Table of Contents
| Tier | Deck |
|---|---|
| Trending | Deadpool Destroy 61.5% Win Rate |
| Tier 1 | Thanos Ongoing 62.5% Win Rate |
| Tier 1 | Toxic 60% Win Rate |
| Tier 1 | Thanos Control 60% Win Rate |
| Tier 2 | Mister Negative 59.5% Win Rate |
| Tier 2 | Scream Move 59% Win Rate |
| Tier 2 | Bullseye 58% Win Rate |
| Tier 2 | Small Ongoing Good Cards 58% Win Rate |
| Tier 3 | Silver Surfer 56% Win Rate |
| Tier 3 | Sauron 10 Power 54.5% Win Rate |
| Tier 3 | Good Cards Zabu 54% Win Rate |
Marvel Snap Conquest Overview
Conquest doesn’t feel very different from Ranked, except for the fact that proactive decks look a little better here. You could blame the not-so-competitive mood in Conquest, or it could be that counter cards lose some appeal once your opponent knows about them. Indeed, there is only one proactive deck that really posted a fantastic performance this week: Thanos Ongoing.
Not only is that deck benefiting from Thanos being a great foundation at the moment, it is also flexible enough to run both Cosmo and Mobius M. Mobius. When combined, both cards cover a very large part of the current meta, which allows Thanos Ongoing to assume the role of the disrupter in quite a few match ups.
In Ranked, players have to look for ways to create Snap opportunities in order to rack up more cubes and not get stuck in long bouts of low stakes matches. In Conquest, however, it seems like the decks that are able to keep the stakes low—mostly through limiting their opponent’s ability to Snap—are doing better because they can leverage their higher Win Rate.
The decks are relatively the same and the environment is a little more loose, but the intricate strategies are different between the game modes. This explains why certain decks gained lots of momentum, such as Thanos Ongoing, while others, like Silver Surfer, struggled.
Happy Tier List, everyone!
Trending
Performance: 61.5% Win Rate
I would have loved to just place Destroy in Tier 1 and write about the synergy’s triumphant return. But, other than this particular list with Shang-Chi, Deadpool Destroy is closer to a 55% Win Rate on average. It seems like the synergy is good enough to see play, but it’s not quite there yet solely on proactive development.
Tier 1
Thanos Ongoing
Performance: 62.5% Win Rate
In Ranked, there is that constant tension of whether the opponent has Enchantress or not. This limits Thanos Ongoing’s ability to Snap, even when it draws extremely well. In Conquest, however, that tension is reversed since knowing your opponent isn’t running Enchantress makes Thanos Ongoing much more able to control the Snap and Retreat mechanic. Suddenly, the high potential combined with Cosmo and Mobius M. Mobius becomes very difficult to contain.
Plus, even if the opponent is running Enchantress, you can always adapt your play patterns, be more aggressive with priority, and Snap when you have Cosmo as a protective piece.
Potential Additions
Gorgon is great for other Thanos decks. Otherwise, Captain America and Captain Carter are solid replacements for Speed.
Toxic
Performance: 60% Win Rate
The struggles of the High Evolutionary build are equally true in Conquest with most Thanos builds running Mobius M. Mobius. The Luke Cage + Anti-Venom trend doesn’t seem as popular here compared to in Ranked, though, which means Toxic is still a great archetype here. This week it posted a 60% Win Rate.
Don’t get too comfortable; trends are slower to develop in Conquest, but they tend to always reach this environment at some point.
Potential Additions
Red Guardian and U.S. Agent are great cards to consider as replacements
Thanos Control
Performance: 60% Win Rate
Thanos is the top dog in the game here as well, but the Ongoing build surpassed the Control deck in Conquest.
In my opinion, the main problem with Thanos Control in Conquest is the limited options it has to scare opponents early in the match. Indeed, whenever Strange Supreme or Sam Wilson Captain America are not around on Turn 2, Thanos suddenly has to rely on well-timed counter cards to win a match. Sure, Wiccan and Mockingbird are still very real threats, but they’re often not enough to come back from a huge deficit considering Cosmo and Red Guardian are much stronger with priority.
Potential Additions
Loki and Nico Minoru are good 1-Costs you can add to improve Wiccan‘s consistency. Otherwise, Surge and Shang-Chi are also popular inclusions in the archetype.
Tier 2
Mister Negative
Performance: 59.5% Win Rate
Esme Cuckoo helped Mister Negative‘s reliability, and now most builds have risen from the typical 50% to 52% Win Rate up to 54%+. For a while the Destroy build was the best version, and I believe it still is from a proactive standpoint. However, with the help of Rogue (and sometimes Super-Skrull), the classic Mister Negative build managed to launch into a stellar Win Rate for a deck that typically focuses on winning cubes rather than winning matches.
Potential Additions
Ironheart, Psylocke, or a disruptive card can replace Cassandra Nova. Some even like Arnim Zola in that slot.
Scream Move
Performance: 59% Win Rate
Scream Move has become a solid synergy you can always play, but you can’t rely on Move decks being the most popular around. It might be a good idea to consider a disruptive card of some sort to get Scream from being good to great. Without that little twist, the deck tends to give opponents all the information they need early in the match, and then it is forced to Snap on Turn 2 or accept gaining a maximum of one cube.
Potential Additions
Hydra Stomper is doing much better than Rocket and Groot, although both cards are used as the twelfth inclusion. Kingpin or some disruptive card (like Enchantress or Shang-Chi) can also be considered instead of Aero.
Bullseye
Performance: 58% Win Rate
Very much an under-the-radar deck this season, Bullseye has suffered from Cosmo and Mobius M. Mobius being very popular, and Luke Cage has also gained some momentum lately. Due to Conquest being a less competitive environment, this Discard build is still able to post fine results but it definitely would not be my pick if we were in the Infinity League week.
Potential Additions
Grand Master and Gambit are battling for the last spot in the deck.
Small Ongoing Good Cards
Performance: 58% Win Rate
While the more popular build only averaged a 51% Win Rate, the Esme Cuckoo version did much better at 58%. Sure, it might be a little difficult to praise an Ongoing deck with Thanos Ongoing sitting at the top of the pyramid, but it just shows how good the synergy is at the moment. Obviously, that also means Enchantress is a constant threat, but Conquest tends to give more agency to Ongoing decks because they can adapt in future rounds once they know what to expect.
One thing this can’t really do, however, is hide its potential. Indeed, most of the good stuff is happening on Turn 2 (Surge, Agent Venom), with Esme Cuckoo acting as a support piece on Turn 3. Just like with Scream Move, this deck needs to Snap early if it wants to win more than one cube. This can sometimes turn into a bitter defeat and a big deficit for the upcoming rounds.
Potential Additions
Korg and Darkhawk are other cards to consider if you’re not facing much of Thanos. Sage and The Hood are great picks too.
Tier 3
It is a little odd to see Silver Surfer so far down the list when the archetype has been a routine top tier performer for the majority of the season so far. The reason must be that the strong lists in Ranked don’t transfer well to the Conquest meta. In my opinion, Mobius M. Mobius is a must have at the moment, while Luke Cage, Rogue, and Killmonger are also great to consider.
As for the other two Tier 3 inclusions, both Sauron 10 Power and Good Cards Zabu feel like good enough decks to discuss despite not having done anything particularly impressive this season.
Silver Surfer
Performance: 55% Win Rate
Sauron 10 Power
Performance: 54.5% Win Rate
Good Cards Zabu
Performance: 54% Win Rate
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 > 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 > 58%
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 > 52%
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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