SheHulk_09

Marvel Snap Conquest Meta Tier List: August 23, 2023 – A Trio Separates From the Pack

As the best decks continue to push ahead of the others, the Marvel Snap metagame in Conquest is starting to make more sense. But with the release of X-23 and Silver Samurai, we might be on the cusp of some big changes! Find out what den thinks here!

Similar to what is happening on Ladder, Conquest has seen three decks post results well above the rest of the competition. Obviously, these three decks were part of the elite group of five we discussed in the other Tier List. They are Move Legion, InSheNaut, and Good Cards Stature. Based on this information, there are two questions we need to ask:

  • What happened to the other two decks for their performance to be different between game modes?
  • Are three decks easier to beat than five?

Regarding the first question, the answer is different for each deck. On the one hand, we have Shuri Sauron, which simply looks much stronger on Ladder, as most proactive decks tend to be. The Snap and Retreat strategy makes it much easier to leverage strong hands, and you can play an unlimited number of matches, which immensely benefits decks with their own agenda. In Conquest, once you’re stuck in a match with someone, you can’t Snap them early and hope they stay in the round unless they have a plan to counter you.

On the other hand, Silver Surfer simply appears to suffer from its huge popularity and wide variety of lists. Conquest is very rewarding if you can find the right build that is curated for the current metagame. Otherwise, an archetype with three or four different builds (with various tech cards included in each one) will naturally push the archetype towards an average performance rather than a stellar one.

Regarding the second question, the equation doesn’t seem much easier to solve. Indeed, the top trio – particularly Move Legion and InSheNaut – just look like decks that found their winning synergy, as well as a way to enforce it against pretty much any opponent. As such, unless one finds a way to feel strong against both decks while also having a decent shot against the popular decks like Destroy and Silver Surfer, it feels like playing well and learning the little intricacies of your popular opponents is the only way to win. The metagame is simply too diverse from one deck to another to hope your deck will have a favorable match up against several of them, outside the occasional lucky run.

We are not in the Infinity Gauntlet week yet, so there is still plenty of time to perfect your craft and find out how to gain a small edge against the competition. But with X-23 pushing a new dynamic around Destroy and its immediate counters, and Silver Samurai likely to do that as well, it is hard to predict which deck will (or will not) make it to the end of its run safely. The data can help us figure out which ones have a better chance of doing so.

Marvel Snap Conquest Meta Tier List

TierDeckGuide
Tier 1Move LegionGuide 
Tier 1InSheNaut 🔼Guide
Tier 1Good Cards StatureGuide
Tier 2Evolved Lockjaw 🔼Guide
Tier 2Shuri SauronGuide
Tier 2Sera ControlGuide
Tier 2Sera Surfer 🆕Guide
Tier 3Pure Evolutionary 🆕Guide
Tier 3Thanos ControlGuide
Tier 3Galactus Destroy 🆕Guide
Tier 3Negative Surfer 🆕Guide
Tier 3Discard DraculaGuide
Tier 3Thanos Death 🆕Guide

Disclaimer and Tier Explanations

Conquest is still very new, so it is difficult to have a clear representation of the metagame in the mode. Indeed, there is currently not enough data to precisely assess the power of each deck, even more so when the Proving Grounds have become the unranked mode for Marvel Snap. Nevertheless, through scanning social media, looking at what players are having success with and which decks are performing on ladder as well. One can form an educated opinion about the best performing decks in Conquest, alongside those worth keeping an eye on.

This Tier List won’t be as detailed as the ladder one, instead focusing on the very best decks currently, alongside a few more worth keeping in mind, similarly to the Silent performers in the ladder Tier List. I would rather keep it to a shorter list for now, one I can develop around and provide a reasoning, rather than a longer list I would have to extrapolate about.

Tier 1: Decks you are more than likely to face at least once during your Conquest run. It is important to know about these decks, as they shape the current Conquest metagame because of their strength. Also, it might a good idea to know how to play against those, or include a tech card to account for one or several of those decks.
Win rate>60%

Tier 2: Strong decks, yet which are not completely refined, or with a big weakness holding them back. When everything goes according to plan, these decks might be even better than Tier 1. However, considering one has to win a lot of matches in a row to get to the promise land, it is unlikely the deck will not face a counter you will have to overcome at some point during your run.
60>Win rate>55%

Tier 3: Weaker synergies compared to Tier 1 or 2 if we look at their potential. Tier 3 decks will typically be decks which can make the most of a metagame that is completely forgetting about them. As such, if we add in the surprise effect, these decks are able to compete against the best.
55>Win rate>50%

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

Tier 1

Move Legion

Move Legion
Created by den
, updated 8 months ago
3x Collection Level 18-214 (Pool 1)
2x 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)
2.9
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Rank Justification:

Move Legion has been posting the best results in the game for yet another week in both modes. However, it seems important to note the gap with InsheNaut and Good Cards Stature has been much smaller this week compared to the last. Of course, the deck becoming mainstream means players are not surprised by its play patterns anymore, and we might be seeing a little more of cards like Galactus and Shadow King as a response.

Still, when a deck becomes more popular, its performance usually dips for a week because a lot of new players are learning how to play it, which tends to hurt how good it might look over large sample sizes. Move Legion doesn’t seem to have suffered this kind of fate so far – although the popularity is on the rise since the start of the season. Either the deck is simple enough to understand, or the dip already happened and the deck was so good that we didn’t even notice it.

No matter how you look at it, Move Legion looks to be solidly anchored in the top spot. At least until the community can come up with a new challenge for the deck.

How to Play:

Mostly looking to build points proactively, Move Legion relies on Kraven and Angela to anchor your lanes. Either card is able to grow to eight, maybe even ten, power over the course of a match.

Then, with one lane contested via points, the second lane can be challenged through three different means:

Overall, it feels like once this deck is in the lead, its flexibility allows the pilot to dictate how the rest of the game will go. It does require some anticipation skills, but it has the ability to reach any location, develop points, and play counters, which gives you all the tools to turn an early lead into a successful Snap.

Potential Additions:

Move cards such as Nightcrawler and Polaris can replace those you don’t have. Aero is also seeing play instead of Vision at times. If you’d like to add in extra tech cards like Armor or Cosmo, you would probably have to remove America Chavez, Shang-Chi, or one of the 5-Costs.

InSheNaut

InShenaut
Created by den
, updated 8 months ago
2x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4x Starter Card
3.5
Cost
0-
1
2
3
4
5+
5.5
Power
0-
1
2
3
4
5+

Rank Justification:

On the rise this past week – and naturally stronger with the release of X-23 thanks to Armor and Cosmo – InShenaut really feels like it found its groove in the current metagame. The relative difficulty to learn the deck made it look average in the past, but it is currently the biggest challenger for Move Legion.

Leech gives the deck a disruptive game plan, punishing decks looking to keep their options open until Turn 6, and the points potential is high enough to challenge any of the flexible decks. As such, while the deck might appear too predictable since it only relies on points to get some wins, it is now a well-rounded archetype in Marvel Snap, and it’s easily the best High Evolutionary deck around.

How to Play:

In this new and improved build around She-Hulk and The Infinaut, the goal is to make the game about points – a battle you are more than suited to win. Ideally, the deck wants to play Magik on Turn 3, Leech on Turn 5, and profit from passing Turn 6 with Sunspot and Misty Knight before dropping two high power cards on Turn 7. However, there are many more play patterns in the deck to achieve victory:

  • With Armor, Cosmo, and Leech, the deck has quite a formidable disruptive ability against many different decks, in addition to the ability to protect it’s own important cards.
  • If Shocker hits The Infinaut, it unlocks a pattern where you pass on Turn 4, play The Infinaut on Turn 5, and then play Evolved Hulk on Turn 6. When reducing either of your 6-Cost cards, you can pass on Turn 5 and play the reduced one plus She-Hulk.
  • Without Magik, you can try passing Turn 3 or 4 to play She-Hulk early and follow with a big Evolved Hulk on Turn 6. With Limbo and no Leech, you could also pass on Turn 5 to do the same The Infinaut into Evolved Hulk kind of pattern.
  • With a hot start through the 1-Costs giving you a nice lead, you might not want to create Limbo and give your opponent more time to mount a potential comeback.

Through these various scenarios, you can see that this build of InSheNaut is actually trying to get away from the very rigid patterns Moon Girl was pushing for that made the deck too predictable as of late. Right now, you should consider this deck a High Evolutionary tempo build, except it can play around with its energy to change which turns it develops points and which it adopts a more passive stance.

Potential Additions:

Nebula was removed in this version so that both Cosmo and Cyclops can fit in the list. While the card is great on Turn 1, it seems like the deck reached its peak with the current build. It would be hard to change something apart from a different tech card in place of Armor or Cosmo.

Good Cards Stature

Good Cards Stature
Created by den
, updated 8 months ago
2x Collection Level 18-214 (Pool 1)
2x 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)
3.3
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Rank Justification:

Good Cards Stature feels much better in Conquest than Ladder this week. Indeed, being able to chip away cubes from your opponent whenever you hit the perfect Spider-Ham, draw the important counter card, or just get your synergies rolling feels great. Overall, it seems like Conquest rewards tech cards much more since proactive decks can’t get away with losing a cube and trying to enforce their game plan on the next opponent.

This comes with the need to chose which counter cards you want to include wisely, and the current mix of Spider-Ham, Shang-Chi, and Enchantress seems to do great for Good Cards Stature. In that sense, it almost feels like the archetype has become the new Sera Control in a way, with counter cards taking more importance in the overall game plan. However, players looking to keep selecting this archetype as their default pick in Conquest should be pressed to stay informed on the current metagame, as information is key for a deck based on countering the popular strategies.

How to Play:

Good Cards is a very tempo oriented build looking to use its energy while staying flexible on where it can invest in the future. Ideally, one would be looking to stay flexible for a large part of the game before committing to lanes in the last two turns. Overall, this archetype relies a lot on how its built, which will impact your game plan a lot.

With so many options, it is difficult to outline a specific play pattern outside Black Bolt on Turn 5 with Stature in hand. Ideally, you want to set up Turn 6 to be a 4-Cost plus Jeff the Baby Land Shark or Stature, or two 4-Cost cards. The rest of your game plan should be based on which package of cards you draw and your opponent. Try to assess early on which cards are fundamental to play and which turns make the most sense to play them; you can then use your other cards to fill the holes in your established pattern.

Finally, keep in mind that the deck is able to play proactively with Darkhawk and Stature, but also reactively with Enchantress and Shang-Chi. This can lead to a desire to play every card since they all have their upsides. But remember, Darkhawk also requires Rockslide and Korg to be effective, and Stature needs Black Bolt. As such, don’t forget the commitment that goes with each card. It will help you plan how much energy you can work with, and thus how many other cards can fit into your plan.

Potential Additions:

Killmonger remains the default 3-Cost card for now, but if Destroy keeps on gaining momentum it might be wise to switch it for Cosmo. Or maybe even get Iron Lad back in the deck.

Tier 2

Evolved Lockjaw

Evolved Lockjaw
Created by den
, updated 8 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x 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 Starter Card
3.7
Cost
0-
1
2
3
4
5+
6
Power
0-
1
2
3
4
5+

Rank Justification:

Magneto is slowly establishing itself as a premier 6-Cost card in Marvel Snap again with all the threes and fours running around. The ability to reposition your opponent’s points, most of the time with priority if you hit Lockjaw earlier in the match, is a huge upside in the current environment, and it gives Lockjaw a great shot against Good Cards Stature and Silver Surfer. As such, if the deck is struggling a bit more on Ladder from a more diverse environment, Evolved Lockjaw‘s current build seems to be well-rounded in the smaller, less diverse Conquest metagame.

Otherwise, Lockjaw seems to have figured out its best list; the Evolved build has remained on top for several weeks in a row now. It only makes sense since there are better decks in the flexible department (Captain Marvel, for example, beats Doctor Doom‘s Doombots). As such, Lockjaw seems to focus on points and mostly ignore Shang-Chi, or play around it when possible.

How to Play:

Based on its signature card, the deck aims to use cheap, weak cards behind Lockjaw in order to summon much stronger ones without paying the required energy. In that sense, Lockjaw’s lane is often very strong, and it is important to keep in mind how to win another one and not get caught up in abusing Lockjaw only.

Most of the time, that second lane will be challenged by Thor, a 4- or 5-Cost card you don’t need to play behind Lockjaw, or a big Evolved Hulk at the end of the game. On the other end, Evolved Wasp, Spider-Ham, and Mjölnir are perfect to play behind Lockjaw in order to get huge cards for cheap. As the game progresses, you should be able to track where you are on each lane. For example, if Lockjaw summoned America Chavez plus Magneto by Turn 4, it might not be necessary to keep focusing on that lane. Similarly, if you already have Jane Foster Mighty Thor in hand, you can expect Thor to be a ten power card, which is a solid anchor for a lane.

The first two turns of the game can be very quiet for a Lockjaw deck, as you aren’t looking to do much (which feeds Evolved Hulk when in hand). On Turn 3, you will either look to have Lockjaw paired with Wasp, or Thor to shuffle Mjölnir into the deck. Turn 4 will often be Jubilee or the card you didn’t play on Turn 3 (if you had both Lockjaw and Thor available).

It is usually good to assess the situation at the end of Turn 4 to know where the match is headed. Once in the final two turns of the match, the goal is to think about your best outcomes and how you can high roll enough to win the game. If ahead, the goal should be to think about tech cards the opponent can use to turn a lane around, such as Shang-Chi. Otherwise, dropping more big cards to get ahead on all three lanes with priority should be enough to secure the win. If behind, it is important to know the chances of winning Lockjaw‘s lane based on what is left in your deck, while counting how big you can get Thor to challenge the second lane.

Potential Additions:

Vision can bring some flexibility to the deck, but it is really difficult to figure out which card to take out to make room for it.

Shuri Sauron

Shuri Sauron
Created by den
, updated 8 months ago
3x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
3.1
Cost
0-
1
2
3
4
5+
4.8
Power
0-
1
2
3
4
5+

Rank Justification:

Kind of the opposite of Good Cards Stature, Shuri Sauron seems to be worse in Conquest compared to Ladder. The predictable game plan of the deck kind of works against it. Indeed, in order to make your best hands truly worth it, you have to commit to very early Snaps, which opens you to all sorts of potential punishes from the opponent. Also, Shadow King is gaining some momentum, alongside Galactus; two difficult cards to overcome for Shuri Sauron. The first one will bypass armor and remove Shuri‘s buff, while the other can be devastating if the opponent can get it out on Turn 5, as you get heavily punished for playing behind Shuri.

It isn’t anything alarming for Shuri Sauron yet, but seeing these differences in a deck performance depending on the mode can help you figure out how to adapt to each mode better.

How to Play:

Shuri Sauron is based around the idea of cancelling negative Ongoing abilities with Sauron and abusing Shuri to create a huge amount of points. In that regard, the deck is very rigid in the mid-game since Turns 3, 4, and 5 are almost always the same: SauronShuri → any card worth doubling the power. Often times, Turn 2 will also be dedicated to Armor as a way to prevent an opposing Shang-Chi from ruining your plans. Speaking of Shang-Chi, Vision is another way to play around it, as hitting a moving target isn’t so simple.

This leaves only Turn 1 and Turn 6 to be truly flexible, with Sunspot taking up the 1-Cost slot and Taskmaster usually being the default Turn 6 play alongside Ebony Maw.

If this very straightforward approach can lead to a ton of points on two lanes, it also often doesn’t equate to a lot of cubes. Indeed, unless you are Snapping aggressively, the opponent can see the points coming and will rarely stay in the game once you show Shuri (and they can’t handle it). This creates two important factors to take into consideration when playing Shuri Sauron:

  • You have to accept Snaps early in the game, especially when Sauron and Shuri show up.
  • You need to find lines of play even when you don’t have the best play pattern with the deck, especially when the opponent does not Snap. Even without Shuri, the deck can develop a solid amount of points, and Enchantress is able to steal a few wins.

The last important point to cover is positioning, especially when you don’t draw into Sauron or Shuri. Indeed, while both cards will dictate a lot of your strategies, there are other pairings to know about:

Potential Additions:

Sunspot has replaced Nebula in the deck this week. Cosmo might be a consideration to help the deck fight its counters, but it does have some anti-synergy with Shuri and Sauron.

Sera Control

Sera Control
Created by den
, updated 8 months ago
5x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Starter Card
2.7
Cost
0-
1
2
3
4
5+
2.5
Power
0-
1
2
3
4
5+

Rank Justification:

Although the deck seems to be losing ground as time passes, Sera Control remains popular enough to be worth noting (a 57% Win Rate isn’t bad). Otherwise, there is nothing new under the sun for Sera and the Control core, as the flexible decks are making it difficult to properly leverage counter cards. Indeed, most of the top decks are able to play with priority, or hold the cards that Shang-Chi could target until Turn 6, which makes Sera Control forced to guess where to play or fight with points only. Also, there is a strong chance Armor and Cosmo could make a return to profit from Destroy gaining popularity once again. That could further hurt the deck’s ability to leverage its counter cards and continue to push Sera Control towards the bottom of the rankings.

How to Play:

This archetype relies on giving up priority going into the last turn, so it can punish the opponent with reactive cards like Shang-Chi and Killmonger. Ever since Hit Monkey joined the deck, it also unlocked a proactive pattern on Turn 6 with the monkey assassin able to challenge a lane with points rather than looking to counter what the opponent did.

Sera is at the core of this strategy, as she allows reducing the cost of cards in your hand, strengthening your Turn 6 potential and making it worth to purposefully give the lead to your opponent. Note that losing priority doesn’t mean losing the game – you can be in the lead on a location and close on the other two. Since Sera only has four power, your opponent will typically have a stronger Turn 5 than you do and take back priority. This way, you don’t need to have an incredible Turn 6 or perfectly guess your opponent’s plays to win every game. Most of this deck’s strength relies on its ability to be able to stay as close as possible while not having priority, so your reactive cards are at their best.

While the basic ideology of Sera Control remains the same from one build to another, this is one of the most flexible archetypes in Marvel Snap. As such, some builds will look to focus on reacting to the opponent, while others might have more of a proactive development in mind by answering one lane and developing points on another. Make sure to understand the goal of your build and how your deck aims to win over two lanes by game’s end.

Potential Additions:

Jeff the Baby Land Shark and Lizard are common replacements for Sentinel.

Sera Surfer

Sera Surfer
Created by den
, updated 8 months ago
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
7x Collection Level 486+ (Pool 3)
2.9
Cost
0-
1
2
3
4
5+
3.1
Power
0-
1
2
3
4
5+

Rank Justification:

I was expecting to rank Silver Surfer in Tier 1 this week, just like I did on the Ladder. Forge‘s buff seems to have propelled the deck to new heights. However, the Win Rate for the deck in Conquest has been good, but far from the 60% required in order to be considered a top deck in that mode. Once again, it might be a case of having too many decks built around Silver Surfer, which logically makes the whole archetype appear worse than it truly is. Otherwise, it might be that the Forge and Brood synergy is simply being Retreated against for one cube, and then opponents are willing to take more risks whenever Silver Surfer doesn’t hit the jackpot in the early game. One last possibility is to think Silver Surfer still needs to rely on its counter cards in order to perform like a Tier 1 deck. With Conquest being much more punishing than the Ladder when you don’t have the right counters, the deck’s performance would logically drop as a result.

I always try to trust the data when writing these reports, but for this one, I think you can safely keep on playing Silver Surfer if you found a list you feel comfortable with – especially if your tech cards match the decks you face the most. Only a big surge in Lockjaw decks would make me doubt Silver Surfer‘s ability to post solid results in this environment.

How to Play:

The deck follows a pretty simple play pattern that culminates into an explosive Turn 6 and hopefully catches the opponent off guard.

On Turns 2, 3, and 4, you will usually just play a card, focus on spending your energy efficiently, and advance your game plan. Your two most common patterns are Forge, Brood, and Absorbing Man, or Storm and Juggernaut. Otherwise, play cards you anticipate you won’t have the energy for later on.

If you are running tech cards like Rogue, Killmonger, or Shadow King, you will be looking to keep those for Turn 6 in order to get the most out of them. As such, you need to play the more proactive cards during the early turns. Usually, Nova is better played on Turn 4 with more information available rather than on Turn 1. It also disguises your archetype from the opponent better.

On Turn 5, the deck typically runs a card dedicated to this turn – which is most often Sera. While these are the go-to plays most of the time, a 3-Cost plus Goose can annoy a lot of opponents as well, especially those relying on a big card on Turn 6. In that scenario, Goose is basically a cheaper Professor X.

Turn 6 will almost always have Silver Surfer included, plus another 3-Cost (or two with Sera on board). While Silver Surfer is a big buff to all of your lanes, it is usually correct to focus on two lanes for the end of the game – especially if you kept a Shadow King or other such card that is able to flip one in your favor on its own.

Potential Additions:

Nova and Killmonger don’t seem to be mandatory in the deck anymore now that Forge provides another form of buff. Shadow King is a popular replacement for Killmonger, and Nova can be a second 2-Cost card (or a utility card if you’d like). Otherwise, Cosmo and Maximus can be replaced by other strong 3-Cost cards like Rogue and Spider-Man.

Tier 3

Similar to what happened on the Ladder this week, Conquest saw a ton of decks worthy of being mentioned with more than a 50% Win Rate. However, it seems like there are so many decks that are posting results around the 52% or 53% mark, and only a few can be called special.

With X-23 this week and Silver Samurai the next, I expect Destroy (and maybe Discard) to have a shot at rising past that threshold to join the fun in the higher tiers. This week, the gatekeepers were too strong. Plus, with these decks only picking up in popularity, there is a need for Destroy to figure out how to not instantly lose to Armor and Cosmo – especially because InSheNaut is running both. High Evolutionary should also learn how to not crumble at the first sight of Luke Cage.

These are obstacles that can be overcome with a solid Snap and Retreat strategy on Ladder, but Conquest is much more punishing.

Pure Evolutionary

Pure Evo
Created by den
, updated 8 months ago
3x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4x Starter Card
3
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Thanos Control

Thanos Control
Created by den
, updated 8 months ago
5x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
1x Collection Level 486+ (Pool 3)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
4
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Galactus Destroy

Galactus Destroy
Created by den
, updated 8 months ago
4x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.5
Cost
0-
1
2
3
4
5+
2.6
Power
0-
1
2
3
4
5+

Negative Surfer

Negative Surfer
Created by den
, updated 8 months ago
1x Collection Level 1-14
8x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Recruit Season
1x Starter Card
3.1
Cost
0-
1
2
3
4
5+
1.2
Power
0-
1
2
3
4
5+

Discard Dracula

Discard Dracula
Created by den
, updated 8 months ago
4x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.8
Cost
0-
1
2
3
4
5+
3.2
Power
0-
1
2
3
4
5+

Thanos Death

Thanos Death
Created by den
, updated 8 months ago
5x 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)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.5
Cost
0-
1
2
3
4
5+
3.6
Power
0-
1
2
3
4
5+

Closing Words

I would be lying if I said there weren’t better picks to grab some Infinity Tickets this week. Obviously, Legion Move and InSheNaut feel like the best decks, with Good Cards Stature in the mix with the right build. In particular, InSheNaut seems to be at its best with Destroy being pushed since it naturally runs the counter cards.

However, we can see there are fewer big performers in Conquest compared to Ladder, and many more decks are posting good enough Win Rates to be considered. Of Course, a 53% or 54% WR deck has a huge gap to fill to compete with a 60%. But when there are seven or eight of these archetype vying for a spot in the higher tiers, a flexible deck can only adapt to so many of them.

This is how I explain Good Cards Stature slowly losing its touch for decks with more of an established game plan, such as Move Legion and InSheNaut. These decks have a stronger agenda that they can push against any kind of opponent. The great performance by Lockjaw also seems to point in the same direction.

With that in mind, this means synergistic decks might be on the rise soon, with the goal being to pick a synergy that is not currently kept in check by a popular tech card. This would be an interesting development, to say the least. Unfortunately, we will have to wait a bit to see if that prediction holds some substance.

Until then, if you need anything, you can find me on the Marvel Snap Zone community Discord, or follow my Twitter page where I share decks and biased opinions about the game.

Good Game Everyone.

Captain Marvel Artgerm

⭐ Premium

Enjoy our content? You can Support Marvel Snap Zone and your favorite content creators by subscribing to our Premium community! Get the most of your Marvel Snap experience with the following perks for paid membership:

  • No ads: Browse the entire website ad-free, both display and video.
  • Exclusive Content: Get instant access to all our Premium articles!
  • Meta Reports: Exclusive daily meta reports, such as the Ultimate Card Metrics Report, Top 10 Decks of the Day, Top 30 Cards, and Top Card Pairs tailored for you!
  • Team Coaching: Join our free weekly team coaching call sessions on the Discord server. Claim your Premium role and gain access to exclusive channels where you can learn and discuss in real time!
  • Premium Dashboard: Get full instant access to the member-only dashboard, the all-in-one page for all your benefits.
  • Support: All your contributions get directly reinvested into the website to increase your viewing experience! You get also get a Premium badge and border on your profile.
  • Special offerFor a limited time, use coupon code SBYREX4RL1 to get 50% off the Annual plan!
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.

Articles: 398