Table of Contents
Welcome to our Marvel Snap Conquest Meta Tier List! Each week, we review the best decks in the ever-changing Marvel Snap Conquest meta.
This report is dedicated to the Conquest mode and lists the current best decks to run the gauntlet and grab your next Infinity avatar. We also provide a Ranked report, available around the middle of the week based on the latest updates, that highlights the best archetypes for that mode. Looking to figure out the impact of the newly released card or the latest balance changes in Conquest? This is the place to be!
If you are looking for more information about a deck in particular, check out our Archetypes pages, with detailed information about each of the household names in Marvel Snap.
| Tier | Deck |
|---|---|
| Tier 1 | Small Good Cards – 69% |
| Tier 1 | Discard Dracula – 63% |
| Tier 2 | Mister Negative – 60% |
| Tier 2 | Big Hand – 58% |
| Tier 3 | Destroy – 57% |
| Tier 3 | Toxic – 57% |
| Tier 3 | Arishem – 56% (Alt Thanos) |
| Tier 3 | Lockdown – 55% |
Meta stats and analytics directly from our Marvel Snap Tracker can also be found here.
Marvel Snap Conquest Overview
The first week of the season is always the quietest in Conquest since most of the community is busy grinding back to the Infinite rank. Yet, there are a few reasons to play Conquest instead of Ranked, especially if you are a deck builder:
- It is much harder to surprise your opponent after Round 1, so you should have a better idea of your deck’s true ability to perform without relying on your opponent’s mistakes due to a lack of knowledge.
- You can learn how to Snap with your deck (in general, or against certain opponents) without the pressure of risking your precious Ranked cubes.
- Conquest typically rewards reactivity more than proactive development, which means you’re able to try different builds or play a deck that suits your play style more. This is usually the direction that the meta goes towards at some point in the season anyway.
With that said, other than the players who are looking to test a different deck (such as the emerging Big Hand archetype) before taking it to the Ranked mode, Conquest feels very much like it did at the end of the last season. The only difference is most of the harder-to-pilot decks are mostly absent… for now.
Small Good Cards is the exception to that last statement, and it is dominating Conquest by a mile. Indeed, with a 69% Win Rate, the deck could have deserved its own tier considering the closest deck is trailing by 6%.
I think it is safe to say Conquest is more of a chill, less competitive environment at the moment, which will certainly change as the season progresses. It could also get a little more crowded after the upcoming OTA if there are a lot of meaningful changes because people will need a place to experiment with their new ideas.
Happy Tier List, everyone!
Tier 1
Small Good Cards
Maybe a bit too predictable in Ranked and kind of easy to Retreat against after an Agent Venom on Turn 2, Small Good Cards is putting on a clinic in Conquest. Indeed, the deck’s unmatched flexibility is perfect for a mode where you lose a lot of power once your opponent can predict your next move.
With a 69% Win Rate, this archetype is far ahead of the others (at least when looking at archetypes with multiple hundreds of games).
Potential Additions
Havok is the flexible card. You can swap it for another counter card if you feel any are required.
Discard Dracula
While the deck is experimenting with new things using Victoria Hand in Ranked, Discard Dracula kept its solid list from last season in Conquest and posted a 63% Win Rate with it.
At the moment, Discard is in a good place. The early stages of a new season typically features more points oriented decks. However, the deck started to suffer from its rigidity towards the end of the last season, so this list might have already reached its limits.
Potential Additions
Fenris Wolf, Swarm, and Moon Knight can replace Malekith, Grand Master, and Strong Guy for a different package. Otherwise, check our Ranked Tier List for a list that features Victoria Hand and Helicarrier.
Tier 2
Mister Negative
Since Gorr released, Mister Negative has improved overall and basically played the same list for over a month now. There was a bit of a performance dip towards the end of last season, though. The deck is simply unable to adapt to its environment, apart from replacing Wong or Ironheart with Super-Skrull for Ongoing opponents.
Early in a season, however, more decks are focused on themselves and lots of players are just testing new synergies. As such, Mister Negative doesn’t need to adapt much and can easily focus on developing points instead.
Potential Additions
Super-Skrull can help in the mirror match.
Big Hand
The new kid on the block managed to sneak in a good performance in both modes for this first week of the season. This is a great sign of Victoria Hand‘s potential.
At the moment, the lists vary a lot from player to player, so it is difficult to know exactly where the archetype stands. The best lists posted Win Rates around the 60% mark, but the majority of decks were around 57% or 58%. Plus, the meta still looks focused on beating Doctor Doom 2099 more than the new card, which naturally helped its stock.
Potential Additions
It is hard to recommend anything specific for this archetype just yet. Basically, you want a strong early game and two to three bigger cards that develop points without eating up too much space. Devil Dinosaur is the popular pick, but Gorr is also seeing some play. Wiccan, Alioth, and Galacta also have their own lists with Victoria Hand.
Tier 3
Toxic
Toxic managed to keep its throne in the Ranked mode, but it failed to accomplish the same in Conquest and only managed to look like an average deck. At a 57% Win Rate, it is difficult to explain the big loss of momentum for Hazmat and Ajax. I think the most probable answer is that Doctor Doom 2099 lost a lot of popularity in Conquest, which removed a great match up for Toxic.
Destroy
A step behind the other rigid synergies (Discard and Mister Negative), Destroy still found a way to be quite popular in Conquest. This is likely due to not requiring any new cards and X-23 being featured in Spotlight Caches last month.
With a 57% Win Rate, Destroy showed that it can still post a decent performance, although it has been a while since the deck did anything worth being considered a top contender again.
Arishem
Toxic might have lost some momentum, but it remains a very popular deck. This means Doctor Doom 2099 still isn’t the best idea for Conquest at the moment. Plus, even though you can control the Snaps and Retreats with this deck in Ranked to mitigate the random cards, it isn’t that simple in Conquest once the opponent figures you out.
Also, Cassandra Nova is quite popular at the moment with both Small Good Cards and Mister Negative doing well.
Arishem Thanos did much better this week in comparison and easily beat the traditional list’s 56% Win Rate. The amount of games was very different, though, so take this with a grain of salt.
Lockdown
Lockdown can’t seem to get out of the hole U.S. Agent dug for it during the second half of last season. It keeps posting good enough results, but they’re far from what you could have expected with the deck a few weeks ago. This week, Lockdown clocked in at a 55% Win Rate in Conquest, yet another weak result after the Ranked mode gave it some hope.
Closing Words
Small Good Cards is showing that flexibility and a good mix of points and disruption remains the perfect formula for Conquest, meaning the likes of Bounce Move, Good Cards, and other decks that showcase both traits should also do great. There is one condition, though: stop counting on Doctor Doom 2099. It seems like the card has lived its time and there is simply too much of U.S. Agent around at the moment.
The other interesting thing to look at is the performance of the Big Hand archetype, which has looked solid in both modes so far. Sure, the lack of several top tier contenders and the presence of evergreen archetypes like Discard, Mister Negative, and Destroy could make the performance not look as good. But, considering the deck was running little disruption, it showed that it has enough points to compete, which is often the starting point to know if a deck has staying potential or not.
Now it’s time to turn our attention to the OTA on the 14th!
As usual, find me on the Marvel Snap Zone community Discord to discuss the report, or you can follow my Twitter page where I share decks and biased opinions about the game.
Good Game Everyone.
Disclaimer and Tier Explanations
In order to be featured here, a deck needs to hold a Win Rate above the 50% threshold over more than a hundred Conquest games.
In order to create this chart, den is using data from our Marvel Snap Tracker, as well as other available data online and his own expertise and opinion of respected players. If a deck showed great performances with a very limited presence in the meta, you can find it in the Silent Performers section. That section highlights decks with an excellent Win Rate, but too little of a sample size to be representative of their real strength.
Decks not good enough to be considered contenders but with a good representation will be ranked in Tier 3 in our chart. See those builds as decks that are good to know about, as you should face them when playing Marvel Snap. However, unless the meta changes or a new variation of the build emerges, these decks are a notch below the dominant ones in 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 > 62%
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.







More Content