
den

Den has been in love with strategy games for as long as he can remember, starting with the Heroes of Might and Magic series as a kid. Card games came around the middle school - Yu-Gi-Oh! and then Magic: The Gathering.

Hearthstone and Legends of Runeterra has been his real breakthrough and he has been a coach, writer, and caster on the French scene for many years now. He now coaches aspiring pro players and writes various articles on these games.

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