Table of Contents
This Meta Tier List report is dedicated to the Conquest mode and lists the current best decks to run the Leagues and grab your next Infinity Avatar. Looking to figure out the impact of the newly released card or the latest balance changes in Conquest? This is the place to be!
| Tier | Deck |
|---|---|
| Trending | Silver Surfer 65 Games 75% Win Rate |
| Trending | Clog 75 Games 68% Win Rate |
| Tier 1 | Discard Dracula 62.5% Win Rate |
| Tier 1 | Small Good Cards 60.5% Win Rate |
| Tier 2 | Lockdown 59% Win Rate |
| Tier 2 | Mister Negative 58.5% Win Rate |
| Tier 3 | Hela 56.5% Win Rate |
| Tier 3 | Destroy 56% Win Rate |
| Tier 3 | Ongoing Iron Hand 55% Win Rate |
Marvel Snap Conquest Overview
Compared to the Infinite ranks, Conquest clearly feels like an easier metagame to navigate. Indeed, there is much less of the complicated decks to pilot such as Bounce Move or Mill while decks we see struggle in ranked, such as Hela or Destroy, manage to post reasonable results here.
Arguably, the main difference between the two modes, and the main reason for the proactive decks to do better here, is the knowledge of which disruptive cards your opponent is running. Currently, there is a flurry of great reactive cards one can use (Shadow King, Enchantress, Shang-Chi, Red Guardian, Cosmo, Alioth, Killmonger…) and each is very annoying to certain decks, but quite ineffective against another. In Ranked, you would snap when that card is great and play it safe when the opponent isn’t weak to it. In Conquest, this is only true for the first round, as the opponent will snap you once they know your disruption isn’t adapted to their deck, so they can develop rather safely.
Overall, this not as competitive environment, paired with disruptive cards losing the element of surprise after a round or two, makes Conquest a better mode to play proactive archetypes.
This doesn’t disruption can’t exist, as Clog posted nice numbers amongst low popularity decks, while Small Good Cards remains a top performers week after week. Outside these two though, it is pretty much a points based competition in Conquest.
Happy Tier List, everyone!
Trending
Silver Surfer
Performance: 75% Win Rate (Only 65 Conquest Games in Gold League)
Silver Surfer has not been super popular in quite some time, but routinely reminds us you can’t completely forget it either. This time, it is a points driven, Iron Patriot supported build which took Silver Surfer to be our top trending deck for Conquest.
It is quite logical if you think about it. Brood almost guarantees you win the lane when played behind Iron Patriot, while Rocket and Groot or Negasonic Teenage Warhead are perfect to follow up the card as well with priority.
The rest of the deck is what you would expect from a Silver Surfer build, and the reason this deck is able to make a comeback at almost any time.
Clog
Performance: 68% Win Rate (Only 75 Conquest Games in Gold League)
If you can’t run Iron Patriot due to a lack of points in your first three turns, you can always ruin your opponent’s Iron Patriot with Quake, changing the location they have to win to get the discount on the generated card.
Apart from this new trick, Clog is playing pretty much the same strategy, which seems to be working quite well based on the results. I said in the metagame overview, it is difficult to find disruptive cards that won’t leave out certain decks. Well, Clog is weak to Destroy, but there isn’t enough of it at the moment, and every other deck will struggle when their space is limited.
Tier 1
Discard Dracula
Performance : 62.5% Win Rate
Perfectly positioned with the release of Bullseye and its potential inclusion, Discard Dracula keeps alternating between the Fenris Wolf or the Malekith list, both showing different upsides. In Conquest, the more proactive build posted the best results, corroborating the idea that Conquest rewards developing points at the moment.
Potential Additions
Fenris Wolf, Moon Knight and Swarm are another trio you can consider in the deck, typically replacing Grand Master, Strong Guy and Malekith.
Small Good Cards
Performance : 60.5% Win Rate
One of the few archetypes with enough game to be highlighted on this report, Small Good Cards basically disregarded the OTA Balance Updates and kept doing its own thing. It does make sense though, as the nerf to U.S. Agent pushed Lockdown to return. Yet, even if it now only reduces the power by three, the recently nerfed 2-cost still is a great card against Doctor Doom 2099.
Apart from this specific interaction, the rest of the deck is also solid in the current metagame. Indeed, the deck very cheap curve allows to fight Iron Patriot’s lane very well. Also, Cosmo and Red Guardian still are a great duo to take down many synergies, one serving as a reactive, while the other is a proactive problem.
Potential Additions
Rogue makes sense in the current meta and is a good Agent Venom target as well if you miss Red Guardian. Mister Fantastic is an interesting prospect with its buff, too, possibly growing to 9 power when hit by Agent Venom. For cheaper cards, Spider-Ham is the best option after The Hood when it comes to power buffs.
Quake or
Tier 2
Lockdown
Performance : 59% Win Rate
With less of U.S. Agent following its nerf, Lockdown gained some momentum with the same list and strategy from last season. Power-wise, Lockdown still packs a punch, especially as it will routinely challenge all three lanes in a match. Factor in Storm and Red Guardian for some disruption when needed, and you have a well-rounded deck, which we had to adapt against a month ago.
Potential Additions
Legion can replace Blue Marvel for more disruption, but less synergy around Doctor Doom 2099. Jeff the Baby Land Shark, Jessica Jones could replace Super-Skrull if you aren’t facing many Ongoing decks.
Mister Negative
Performance : 58.5% Win Rate
Nothing new for Mister Negative, which keeps posting solid results week after week in a metagame missing Mobius M. Mobius. Arguably, this is the highest points potential amongst the popular archetypes, but performing in Conquest requires a great Snap and Retreat player at the helm. Indeed, if you only snap the strong hands while retreating the rest of the time, you are way too easy to read for your opponent.
Potential Additions
Super-Skrull can edge the mirror match.
Tier 3
Hela
Performance : 56.5% Win Rate
Struggling to find its place in Ranked, Hela did a little better in Conquest, where the more traditional list managed to post a 56.5% win rate. While this doesn’t put Hela back on the map at all, it shows the OTA has a positive impact on the archetype, and is enough to keep digging for the best possible list.
Destroy
Performance : 56% Win Rate
Destroy is a non-factor in ranked, but still finds exists in Conquest, especially with little of Shadow King at the moment. The archetype clearly isn’t at its prime, but the points potential Destroy has access to is enough to compete when disruption doesn’t come to ruin the party.
Iron Hand
Performance : 55% Win Rate
The archetype on the rise during the first two weeks of the season is having a bit of a poor showing in Conquest, likely due to being the target of most disruptive cards. If you think about it, Iron Hand can be annoyed by Killmonger, Red Guardian, Rogue, Enchantress or Alioth.
With that said, while the deck has a great snap through Wiccan, it might be snapped against whenever Wiccan doesn’t show up, especially if your opponent is running one of the cards above.
Closing Words
Overall, Conquest looks a little more permissive than Ranked, although it can be frustrating to meet the perfect counter card and know our only chance is our opponent not drawing into it round after round. Still, the decks doing well at the moment are mostly proactive, and rely on their own development more than anticipating or disrupting what the opponent is doing. It is kind of logic following an OTA where the main updates went to two Ongoing cards (Mister Fantastic, Onslaught) and Hela.
In less than a week, the Infinity League will start, which might attract the more competitive players to join the party, and possibly shake the metagame. Until then, it seems like points are the way to go in Conquest.
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 > 60%
Tier 2: Tier 2 are very good decks but with a weakness holding them back – either not being as reliable in its draws as Tier 1 decks, countered by another popular deck, or still being a work in progress as you read this. A good pilot could probably take these and have the same results as with a Tier 1 deck, but their play patterns are more difficult to enact compared to the tier above.
Win Rate > 58%
Tier 3: This tier is made of decks that have a pervasive issue compared to Tier 1 or Tier 2 decks. Usually, Tier 3 will be a mix of decks on the rise that don’t have much data, old archetypes on the decline, decks that require substantial experience and/or knowledge to pilot properly, powerful decks that aren’t well positioned, or niche decks.
Win Rate > 55%
Budget: Decks that consist only of cards in Pool 1 and 2 that are still capable of competing with an experienced pilot in a similar Collection Level, Rank, and MMR range. See our matchmaking guide for more details.
Meta stats and analytics directly from our Marvel Snap Tracker can also be found here.







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