Table of Contents
Proactivity with a touch of disruption or flexibility seems to be the winning formula in Conquest at the moment. Indeed, although the Control decks are rising in Ranked, Conquest allows opponents to adapt and use their Cosmo, Juggernaut, or Alioth much more efficiently in the later rounds, on top of knowing which cards to be careful about. Add to that the ability to Snap very early for most archetypes, either because they drew the right pieces from their synergistic deck or because they drew a curve of strong standalone cards.
That is Conquest at the moment: the land of decks with strong synergies, supported by strong protective or disruptive cards, that are able to Snap during the first two or three turns before opponents can correctly assess the future of the round. In this context, the best decks are often the ones that are best able to control the stakes of a match, either because they can Snap earlier than the rest or because they are difficult to Snap against.
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Tier 1 | Scream Move 64% Win Rate / 200 Games |
| Tier 1 | 10 Power 63.5% Win Rate / 480 Games |
| Tier 1 | High Evo Toxic 62.5% Win Rate / 350 Games |
| Tier 1 | Hela Discard 62.5% Win Rate / 230 Games |
| Tier 1 | Ongoing Doom 60% Win Rate / 350 Games |
| Tier 2 | Bullseye Discard 59.5% Win Rate / 600 Games |
| Tier 2 | Mister Negative 59% Win Rate / 260 Games |
| Tier 2 | Mill 58.5% Win Rate / 300 Games |
| Tier 2 | Arishem 57.5% Win Rate / 220 Games |
| Tier 3 | Toxic Surfer 52% Win Rate / 140 Games |
| Tier 3 | Good Cards Control 51% Win Rate / 110 Games |
Tier 1
Scream Move
Performance: 64% Win Rate / 200 Games
Scream Move isn’t as popular as most of the other archetypes in the top tier, mostly because the synergy is often mixed with either Surtur or Doctor Doom 2099. Still, after only being the support to these two for a while, it seems like Scream‘s signature archetype is the best way to play.
In Conquest, the deck has so many reasons to Snap early since most of its 2-Costs are great news when drawn. Plus, with Sam Wilson captain America being played in most archetypes, you have a strong Snap whenever you draw Scream early since you can just cancel the points your opponent gets from moving Cap's Shield.
Potential Additions
Magneto and Juggernaut are two cards you can use in this synergy in case you’re missing some of the Series 5 cards.
10 Power
Performance: 63.5% Win Rate / 480 Games
Since this deck emerged, other decks have tried to beat it on points or counter it through various means. At this point, we know both are possible, but you better bring your A game to pull it off. Indeed, 10 Power’s biggest strength is its reliability in getting points out.
The deck can miss Surtur and it will still be able to play four 10+ power cards during the match—more if Zabu was played. If you can develop more points than it does, Cosmo, Juggernaut, and Aero will help 10 Power disrupt you just enough to find the win.
Until something more powerful emerges or more nerfs happen, I don’t think this deck will be anything but Tier 1, especially if Toxic couldn’t take it down.
Potential Additions
Juggernaut and Aero are the flexible cards in the deck, but they’re both Series 3 cards so you probably aren’t looking to replace them. You could consider Luke Cage plus Typhoid Mary in case you’re missing Ares.
High Evo Toxic
Performance: 62.5% Win Rate / 350 Games
Still a great archetype to run at the moment, High Evo Toxic failed to remain the top contender with other decks eating some of 10 Power’s popularity. Hela was the most prevalent, but Mister Negative also drew some fire among decks that are able to play very little on the board until the last turn. This limits how cheap you can make Abomination, while also blurring the lines in regards to how you should position your Ajax or Man-Thing.
This is a great deck, but it’s more of a counter pick than an overall dominant build.
Potential Additions
Nebula could be another 1-Cost to add to the deck if you’re missing Sam Wilson captain America. U.S. Agent is another good addition, especially against 10 Power, if you need to replace another card.
Hela Discard
Performance: 62.5% Win Rate / 230 Games
Hela is very popular and has a multitude of lists. I could have ranked it as an archetype with almost a thousand games, but then it would have been at the bottom of Tier 2. And I didn’t think that made much sense. Instead, here is a list with a very good Win Rate and enough games to back it up.
Compared to the other decks, the main difference here is Silver Samurai bringing some disruption to the deck. The 4-Cost makes Gorr a better pick than The Infinaut, although Morbius could be enough in addition to Iron Man for reliability.
Also, Blink and Aero are battling to be the other 5-Cost card, but Blink posted slightly better results. Still, the deal breaker when it comes to performance appears to be the Silver Samurai package.
Potential Additions
Silver Samurai could work with only two low power cards, so Morbius could be Thaddeus Ross or Gorr could be The Infinaut.
Ongoing Doom
Performance: 60% Win Rate / 350 Games
The more Control oriented meta in Ranked has been difficult to navigate for Ongoing Doom since it often falls prey to an Enchantress. In Conquest, however, the environment looks to be more proactive, with Toxic and Scream being the main disruptive archetypes. Fortunately for the Dooms, both of those archetypes can be handled pretty easily with Luke Cage, and this has kept Ongoing Doom in the conversation in Conquest.
Potential Additions
Super-Skrull can give you an edge against Ongoing heavy decks, especially in the mirror match. Zabu can be another way to get Doctor Doom 2099 out early, but then you should run at least three 4-Costs if you play it.
Tier 2
Bullseye Discard
Performance: 59.5% Win Rate / 600 Games
A meta staple at this point, Bullseye Discard just needs to be wary of the popular counter cards. Mobius M. Mobius is a problem for Swarm, and more of Luke Cage (thanks to Toxic) could be bad news for Bullseye. One is probably manageable, but facing both together might hurt the status of “solid contender” that Bullseye Discard has held for the past month.
Potential Additions
Grand Master could replace Gambit or Frigga in the deck.
If you feel like Bullseye is losing some momentum, you could give Discard Dracula a try. That deck is resilient to the counter cards I mentioned above:
Mister Negative
Performance: 59% Win Rate / 260 Games
Apart from Mobius M. Mobius, there aren’t many cards that can completely shut down Mister Negative. Cosmo and Juggernaut will cost you a few games, but you can adapt to them once you know your opponent is running them.
There are bigger fish to fry in the meta right now, so Mister Negative can be a good proactive deck to rack up a few Infinity Tickets.
Potential Additions
Cassandra Nova and Super-Skrull are good options depending on which decks you want to beat.
Mill
Performance: 58.5% Win Rate / 300 Games
Other proactive decks have started to emerge and take a bit of 10 Power’s popularity, which is great for Mill. Indeed, Armor and Cosmo can be a big problem for this deck because they completely nullify the Destroy synergy that is typically responsible of the majority of the points in this deck. Against the likes of Hela, Toxic, and Scream, you know when you’ve taken a key card away. You also have a shot at beating any of them with points if you have a cheap Death, which is something 10 Power typically didn’t allow.
Potential Additions
Lady Deathstrike could replace Red Guardian if you want more Destroy in your deck.
Arishem
Performance: 57.5% Win Rate / 220 Games
Not particularly popular at the moment, nor deserving of more play considering its results, Arishem feels like a good pick for anyone without a plan other than “be flexible”. In the end, your success with Arishem will mostly be determined by your ability to control your Snaps and Retreats.
Potential Additions
Both Dooms can be replaced with Magneto and a flexible card, such as Lady Deathstrike, Juggernaut, or Red Guardian.
Tier 3
There is a huge gap between the strong performers and the rest in Conquest, which shows how reactive strategies can struggle in Conquest. It feels very important to develop points and control priority at the moment, especially because cards like Cosmo and Juggernaut can derail a reactive deck a lot once the opponent knows what to play around.
Toxic Surfer
Performance: 52% Win Rate / 140 Games
Good Cards Control
Performance: 51% Win Rate / 110 Games
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 > 57%
Tier 3: This tier is made of decks that have a pervasive issue compared to Tier 1 or Tier 2 decks. Usually, Tier 3 will be a mix of decks on the rise that don’t have much data, old archetypes on the decline, decks that require substantial experience and/or knowledge to pilot properly, powerful decks that aren’t well positioned, or niche decks.
Win Rate > 52%
Budget: Decks that consist only of cards in Pool 1 and 2 that are still capable of competing with an experienced pilot in a similar Collection Level, Rank, and MMR range. See our matchmaking guide for more details.
Meta stats and analytics directly from our Marvel Snap Tracker can also be found here.







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