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
The Ranked report showed a very diverse meta, and Conquest has followed a similar trend this week (although several archetypes are featuring different lists with different results). In this mode, Kazoolgamesh is still the best archetype to run, holding a nice lead over the rest of the field. Just like in Ranked, archetypes impacted by the OTA have returned and look solid, but they couldn’t take back the top spots like they did in the other mode.
Overall, it seems like Conquest is rewarding simpler strategies and flexibility isn’t as good to leverage. For example, Destroy is doing better in Conquest, Toxic Surfer is the best deck for the Silver Surfer archetype, and the Ongoing strategy exists here while it was absent from the Ranked report. Those decks are likely benefiting from quickly knowing whether their opponent is running disruptive cards or not so they can adapt in future rounds.
In the Ranked mode, you can never be sure if your opponent Snapped because they have a great hand or are holding a counter card; Conquest, on the other hand, helps to provide that information. As such, less flexible decks have more leeway to adapt. Even if they can’t counter what the opponent is doing, they can make a more educated guess as to their points and disruptive potential.
In the past, Conquest rewarded the flexible decks way more because they could leverage the information gained from each round to adapt to their opponent. I would guess this is due to the nature of disruptive cards used in Marvel Snap. Fewer decks are using targeted disruption and are instead valuing cards like Red Guardian and White Widow because they can function against virtually any opponent. While it makes a lot of sense to guarantee your card will never go to waste, you also rarely get the same impact as an Enchantress against an Ongoing deck. Once you show Red Guardian to your opponent, they can hide their important card behind a lower power one to make sure the ability is protected. In this scenario, decks that are able to develop a lot of points when their synergies aren’t disrupted will naturally thrive.
Has Conquest become the mode where combo decks are at their best? Let’s find out!
Happy Tier List, everyone!
Marvel Snap Conquest Tier List
| Tier | Deck |
|---|---|
| Silent Performer | Midrange Makkari |
| Silent Performer | Mockingbird Ramp |
| Tier 1 | Kazoolgamesh |
| Tier 1 | Destroy |
| Tier 1 | Good Cards Ravonna |
| Tier 1 | Toxic Surfer |
| Tier 2 | Junk |
| Tier 2 | Phoenix Force |
| Tier 2 | Ongoing |
| Tier 2 | Loki |
| Tier 3 | DeathJunk |
| Tier 3 | Hela |
| Tier 3 | Discard Dracula |
| Tier 3 | Pure Evolutionary |
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 Tiers 1 and 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 > 57%
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.
Silent Performers
If the 60% Win Rate had more games to back it up, this deck would have ranked in Tier 1, and I believe it has the potential to do so. Indeed, while Midrange Makkari isn’t doing anything special when you look at it, Sandman feels like a great card in a very diverse, meta that is focused around explosiveness. Whenever you get a nice early hand that is able to keep up with your opponent in terms of points, you know your late game should give you the edge.
Electro doesn’t exactly fit my definition of a card I would include in a flexible deck, which is something Mockingbird is usually associated with. Yet, since Blink and Sersi joined the game, there are now three cards that get rid of Electro immediately after playing it. The 3-Cost will often just give you an extra energy and be on its way, which opens the deck to playing expensive cards earlier without being locked if it wants to use cheap ones as well.
There weren’t many games to look at, but this deck could have made a claim for a Tier 1 spot if the performance stays consistent.
Tier 1
Kazoolgamesh
The same list that appeared in the Ranked Tier List has posted the highest Win Rate in Conquest this week at 66%. Arguably, Kazoolgamesh has been losing momentum lately now that Killmonger is a constant menace with Silver Surfer, DeathJunk, and Destroy gaining a lot of popularity. Still, with the help of Caiera, the deck has proven resilient while also diversifying its options against other decks with cards like Shadow King and Rogue.
Just like in the other mode, you can’t play Kazoolgamesh just for points anymore. The deck has to be built with the environment in mind.
Potential Additions
Shadow King and Rogue are the flexible options in the deck. You can slot other counter cards or something like Nico Minoru, Nocturne, or Jeff the Baby Land Shark if you want to be more proactive.
Destroy
Since the OTA, Destroy has been doing really well in Conquest even though it struggles to be more than an average deck in Ranked. This is likely because the overwhelming presence of Kazoolgamesh has been boosting the 62% Win Rate, but Destroy also packs enough points to beat decks that are unable to counter it. Plus, you can see a slight difference compared to the stock list here. Nico Minoru was removed to play two of the typical three cards fighting for the last spot, Shang-Chi and Arnim Zola.
Armor is almost non-existent and Red Guardian is very difficult to land against this deck. If you can dodge Shadow King, you should be good to go.
Potential Additions
Nico Minoru typically replaces either Shang-Chi or Arnim Zola in the deck. Lady Deathstrike can also be considered.
Good Cards Ravonna
After a week under the radar following the OTA, Ravonna Renslayer found a way to bounce back by replacing the lockdown elements with points. This is arguably the deck with the highest potential in the game among flexible builds. However, the lack of reactive cards exposes the deck to counter cards, such as Shadow King or Red Guardian, which Professor X served as protection against in the past.
More points don’t always translate into a better deck, but a 60% Win Rate is nothing to be ashamed of.
Potential Additions
Mobius M. Mobius, Red Guardian, and other strong standalone cards can easily fit in the deck.
Toxic Surfer
I’m not a fan of Toxic Surfer, and I’ve always believed the deck was too predictable compared to the more flexible way of building the deck. But, as I said in the intro of the report, once you know which cards you have to play around, a high points potential is extremely impactful in the current Conquest meta.
Even if Rogue can be a problem for Wong or Sera, and Nocturne is a menace for Magik, the deck can find some workarounds. For example, keep Wong for Turn 6 to play alongside Hazmat and Luke Cage using Sera‘s ability.
I might not like it, but I have to respect a 60% Win Rate when I see one.
Potential Additions
Rogue is the flexible 3-Cost that you could swap for another card. Also, you could remove Hazmat and Luke Cage to fully focus on developing points.
Tier 2
Junk
After taking the top spot in the Ranked report, Junk is a perfect example of how Conquest might work a little differently than what we were used to in the past. Up until this point, Junk was the king of Conquest, and it often posted better results here than in the Ranked more. The information it gained about its opponents was useful for perfectly derailing their plan and surgically taking away their space.
Without Professor X around, the deck can’t just lock a lane, and the opponent can clearly see the menace of The Hood and The Void when it’s time for Annihilus to come down. As such, Junk has to play more points because it cannot rely on disruption alone to get there. This has severely limited its edge in Conquest, especially once the opponent starts planning around you from the very first turn of a round.
A 58% Win Rate is solid, but Junk has been expected to post a Tier 1 performance and this, in a way, could be seen as a bit disappointing.
Potential Additions
Red Guardian and Nico Minoru are flexible cards. You could play other 1-Cost cards such as Nebula, Spider-Ham, or Echo. The same goes for the 3-Costs with Mobius M. Mobius, Rogue, or Juggernaut as potential good cards.
Phoenix Force
Another deck that shows how Conquest is changing, Phoenix Force typically doesn’t do so well in this mode. This isn’t a stellar performance, but a 57.5% Win Rate is really strong for a deck that usually wouldn’t show up on the Tier List.
This could be a sign that Phoenix Force found a way to stay in more matches, such as Shuri and Nimrod being enough to win games or Shang-Chi being able to turn around a lane. Either that or its opponents aren’t aggressive enough with their Snaps when they see a slow start.
Potential Additions
Shang-Chi is the flexible card, which can be replace with any card you deem necessary to counter certain popular strategies. Shadow King is difficult to use because it can hit many of your cards.
Ongoing
Ongoing has not been a staple of the meta for a while now, but it occasionally finds a way to post a solid performance like this one at a 57% Win Rate. Rogue is quite popular in other decks, which can be a problem for the deck if you can’t find Cosmo. If you do, the deck has a chance at developing a solid amount of points on two lanes.
This is probably a big reason why it’s hard for me to imagine the deck breaking through in the future; it just feels so rigid. Sure, Mister Fantastic plus Klaw plus Onslaught are great for spreading points around, but, unless you are willing to Snap that on Turn 3, it is unlikely the opponent won’t figure out exactly what is coming and make an educated decision on whether they should stay, leave, or Snap you back.
Potential Additions
This other Ongoing build posted a 56% Win Rate, which is decent but it would have landed in the tier below.
Loki
Loki ticks all the boxes you could imagine of a solid deck in Marvel Snap—especially in a meta without a dominating tyrant. This archetype has points, flexibility, energy cheating, and disruptive cards. But, somehow, it’s just a notch down below the other flexible archetypes since the OTA, at least in terms of performance.
A 57% Win Rate isn’t bad, but I would expect Loki to be able to go toe-to-toe with Ravonna Good Cards and Kazoolgamesh, and it didn’t post the same numbers as these two in either mode this week.
Potential Additions
Mockingbird, Rogue, Shadow King, Mobius M. Mobius, or even Nocturne are possible inclusions. Any high impact, low cost card makes sense in a Loki deck.
Tier 3
Just like in the Ranked report, don’t let the Tier 3 label fool you. These decks are just 1% below Loki and Ongoing in terms of Win Rate, as all four were around the 56% mark. There’s some nice density in Conquest, as all 14 decks in the report would have been Tier 2 material in the past. Marvel Snap simply features more solid archetypes these days, which makes each tier closer to one another.
I would say these decks are a little weaker due to how recognizable they are, combined with the fact that they can’t Snap early in a match like Destroy. When you mix the fact that they get predictable after Round 1 and the opponent’s ability to Snap during the first three turns, you can figure out why these decks might be a little worse than the others in an otherwise stacked Conquest meta.
DeathJunk
Hela
Discard Dracula
Pure Evolutionary
Closing Words
Overall, it seems like a high points potential is important in Conquest, but you want enough flexibility to be able to play around your opponent’s counter cards. For example, Mister Negative and The Living Tribunal are absent from this report even though they can arguably develop the most points in the game. You probably want to aim for that second group of decks that is able to develop a lot of points, but is not easily punishable—especially when you know what the opponent could use as disruption.
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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