Table of Contents
Conquest feels like an even easier land to rule for Wiccan Control, a deck able to control the snaps and retreats against virtually any deck. In this much more synergistic environment, the deck can raise the stakes whenever a key card is out, and play it safe otherwise. A very simple recipe, but enough to hold a 7% win rate lead on the second ranked archetype.
A few decks have interesting upsides or strategies in this context, and could represent the beginning of a counter power. First, there is the Destroy synergy, able to turn the likes of Gladiator and Negasonic Teenage Warhead into positive abilities. That deck still needs to be worried about Red Guardian, Shang-Chi and Cannonball, but there are a few lines of play Wiccan Control can’t contain very well. Then, there is the Death your opponent helps you discount through the match. It is too early to call it a good match-up, but expect Destroy to gain momentum as one of the synergies able to thrive at the moment.
The other deck worthy to discuss is the End of Turn plus Iron Hand mix in the trending section. There weren’t many games recorded, but both the concept and the performance look fantastic so far. Typically, mixing two synergies in a 12 cards slot does not lead to anything but a deck forced to draw very well to develop. Here, Frigga and Moon Girl make sense with both Victoria Hand and Invisible Woman First Steps, so only Quinjet, Mirage and Victoria Hand can feel out of place at times. However, this second source of points can help against a Gladiator or Red Guardian taking out an important ability early on.
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Trending | Hand of Turn 86% Win Rate / 40 Games |
| Tier 1 | Wiccan Control 69% Win Rate |
| Tier 1 | Bullseye Discard 62% Win Rate |
| Tier 1 | Deadpool Destroy 61% Win Rate |
| Tier 2 | Discard Dracula 58.5% Win Rate |
| Tier 2 | Good Cards Buffs 58% Win Rate |
| Tier 3 | Doom End of Turn 57% Win Rate |
| Tier 3 | Hela Discard 57% Win Rate |
| Tier 3 | Disruptive Ongoing 55% Win Rate |
Trending
Performance: 86% Win Rate / 40 Games
The End of Turn synergy took a beating with the OTA, becoming a fine option to play, but nowhere near a dominant archetype like it was during the first week of the season. In that contest, Invisible Woman First Steps had to find some outside help, and called Victoria Hand to the rescue.
The mix is a little weird at first, but clicks if you play a few games with it. Indeed, it was found the best way to play End of Turn was to trigger Invisible Woman First Steps as much as possible. Frigga and Moon Girl help to accomplish that goal, while the build remains flexible through play only low cost cards. Two Thena, Two Havok, each for 1 energy and four triggers will win you games.
Tier 1
Wiccan Control
Performance: 69% Win Rate
The best deck in ranked proved it is flying above the rest at the moment, with another dominant showing in Conquest. Typically, disruptive decks without specific counter cards tend to struggle a bit more in Conquest, since certain decks, such as Mister Negative or Bullseye, can simply end you if you can’t stop their synergy.
Wiccan Control doesn’t seem bothered, as Red Guardian provides another layer of disruption usable against any deck, while Galactus First Steps allows the deck to play for points in the later turns.
Time to find a way to counter or live in Wiccan Control’s kingdom.
Potential Additions
Iron Patriot replaces Mister Fantastic First Steps in some builds, while Alioth is the disruptive alternate to Galactus First Steps.
Bullseye Discard
Performance: 62% Win Rate
There is almost no Luke Cage at the moment, with both Toxic and Cerebro 2 absent from the metagame. Then, except when your cards get snipped by Gladiator or Red Guardian, Bullseye can reliably plan for its expected points output, and control the snaps as a result.
Potential Additions
Gambit seemed to make a big difference for the deck’s performance, limiting the possible swaps in the deck, as the 3-cost typically was the flexible slot.
Deadpool Destroy
Performance: 61% Win Rate
The main disruptive synergies look to destroy your cards, something this deck is absolutely fine with. At times, Gladiator and Negasonic Teenage Warhead can even be a pure benefit, when they fetch Deadpool from your deck, or give you a free destroy.
Red Guardian is the disruptive card to be worried about, but Destroy is otherwise one of the few synergies with upsides against the Fenris Wolf package.
Potential Additions
Shang-Chi and Arnim Zola battle for the last slot in the deck. Agony seems very important to the deck’s success if we trust the data.
Deathlock could be Kid Omega or another destroy ability.
Tier 2
Discard Dracula
Performance: 58.5% Win Rate
Far from competitive in the ranked Infinite ladder, Discard Dracula produces enough points to compete with most decks without a strong disruptive kit. Then, while the dominant Wiccan Control might be a problem, points shootouts against Destroy, Bullseye or End of Turn isn’t something Dracula is scared of.
Potential Additions
Moon Knight could replaced Gambit or Lady Sif, if you wanted to target Galactus First Steps in your opponent’s hand.
Good Cards Buffs
Performance: 58% Win Rate
The Good Cards synergy is struggling at the moment, absent from the ranked report, and not posting a particularly good results in Conquest. At the moment, Gwenpool and Galacta serve to buff the likes of Mister Sinister, Brood or Nova Frankie Raye. The amount of points is decent, but not anything special compared to Discard or Destroy either.
Potential Additions
This probably needs a bit of disruption to not be forced to draw really well against other points focused synergies. Phastos could be a Red Guardian, Juggernaut or such.
Tier 3
End of Turn Doom and Hela both produce enough points to compete, but really don’t have any control over the snaps and retreats. Except against a careless opponent, don’t expect to play for more than 2 cubes, and that is with an early snap.
As for Ongoing, the archetype is much more flexible, but was build for a tournament in the previous metagame first and foremost. Without End of Turn being that popular, Spider-Ham has replaced Elektra for a more generic disruption. Still, Ongoing needs to adapt to a more disruptive environment, less suited to its strengths.
Doom End of Turn
Performance: 57% Win Rate
Hela Discard
Performance: 57% Win Rate
Disruptive Ongoing
Performance: 55% Win Rate
That’s it for this week! As usual, you can find me on the Marvel Snap Zone community Discord to discuss the report, or shoot me a direct message (@den_ccg) for coaching or specific requests.
Good Game Everyone.
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. Games in the Proving Grounds are never taken into account, but games in the Silver League are weighted depending on how much data is available for the Gold League. The Infinity League is open during the last week of each season, so that will be the focus of the report during that time.
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 Tier 1 and Tier 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 > 60%
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 > 58%
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 > 55%
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.







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