Killmonger Kael

Marvel Snap Conquest Meta Tier List: July 19, 2023 – Patriot Stands in Kitty Pryde’s Way

The Marvel Snap Conquest meta offers some diversity but it is still important to keep in mind the clear top decks to play or prepare against! Find out how the metagame is evolving since the patch.

As the ladder already reflected it, Kitty Pryde has taken over the game since the latest balance patch. Still, even if countering a specific deck on ladder may be necessary, the diversity of opponents usually allow players to have a large panel of decks to climb. In Conquest, however, running into a bad matchup can quickly spell the end of your run, so you must have a few archetypes in mind when trying to go all the way. This week, it seems like Bounce and Silver Surfer were the two most popular decks in Marvel Snap. Yet, if Bounce also has the power level to back up its popularity, Silver Surfer did not manage to crack Tier 1, as there are still a few annoying matchups in its way.

Lockjaw, in particular, remains a deck to keep in mind, although it seems like the nerfs finally affected the archetype. Nothing too extreme, as Lockjaw remains one of the best archetypes to run to collect some Infinity Tickets. Nevertheless, with Shang-Chi making a comeback in several decks, Lockjaw didn’t get the free pass it had right after the patch, and now needs to earn its wins like everyone else. Regarding the other High Evolutionary archetypes, Pure Evolutionary remains a consideration, largely thanks to being flexible in the tech cards it can include. Still, it seems like the average power the deck can put out is enough to compete with most, except for the very best decks, against whom the tech cards become crucial.

Amongst the other archetypes, two in particular are important to look at. Iron Patriot posted its best ranking in a very long time, on the back of Shang-Chi and Killmonger being absolute juggernauts currently. Then, Good Cards Wave also make a bit of a return, as Wave helps a lot against Bounce, while Darkhawk passively benefits from Thanos being more popular lately.

Overall, there is quite a bit of diversity in the Conquest mode, with no archetype anywhere close to 10% popularity this week, at least according to our data. However, if we are talking about running up to the end of the Gold league, you are bound to face, and need to win against one of the current top tier decks in Marvel Snap. As such, even if planning for every kind of opponent is impossible, it seems like keeping some decks we will cover today in mind would bolster your win rate by quite a bit.

Happy Conquest run, everyone!

Disclaimer: Conquest is still very new, so it is difficult to have a clear representation of the metagame in the mode. Indeed, there is currently not enough data to precisely assess the power of each deck, even more so when the Proving Grounds have become the unranked mode for Marvel Snap. Nevertheless, through scanning social media, looking at what players are having success with and which decks are performing on ladder as well. One can form an educated opinion about the best performing decks in Conquest, alongside those worth keeping an eye on.

This Tier List won’t be as detailed as the ladder one, instead focusing on the very best decks currently, alongside a few more worth keeping in mind, similarly to the Silent performers in the ladder Tier List. I would rather keep it to a shorter list for now, one I can develop around and provide a reasoning, rather than a longer list I would have to extrapolate about.

Marvel Snap Conquest Meta Tier List

TierDeckGuide
Tier 1BounceGuide
Tier 1Iron Patriot 🔼Guide
Tier 2Sera Control 🔽Guide
Tier 2Evolved Lockjaw 🔽Guide 🆕
Tier 2Sera SurferGuide
Tier 3Good Cards Wave 🆕Guide
Tier 3Shuri Sauron 🆕Guide
Tier 3Pure Evolutionary 🆕Guide

Tier Explanation

Tier 1: Highest win rate decks in the mode this week. You are likely to face at least once during your Conquest run. It is important to know about these decks, as they shape the current Conquest metagame because of their strength. Also, it might a good idea to know how to play against those, or include a tech card to account for one or several of those decks.

Tier 2: Strong decks, yet with something holding them back currently. It can be a popular tech card, a difficult match-up to overcome, or a slightly weaker potential compared to Tier 1 decks. With the right build and pilot, these decks can go all the way without a doubt.

Tier 3: Weaker synergies compared to Tier 1 or 2 if we look at their potential and win rate. Tier 3 decks will typically be decks which can make the most of a metagame that is completely forgetting about them. As such, if we add in the surprise effect, these decks are able to compete against the best.

Note : Compared to ladder, the conquest tier list focuses on the very best performers. Simply being listed in here means the deck is a strong pick in the current environment, no matter which tier it is it placed into.

Meta stats and analytics directly from our Marvel Snap Tracker can also be found here.

Tier 1

Bounce

Bounce Conquest
Created by den
, updated 9 months ago
3x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
1.8
Cost
0-
1
2
3
4
5+
1.3
Power
0-
1
2
3
4
5+

Rank Justification:
Although you might run into someone looking to specifically counter you, it doesn’t seem like much can get in the way of a perfectly played Bounce deck right now. The point potential is crazy high, the flexibility is amongst the best in the game, and the archetype is flexible enough to be adapted to one’s liking.

Even if Invisible Woman plus Killmonger, or Wave can get in the way of Bounce developing its gameplan reliably when you don’t expect it, an experienced pilot should be able to adapt its gameplan and still be competitive against those counters. It will obviously be a bad matchup, but over time, it seems like Kitty Pryde and their friends have found ways to adapt to even the worst scenarios for the deck.

In addition to it, Bounce has two different lists running around, one with Iron Man, which does better against Wave. And the one with The Collector and Falcon, which is more flexible against Killmonger. Together, these lists compensate the weaknesses of each other pretty well, leading to an even more difficult task in order to reliably counter Bounce.

How to Play:
Bounce relies on replaying cheap cards several times through the use of BeastKitty Pryde, and Falcon, leading to several benefits:

  • Their abilities can be great, such as Iceman or Spider-Ham.
  • They serve to buff cards like Angela or Bishop as they grow when you play more cards.
  • It gives you an easy way to plan ahead of time because you don’t necessarily depend on your draw to use your energy. You can reuse cards already in play.
  • You are much more flexible with your available space because you can remove cards and play others instead.
  • Bounced cards are usually quite cheap, leading to very flexible turns down the line.

With Hit Monkey in the deck, Bounce also looks to keep those cheap cards in hand to have an explosive Turn 6 play. Through the Bounce mechanic, we are able to both play cards to buff Angela and Bishop during the game and also have them available to play alongside Hit Monkey.

Strategy wise, the deck wants to be as flexible as possible and only commit to lanes on Turns 5 and 6 in order to withhold as much information as possible from the opponent. Until this last turn, the deck will use Beast and Falcon to manage its hand and locations. The idea should be to abuse the abilities of our cards to disrupt the opponent while building the best hand possible going into the final turns. Depending on the situation, you will typically use Beast on Turn 4 or 5. Then, with a very cheap hand at your disposal, you can build two very strong turns and spread your power as you see fit.

Against an opponent you expect to play Wave, it is completely fine to go off on Turn 5. A 1-Cost, Mysterio plus Hit Monkey will provide enough points, while we can simply slam America Chavez on turn six when limited to one card only.

Potential Additions:
Iron Man often replaces Falcon if you don’t mind Rogue being quite popular lately. Spider-Ham is a popular inclusion over The Collector or The Hood. Last, Shang-Chi or Jeff the Baby Land Shark round up the deck if you want a tech card for the mirror or the Lockjaw matchup.

Iron Patriot

Iron Patriot Conquest
Created by den
, updated 9 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
7x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
3.4
Cost
0-
1
2
3
4
5+
3.1
Power
0-
1
2
3
4
5+

Rank Justification:
The big rise of the week in Conquest, Iron Patriot performs on the back of Killmonger and Shang-Chi, just like Sera Control has been doing all this time. However, Patriot also has the added bonus to easily reach unplayable locations, while also not caring much about Wave on turn five.

Combined with very little Enchantress running around, which is tampered with Invisible Woman if needed, Iron Patriot seems to be in a great place right now. It probably can’t dethrone Bounce, as the point ceiling is a bit too low for that, but when you can leverage your tech cards, you can go against any other deck in Marvel Snap.

How to Play:
Without a 1-Cost, this Patriot build is more passive than the traditional one. The idea is that the late game will be crazy enough to not need to invest early on, especially if we intend to use Ultron. With Invisible Woman joining the deck, we now have a way to protect Patriot as well as hide our deck a little, since one could simply play on one lane and let Ultron fill the other two on game’s end. In addition, we can also hide some important tech cards, such as Killmonger or Shang-Chi, to keep our opponent in the game while they’ve already lost it.

The biggest choice you have to make with this deck is which route you are looking to take: the proactive one, or the disruptive one. If you think you can beat your opponent in a points contest, and they can’t punish you for it, it is completely reasonable to plan based solely on how many points you can develop. Then, you will be looking to build around PatriotIron LadMystiqueUltron, and Blue Marvel. This is particularly effective now that Invisible Woman can help hide some of our key cards, preventing the opponent from counting how many points they have to beat.

On the other hand, you can also plan for a more disruptive approach and use Killmonger and Shang-Chi to counter your opponent’s plan. Then, you would be looking to play Patriot in the mid game (typically either Turn 3 or Turn 5) and finish with Ultron behind Invisible Woman. This way, you still have a lot of energy on Turns 4 and 5 to use your counter cards. Just make sure to have Killmonger reveal before Ultron so you have a decent amount of points to contest the lanes where you’ve left the opponent impaired.

Because of the many high rolls this deck can pull, it is important to be fearless about your Snaps and Retreats, even with Enchantress representing a scary prospect.

Potential Additions:
Considering the difference in performance from the build using Killmonger and Shang-Chi compared to the rest, I wouldn’t advise changing much to the featured build. Maybe Super-Skrull could be slotted in to edge the mirror match, if you see it more than Bounce or Lockjaw.

Tier 2

Sera Control

Sera Control Conquest
Created by den
, updated 9 months ago
5x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
2.7
Cost
0-
1
2
3
4
5+
2.5
Power
0-
1
2
3
4
5+

Rank Justification:
With Zabu included instead of Invisible Woman compared to the ladder build of the deck, Sera Control keeps cruising as one of the game’s finest decks, while never reaching the very top of the mountain.

Usually, the archetype relies on a big Cube Average but not such a solid Win Rate compared to the other best decks, which could be a problem as Conquest develops, and focuses around the very best decks. Yet, considering Shang-Chi and Killmonger are part of Sera Control’s core, the deck doesn’t really to adapt to the current metagame to perform. It naturally has the right balance to be a contender currently.

If more unusual strategies would rise and become popular, Sera Control could have a tougher time being amongst the best decks in the format.

How to Play:
This archetype relies on giving up priority going into the last turn, so it can punish the opponent with reactive cards like Shang-Chi and Killmonger. Ever since Hit Monkey joined the deck, it also unlocked a proactive pattern on Turn 6 with the monkey assassin able to challenge a lane with points rather than looking to counter what the opponent did.

Sera is at the core of this strategy as she allows reducing the cost of cards in your hand, strengthening your Turn 6 potential and making it worth to purposefully give the lead to your opponent. Note that losing priority doesn’t mean losing the game – we can be in the lead on a location and close on the other two. Since Sera only has four power, your opponent will typically have a stronger Turn 5 than you do and take back priority. This way, we don’t need to have an incredible Turn 6 or perfectly guess our opponent’s plays to win every game. Most of this deck’s strength relies on its ability to be able to stay as close as possible while not having priority, so our reactive cards are at their best.

Against an opponent you expect to play Wave, it is completely fine to skip Sera and go off on Turn 5. Kitty PrydeMysterio, and Hit Monkey will provide enough points, and then we can simply play Enchantress or Shang-Chi on the following turn.

Invisible Woman is gaining traction in the deck, allowing you to play reactive cards on curve and opening more energy for Turn 6. The deck can hide KillmongerShang-Chi, and/or Hit Monkey behind her for their ability to trigger on Turn 6. Also, it can serve as a way to not get Kitty Pryde back in hand on Turn 5.

Potential Additions:
Zabu and Enchantress are the two flexible cards in the deck, although it seems like the more mana cheat, the better. Yet, if you wanted another 2-cost instead of Zabu, you can also replace Enchantress with Rogue to make up for the lost discount.

Evolved Lockjaw 

Lockjaw Conquest
Created by den
, updated 9 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
3.7
Cost
0-
1
2
3
4
5+
6
Power
0-
1
2
3
4
5+

Rank Justification:
It took a week after the balance patch for the deck to feel weaker, but Shang-Chi returning to being in a lot of decks finally put Lockjaw back in the rank. The deck is still great, don’t get me wrong, and Spider-Ham is an incredible card in Conquest looking at how much better Lockjaw is with it is compared to without the card.

However, Lockjaw seems to finally have to decide what to do, and cannot just run tech cards while beating everyone else on points at the same time. For example, the Odin, Doctor Doom list is much more flexible, but also does worse against high ceiling decks. On the other hand, the featured, high scoring cards list is able to beat anyone in a shootout, but isn’t so flexible regarding unplayable locations or Shang-Chi.

One great thing going on for Lockjaw, though, is Silver Surfer being quite popular. This particular matchup seems to feed Lockjaw’s win rate pretty well.

How to Play:
Based on its signature card, the deck aims to use cheap, weak cards behind Lockjaw in order to summon much stronger ones without paying the required energy. In that sense, Lockjaw’s lane is often very strong, and it is important to keep in mind how to win another one and not get caught up in abusing Lockjaw.

Most of the time, that second lane will be challenge by Thor, or where we expect to play a big Evolved Hulk on turn six, for example. On the other end, Evolved Wasp, Spider-Ham and Mjölnir are perfect to play behind Lockjaw, in order to get high points cards for cheap. As the game progresses, we should be able to track where we are at on the different lanes. For example, if Lockjaw summoned America Chavez plus Magneto by turn four, it might not be necessary to keep focusing on that lane anymore. Similarly, if you already have Jane Foster Mighty Thor in hand, you can already expect Thor to be a 10 power card, which is a solid anchor for your lane.

The first two turns of the game can be very quiet for a Lockjaw deck, as we aren’t looking to do much (which feeds Evolved Hulk when in hand). On Turn three, we will either look to have Lockjaw paired with Wasp, or Thor to shuffle Mjölnir into the deck. Turn four will be Jubilee or the card we didn’t play on turn three, if we had both Lockjaw and Thor available.

Usually, it is good to assess the situation at the end of turn four to know where the match is headed. Once in the final two turns of the match, the goal is to think about our best outcomes and how we can high roll enough to win the game. If ahead, a simple Evolved Hulk to force the opponent on taking back all three lanes could be enough to secure the win. If behind, it is important to know the chances of winning Lockjaw‘s lane based on what is left in our deck, while counting how big we can get Thor, Dracula to challenge the second lane.

Potential Additions:
Vision is probably the card you would want to include most in order to reach unplayable locations.

Sera Surfer

Sera Surfer Conquest
Created by den
, updated 9 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
9x Collection Level 486+ (Pool 3)
2.7
Cost
0-
1
2
3
4
5+
2.9
Power
0-
1
2
3
4
5+

Rank Justification:
A big rise in popularity did not transfer to a much better performance for Silver Surfer. Indeed, after testing Nakia and Jean Grey extensively, it seems like the deck went back to its previous iteration, which performed best. Shadow King, in particular, seem like the tech card to run in order to edge against Bounce. Some lists are also running Rogue instead of Goose, which might help if Patriot gains traction in the near future.

Considering it’s just been a week, the possibility that different list are more experimental, leading to slightly sloppier players is not to exclude. In other news, the Spider-Man experiment does not seem to have gained any momentum, as all the most popular lists for the archetype are using Sera currently.

How to Play:
The deck follows a pretty simple play pattern that culminates into an explosive Turn 6 and hopefully catches the opponent offguard.

On Turns 2, 3, and 4, you will usually just play a card and focus on spending your energy efficiently and advancing your gameplan. Apart from the StormJuggernaut duo on Turns 3 and 4, there aren’t many synergies going on. Look to play cards you won’t be able to fit in on Turns 5 and 6 but still need to have in play.

Particularly if you are running tech cards, such as Rogue, Killmonger, or Shadow King, you will be looking to keep those for turn six, in order to get the best out of them. As such, you need to play the more proactive cards during the early turns. Usually, Nova is better to be played on Turn 4 with more information available rather than on Turn 1. It also disguises our archetype from the opponent better.

Turn 5 will usually be a Sera play, if you can. If you don’t have Sera, it can be a 3-Cost plus a 2-Cost (Goose can lock a location from a big card being played by our opponent while barely impacting us). On the last turn of play, the deck has many play patterns. The general game plan is dumping two 3-Cost cards followed by Silver Surfer in order to surprise the opponent with power.

Since Invisible Woman joined the archetype, the deck has the ability to store card in order to reveal them on game’s end:

  • Maximus does not draw for our opponent until it’s too late for them to use the cards
  • Killmonger reveals after all the cards for our opponent are in play
  • Shadow King can impact a lane after all buffs have gone through, make sure to have Surfer reveal after that
  • Silver Surfer can be played early, and still impact the cards you will play later, on the other lanes.

Potential Additions:
Rogue is another popular tech in the deck. Jean Grey and Nakia have also seen some play, but haven’t been part of the best performing lists yet. Most of the time, Shadow King or one of the 2-cost are being cut for those cards.

Tier 3

Good Cards Wave

Good Cards Conquest
Created by den
, updated 9 months ago
1x Collection Level 1-14
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.2
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Rank Justification:
As Bounce is the deck to beat, and Thanos has made somewhat of a return during the week, Wave and Darkhawk have the perfect environment to make a comeback. So far, the deck isn’t seeing a lot of play, and there are very different lists running around, which makes it difficult to assess the real strength of the archetype. Also, compared to other decks higher in the rankings, the bad draws with this deck can quickly feel helpless, as not drawing Darkhawk immediately leads to a rather weak potential when facing another high profile deck.

Nevertheless, this feels like one of the best decks to run for a try at specifically countering certain archetypes, as you also can adapt both tech cards in order to edge against specific opponents.

How to Play:
Good Card archetypes rely on being highly efficient with their energy, actively working to be ahead by turn five. To achieve this goal, the deck will use a basic curve of 1-cost → Zabu → 4-cost → 4-cost plus 1-cost, ideally.

Then, they can use Wave to limit the opponent’s ability to play, and simply slam a big six to close the deal. Most of the time Doctor Doom will be said card, impacting all lanes at once. Yet, Odin is also able to impact two lanes at once through retriggering Korg and Rockslide, which can buff Darkhawk on another lane.

If Wave would show up, we can always plan our turn six to be a double 4-cost thanks to Zabu, most of the time relying on Shang-Chi in order to turn a lane over in our favor. With any of these two scenarios, unless we are miles ahead, it is rare the deck is able to match other, much more explosive turn six in the current metagame.

Against Bounce, or Sera decks, this deck can lock the game from turn four and on through playing Wave and then Odin on the same location. This will limit both players to one card only for both turn five and six, something explosive archetype typically have a very hard time working around.

Potential Additions:
Iceman is the flexible card in the deck, and can be a lot of different cards based on your preferences. Spider-Ham and Nebula are great 1-cost cards to have as well, while Cosmo can protect Darkhawk from Enchantress or Shang-Chi, for example.

Odin and Doctor Doom could also be replaced with other 6-costs, but seems to be the two most efficient in the current metagame.

Shuri Sauron

Shuri Conquest
Created by den
, updated 9 months ago
3x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
7x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
3.2
Cost
0-
1
2
3
4
5+
5.1
Power
0-
1
2
3
4
5+

Rank Justification:
Shuri has struggled on the ladder this week, Jean Grey and the return of Shang-Chi, alongside Thanos Control using Valkyrie, have been difficult obstacles to overcome for the archetype. In the less diverse Conquest environment, Shuri managed to keep more of its momentum. Shadow King in Surfer might be a problem if the deck keeps on progression popularity wise though.

More than anything, bluffing seems to work much better in Conquest, once the opponent knows we are playing a Shuri deck. Indeed, they can imagine how good our hand might be, and feel they can’t compete. On the ladder, this kind of behavior is much harder to pull off, most opponent’s staying at least until they know what you are playing.

How to Play:
Shuri Sauron is looking to beat its opponents in the simplest way possible in Marvel Snap: points. Indeed, even with Red Skull giving some to the opponent, there aren’t many decks able to rival the infamous Shuri → Red Skull → Taskmaster pattern that creates 28 points on two separate lanes. When this happens, the opponent’s only way to victory is to find a way to disrupt the pattern with a counter card.

If you want to dodge a Shang-Chi on your Red Skull, the deck can also skip Turn 5 and go for She-Hulk plus Taskmaster on Turn 6. With Shuri, this only develops 36 points (20 points fewer than Red Skull), but it prevents the opponent from having a turn to mess with your big card.

Another pattern exists with Kitty Pryde where the idea is to delay Shuri until Turn 5, allowing you to grow Kitty Pryde on Turn 4. On Turn 5, play Kitty Pryde before Shuri, so you can play Kitty Pryde behind Shuri and copy her power with Taskmaster on Turn 6.

Outside this very straight forward way of playing Marvel Snap, Shuri Sauron also packs a bit of flexibility thanks to its high power 1-Cost cards and Invisible Woman. The former can serve to gain priority early, and they can also be paired with Taskmaster on Turn 6 to get five to seven points on another lane (in addition to copying our big 5-Cost from the previous turn).

Invisible Woman, if you decide to run it, allows for some unpredictability, alongside a spicy Taskmaster play pattern. Play Shuri on Turn 4, then hide Taskmaster behind Invisible Woman (it needs to be the first card hidden there, though). The game doesn’t see that you played a card on Turn 5, so Shuri can still double the card you play on Turn 6 and Taskmaster will copy it upon revealing on game’s end.

Potential Additions:
America Chavez and Enchantress are trading blow for the twelfth spot in the deck. The other eleven have not moved in a couple of weeks now.

Pure Evolutionary

High Evo Conquest
Created by den
, updated 9 months ago
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
5x Starter Card
3.2
Cost
0-
1
2
3
4
5+
4.7
Power
0-
1
2
3
4
5+

Rank Justification:
Although the deck remained amongst the highest win rate decks in Conquest, it seems clear Pure Evolutionary isn’t as feared as it was in the past. Particularly, the huge popularity of Killmonger makes Sunspot difficult to rely on, alongside decks like Bounce or those with Invisible woman dodging Cyclops pretty well.

One thing the deck has going for it is Luke Cage not being a popular inclusion anymore, leading to Hazmat making it into the deck, opening more opportunities for a cheap Abomination. Through these more explosive play patterns when you combined it with She-Hulk, the deck seems able to catch a few opponents offguard. Also, something like Hazmat plus Rogue into Abomination plus Hulk is extremely strong if you manage to land Rogue on an Iron Man, Sera or even Darkhawk.

Overall, the deck lost some raw power, but is looking to make up for it with more unpredictability, and flexible patterns in the later turns.

How to Play:
High Evolutionary seems to push a proactive play style and tries to play cards while keeping unspent energy in the process. Ideally, the deck will be able to build a very strong lane in the first few turns on the back of Sunspot and Evolved Misty Knight, building our points total early on. Then, we can play reactively, targeting lanes when the opponent is playing cards with Cyclops or The Thing while Evolved Hulk dominates any lane on Turn 6.

Due to of its off-curve play style that typically looks to keep one unspent energy to trigger Evolved Misty KnightEvolved Cyclops, and Evolved Hulk, the deck can be a bit awkward at first. Keep in mind that each point of unspent energy can be worth up to six total points if all your cards trigger their abilities. Here is a normal play pattern with the deck:

Potential Additions:
Rogue and She-Hulk look to be the flexible slots in the deck. Wave and Doctor Doom were popular inclusions for a while. Otherwise, Armor to protect your 1-costs from Killmonger, Shang-Chi or simply America Chavez can be considered too.

Closing Words

Although Patriot is a nice surprise to see close to the top, the deck’s performance lies a lot on its ability to leverage the two most popular tech cards of the current metagame. If it wasn’t for these two, Bounce would be the sole Tier 1 deck this week, and by quite a margin as well.

On Thursday, the OTA changes should help with this situation, reinvigorating a Conquest metagame which has remained the playground of the same decks since the mode was released. I’m not saying it is impossible for a deck to dethrone Bounce, or even that counters do not exist. However, the need to specifically have the deck in mind every time you want to create a new brew, otherwise you might just end your run when meeting it has lived its time. Indeed, if you look at today’s list, four of the eight featured decks (Patriot, Sera, Surfer, and Wave) are doing so good because they include cards for Bounce specifically, which are Killmonger or Wave.

It is great to be able to adapt against the better decks, and a metagame will always have a better deck. Yet, in a game with only twelve cards available to build your deck, feeling forced to keep two slots for tech card can quickly limit one’s deckbuilding. It isn’t a great feeling to never know if you actually have a good deck, or just the right tech cards in a whatever shell. For this reason, I hope the next OTA will reshuffle the cards on Thursday, and bring a little more chaos going into the Infinity League week.

It will be my pleasure to report it all on this very website, and discuss those changes on the Marvel Snap Zone community Discord, or through my Twitter page as well. Want to discuss it in person? We have something for you as well:

Good Game Everyone.

Captain Marvel Artgerm

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den
den

Den has been in love with strategy games for as long as he can remember, starting with the Heroes of Might and Magic series as a kid. Card games came around the middle school - Yu-Gi-Oh! and then Magic: The Gathering.

Hearthstone and Legends of Runeterra has been his real breakthrough and he has been a coach, writer, and caster on the French scene for many years now. He now coaches aspiring pro players and writes various articles on these games.

Articles: 399