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 | 10 Power 55 games 83% Win Rate |
| Trending | Lockdown 50 Games 70% Win Rate |
| Trending | Silver Surfer 45 Games 68% Win Rate |
| Tier 1 | Arishem 80 Games 70% Win Rate |
| Tier 1 | Bullseye Discard 170 Games 64% Win Rate |
| Tier 2 | Mister Negative 90 Games 60% Win Rate |
| Tier 2 | Mill 70 Games 60% Win Rate |
This is only an early look at the Conquest meta. With the OTA coming soon, these decks and their standings are liable to change because we just don’t know what Second Dinner might buff or nerf. There wasn’t much data to look at in the Infinity league yet, so take this information with a grain of salt.
Marvel Snap Conquest Overview
Apart from Mill (which is apparently the only disruptive archetype that can keep up with synergistic decks), the early hours of the Conquest Infinity League have been all about points. Sure, this could change quickly with the OTA coming soon, but this first picture of the Conquest meta tells us a couple of interesting things:
- There seem to be too many proactive synergies to be able to reliably counter them all
- Only generic disruption has a shot at the moment, as long as it’s backed up with points
- The best flexible archetype, Arishem, is also the archetype that is able to produce the most points
Basically, if you don’t have the ability to produce a lot of points in your deck, you better make sure you can counter your opponent’s ability to develop their points. This can work when the gap isn’t too big, and changing just one card in your deck can help reduce it. It is also possible if there is a way to completely shut down your opponent’s deck, thus denying them most of their points.
The problem, however, is that as more synergies exist it becomes more difficult to cover all of them. In Ranked, you can just accept a one cube loss against certain opponents while you take four from others. Unfortunately, your Conquest run will end if you lose once, so this strategy isn’t viable. Also, unless you can find a card that is able cover most synergies, you are better off not running any disruption and accepting the points shootout.
This looks to be the situation in Conquest at the moment, as even the usual disruptive staples such as Red Guardian aren’t impacting the performance of a deck very much (although Juggernaut did gain some momentum).
If you look at the decks featured today, you might notice that most have a weakness to Mobius M. Mobius, so that might be the solution to the current meta. The card has been discussed for a while with Mister Negative consistently posting results. Now you also stop the Swarm + Bullseye synergy, in addition to preventing Skaar, Mockingbird, and Death from being discounted. Sure, a mere three power is very low compared to the now typical five power of most 3-Costs, but the ability might just be worth it.





Give the bureaucrat a try, or go head first into this all-out battle for points. You could also wait for the OTA if this environment doesn’t suit you. Your pick.
Happy Tier List, everyone!
Trending
Performance: 83% Win Rate over 55 Conquest matches
I didn’t expect Ares to have such a huge impact on the 10 Power archetype, but the new card clearly brought it back. I would venture to say the environment is also favorable for this archetype, as developing points is what Surtur was designed to do. While you might not have the same potential as Mister Negative, you do have access to Cosmo and/or Juggernaut to mess up your opponent’s turns. The only thing you need is priority, but that is rarely a problem with this deck.
Performance: 70% Win Rate over 50 Conquest matches
Lockdown is one of the few decks able to win the Ares bet against Surtur thanks to The Infinaut. It could also be considered another disruptive deck alongside Mill on this Tier List.
Sure, Legion isn’t part of the best performing list, but you can easily run it instead of Blue Marvel or one of the 4-Costs if you like. Another swap I would try is running Mobius M. Mobius instead of Red Guardian considering the current dominant decks.
Some decks don’t have the luxury of running flexible cards, such as the Surtur 10 Power list above. Lockdown, on the other hand, only runs Red Guardian for the times that neither Zabu nor Psylocke show up in time.
Performance: 68% Win Rate over 45 Conquest matches
I don’t like Silver Surfer too much in Conquest because it is quite obvious to your opponent if your deck has a shot at winning the round or not. Indeed, if neither Hope Summers nor Brood is played on Turn 3, you typically know the deck’s points potential won’t be that high.
However, Silver Surfer currently runs a very high roll based list with America Chavez and Iron Patriot providing some extra power that the opponent can’t easily guess. Indeed, if America Chavez hits Brood or Sebastian Shaw, you need to account for an extra four or six power. Iron Patriot benefits from a stellar cast of supporting cards in this deck to ensure its location is won.
With all that said, even though Silver Surfer might not be the best deck to Snap aggressively with, it could be the one with the best chance to surprise someone who Snapped too confidently against you.
Tier 1
Arishem
Performance: 70% Win Rate over 80 Conquest matches
Would you look at that! This best performing deck with enough games to back up its performance is running Mobius M. Mobius at the moment. How strange!
To be fair, Alioth is also helping a ton here; it’s one of the few true all-around disruptive cards in the game. Sure, you need priority for it to work, but Arishem typically seizes it pretty easily, and the possibility of playing Alioth either on Turn 5 or 6 makes your late game Snaps much scarier than most decks.
That’s about all there is to say about Arishem if I’m honest. The deck has been gaining a lot of momentum lately, even ranking first in our last Ranked Tier List as well. In a way, you could consider it a synergistic archetype since it’s able to scare opponents with an early Snap (signaling you drew all you needed rather the randomly generated cards).
Potential Additions
Red Guardian could be in the 3-Cost slot instead of Mobius M. Mobius or Juggernaut if you want.
Bullseye Discard
Performance: 64% Win Rate over 170 Conquest matches
The current meta might not look it, but it is actually great for Bullseye Discard. Obviously, facing a deck with either Cosmo or Alioth can be a real pain because as you are constantly hoping your
Indeed, activating on Turn 5 to turn all the ten power cards into eight power cards can easily deny your opponent a cheap Skaar. Plus, this deck rarely cares about Juggernaut and can dodge Red Guardian fairly well (even if Morbius has to be sacrificed at times to protect Bullseye or Daken).
It also feels like the opening of the Infinity League coincided with Bullseye Discard being refined. I’m seeing the same 11 cards in all builds while the last one often performs a similar role in the deck, just in different ways.
Potential Additions
Grand Master has the best results as the 12th card, but Moon Girl is pretty close in performance. If you want to add some disruption, Gambit and Moon Knight are the best cards to consider.
Tier 2
Mister Negative
Performance: 60% Win Rate over 90 Conquest matches
If the Mobius M. Mobius trend starts to take off, the performance of Mister Negative could plummet in the near future. Until then, this deck probably has the scariest Snap in the game—a great asset in Conquest—alongside the highest points potential when disruption isn’t involved.
Playing this deck is all about monitoring how the meta evolves and knowing when to swap to something else.
Potential Additions
Ironheart can replace Cassandra Nova, but I don’t think this swap is a great idea with Arishem doing great and Surtur 10 Power on the rise. Black Panther and Arnim Zola are a possible duo in this deck, but it’s a little more risky to run since there seems to be more of Juggernaut lately.
Mill
Performance: 60% Win Rate over 70 Conquest matches
Mill still has a lot of arguments for why it is great in this meta, but the return of Arishem is just about the worst news for the archetype that you could imagine. Indeed, this is one of the most one-sided match ups in the game, forcing Mill to rely on points in order to have a shot. And that is an area that Arishem is much better at.
If you are confident you won’t see much of Arishem, Mill is still a fantastic choice. It’s also ideal for knowing if the synergistic deck in front of you has drawn into the right cards or not.
Potential Additions
Lady Deathstrike and Red Guardian take turns for the last card in the deck. Mobius M. Mobius and Juggernaut could also fit the bill.
Closing Words
Overall, the Conquest meta is really defined by how well you draw early in a match and your ability to manage your cubes. Indeed, losing only one cube when you draw poorly and winning four when you hit the jackpot is a skill, and I would venture to say it’s one of the most important ones at the moment. If you can’t do that, you are just hoping to draw well more often than your opponent. In order to master this skill, knowing the points potential of the popular decks is required since most match ups look to be based around proactive development.
The other way to compete is to try and control your opponent’s development, which also limits their ability to Snap even if they drew well. However, the opposite also applies if they find out you don’t have the right counter cards for their deck. At the moment, only Mill looks to have a shot at winning five matches with this method, and it would really like to dodge Arishem on the way.
Mobius M. Mobius might be the card that brings this type of strategy back, so I would recommend giving it a try if you prefer that play style.
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 = 60 %
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.
Absent for lack of data
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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