Table of Contents
Conquest is slowly turning into a game mode where the most explosive decks dominate. Indeed, disruptive cards tend to all be geared toward reacting to your opponent, and the likes of Mobius M. Mobius, Gorgon, and Cosmo aren’t as popular at the moment. Because of this, combo decks able to adapt their point spread based on the opponent’s plays and thrive.
Sitting at the top is Mister Negative, the best deck to bring to a points fight, and close behind is Bullseye, another high-point synergy when left unchecked. Among the disruptive decks, Sera Control did the best, likely due to its more combo-oriented nature compared to Good Cards builds.
In Ranked, those decks wouldn’t get more than one cube in most games, and they would usually face a Snap whenever they match against an opponent with the appropriate counter. In Conquest, however, those counters are quite rare, so those high-point combo decks can run free and adapt their plays against the generic disruption of Shang-Chi and Enchantress.
Flexibility is good, but only if you can make the game about being flexible.
| Tier | Deck |
|---|---|
| Tier 1 | Mister Negative 71% Win Rate |
| Tier 1 | Bullseye Discard 70% Win Rate |
| Tier 1 | Sera Miracle 70% Win Rate |
| Tier 2 | Thanos Control 67% Win Rate |
| Tier 2 | Good Cards Clog 65% Win Rate |
| Tier 2 | Discard Dracula 62% Win Rate |
| Tier 2 | Wiccan Control 61% Win Rate |
| Tier 2 | Iron Hand 60% Win Rate |
| Tier 3 | Black Knight Discard 58% Win Rate |
| Tier 3 | Dormammu Destroy 55% Win Rate |
Tier 1
Mister Negative
Performance: 71% Win Rate
Disruptive decks exist in Conquest (see Thanos Control or Wiccan Control in Tier 2), but with the exception of Alioth, Cosmo, and Mobius M. Mobius, there isn’t a card that can really stop Mister Negative.
Once the deck knows you aren’t running any (or all) of those cards, they can Snap you at will, and even bluff Snap if you start Retreating too much.
Potential Additions
Rogue is the flexible card, but removing it means you accept the loss against any deck with Mobius M. Mobius.
Bullseye
Performance: 70% Win Rate
The nerf to Red Guardian opened the way for this deck to run almost unchecked. At the moment, Cerebro 2 is terrible news because that deck runs both Red Guardian and Luke Cage, and Mister Negative will typically beat you in points. Other than that, the only threat left is Shang-Chi on a big Daken, and you can leverage priority to avoid that interaction. The same is true for Enchantress on your Morbius: keep it for the later turns if you can.
Potential Additions
Gambit can replace Grand Master.
Sera Miracle
Performance: 70% Win Rate
I was really surprised to see this archetype take the top spot among the flurry of “Zabu, Surge, Merlin + 4-Costs” decks that we have in the game. While those other Good Cards concepts tend to develop points, allowing their opponent to lose priority if they’re wise, Sera Miracle tends to make sure it will reveal second on Turn 6.
Because of this. it is much harder to dodge a Shang-Chi or Enchantress from this deck, and you also have to guess what might be behind Invisible Woman. This is quite a punishing deck to play, but it’s possibly a better choice than the proactive Good Cards builds against high scorers like Bullseye and Move decks.
Potential Additions
Merlin is the most flexible card in the build. Zabu, Gorgon, or U.S. Agent could make sense as a replacement. Think energy cheat or disruption.
Tier 2
Thanos Control
Performance: 67% Win Rate
Disruptive decks can struggle in Conquest since opponents are able to adapt to the counter cards once they know what they are. Then, it is best to also pack a decent amount of points—at least enough to win one location—in order to alleviate the need to perfectly counter your opponent every round.
Thanos Control fits that bill quite well, as Strange Supreme and Mockingbird are a great influx of points for cheap.
Potential Additions
Cosmo is the flexible card in the deck. You could try Gorgon, Surge, Copycat… Basically, play the strong standalone card you like most in this slot.
Good Cards Clog
Performance: 65% Win Rate
Things tend to move slower in Conquest compared to the more competitive Ranked mode. This looks like the Good Cards Clog that showed up last week in Ranked, before Sersi and Legion joined the deck as possible staples.
Apart from that innovation, the deck is overall great, although it can struggle to beat the likes of Mister Negative and Bullseye since these decks don’t care about their opponent’s flexibility at all. Werewolf By Night on Turn 3 is almost always a Snap for this list, but that won’t beat those decks alone.
Potential Additions
Sersi and Legion make sense in the 5-Cost slot. Nico Minoru and Annihilus would be replaced. Apart from Sentry, the 4-Cost cards are also flexible, but you need to keep at least three of them for Zabu to be worth it.
Discard Dracula
Performance: 62% Win Rate
Dracula has been a non-factor in Ranked (even though it is one of the cards that benefited the most from Red Guardian‘s nerf). Still, the deck is simply too predictable and not powerful enough to dominate on the Ladder. In Conquest, however, Discard Dracula has a good enough points ceiling to beat the flexible decks, especially because Shang-Chi and Enchantress do very little against it.
Potential Additions
Moon Knight can replace Gambit for a different type of disruption.
Wiccan Control
Performance: 61% Win Rate
This is probably the best “pure disruption” deck at the moment. Wiccan Control often doesn’t pack enough points to win those contested, high stakes matches, so you need to disrupt your opponent so much that they leave or you will struggle to keep up.
Thanos Control packs a very similar set of cards but surrounds them with more points. The 6% difference in Win Rates tells me that a few more points would be great.
Potential Additions
Red Guardian can be a lot of different 3-Cost disruptive cards, although the card is great against Discard.
Iron Hand
Performance: 60% Win Rate
Enchantress in every single flexible deck really hurts this deck. Indeed, even if you keep Victoria Hand safe until the last turn, you have to play Speed or Moonstone eventually, so there will have to be a target at some point.
Against synergistic decks, Iron Hand only packs Shadow King and Juggernaut as disruptive tools. Both are strong cards, but they’re not nearly enough to give you an edge against a deck like Mister Negative.
Potential Additions
This precise list has been the best performer for the archetype since the OTA, so it is hard to recommend any swaps. However, considering Iron Hand failed to remain dominant past the first few days after the update, maybe some tinkering would help it.
Tier 3
Black Knight Discard
Performance: 58% Win Rate
This is a fun twist to the Discard synergy, but with Bullseye and Dracula in the higher tiers you really need to enjoy Black Knight to justify picking this one.
Dormammu Destroy
Performance: 55% Win Rate
Destroy needs to play a certain way for the deck to be a menace. In Ranked, you can control the Snaps and raise the stakes when the early draws align. Unfortunately, the opposite applies in Conquest games, as the opponent will happily Snap you when your early game isn’t good. Plus, you probably lose to Red Guardian, Armor, and Cosmo more often than not.
That’s it for this week! As usual, you can find me on the Marvel Snap Zone community Discord to discuss the report, or shoot me a direct message (@den_ccg) for coaching or specific requests.
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. Games in the Proving Grounds are never taken into account, but games in the Silver League are weighted depending on how much data is available for the Gold League. The Infinity League is open during the last week of each season, so that will be the focus of the report during that time.
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 > 70%
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.
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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