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.
Marvel Snap Conquest Overview
Even though Doctor Doom 2099 remains a menace in the meta, making Lockdown the best mix of simplicity and power, U.S. Agent has helped the more flexible decks take over. Bounce Move, Small Good Cards, and Toxic all posted great numbers early in the Infinity League, likely on the back of the 2-Cost almost winning a lane on its own at times.
In this environment, the best deck is probably the one with the sharpest pilot—especially one who is able to dominate with their Snaps and Retreats. Indeed, more flexibility doesn’t necessarily mean slower Snaps; quite the opposite, actually. Often, it is the sign of a great early draw that is difficult to counter due to the flexible nature of the deck, as well as a possible counter card if the opponent also had a strong opening.
Conquest still rewards players who are able to win the contested battles for four cubes (the ones both players think they have a shot in). Still, this meta has plenty of decks that are quick to get set, so if you can corner your opponent then you will have the luxury of being able to lose those four cube games every once in a while. Others who gave up some cubes early on will eventually be forced to play through a Snap and accept that their match is on the line as soon as the high stakes rounds start.
Happy Tier List, everyone!
Marvel Snap Conquest Tier List
| Tier | Deck |
|---|---|
| Silent Performer | Clog |
| Tier 1 | Bounce Move |
| Tier 1 | Small Good Cards |
| Tier 1 | Toxic |
| Tier 1 | Lockdown |
| Tier 2 | Discard Dracula |
| Tier 2 | Mister Negative |
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 > 65%
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%
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.
Silent Performers
In a meta with either very flexible decks using many cheap cards, or Doctor Doom 2099 eating up space, Clog can quickly be very annoying to go against. Indeed, this deck often only needs to block one lane to Snap, and then opponents are forced to Retreat or lose to Cannonball. Against either type of opponent, blocking that one lane isn’t that difficult since they both use set up cards that won’t contribute many points.
As more rounds pass, they’re less able to afford a Retreat, which makes Clog more oppressing the later in the match you are.
The fact that this deck wasn’t popular probably helped, as disruptive synergies typically are at their best when unexpected. Still, the meta looks particularly good for Clog at the moment. Only Cosmo in certain decks represents a major threat.
Tier 1
Bounce Move
With what is likely the highest points potential (baring a perfect draw from Mister Negative), Bounce Move is still flexible and can easily slot in U.S. Agent to punish Doctor Doom 2099. As such, Move is probably the best overall pick for Conquest, backed up by a stellar 81% Win Rate over 100 Conquest games.
Make sure you know how to pilot this deck, though, because it can be much more punishing than others.
Potential Additions
U.S. Agent could be Cosmo if you want to protect your cards from Shadow King or annoy a synergy other than Doctor Doom 2099.
Small Good Cards
Small Good Cards was one of the most played decks according to the data with 140 games (an an incredible 77% Win Rate). This deck proved how flexibility and disruption are the keys to beating Lockdown and the other Doctor Doom 2099—at least in Alioth‘s absence.
The points aren’t that high compared to other decks on this report, though. For example, Bounce Move featured similar flexibility, but it can grow Dagger and Vulture way bigger than Thena can get. However, this deck has more room for counter cards like U.S. Agent, Cosmo, and Red Guardian. If you can snipe a lane with any of those three, your opponent will suddenly have to beat a buffed up Thena or a huge Sage, plus a Demon or Havok on top of that.
Potential Additions
Silver Sable, Spider-Ham, and other low power, strong ability cards make sense in the deck. Havok is probably the flexible card, although it is hard to match its contribution of 11 points when hit by Agent Venom and played on Turn 5.
Toxic
The best archetype in Conquest before the Infinity League opened, Toxic showed how to beat Doctor Doom 2099, which opened the door for more flexible decks to dominate. At a 67% Win Rate over 65 games, Toxic remains in the discussion for the greatest Conquest archetypes of this environment. However, the surge of decks that are able to keep their most important cards in hand until the last moment has made the Toxic synergy much harder to leverage.
Potential Additions
Enchantress or some other card that is able to disable an opposing Luke Cage would give you a dramatic edge in the mirror.
Lockdown
Lockdown is the target of almost all the other decks, which isn’t an easy position to be in. As such, it is no surprise to see Lockdown come in fourth when the first three archetypes are all using U.S. Agent in their most popular lists. Still, a 66% Win Rate over 110 games is very strong, and even stronger when you remember that it’s being targeted.
In order to remain a strong archetype, you need to have a near perfect Snap and Retreat game with Lockdown. Indeed, if you give your opponent too much information, it becomes too simple to counter you or Retreat. Lockdown needs to leverage the tension brought by the opponent not knowing whether you will play Storm into Legion, or drop points with Doctor Doom 2099 instead.
Potential Additions
Rocket and Groot can be Red Guardian. Some like to play Blue Marvel in that slot as well.
Tier 2
Discard Dracula
Although it posted inconsistent results throughout the season, Discard managed to be among the top competitive options for the Infinity League. Indeed, at a 63% Win Rate over 140 games, Discard isn’t very far from the top. Unfortunately, it lacks some flexibility and resistance to Red Guardian in order to compete with the decks in Tier 1.
Potential Additions
Fenris Wolf, Swarm, and Moon Knight can become Grand Master, Strong Guy, and Malekith if you like that version of the deck more.
Mister Negative
Mister Negative can dominate in Conquest when it draws perfectly every game since it is the highest points potential in the game when that happens. Those perfect draws will often be met by a quick Retreat, though, which only nets you two cubes at most—and that doesn’t happen every round.
In order to be successful, you need to leverage the fact that opponents will frequently Retreat against an early Mister Negative. This will let you sneak in a few bluff Snaps for free cubes. Your other option is to make the most of the games that you can win, even if you didn’t draw into Mister Negative, because opponents will rarely Retreat in that scenario.
Potential Additions
Cassandra Nova is an option, but there isn’t much of Arishem left anymore. Super-Skrull can give you the edge in the mirror match.
Closing Words
Overall, this meta has little diversity. The best performing decks are looking for the same set up: a strong start to give them a Snap opportunity as soon as they see their opponent stumble. Some decks also have the ability to Snap once they know they have the better points potential in the match up and their opponent can’t really do much about it. Only Toxic could be considered different and accepts playing from behind, as that deck develops most of its points during the last three turns.
If you consider that the best decks are the ones that can Snap early and safely, that explains the downfall of Doctor Doom 2099 now that U.S. Agent makes it unsafe. The best build has to have a combination of points, counter cards, and resilience from opposing counters. Bounce Move fits that bill perfectly, and it logically took the top spot in this early look at the Infinity League.
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.







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