Table of Contents
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 appears to be the more diverse mode currently, especially when it comes to decks with little flexibility. In the Ranked mode, I discussed the small number of decks able to put up results, with many posting a disappointing Cube Average considering their Win Rates. This is likely due to the dominant archetypes being well known at this point, which results in the opponent being able to make educated decisions regarding their Snaps and Retreats.
In Conquest, however, your opponent might Retreat just as much but they will still be stuck facing you until they find a way to beat your deck. In that context, proactive, self-centered archetypes are doing much better. Patriot, Mister Negative, Kazoo, Phoenix Force, Destroy, and even Discard were featured in Conquest this week. In addition to more diversity, the results are also much better, arguably thanks to Conquest being a place where many players grind without looking at their results too much. I am cutting Proving Grounds from the data I look at, but even the Silver and Gold league can be taken lightly when players have a lot of tickets to burn.
This is a bit of a different environment for Conquest then, as disruptive archetypes that are able to adapt to their opponents usually dominate. However, with so many strong disruptive cards available in the current Marvel Snap (Cassandra Nova, Copycat, Sandman), you can slot any one of them in a proactive deck without being forced to adapt your deck’s strategy. We’ve seen how almost everyone was able to slot in Cassandra Nova against Arishem, just like Shang-Chi or Enchantress were used in the past.
This ease to include at least one disruptive card is a big reason for this more diverse environment in Conquest. In Ranked, this has lead to more Retreats since the game can often be decided by Copycat stealing the most important ability in your opponent’s strategy. The same can happen in Conquest, but there are more rounds to play in that mode.
Junk took the first spot here after an average performance in our Ranked Report, which is a testimony to disruptive archetypes remaining very good in Conquest. Still, even if the 79% Win Rate over 190 games is fantastic, there are six archetypes in Tier 1, showing the competition is fiercer here compared to the Ladder.
Happy Tier List, everyone!
Marvel Snap Conquest Tier List
| Tier | Deck |
|---|---|
| Tier 1 | Ajax Junk |
| Tier 1 | Patriot |
| Tier 1 | Midrange Sandman |
| Tier 1 | Arishem Loki |
| Tier 1 | Good Cards Darkhawk |
| Tier 1 | Negative Tribunal |
| Tier 2 | Toxic Surfer |
| Tier 2 | Kazoo |
| Tier 2 | Phoenix Force |
| Tier 3 | Destroy |
| Tier 3 | Discard Dracula |
| Tier 3 | Ongoing Tribunal |
| Tier 3 | Stature Darkhawk |
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 > 65%
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 > 60%
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 > 57%
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.
Tier 1
Ajax Junk
Every week, I see certain decks post an 80% Win Rate and I can’t feature them due to the low number of games associated with that performance. Indeed, a lot of decks can have a great run and post that kind of performance over 20 games if you consider millions of players playing daily. However, 77% over 240 games is a much rarer occurrence. It’s one I cannot ignore and well deserving of the top spot on this Conquest report.
Junk has been posting very uneven performances for a while now, and the nerfs to Doctor Octopus didn’t help. However,
Particularly in Conquest, I can see how difficult it can be to play against an opponent who you know will clog one of your lanes early in the game. Indeed, even if you spot it and play your cards there, it is rare that your 2- and 3-Cost cards can score enough to prevent the opponent from taking it back later on. Sure, it is more work for them, but you still have to win both other locations.
Potential Additions
Spider-Ham, Copycat, and Cannonball could replace the Hazmat, Ajax, and Cassandra Nova trio, keeping the same balance of disruption and lane-winning ability. It would likely be worse against Arishem, but stronger against more synergistic builds.
Patriot
With Copycat, Sandman, and Super-Skrull in the list for disruption alongside Jeff, Nocturne, and Blink for flexibiity, Patriot isn’t your average self-centered archetype anymore. In the end, this Patriot deck counts on Dazzler, Patriot, Blue Marvel, and Ultron for points, which is enough to contest all lanes when all four cards are played.
The hardest part of piloting this deck is mixing those two types of cards correctly. You have to know when you should go for points and when you can focus on your own development.
Potential Additions
Cassandra Nova, Absorbing Man, and Brood are three cards to consider, which would tilt the deck toward more points.
Midrange Sandman
The Marvel Boy experiment we saw in the Ranked report didn’t transfer to Conquest; however, looking at the 66.5% Win Rate, maybe that isn’t such a bad thing. Instead, this list has the disruptive duo of Spider-Ham and Copycat, as well as Cassandra Nova for the Arishem Loki match up, replacing Squirrel Girl and the other proactive cards.
This way of building the deck alleviates the need to find Sandman in most matches because you can shut down the opponent with the other cards. In Ranked, this could lead to more Retreats and a low Cube Average, but in Conquest your opponent Retreating isn’t often such a problem because it gives you the lead and allows you to pressure them in future rounds.
Potential Additions
Cassandra Nova can be any card you wish to gain an edge in a certain match up.
Arishem Loki
With the same build as the Ranked mode and a 66.5% Win Rate, it seems like Arishem Loki has found its post-OTA build—and is doing pretty well with it.
This counter-based build makes sense right now with the surge of proactive decks that have little disruption included. Sandman might be annoying, but Blob, Alioth, and Magneto are pretty good as standalone plays. Otherwise, with Shang-Chi, Enchantress, and Shadow King, the deck has an answer for a lot of opponents. Cassandra Nova gives you the edge in mirror match, and Legion brings you location control.
Potential Additions
Legion and Magneto feel like the replaceable cards in the deck, and possibly Cassandra Nova if you aren’t facing many mirror matches. Look for strong standalone cards that are able to tilt a match in your favor as replacements.
Good Cards Darkhawk
The return of the Darkhawk build at the top of the Good Cards archetype could be an indication of Arishem being a dominant deck. Otherwise, this deck is able to develop the most points across the locations with Mystique copying either Darkhawk or Iron Man. While this makes sense in an environment with more proactive opponents, as developing points guarantees you always have a fighting chance, it also makes the deck weaker against disruption.
Enchantress is obviously a big one, but Copycat stealing Iron Man or Darkhawk is huge as well. Just Cassandra Nova making your Mystique and Iron Man -1 power cards can be enough to lose the game.
The 65.5% Win Rate is reassuring, but this deck should be played with the meta in mind and a willingness to adapt if necessary.
Potential Additions
Rogue and Cassandra Nova can be switched to adapt to different opponents. Try to keep the Ravonna Renslayer theme if possible with Sage or another low power card.
Negative Tribunal
Typically, Mister Negative doesn’t do very well in a meta with a lot of disruptive cards around. But when you consider that the deck isn’t entirely based around the 4-Cost anymore, it is more flexible than you might think.
This isn’t a new synergy, and it is a little odd to see it post a 65% Win Rate at the same time Patriot is pushing for Enchantress to gain some momentum. The Super-Skrull inclusion is also an indication that the Ongoing synergy is doing pretty well and is worth targeting at the moment. Still, even if there is some disruption in every deck, most archetypes (other than for Arishem) are trying to develop first and foremost. If you can avoid being disturbed in how you develop, there isn’t a deck you are afraid of when it comes to points development.
This list particularly emphasizes being very disciplined with your Retreats and fearless with your good draws.
Potential Additions
Super-Skrull could be Cosmo or Legion to protect your Ongoing cards or multiply Limbo to guarantee seven turns.
Tier 2
Toxic Surfer
The Silver Surfer archetype is a great indication as to whether disruption or combo oriented decks are best to run at the moment, and it seems like Conquest is rewarding the latter a bit more. Indeed, with a 63% Win Rate, this is the first time Toxic Surfer performed better than the regular build since Copycat joined the game.
Once again, get ready to Retreat a significant number of games for one cube. Your synergies will get disrupted by Copycat, Enchantress, and even Alioth at times, but you should be able to win just as much when your deck gets to develop as planned.
Potential Additions
Echo can stop Cosmo, and various other 3-Cost cards can make sense to run in the deck. Ironheart and Mystique are often the best cards to replace.
Kazoo
The first successful archetype to feature both
The 61.5% Win Rate is pretty solid, although this report has very high numbers for most archetypes. Even in Tier 2, Kazoo has been one of the archetypes that benefited the most from the new cards, and it could keep growing as Killmonger already seems to be losing momentum after being super popular in the first two days of the season.
Potential Additions
Alioth can serve as disruption and is fairly simple to set up since the deck looks for priority. Cosmo, Juggernaut, and other cards that benefit from priority could also make sense.
Phoenix Force
A proactive meta wouldn’t be a good one without Phoenix Force somewhere in the report. At a 60% Win Rate, the sole deck in the first two tiers without a disruptive side to it leverages what it does best: Snap its good draws.
It is ranked 9th on the list, so the Phoenix can’t claim to be a Force currently. But its presence signals that the basics are enough to rack up some wins in this environment. Indeed, this deck isn’t based on anything but Snapping the hands that have
If you are lost in the current meta or need to train your Snaps and Retreats, this is a good deck to learn.
Potential Additions
It is hard to change a card in the list since the Phoenix Force synergy wants to do something very specific. Shuri and Nimrod could be replaced, but a two card combo that would complement the deck as well doesn’t exist right now.
Tier 3
Destroy
Destroy will shine in a proactive meta much more than it will when there is a lot of disruption. Indeed, even if the deck is able to reposition its points fairly effectively with Deadpool or Arnim Zola, Destroy almost only works through generating more points than its opponents.
The return of Destroy—even if only in Tier 3 with a 59% Win Rate—shows that proactive decks are definitely on the rise.
Discard Dracula
Discard isn’t a fully proactive deck ever since Moon Knight was buffed, and now there are two ways to annoy your opponents with Gambit included. I’m a bit curious about the inclusion of the Collector in a deck without Helicarrier, but the card can still grow to a lot of power with Swarm and/or Apocalypse being discarded on repeat.
The 59% Win Rate isn’t stellar in a week that featured nine decks above 60%. Still, Discard can exist in Conquest despite the many Retreats it has to go through in Ranked that kept it off that list.
Ongoing Tribunal
With Mister Negative in Tier 1 and 6% higher in Win Rate playing almost the same build, there is little reason to play Ongoing Tribunal other than enjoying this deck in particular.
Stature Darkhawk
I expected this deck to be much higher in the report, especially with Good Cards using the Darkhawk build since that indicates there still is quite a bit of Arishem around. This ranking could be bad luck with the opponents it faced, although 730 games is a significant sample size. Or it could be worse and mean that Stature Darkhawk isn’t as reliable against the current list of Arishem Loki, even as the other decks are doing fine against Stature Darkhawk.
Closing Words
Conquest is very much about understanding what you can and cannot beat in your opponent’s deck. Certain rounds are lost from the start, as Copycat stealing your signature card or a perfect draw from your opponent isn’t something you can defeat. However, for each of those lost rounds, you should have opportunities to inflict the same blow to your opponent. Naturally, this puts a large emphasis on how effective certain random events can be or the counter cards you decided to run.
Still, I believe the Snap and Retreat mechanic has never been so important to do well in Conquest. The amount of cubes you win or lose in those randomly decided rounds will play a huge role in your contested rounds. For example, the player ahead might have the opportunity to be more aggressive, or the player behind could feel forced to Retreat if they’re scared to bet the entire match on that round.
I would definitely understand if some feel like the game has too many random elements. I also understand the feeling of being crushed after your run ended due to an opponent countering you perfectly. Still, this is one of the rare times in Marvel Snap where you can pick which sort of disruption you want to run; it can be anything from a full deck (Junk), to specific counters (Enchantress, Shadow King), to cards that are able to annoy any kind of deck (Copycat, Legion).
I don’t think one is better than the other, so let your skill and preference be the tiebreaker here. Also, be fearless in your decisions; this will often be the best path to victory, or at least an opportunity to learn for your next Conquest run.
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.







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