Killmonger_04

Marvel Snap Conquest Meta Tier List: December 15, 2023 – Blob Absorbs the Competition

Blob has already made quite an impact on the Marvel Snap meta. But has it made Darkhawk weaker? And where do decks with Blob rank compared to the usual powerhouses? Let's find out in this week's Conquest Tier List!

Welcome to our Marvel Snap Meta Tier List for Conquest mode! Each week, we review the best decks in the ever-changing Marvel Snap meta. Then we bring you the decklists, and we provide an in-depth report about them. This report contains information like how their ranks are justified, how to play the decks, and how to build the deck with alternate cards to accommodate different collections.

Marvel Snap Conquest Meta Overview

After Martyr had little to no impact on the game and Sebastian Shaw only managed to make the super obvious Silver Surfer more popular, Marvel Snap was in need of a strong new card to bring different archetypes to a meta that has been slowly turning stale. Even after what seemed to be a very exciting (and very disruptive) patch with big changes to America Chavez and Alioth, the meta remained dominated by the same archetypes: Bounce, Loki, Destroy, and synergies revolving around Darkhawk. Blob might be exactly the card we’ve been waiting for to shake things up. It might be too early to say, but there are a few signs that are already pretty telling.

First, a new card typically takes a few days to put up solid numbers in sub-par archetypes. Sure, we might see the card included in archetypes that have a list ready to welcome it in this Conquest report. I’m writing this less than 48 hours after the release of the card, and Conquest tends to have fewer games played than the Ladder to begin with. As such, we typically have to wait for the next Tier List in order to see new cards pushing new contenders in the meta. Blob, however, didn’t wait. You can find Thanos Control making it back to the Silent Performers section after a long period of losing to Darkhawk. Plus, some weird Electro Ramp build using Blob directly entered Tier 2 because the deck had more than five hundred games played in the short period of time since Blob‘s release.

We don’t have a Tier 1 deck yet, and the surprise factor may have played a big role, but the impact Blob has had on Marvel Snap in just two days is more on par with Annihilus or the previous Season Pass cards rather than an average card.

I don’t know if these are connected, but there are other parts of this report we need to discuss. Destroy is stabilizing in Tier 1, partly thanks to its points potential, but also because Killmonger is back to being a premium disruptive card. InSheNaut keeps proving it is much stronger in Conquest compared to the Ladder. Silver Surfer remains very popular, and the list with Sebastian Shaw still has plenty of momentum. Finally, and this is probably the biggest surprise in these rankings, Loki is a Tier 3 deck!?

Overall, if you look at the decks topping our rankings, you might see that most of them are very proactive and only rely on disruption through cards that also contribute points. This was the recipe Darkhawk has abused for a very long time, and it seems to be a winning recipe in Marvel Snap since it guarantees you will be able to compete against a large variety of decks. Then, cards like Cosmo, Killmonger, and Armor seem to be at their best currently. Each can serve both to develop points and disrupt opponents (and are occasionally worth a Snap). Shadow King remains the exception in that regard; it is still widely considered the best disruptive card in the game, even more so now that it found a new great target in Blob. Its cost does have a lot to do with the efficiency of the card, too.

Funnily enough, even if Blob seems to fit right at home in a meta where a flexible spread of points is the name of the game, the card did both what we expected and the exact opposite of that. Indeed, many anticipated Darkhawk to suffer a lot from Blob joining Marvel Snap. You might have noticed the Double Up archetype isn’t on our list today, while Devil Darkhawk is much lower compared to the last report. However, Bounce is still rocking the same Darkhawk-driven list, which is another testimony that flexibility is the key to a good deck. Darkhawk can still be a powerful card, but it might not be wise to build your whole strategy around it.

Will this be just an exotic week, or is it the start of a new environment for Marvel Snap now that, finally, one of the pillars of the meta (Darkhawk) can’t be relied on?

Happy Tier List, everyone!

Marvel Snap Conquest Meta Tier List

TierDeckGuide
Silent PerformersThanos Control BlobGuide 🆕
Silent PerformersAnnihilus Discard TempoGuide
Silent PerformersHela TribunalGuide
Silent PerformersHigh EvolutionaryGuide 🆕
Tier 1Bounce 🆕Guide
Tier 1Deadpool Destroy 🔼Guide
Tier 1InSheNaut 🔼Guide 🆕
Tier 2Blob Ramp 🆕Guide
Tier 2Silver Surfer 🔼
Tier 2Devil Darkhawk 🔽Guide
Tier 2Hela Lockjaw 🆕Guide
Tier 2Junk 🆕Guide
Tier 2LockdownGuide
Tier 3Ongoing 🔽
Tier 3Loki Werewolf 🔽Guide
Tier 3Shuri Sauron 🔽Guide

Disclaimer and Tier Explanations

Conquest is not played as much as the Ladder, so it is difficult to have a clear representation of the meta in the game mode. Indeed, there currently is not enough data to precisely assess the power of each deck – even more so when the Proving Grounds have become the default unranked mode for Marvel Snap. Nevertheless, by scanning social media, looking at what players are having success with, and which decks are performing on Ladder, we can form an educated opinion about the best performing decks in Conquest, as well as those worth keeping an eye on.

This Tier List won’t be as detailed as the Ladder one; instead, it will focus on the very best decks right now and a few more worth keeping in mind (similar to the Silent Performers in the Ladder Tier List). I would rather keep this to a shorter list for now so I can provide a more in-depth reasoning, rather than a longer list that I would have to extrapolate on.

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). Often times, 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: Very high Win Rate decks over the last week. These decks look great in the current environment, either because of their overall strength, or thanks to a few match ups they can abuse. Depending on which reason prevails, a deck in Tier 1 can be considered one of the best archetypes in the game, or a great counter to the latest trending archetype.
Win Rate > 60%

Tier 2: Strong decks that are either not completely refined or have a weakness holding them back from Tier 1. When everything goes according to plan, these decks can reach the top of the mountain. However, considering one has to win a lot of matches in a row to successfully run the gauntlet, it is unlikely one of these decks will not face a counter or a deck with a higher points potential that it will have to overcome at some point during a full Conquest run.
60% > Win Rate > 55%

Tier 3: Weaker synergies compared to Tier 1 or Tier 2 if we look at their potential or match up table. Tier 3 decks will typically be decks that can make the most of a meta that has completely forgotten about them (or if one of their good match ups is particularly popular). As such, if we add in the surprise effect, these decks are able to compete against the best.
55% < Win Rate < 53%

No matter which Tier a deck is ranked in, keep in mind that they represent one of the Top 10 or 15 archetypes in the game for Conquest. Also, decks with less than 1% representation are left out, as their sample size is too small to give us a real representation of their strength.

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

Tier 1

Bounce

Bounce
Created by den
, updated 5 months ago
1x Collection Level 18-214 (Pool 1)
6x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.7
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

Rank Justification:
Although there were some lists without Darkhawk (to mitigate the impact of Blob), the same list we saw dominate in the Ranked mode put up the best performance in Conquest as well. With a 62% Win Rate, Bounce showed that flexibility remains the best way to win games in Marvel Snap, and Werewolf By Night might still be the best card in the game. Then, with various ways of building points (even if Darkhawk was to be removed from the deck), combined with the ability to run basically any tech card in the game, Bounce doesn’t have too much to fear in the current environment. That is, as long as it keeps track of the popular threats.

In that regard, Alioth is slowly making its way back into the meta as more decks that are able to leverage the card show up. Galactus is one of those decks, and it posted a shockingly good performance in our last Ranked Tier List. Thanos Control, in particular, could be a problem for Bounce if the deck was to regain a lot of momentum since it packs Professor X. It’s reminiscent of Lockdown, one of Bounce’s most difficult match ups.

How to Play:
This iteration of Bounce isn’t trying to replay cards over and over as most previous builds of the archetype would do. Here, the focus remains on Werewolf By Night, and a large part of the strategy is growing it big enough to win a lane almost on its own. The second part of the game plan is preventing the opponent from playing as they wish by impairing their deck and available space.

The Darkhawk synergy, with Korg and Rockslide, will be the deck’s disruption. This disruption works against any opponent since everyone wants to draw cards rather than Rocks. These two also represent great Beast targets because they are both On Reveals for the Werewolf and they grow Darkhawk even more. They set you up to have two huge points sticks by the end of the game. Black Widow is also part of this synergy, but it will impair the board as well, thus creating a connection with the other disruption package in the deck.

Annihilus, when sending The Hood and The Void, will represent more of an immediate points output, but the higher cost of Annihilus and Sentry limits the combo ability of the deck. This probably means you will have to pass on Werewolf By Night or Darkhawk when going for the Annihilus route. Obviously, your draws will impact which synergy you to decide to invest into, but the other difference maker is whether you think Annihilus is likely to send your negative power cards to your opponent. If not, it can sometimes be wiser to simply play The Hood to create a Demon and then hold it in hand after you bounce it back with Beast. As for Sentry, you can always fill the right location to get a 10 power card to complement Darkhawk or Werewolf By Night on the last turn of play.

Overall, you could consider Bounce as a deck with three different synergies that represent a different layer of the deck, and each has a different priority. Werewolf By Night is the go-to, Darkhawk is the one you go for whenever you get the cards, and Annihilus is the one you take only when it would work (and you can still use the cards to spend extra energy when needed).

Potential Additions:
In anticipation of Blob, some players shared builds of Bounce without Darkhawk included. Typically, those would include Falcon, Shang-Chi, and Iceman. Basically, cards at the core of the Bounce philosophy or tech cards for specific match ups.

Deadpool Destroy

Deadpool Destroy
Created by den
, updated 5 months ago
5x 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)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.9
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

Rank Justification:
Most lists using Blob have been using Armor in order to protect the card from Shang-Chi, which I thought would impact Destroy in some way. Cosmo has also been gaining momentum in a few decks – particularly Silver Surfer. However, it seems like Deadpool and the rest of the Destroy crew managed to put up another strong performance with a 60% Win Rate. This finally puts Destroy in Tier 1 in both game modes during the same week!

The list is interesting to look at because it isn’t playing any expensive cards (apart from Knull and Death) when it would typically run Taskmaster or Arnim Zola as a third big card. Instead, Destroy seems to be all about early momentum and seizing priority so it doesn’t have to play around Alioth or land Killmonger before the opponent can use Beast, Falcon, or Armor to protect their 1-Costs. Sure, this potentially leads to a stronger Shang-Chi or Shadow King (if the opponent can guess where you will play on Turn 6), but these two cards ruining your Taskmaster or Arnim Zola was truly devastating as well.

Overall, if Bounce is the flexible archetype that you can adapt and manipulate depending on which opponent is in front of you, Destroy seems to be on the other side of the coin: a deck with a goal that maximizes the likeliness of it happening.

How to Play:
If you find Deadpool in your opening hand, buffing it with Forge or Hulk Buster and destroying it over and over again until Turn 6 is the main concept with this deck. But there are other ways to score lots of points and emerge victorious, alongside leverage a timely Shang-Chi for the win.

First, it is important to understand the role of X-23: to give you energy on specific turns so you can break the expected timing your opponent has for your cards. For example, going for Deadpool plus Taskmaster on Turn 5 can throw an opponent off, and it opens a Knull play on the following turn. Similarly, if you destroy X-23 on Turn 5, you can play both Deadpool plus Knull, or Arnim Zola on Turn 6. Even if some of those cards are not part of the featured list this week, it shows how you can use X-23 to create play-patterns your opponent won’t easily anticipate.

Since you are playing a deck that is easily recognizable and well known in the community, finding those unusual ways of developing your play patterns will open avenues to catch your opponent off guard. Also, keep in mind that you should have an aggressive Snap strategy. Otherwise, your opponent likely will not stay in a game if you already showed them your hand.

Once you understand the key concepts around your 1-Costs, the rest of the deck is really about dodging the opponent’s traps. Death needs to be played as soon as possible if you suspect your opponent is playing Mobius M. Mobius. Killmonger can be used to destroy opposing cards, not just your Deadpool. Last, Arnim Zola or Taskmaster, if you decide to play one of the two, can also be used on Knull, Death, or Venom to create a lot of points.

Potential Additions:
Although it seems like a lower curve is ideal right now, cards like Arnim Zola and Taskmaster are still popular inclusions that synergize with Knull, Death, and/or Deadpool.

InSheNaut

InShenaut
Created by den
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3x Starter Card
3.4
Cost
0-
1
2
3
4
5+
5.3
Power
0-
1
2
3
4
5+

Rank Justification:
While the momentum died down a little as the first week of the season progressed in the ranked mode, InSheNaut didn’t seem to lose any progress in Conquest with a 60% Win Rate. Just like the other two archetypes, this is a “figured out” archetype. Apart from the traditional “Should I play Nebula or Shocker?” dilemma, there isn’t much to say about InSheNaut.

One positive change that has happened recently is Loki and Devil Darkhawk both losing some momentum. This means less of Snowguard (and location disruption in general) in the game. Then, with the guarantee that Limbo cannot be removed – crucial information for the deck – InSheNaut seems to fit just right in a points-driven environment.

How to Play:
The main goal with this deck is to make the game about points – a battle you are more than suited to win, but limit how the opponent can develop their points. Ideally, the deck wants to play Magik on Turn 3, Leech on Turn 5, and profit from passing Turn 6 with Sunspot, Cyclops 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 in some variations of the deck, 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.

Playing InSheNaut the right way often comes down to identifying which patterns are available and then evaluating how many points you need to win. Also, keep in mind disrupting the opponent can go a long way into creating better opportunities for your other cards to be more effective.

Potential Additions:
A list with good results was including Abomination instead of Nebula, but otherwise Shocker remains a good inclusion in the deck.

Tier 2

Blob Ramp

Blob Ramp
Created by den
, updated 5 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
8x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4.5
Cost
0-
1
2
3
4
5+
5.8
Power
0-
1
2
3
4
5+

Rank Justification:
It is always difficult to explain why a deck did so well during its first week with many outside factors affecting its performance. However, considering this deck is almost entirely about developing points, it doesn’t seem too complicated to understand how Ramp managed to repeatedly build bigger lanes than its opponents. It might seems hard to believe with Shadow King and Shang-Chi included in a lot of builds, but Shuri did the same thing for a long time – and with a lot of success, too.

First, the decks leans into very simple Snaps and Retreats, which is an important trait of Conquest. Sure, you might lose a lot of cubes when the opponent is able to counter your apparent sole game plan, but you also might drain them of their life points as they Retreat early in fear of not finding the only card that gives them a chance to compete against two cards the size of Blob.

Also, the deck is able to compete without Blob when it finds Okoye and either Electro or Wave early on. Playing Vision, Aero, or Red Skull into Magneto and Giganto does develop quite a lot over two lanes. It is probably too simple to last in the long run, but this simple strategy still managed to hit a 59% Win Rate this week.

How to Play:
True to the Electro Ramp style of playing the game, this deck is not trying to make things too complicated. If able, it will rely on creating a huge Blob by Turn 5 and then copying it using Arnim Zola or Taskmaster on the last turn of play. If you are afraid that plan will be countered (i.e. if the opponent packs a counter card to Blob such as Shang-Chi or Shadow King), you can also put all your points into one lane during the first five turns, aiming to win that lane by so much you can just forget about it on Turn 6, and then slam Blob on another lane for the win. In this second scenario, you would be weaker to Alioth or Cosmo preventing Blob from going off, but you cannot play around everything at once.

Walking this line of knowing how to safely develop Blob is key to this deck’s success. Throwing it out on Turn 4 with Wave and then using Taskmaster and Arnim Zola to create points on every lane is incredibly strong, but it gives the opponent several turns to answer with counter cards if they have any. On the other hand, you could keep Blob safe in hand and only use it on Turn 6 without priority, but this means developing less power during the course of the match.

In Conquest, your ability to collect information on your opponent’s deck and figure out which patterns of play they can or cannot answer will do wonders to boost your Win Rate.

Last, even if you don’t find Blob during the match, starting early with Okoye into Wave and then three large cards with double-digit power can often be enough to win two lanes – especially if you already know how much power your opponent is able to develop on average.

Potential Additions:
Considering the deck is very new, it is difficult to make educated recommendations. Jeff the Baby Land Shark, Psylocke, and similar early game cards were included in some lists (at the cost of playing fewer big cards). Doctor Octopus, The Infinaut, and The Living Tribunal saw play in another list with a good Win Rate, too.

Otherwise, check the Thanos Control list in the Silent Performers section for a different way to play Blob.

Silver Surfer

Silver Surfer
Created by den
, updated 5 months ago
4x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.4
Cost
0-
1
2
3
4
5+
3.2
Power
0-
1
2
3
4
5+

Rank Justification:
I was surprised to see Sera not be a part of the best performing list for Silver Surfer, but I do understand how the deck wants to play America Chavez plus a 3-Cost during that turn. This play makes it much stronger in regards to priority on the last turn, thus setting up for Cosmo a little better. In a meta with a lot of decks focusing on their own development, Silver Surfer appears to be a good, but not elite, deck when it comes to potential. Finding some disruptive patterns (even if it’s just one card like Cosmo) can go a long way into winning games you would otherwise never be able to compete in.

Looking at the 58% Win Rate this list posted, it seems to be a good direction to explore. And, who knows, maybe we’ll see the return of other 5-Cost cards in the deck. Professor X had success in the archetype a while ago, and it could serve as a way to lock a lane with a big card that you can buff later with Nova and Silver Surfer.

How to Play:
You could sum up this deck as buff, play cards with the buffs, and buff again, with Sera tossed in on Turn 5 for good measure. In the end, this is really what this deck is all about. The strategy to win will always be the same from one game to another, and the only things that change are how you place your cards and time your abilities.

In the first two turns, you are looking to play Okoye first and foremost, alongside Nova if you want to fit in Forge on Turn 4. Turn 3 will typically be Nakia or Werewolf By Night since these two represent your setup towards building points. Sebastian Shaw and Polaris can also come down here, but you will usually need a reason to do so – especially if you have one of the other two available. Turn 4 will be Forge plus a card worth buffing like Sebastian Shaw or Brood. If you need to play a disruptive card like Cosmo or Killmonger, you could also play Forge after the 3-Cost and buff the next card you play.

Turn 5 can follow a similar logic with a 3-Cost alongside America Chavez. You could also set up Nova at this point; it’s far enough in the match that the opponent has most likely played their Armor already.

Turn 6 is entirely flexible. Your plays depend on where you expect your opponent to play and how you built your locations up until this point. Ideally, you would like to have disguised some of your points until this point, both to hide your potential and to have a better idea of which lanes you should try to contest. In that regard, if you didn’t get a good chance to buff Brood or Sebastian Shaw yet, they are fine to keep until this turn. Otherwise, Killmonger and Silver Surfer will typically be kept until now to maximize their efficiency.

Potential Additions:
The deck usually plays Sera and Werewolf By Night instead of Gladiator and Maximus, but it seems like Silver Surfer hasn’t found its perfect list yet.

Devil Darkhawk

Darkhawk
Created by den
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
5x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.3
Cost
0-
1
2
3
4
5+
3.3
Power
0-
1
2
3
4
5+

Rank Justification:
It might be Blob joining Marvel Snap or other decks finding their groove in the new season, but Devil Darkhawk is looking much weaker than last weak when it was sitting atop these rankings. Although the 57% Win Rate is not that bad and the deck is still a solid deck in the Conquest meta, it has suffered a significant drop over the past seven days.

The list has not changed, either, which might be another thing to consider. Disruptive cards seem to go a long way towards a deck’s success right now. Indeed, with more decks finding stronger builds and synergies, relying solely on your points output limits your ability to Snap because the opponent only has to ask whether they can beat your potential or not. With a Cosmo, Rogue, or Shadow King in the mix, they have another threat to worry about, and the problem is much harder to anticipate and solve.

How to Play:
Devil Darkhawk is looking to leverage the power of its 4-, 5-, and 6-Cost cards that will represent the largest chunk of the deck’s potential. The cheaper card serve as a setup to boost the power of the more expensive ones. The deck can be divided in three separate sections:

When playing this deck, you will usually rely on either the Darkhawk or the Devil Dinosaur plan and use the strong standalone cards as support. Mystique is the only card I didn’t mention because it can be a part of any tactic you choose by copying Darkhawk, Devil Dinosaur, or Ms. Marvel. Thanks to Zabu, you could consider a Turn 5 Devil Dinosaur followed by a Turn 6 Darkhawk plus Mystique (or another 4-Cost), but this will usually mean you managed to set up both Darkhawk and Devil Dinosaur on Turns 1, 3, and 4.

By the end of the game, the spread of points will typically consist of one of your big cards on a lane and either a point spread with Ms. Marvel and Doctor Doom or Mystique representing your second anchor. On some occasions, Iron Lad will also copy of one your strongest abilities, which is a sign that you can Snap and focus on developing as many points as possible for the rest of the game.

No matter which path you decide to pick, the purpose of this deck is to develop proactively and play around the opponent’s traps if possible. You don’t want Enchantress or Rogue disabling your most powerful cards. In Conquest, you could play it safe in the early rounds to gather information, and then be more aggressive once you figure out which threats you should be careful about.

Potential Additions:
Cosmo, Rogue, or another disruptive card can typically fit well to gain an edge in a particular match up. Otherwise, the deck seems focused around doing its own thing and already has some built-in disruption.

Hela Lockjaw

Hela Lockjaw
Created by den
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
7x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4.4
Cost
0-
1
2
3
4
5+
7.5
Power
0-
1
2
3
4
5+

Rank Justification:
With the game relying more on developing points and trying to play around the opponent’s traps, Hela Lockjaw has gained some momentum as one of the decks with the highest points potential. The deck isn’t as flexible as Bounce and might not compete with a 40 power Blob, but it will routinely keep the opponent guessing as to whether you have Hela, how big Dracula will be, and what you could pull from Lockjaw. Also, the addition of Black Knight helps the deck anchor a lane with the indestructible Ebony Blade. This also enables the deck to seize priority going into Turn 6 at times, which is a great help for dodging Cosmo or Alioth since they are often the biggest problems for Hela Lockjaw.

In the Silent Performers section, Hela Tribunal had a slightly better Win Rate at 58% (compared to Lockjaw‘s 57%). However, this deck accomplished that over a thousand games – a much more reliable number regarding the deck’s stability compared to Hela Tribunal’s few hundred games.

How to Play:
Hela Lockjaw wants to leverage its two signature cards in order to cheat a lot of energy and create a lot of power. Black Knight and Dracula have joined the list to represent strong 4-Cost cards you can use to anchor a lane in case you don’t find Lockjaw. They also help you spread your points rather than invest everything into one lane and hope Hela wins the second.

Outside these four cards (and Jubilee as a supporting tool), the deck is very power driven. Four cards are able to challenge a lane on their own or with little help, including Black Cat (which just makes sense in a Hela deck). Through these high power cards that you can either summon using Lockjaw or discard to feed Hela, Dracula, or Black Knight, you should aim to build at least two lanes with 20 power. This usually isn’t difficult to accomplish. Plus, apart from Hela, you can control where your power will go. This allows you to attack different lanes depending on which of your important cards is available.

Hela is the most important card in the deck, both in terms of potential (it can develop the most power if you discarded a few cards during the match) and unpredictability. Indeed, Lockjaw and Dracula will usually be played in the mid-game, thus showing the opponent that you have them. When it comes to Hela, on the other hand, the card is a total mystery for the opponent. They have to assess the chances of you having the card in hand as well as the power spread it will create.

Using this tension and perfecting both your setups and your Snaps will be the key to playing Hela Lockjaw as best as possible.

Potential Additions:
White Tiger and Odin can be included as a duo in the deck. Silver Samurai can also be an extra safe Discard to build around Hela even more.

Junk

Junk
Created by den
, updated 5 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.6
Cost
0-
1
2
3
4
5+
3.4
Power
0-
1
2
3
4
5+

Rank Justification:
With Destroy riding a nice wave of momentum, it feels a little odd to have Junk ranked so high. The mix with Lockdown has led to a deck that surpassed both archetypes when they only invest into their own synergy. Lockdown is the next entry, just one percent behind in Win Rate, so the weak link is probably Junk in the equation. Nevertheless, this mix of Lockdown, Annihilus, and a touch of Debrii and Valkyrie is doing pretty well for itself. It achieved a 57% Win Rate, which is about the average for this week among the top ten decks.

If we are being honest, this decks looks more like Lockdown using Annihilus as a sub-package. This has done well in the past, so it isn’t too surprising to see the deck here. We’ll see if Debrii remains in the deck, while Valkyrie could make sense if this becomes a Blob meta.

How to Play:
In this mix of Junk and Lockdown, you are trying to limit the opponent’s ability to play as they wish while developing your own points. This creates three different categories of cards in the deck, each with their own impact on the match:

In the end, it will be the pilot’s ability to mix these cards together to create a cohesive game plan that will determine how well the deck can perform. Both the space-limiting cards and the reactive cards will help in different match ups, while the points cards will represent a base that you will use in nearly every match. However, be mindful that not every cards pushes for the same thing; Annihilus will push you to play Sentry before it, while Ms. Marvel requires specific positioning for your cards. Nebula will entice you to play Storm or Professor X on its lane over anywhere else.

It is through finding these connections between cards and being able to craft a game plan that will allow you to thrive using this deck.

Potential Additions:
Titania is a routine inclusion in Junk for more disruption. Polaris and Absorbing Man synergize well with the deck, too, but Storm, Ms. Marvel, and Professor X usually occupy their spots.

Lockdown

Lockdown
Created by den
, updated 5 months ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
1x Starter Card
3.4
Cost
0-
1
2
3
4
5+
3.7
Power
0-
1
2
3
4
5+

Rank Justification:
In a meta featuring more proactive builds like Destroy, Silver Surfer, and Thanos, Lockdown seems to struggle a little more for leveraging its synergies. Don’t count Lockdown out yet, though, as Alioth can be a very powerful card with Blob around if the deck can seize priority. Also, Lockdown is part of the decks that do much better when the meta is a little stale. It’s easier to figure out which decks are worth countering, as well as their preferred play patterns.

Then, once the meta settles a bit (and if Darkhawk keeps struggling because of Blob), Lockdown might be able to build more momentum and leverage its disruptive card more efficiently. Until then, a 56% Win Rate isn’t bad. It keeps Lockdown among Marvel Snap’s top ten archetypes, at least.

How to Play:
Most of the time, the goal with this deck is either to develop points flexibly or hide from your opponent where you plan to act. You can also aggressively block your opponent’s play patterns, which is easier in Conquest where you should gather information from one round to another. With Ms. Marvel in the equation, Lockdown is trying to lock one of the side lanes with Storm or Professor X in order to land Ms. Marvel in the middle for support.

If you expect your opponent to run an Ongoing counter, you could play Storm on Turn 3 in the lane where you wish to play Ms. Marvel so the opponent can’t land their card later on.

Typically, Storm is stronger if you have ways of supporting it (either with the Move cards or with Doctor Doom down the line). Professor X, on the other hand, will push for Alioth or America Chavez to be used to win the second lane.

A hot start with Nebula, Medusa, and Storm can quickly lead to you winning a lane, which allows you to focus entirely on another one with a card like Alioth at the end of the game. Furthermore, the deck is also decent at spreading its points through Ms. Marvel and Doctor Doom – especially if Iron Lad hits either of those. You can then accept a battle based on points, where you would become a proactive deck.

Finally, the Move cards simply provide flexibility for Ms. Marvel so you can make sure it reliably adds points to every lane. You can reposition your cards if you need to in order to play one with the same cost on that location.

Potential Additions:
The Annihilus package (The Hood, Sentry, and Annihilus) sometimes sees play in the deck. Also, Gamora can be replaced by Vision, Legion, or another impactful 5-Cost card.

Tier 3

Tier 3 this week is pretty shocking based on the simple fact that Loki Werewolf is in here. While I believe the deck is much stronger than the ranking might indicate, I also think the meta isn’t playing to Loki‘s strengths currently; many of the proactive decks we discussed today have some sort of synergy going on that Loki can’t necessarily abuse when stealing parts of their deck. Also, I think it might be time to reconsider the tech cards in the deck, as Rogue barely has any great targets right now – especially now that Darkhawk has lost some momentum. Cosmo or Armor would be much more impactful, in my opinion.

Every deck in the game has had a low week at some point, and it is more about whether the archetype can bounce back and find a new list to call home. Focusing on the fact that it did poorly for a short period of time eclipses months of domination in the process, and that’s honestly not fair to such a strong deck.

Alongside Loki this week are two straight-forward strategies that were unfortunately not flexible enough to compete at their best in the current meta. Indeed, both Ongoing and Shuri Sauron kind of tell you the whole story early on in the match. Even if their points total isn’t always easy to match, not being able to beat them will cost you one or two cubes while punishing them can net you many more.

Then, with Blob quickly gaining traction in the meta, it is difficult to see where Shuri is headed. If the deck cannot play Blob itself, it might simply be replaced by the Ramp deck in Tier 2 as the new archetype that develops loads of points on two lanes.

Ongoing

Ongoing
Created by den
, updated 5 months ago
3x Collection Level 1-14
6x Collection Level 18-214 (Pool 1)
1x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
3.3
Cost
0-
1
2
3
4
5+
3.9
Power
0-
1
2
3
4
5+

Loki Werewolf

Loki Werewolf
Created by den
, updated 5 months ago
2x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.3
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Shuri Sauron

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

Closing Words

Throughout the course of the week, the release of Blob and some archetype refinement has significantly changed the Conquest landscape. I’m excited to see if these changes carry over to the ranked mode as well. As usual with a changing environment, there are decks that benefit from this chaos. There are other decks that might not have adapted to it yet, and their performance is greatly affected as a result. I’m sure this has been the case for the Blob decks; they are doing great, but they might lack the flexibility needed to remain dominant if they become the center of attention. The same is true for Loki, which I believe is an anomaly in Tier 3. It should bounce back once it finds a list more suited to the current environment.

Overall, the sentiment is very positive regarding this week for Marvel Snap. The diversity we were hoping for last week after the massive patch seems to have arrived. Maybe the patch itself wasn’t enough, and the shells we learned to master were simply too good to change with just America Chavez out of the equation. Now that Darkhawk might have found its nemesis, a new interesting dynamic can be explored. And I can’t wait to see where it will lead us!

As usual, if you need anything or simply want to share your reaction to this report, you can post a comment below, 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

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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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