Onslaught Luca Claretti

Marvel Snap Conquest Meta Tier List: November 12, 2023 – Higher, Further, Faster Week 1

How has the Marvel Snap metagame settled on the first week of the new Higher, Further, Faster Season and post OTA Balance Updates? Find out the best decks and how they evolved in this meta report!

Welcome to our Marvel Snap Meta Tier List for Conquest mode! Each week, we review the best decks in the ever-changing Marvel Snap metagame. Then we bring you the decklists, and we provide an in-depth report about them. This report contains information like how their ranks are justified, how to play the decks, and how to build the deck with alternate cards to accommodate different collections.

Marvel Snap Conquest Meta Overview

I really like to look at Conquest mode right after a balance patch, as it pushes for more balanced decks compared to the Ranked ladder mode. Indeed, very synergistic strategies that are able to develop a ton of points will do great in Ranked early on, mostly on the back of smart Snaps and Retreats. You won’t get away with it as much when it comes to Conquest, as a counter card won’t equal to just losing one or two cubes, but will end your run on the spot.

Then, there are a ton of decks in Marvel Snap, and can be difficult to make sense of which ones are truly the best. For example, this week we had a lot of very high win rate decks, all worth of competing to be in Tier 1, if it wasn’t for a small sample size. Then, instead of a Tier 3 section filled with decks below a 55% win rate, which indicates they might be struggling already, I thought a packed Silent Performer section would make more sense, and give a better indication of where the metagame is headed.

Unfortunately, if we look at the four decks in the Silent Performer section, the biggest clue we are getting is different synergies are making sense right now, so you might want to focus on what you are good at. However, there are two interesting directions we could discuss. The first one is the Kitty Pryde, Angela, and Elsa Bloodstone trio making a bit of a comeback, as they appear in both the best Move list, and the Sera Control deck.

Then, we can also see Enchantress has replaced Shang-Chi in the Sera Control list, in addition to being included in Cerebro 5. This is only a logical aftermath of the latest Season Pass card, Ms. Marvel, being an Ongoing card, putting the synergy in the spotlight. It will be exciting to see how that particular interaction will impact the metagame in the future, as I would expect Cosmo to also gain a ton of popularity to protect Ongoing cards. Then, one can also wonder about Echo, or even Goose, which can stop Ms. Marvel from being played in the middle location proactively.

So far, the Ongoing synergy has not taken over the game, even if Lockdown picked up a ton of momentum with the arrival of Ms. Marvel. As we can see, there are a lot of familiar faces amongst the popular decks in the report. Also, Loki and InSheNaut have kept their grasp around the metagame, which is another fascinating development following the expected return of Mobius M. Mobius as an Ongoing ability. Is it because Loki started including Rogue again and could prevent the changed card to stop it, alongside gain an edge against other Ongoing decks as well? Or did Mobius M. Mobius simply not return to be popular enough to impact these two deck’s performance?

We have a lot of questions to answer following the events of this week.

Happy Tier List, everyone!

Marvel Snap Conquest Meta Tier List

TierDeckGuide
Silent PerformerHela LockjawGuide
Silent PerformerMove ElsaGuide
Silent PerformerCerebro 5Guide
Silent PerformerSera ControlGuide
Tier 1Loki Collector 🔼Guide 
Tier 1InSheNautGuide
Tier 1Lockdown 🆕Guide 🆕
Tier 1Discard Dracula 🔽Guide
Tier 2Shuri Sauron 🔽Guide
Tier 2Good Cards Ongoing 🆕Guide
Tier 2Electro Ramp 🔼Guide
Tier 2Deadpool Destroy 🔽Guide
Tier 2Thanos Control 🔽Guide
BudgetMs. Marvel Ongoing 🆕

Disclaimer and Tier Explanations

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

This Tier List won’t be as detailed as the Ladder one; instead, it will focus on the very best decks right now and a few more worth keeping in mind (similar to the Silent Performers in the Ladder Tier List). I would rather keep this to a shorter list for now so I can provide a more in-depth reasoning, rather than a longer list that I would have to extrapolate on.

Tier 1: Very high Win Rate decks over the last week. These decks look great in the current environment, either because of their overall strength, or thanks to a few match ups they can abuse. Depending on which reason prevails, a deck in Tier 1 can be considered one of the best archetypes in the game, or a great counter to the latest trending archetype.
Win Rate > 60%

Tier 2: Strong decks that are either not completely refined or have a weakness holding them back from Tier 1. When everything goes according to plan, these decks can reach the top of the mountain. However, considering one has to win a lot of matches in a row to successfully run the gauntlet, it is unlikely one of these decks will not face a counter or a deck with a higher points potential that it will have to overcome at some point during a full Conquest run.
60% > Win Rate > 55%

Tier 3: Weaker synergies compared to Tier 1 or Tier 2 if we look at their potential or match up table. Tier 3 decks will typically be decks that can make the most of a metagame that has completely forgotten about them (or if one of their good match ups is particularly popular). As such, if we add in the surprise effect, these decks are able to compete against the best.
55% > Win Rate > 50%

No matter which Tier a deck is ranked in, keep in mind that they represent one of the Top 10 or 15 archetypes in the game for Conquest. Also, decks with less than 1% representation are left out, as their sample size is too small to give us a real representation of their strength. You can find some of the best performing, yet unpopular decks in the Silent Performers section.

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

Tier 1

Loki Collector

Loki Collector
Created by den
, updated 28 days ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2
Cost
0-
1
2
3
4
5+
2.6
Power
0-
1
2
3
4
5+

Rank Justification:

Still the best deck in the game as Mobius M. Mobius didn’t come back as strong as we thought, with Loki benefiting from a flurry of proactive decks emerging, and feeding him good cards to play with.

However, if we look at the Tier 1 decks, we can see most of them are very synergistic, with InSheNaut and Discard typically difficult synergies to play against for Loki. As for Lockdown, the ability to lock lanes will annoy Werewolf By Night most of all, and Ms. Marvel isn’t so simple for the deck to abuse with all those cheap cards. The Collector being able to single-handedly win a lane the opponent was hoping to lock makes up for it though.

Lockdown gaining momentum with the release of Ms. Marvel might be the reason why the most popular archetype for Loki is the older Elsa Bloodstone deck instead of the Werewolf By Night build.

Once again, it feels like Loki has all the tools to be successful, especially in a metagame much more open to different archetypes than it was in the past. It might make it harder to find the perfect list, as you can’t include disruptive cards for every archetype. Yet, the information and power play you get from Loki will always be a very strong ability to rely upon.

How to Play:

Centered around its two signature cards (with support from Quinjet), Loki Collector aims to build a lot of points on two lanes while keeping as many options as possible open for later on. Indeed, if you commit too hard, you might lack the space required for the cards Loki generates, or you might let your opponent know too much about your potential. Speaking of potential, the deck creates many cards during the match, so its biggest strength is keeping the opponent in the dark as to what they should expect. It can also rely on Elsa Bloodstone and Kitty Pryde to build points and mitigate the space used to play low-power cards.

Early on in the match, the deck will set up its anchors, Elsa Bloodstone and The Collector. As direct support to these two, you have all the cards at three energy or less that will generate cards or simply grow thanks to Elsa Bloodstone. Jeff the Baby Land Shark and Nico Minoru represent your flexible tools, while the rest of the cards are a little bit more committal.

The space you anticipate will need after playing Loki, and the timing at which you plan on playing your signature card, will largely impact how much you want to invest in terms of space early on.

Depending on your opponent, the timing of your Loki will vary. If their deck is expensive or runs a lot of counters to your primary plan, you might want to switch early on and create a new game plan with their cards. Otherwise, Loki can be played on Turn 5 to grow The Collector and open a very flexible Turn 6, especially with Quinjet in play.

One of the biggest upsides of this deck is its ability to always find new options and play patterns. As such, it is really important to set your mind early on whether you are looking to play with the cards in your deck or trying to generate a new way to achieve victory. Since the nerf to Elsa Bloodstone, Loki Collector is much more reliant on the signature duo to dominate at least one lane on points. Then, the second one can be challenged with buffed cheap cards, or whatever you get from your opponent’s deck.

Potential Additions:

Nico Minoru or the Luke Cage, Shadow King duo also work pretty well in the deck, as we have plenty of cards to protect from an opposing Shadow King, in addition to helping against InSheNaut a bit.

The Werewolf By Night variant of the archetype is also doing great, although it has a little less room for disruptive cards. One could probably run Enchantress if needed:

Loki Werewolf
Created by den
, updated 28 days ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.1
Cost
0-
1
2
3
4
5+
2.2
Power
0-
1
2
3
4
5+

InSheNaut

InSheNaut
Created by den
, updated 28 days ago
2x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4x Starter Card
3.5
Cost
0-
1
2
3
4
5+
5.5
Power
0-
1
2
3
4
5+

Rank Justification:

I was expecting the deck to suffer a lot from Mobius M. Mobius regaining its Ongoing ability, which was exactly what shut the deck down in October. However, the now 3-cost card hasn’t been much popular so far, allowing InSheNaut to keep posting very solid number overall. Then, even if Lockdown has emerged, and Professor X in particular, can be a problem for the deck, InSheNaut managed to maintain its overall win rate above the 60% threshold.

Also, it is worth nothing that even if a lot of the metagame around it changed, and many archetypes have included some Ongoing hate tools in order to boost their performance, InSheNaut is a model of consistency, as the same list keeps posting solid results week after week. Maybe Leech could be consider flexible, and replaced with another disruptive card, but for now, the 5-cost card has been able to disable a lot of important cards for proactive decks, such as Onslaught, Alioth or Doctor Doom, pretty popular amongst the proactive decks in Tier 2.

How to Play:

The goal with this deck is to make the game about points – a battle you are more than suited to win. Ideally, the deck wants to play Magik on Turn 3, Leech on Turn 5, and profit from passing Turn 6 with Sunspot and Misty Knight before dropping two high power cards on Turn 7. However, there are many more play patterns in the deck to achieve victory:

  • With Armor, Cosmo, and Leech, the deck has quite a formidable disruptive ability against many different decks, in addition to the ability to protect it’s own important cards.
  • If Shocker hits The Infinaut, it unlocks a pattern where you pass on Turn 4, play The Infinaut on Turn 5, and then play Evolved Hulk on Turn 6. When reducing either of your 6-Cost cards, you can pass on Turn 5 and play the reduced one plus She-Hulk.
  • Without Magik, you can try passing Turn 3 or 4 to play She-Hulk early and follow with a big Evolved Hulk on Turn 6. With Limbo and no Leech, you could also pass on Turn 5 to do the same “The Infinaut into Evolved Hulk” kind of pattern.
  • With a hot start through the 1-Costs giving you a nice lead, you might not want to create Limbo and give your opponent more time to mount a potential comeback.
  • Last, Cosmo and Leech provide a solid way to disrupt several archetypes in their game plan.

Playing InSheNaut the right way often comes down to identifying which patterns are available and then evaluating how many points you need to win the game.

Potential Additions:

Another build of High Evolutionary put up solid numbers in Conquest over the last few days:

High Evolutionary
Created by den
, updated 28 days ago
1x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
1x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
6x Starter Card
3.3
Cost
0-
1
2
3
4
5+
4.6
Power
0-
1
2
3
4
5+

Lockdown

Lockdown
Created by den
, updated 28 days ago
1x Collection Level 1-14
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
1x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
3.4
Cost
0-
1
2
3
4
5+
3.4
Power
0-
1
2
3
4
5+

Rank Justification:

Ms. Marvel is as close to the jackpot as you could imagine for Lockdown, who is able to play with two Doctor Doom almost, in addition to adding another insanely strong target for Iron Lad. Then, even if the precise list is still up in the air, as a lot of ideas are shared round the community, Lockdown is certainly the archetype to have in mind right now.

As it stands, the deck is ranked as high as possible for an archetype which hasn’t crossed that barrier of being considered as a “best in the game” kind of deck, a group only Loki and InSheNaut seem to be part of. However, considering how the lockdown game plan can annoy InSheNaut, and pushed Loki to reconsider running Werewolf By Night, the impact the deck had on the metagame so far is undeniable.

As usual with an emerging deck, next week will be crucial to see how the deck fares once the metagame has adapted to it.

How to Play:

Most of the time, the goal with this deck is either to develop points flexibly, so we are able to lock different lanes, or hide to our opponent where we plan to act. To aggressively block our opponent’s play patterns, which is easier in Conquest, we should gather information from one round to another.
With Ms. Marvel part of the equation, Lockdown is trying to lock one of the side lanes with Storm or Professor X, in order to land Ms. Marvel in the middle and support it.

If you expect your opponent to run an Ongoing counter, you could play Storm on turn three the lane where you wish to play Ms. Marvel, so the opponent can’t land their card later on.
Typically, Storm is stronger if we have ways to support it, either with the Move cards, or using Doctor Doom down the line. Professor X, on the other hand, will push for Alioth or America Chavez to be used to win the second lane.

A hot start with Nebula, Medusa and Storm can quickly lead to winning a lane, and allows us to entirely focus on another one with a card like Alioth down the line. Furthermore, the deck is also decent at spreading its points through Ms. Marvel and Doctor Doom, especially if Iron Lad hits either of those. We then accept a battle based on points, where Legion can clutch the game with its ability for example.

Lastly, the Move cards are simply providing flexibility towards Ms. Marvel, so we can make sure she triggers reliably, as we can reposition our cards if we need to play one with the same cost on that location.

Potential Additions:

Daredevil and Gamora are a popular duo in the deck, typically replacing America Chavez and Legion.

Discard Dracula

Discard Dracula
Created by den
, updated 28 days ago
5x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3
Cost
0-
1
2
3
4
5+
4
Power
0-
1
2
3
4
5+

Rank Justification:

Typically a solid deck when there aren’t too much disruption around, Discard Dracula is enjoying this proactive based metagame, and isn’t having too much trouble against Lockdown either thanks to Morbius and Dracula potentially representing huge numbers after the lane is closed.

Unfortunately, while the top two decks can decide where the biggest chunk of their points will be until the very last moment, Discard has that bad habit of being extremely predictable. Conquest seems to be a better mode for the deck, as you can confidently snap early on when you know the opponent’s point potential, and force them to pay a cube for nothing, or stay in a game where you potentially have an unbeatable hand.

While Discard Dracula will probably never compete for the top spot again, it remains a very strong deck for anyone who isn’t comfortable building a deck based on the current trends, especially when the metagame is difficult to figure out early on after a patch.

How to Play:

Discard Dracula aims at developing as many points as possible while dodging cards like Shang-Chi (destroys a big Morbius), Cosmo (no more discards on that location), Mobius M. Mobius (resets Swarm to base cost), and other disruptive tools. Ideally, the deck will discard as often as possible, except when Morbius, Daken, or Dracula are at risk, as these three typically represent your largest points contributors. Then, if you have all three, you might want to split them, either with one on each lane, with Dracula alone (if you have Apocalypse), or with Morbius alone (If you anticipate a ton of discards during that match).

Your other cards can also contribute to quite a lot of points, so you should never have to rely on one card alone to win a location. Still, a 20+ power Dracula can do that fairly easily. Daken, in particular, will typically be an eight power card, which is great for a 3-Cost but often not enough to secure a location on its own.

Apart from Hellcow and MODOK, which will typically be used over the last two turns, all the other discards are targeted, meaning you can control their outcome and plan accordingly during the course of the match. With Mobius M. Mobius roaming in various decks, I would advise you to just play Swarm whenever the card is a 0-Cost, at least until you get more information about your opponent. This leads the deck to be very tempo oriented because it is looking to maximize the use of its available energy on every turn if possible, especially if it can discard safely.

Overall, Discard Dracula kind of plays itself when it comes to which cards make sense to use on each turn. The emphasis as a pilot should be on where to place your cards and what information you want to hide from your opponent, rather than just slamming points on the table.

Potential Additions:

Hellcow and Silver Samurai still battle to be the other 4-cost card alongside Dracula. Strong Guy was also tested over Daken this week.

Tier 2

Shuri Sauron

Shuri Sauron
Created by den
, updated 28 days ago
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.1
Cost
0-
1
2
3
4
5+
4.9
Power
0-
1
2
3
4
5+

Rank Justification:

The change to Shang-Chi led to the card seeing a little less play, and being replaced with Enchantress or Rogue due to Ms. Marvel being extremely popular. This helped Shuri quite a bit. Yet, for a first in a long time, Shuri Sauron didn’t earn its spot amongst the best performing decks in the game after a balance patch.

It wasn’t far off, as Shuri still managed to post a very respectable 59% win rate, and we might see that number grow if the metagame remains focused around proactive decks, as we know how good Shuri can be in a point’s driven battle. Nevertheless, It feels like Lockdown was quite a big hurdle for Shuri to overcome this week, as Storm and Professor X can be very annoying to play against, and Alioth remains a threat for the deck as well.

As such, when one of the most popular decks is a bad matchup, I guess being a top 5 deck, and pretty close to deserving a Tier 1 ranking isn’t so bad for Shuri Sauron.

How to Play:

Shuri Sauron is based around the idea of cancelling negative Ongoing abilities with Sauron and abusing Shuri to create a huge amount of points. In that regard, the deck is very rigid in the mid-game since Turns 3, 4, and 5 are almost always the same: SauronShuri → any card worth doubling the power.

Often times, Turn 2 will also be dedicated to Armor as a way to prevent an opposing Shang-Chi from ruining your plans. Speaking of Shang-Chi, Vision is another way to play around it, as hitting a moving target isn’t so simple.

This leaves only Turn 1 and Turn 6 to be truly flexible, with Nebula or Zero taking up the 1-Cost slot and Taskmaster usually being the default Turn 6 play alongside Ebony Maw.

If this very straightforward approach can lead to a ton of points on two lanes, it also often doesn’t equate to a lot of cubes. Indeed, unless you are Snapping aggressively, the opponent can see the points coming and will rarely stay in the game once you show Shuri (and they can’t handle it). This creates two important factors to take into consideration when playing Shuri Sauron:

  • You have to accept Snaps early in the game, especially when Sauron and Shuri show up.
  • You need to find lines of play even when you don’t have the best play pattern with the deck, especially when the opponent does not Snap. Even without Shuri, the deck can develop a solid amount of points, and Alioth is able to steal a few wins.

Potential Additions:

America Chavez can help with reliably, usually instead of Nebula. However, considering the deck is all about snaps and retreats based on your best hands, it might be better to simply maximize potential rather than reliability.

Good Cards Ongoing

Good Cards Darkhawk
Created by den
, updated 28 days ago
1x Collection Level 1-14
3x Collection Level 18-214 (Pool 1)
3x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.1
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Rank Justification:

Previously using the Affliction package of Man-Thing and Luke Cage, Darkhawk wasn’t gonna pass up on the opportunity to add another powerful 4-cost card to synergize with Zabu, especially as the previous build was starting to struggle a bit.

It’s hard to say if the surprise effect has a lot to do with this regain in momentum, and with the amount of Ongoing hate card we are seeing, it is difficult to imagine this deck ever making it to Tier 1 too. I mean, when you are playing Super-Skrull, and so are the Ongoing heavy decks in the metagame already, it means you recognize yourself as a big enough threat worth targeting. Then, you can’t fault the rest of the archetypes for doing the same thing.

It is worth nothing though that once we are past Shuri Sauron, a lot more decks rely on counter cards to leverage some matchups in Conquest. Then, contrary to Loki or Elsa Bloodstone, Ms. Marvel pushed decks looking to disrupt their opponent in some way, and then attack multiple lanes at once, rather than dominate through pure power like Loki or Shuri would do. With that in mind, it makes sense to see those deck try to leverage disruptive cards rather than just rely on a power.

How to Play:

Using the Good Cards Darkhawk shell, this deck emphasizes around the Ongoing synergies, as Ms. Marvel brought a second great ability from that synergy. Onslaught will rarely be played, except when the perfect setup presents itself, with both Mister Fantastic and Ms. Marvel. Instead, the deck will look to leverage its match-up cards, with Cosmo or Super-Skrull depending on the opponent.

Typically, this deck will not develop much points early on, instead trying to shuffle rocks in the opponent’s deck and develop Zabu. Unless you are looking to land Cosmo to block something, seizing priority isn’t a key component of the gameplan. Instead, you would even like to not have priority, especially going into turn six, as you could develop Darkhawk plus Ms.Marvel for example, with Zabu in play.

Being able to hold those important pieces will prevent having them vulnerable to a counter card, while also hiding how much power you might be able to develop. Obviously, you don’t want to skip turns either, so play the cards you drew rather than just keeping them in hand for no reason.

Potential Additions:

If the Ongoing package built a lot of momentum over the last few days, Mobius M. Mobius not returning to be popularity led to the Stature build of Good Cards also did pretty well for itself:

Good Cards Stature
Created by den
, updated 28 days ago
2x Collection Level 18-214 (Pool 1)
4x Collection Level 486+ (Pool 3)
4x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.3
Cost
0-
1
2
3
4
5+
3.5
Power
0-
1
2
3
4
5+

Electro Ramp

Electro Ramp
Created by den
, updated 28 days ago
1x Collection Level 1-14
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.8
Cost
0-
1
2
3
4
5+
3.4
Power
0-
1
2
3
4
5+

Rank Justification:

I did not expect to see Galactus on this tier list to be honest, but Ms. Marvel worked in mysterious ways on this one. Indeed, thanks to Electro, one can play the new card and Galactus the following turn, for a 10 power Eater of Worlds. Then, once the game is only about one location, the usual suspects can come in and close the deal, such as Devil Dinosaur or Alioth. However, this isn’t the go-to plan for the deck, rather an opportunistic line, same as Wave into Galactus.

Outside of this surprising effective play pattern, Electro Ramp is also just good at playing on every lane right now, thanks to Doctor Doom and Ms. Marvel combining for 10 on each location primarily, but also Odin plus Doctor Doom, if you are more old school.

As always, the deck struggles if it doesn’t find one of its early drops, as a way to anchor a location. Yet, when it does, Electro Ramp becomes a fairly simple deck to pilot, and able to snap as soon as the opponent shows a sign of weakness.

How to Play:

This take on Electro Ramp is trying to land Galactus early on, through Wave or with Electro followed up by Ms. Marvel to boost Galactus. It can also spread power across its various lanes through Doctor Doom into Odin, which then requires a more explosive start in order to compete with the average points output.

In both scenarios, the deck will look for priority thanks to spreading points across all lanes. This will make sure its most important abilities will reveal safely, such as Galactus or Alioth.

If Galactus can turn a bad start into a good situation, competing for points with Ramp isn’t so simple, as most opponents will be able to outpower you on two lanes if you start playing on turn three. Then, keep in mind you will probably need a 1-cost to at least consider staying in a match with most decks when the win is based on who gets the highest score.

Potential Additions:

Jeff the Baby Land Shark is the card I would include if possible in this deck, as it represent a really good six energy turn alongside Ms. Marvel, even with Electro in play.

Deadpool Destroy

Deadpool Destroy
Created by den
, updated 28 days ago
5x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.3
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

Rank Justification:

Destroy was doing really well heading into this season, but a lot of the current Ongoing decks are playing Cosmo to protect themselves from Enchantress, which immediately annoys Destroy. Then, early after the patch, there were a lot of comfort picks with Armor as well in InSheNaut and Shuri, while Loki is only a lucky pull away from using Knull and Death against you.

Overall, this made Destroy a little shaky, especially in Conquest, where it is hard to leverage a snap past turn two with the deck, as the opponent knows whether we found Deadpool or not. It’s probably best to keep this deck for Ranked play, at least until the environment settles a bit.

How to Play:

If you find Deadpool in your opening hand, buffing it with Forge or Nico Minoru and destroying it over and over again until Turn 6 is the main concept with this deck. But there are other ways to score lots of points.

First, it is important to understand the role of X-23: to give you energy on specific turns so you can break the expected timing your opponent has for your cards. For example, going for Deadpool plus Taskmaster on Turn 5 can throw an opponent off, and it opens a Knull play on the following turn. Similarly, if you destroy X-23 on Turn 5, you can play both Deadpool plus Knull, or Arnim Zola on Turn 6.

Since you are playing a deck that is easily recognizable and well known in the community, finding those unusual ways of developing your play patterns will open avenues to catch your opponent off guard.

Once you understand the key concepts around your 1-Costs, the rest of the deck is really about dodging the opponent’s traps. Death needs to be played as soon as possible if you suspect your opponent is playing Mobius M. Mobius. Killmonger can be used to destroy opposing cards, not just your Deadpool. Last, Arnim Zola can also be used on Knull, Death or Venom, and create a lot of points this way as well.

Potential Additions:

Taskmaster and Nico Minoru often see play in the deck, with similar results. Hulkbuster and Arnim Zola tend to be the swapped out cards for them.

Thanos Control

Thanos Control
Created by den
, updated 28 days ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
6x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
3.8
Cost
0-
1
2
3
4
5+
3.9
Power
0-
1
2
3
4
5+

Rank Justification:

Kind of a collateral damage of the Ongoing metagame which has set in with Ms. Marvel joining the game, Thanos Control had to deal with a lot more Rogues and Enchantresses, which obviously isn’t something the deck is very keen on doing.

Professor X helps the deck quite a bit, as the ability to play it on turn four annoys a lot of decks currently. Yet, even when you manage to get a good Professor X, you are still threatened by Ms. Marvel or Jeff the Baby Land Shark depending on your opponent.

How to Play:

Thanos Control aims at quickly getting set on a lane through Professor X locking it in your favor, or by building points as flexibility as possible and only committing late in the game.

In that first scenario, you will leverage the Infinity Stones in order to build points, seize priority, and, ideally, get an extra energy going into Turn 4. Then, Professor X can come in to lock the lane and ensure you win it. Even if there is always a risk to an early Professor X, the deck is also running Jeff the Baby Land Shark and Blue Marvel in order to help that lane later on, if needed.

Once in control of the first lane, the deck will turn to Devil Dinosaur, Alioth, and other high potential cards to secure the second one.

The other route Thanos Control can take is playing a very flexible game. Focus on Vision and Blue Marvel to spread your power across the various lanes with the Infinity Stones. This approach will usually be more careful since you’re focused on gathering information about your opponent. Here, the goal will be to seize priority so Alioth can win the game on Turn 6, or use Leader to counter an opposing Alioth.

Potential Additions:

Echo can be used as the 1-cost card in the deck if you really want an edge against other Ongoing decks.

Closing Words

As always with a week one report, I expect a lot of changes in the near future. For example, I doubt the Ongoing synergy will remain this popular considering how many counters are running rampant already. At some point, one side will have to break, either because the Echo, Rogue and Enchantress added to the decks are not helping enough, or often enough. Or if they do help, then the Ongoing decks will reduce and free some space for other decks to exist.

The weird part of all this is, Ongoing decks aren’t particularly doing better than other archetypes. There are more popular, at least they were because of Ms. Marvel being a very strong card and it being new. However, there are at least two decks, neither built around the Ongoing synergy, nor interested in running Ms. Marvel for what it seems, in Loki and InSheNaut. Both decks were supposed to be bothered by Mobius M. Mobius coming back, but this interaction has yet to happen so far. Instead, we have kind of the decks supposed to chase these two, especially Lockdown, which became the target, as the popular of the Ongoing synergy made it worth going after.

It is still very early in the season, and most players might be experimenting at this point, so I guess we still have to see the final list for each archetype and which ones remain they prey of the rest of the meta then. It should an interesting hunt to know which deck will manage to join Loki and InSheNaut atop the rankings. Lockdown is looking pretty good in that regard, but we have seen that deck be very strong in the past, and be derailed by decks able to explode early in the match, largely limiting the effectiveness of the lockdown strategy.

I’m eager to know what the metagame will look like when we revisit Conquest next week, and maybe we’ll even see significant differencies in the ranked tierlist already, which is coming very soon. Until then, I hope you’re having fun with Marvel Snap.

As usual, if you need anything, you can find me on the Marvel Snap Zone community Discord, or follow my Twitter page where I share decks and biased opinions about the game.

Good Game Everyone.

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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.

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