Devil Dinosaur Devil Dinosaur Gabriele Dell'Otto

Marvel Snap Conquest Meta Tier List: November 16, 2023 – Lockdown Claims the Title of Best Archetype!

In this week's Conquest Tier List, eight decks make up Tier 2 with one sole contender for the top spot. Find out which deck claimed the throne this week, as well as den's thoughts on the current Marvel Snap meta, in here!

Welcome to our Marvel Snap Meta Tier List for Conquest mode! Each week, we review the best decks in the ever-changing Marvel Snap meta. 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

It took a full week for her to reach the top of the Conquest mountain, but Ms. Marvel (as part of the Lockdown archetype) put up the best Win Rate in the game. Even more impressive, Lockdown was the only deck in the game to pass the 60% bar this week. A flurry of decks, eight in total, are populating Tier 2, though, and they could quickly become serious challengers for the throne.

Among those decks are routine great performers such as Shuri Sauron and Loki Collector, decks that could very well be in Tier 1 depending on the pilot. We can also spot a few evergreen archetypes in Discard and Destroy; both are very solid in the current meta since the disruption cards are not aiming at them.

This leaves us with four decks worth discussing. Both Move based decks at the bottom of our list are apparently going in opposite directions. Indeed, Cerebro 5 had a hot start last week, but it’s already losing a bit of momentum – kind of déja-vu for the archetype since it is accustomed to picking up momentum at times but can rarely maintain it for the whole season. The pure Move archetype, on the other hand, managed to bounce back after a disappointing first week, but Lockdown is still kind of a problem for the deck.

Last, we have a couple of archetypes on the rise that are the closest to challenging Lockdown in terms of Win Rate: Devil Darkhawk and Pure Evolutionary.

The first one has emerged as the dominant build for the Ongoing synergy this week (at least in Conquest), which throws us back to a few months ago when Darkhawk and Devil Dinosaur teamed up. As for Pure Evolutionary, it seems like it picked up the slack after InSheNaut started to struggle because Lockdown is quite a difficult match up for it to overcome (among other hurdles in the current meta).

Once again, I’m thrilled to see how the meta has evolved. Its structure is very different compared to last week. This shows that we still have a lot to figure out in the current environment, and there is still enough space for new decks to emerge.

Happy Tier List, everyone!

Marvel Snap Conquest Meta Tier List

TierDeckGuide
Tier 1LockdownGuide 🆕
Tier 2Devil Darkhawk 🆕Guide
Tier 2Pure Evolutionary 🆕
Tier 2Discard Dracula 🔽Guide
Tier 2Loki Collector 🔽Guide 
Tier 2Shuri SauronGuide
Tier 2Deadpool DestroyGuide
Tier 2Move 🆕Guide
Tier 2Cerebro 5 🆕Guide

Disclaimer and Tier Explanations

Conquest is not played as much as the Ladder, so it is difficult to have a clear representation of the meta 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

Lockdown

Lockdown
Created by den
, updated 5 months ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
1x Starter Card
3.4
Cost
0-
1
2
3
4
5+
3.7
Power
0-
1
2
3
4
5+

Rank Justification:
In addition to its simple-to-understand game play, Lockdown has a lot of upsides in a mode like Conquest. First, it often has the initiative when it comes to Snapping thanks to Daredevil, which is a great bluff, and also thanks to having a lot of cards the opponent can be afraid of.

In particular, a good setup for Professor X on Turn 5 will often push opponents to leave if you Snap. The trick is that it doesn’t actually matter if you have the card in hand – only if your opponent thinks you do. Add to this the presence of cards like Alioth, Iron Lad, or Doctor Doom, each of which can quickly represent a checkmate in certain situations, and you start to realize how Lockdown has a lot of leverage it can exploit.

Thanks to this nice balance of points across all lanes, as well as being able to close lanes, Lockdown was the only deck able to cross the 60% Win Rate threshold across thousands of games. Several decks are pretty close, so I wouldn’t say Lockdown is far ahead of the competition. Nevertheless, the best deck is the best deck, and this week, that deck is Lockdown.

How to Play:
Most of the time, the goal with this deck is either to develop points flexibly or hide from your opponent where you plan to act. You can also aggressively block your opponent’s play patterns, which is easier in Conquest where you should gather information from one round to another. With Ms. Marvel in 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 for support.

If you expect your opponent to run an Ongoing counter, you could play Storm on Turn 3 in the lane where you wish to play Ms. Marvel so the opponent can’t land their card later on.

Typically, Storm is stronger if you have ways of supporting it (either with the Move cards or with 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 you winning a lane, which allows you to focus entirely on another one with a card like Alioth at the end of the game. Furthermore, the deck is also decent at spreading its points through Ms. Marvel and Doctor Doom – especially if Iron Lad hits either of those. You can then accept a battle based on points where Legion can clutch the game with its ability.

Finally, the Move cards simply provide flexibility for Ms. Marvel so you can make sure it reliably adds points; you can reposition your cards if you need to play one with the same cost on that location.

Potential Additions:
Nightcrawler and Medusa are the flexible cards in the deck early on. You could think about Echo if you want to target opposing Ongoing decks, or Armor for Destroy. Otherwise, Magneto and America Chavez are used as 6-Cost cards instead of Alioth.

Tier 2

Devil Darkhawk

Devil Darkhawk
Created by den
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
5x Collection Level 486+ (Pool 3)
3x 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+
3.3
Power
0-
1
2
3
4
5+

Rank Justification:
Abandoning its many tries at disruption, Darkhawk went back to an old friend in Devil Dinosaur and focused on points this week, which is apparently a great decision if you look at its 59% Win Rate. The more traditional builds were around the 56% or 57% mark.

In an environment with very different opponents and Lockdown punishing a slow start, going for a proactive game plan seems like the right approach for the deck. It might cost it a little against decks with a higher ceiling like Discard or Destroy, but those can still be disrupted with the Rocks you throw in their deck. Plus, you still pack a decent high roll potential with Snowguard, Agent Coulson, and Iron Lad able to create some magic at times.

How to Play:
A Good Cards deck will typically look to use its energy very efficiently and rely on the standalone strength of its cards rather than complex synergies. The core is usually based around the Rock synergy since it allows you to disrupt the opponent’s deck while building a big anchor for a lane in Darkhawk. Alongside this base, the deck will usually try to mix strong 4-Cost cards to profit from Zabu and great abilities to copy with Iron Lad.

Typically, this deck will not develop many points early on. It tries to shuffle Rocks in the opponent’s deck and develop Zabu instead. Unless you are looking to land a disruptive card to block something, seizing priority isn’t a key component of the game plan. You would even like to not have priority – especially going into Turn 6 – so you could develop Darkhawk plus Ms. Marvel with Zabu in play.

However, if you catch your opponent having a bad turn, or you high roll a good Iron Lad, don’t refrain from focusing on points over guessing how you could disrupt the opponent even more.

Last, keep in mind the Ongoing synergy is often targeted in the current environment, so it might be good to keep your important cards in hand until the last turn (if you are able to).

Potential Additions:
Jeff the Baby Land Shark can replace Black Widow, and Mystique can be considered flexible if you wanted to include Rogue or Cosmo instead.

Pure Evolutionary

Pure High Evolutionary
Created by den
, updated 5 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
6x Starter Card
3.2
Cost
0-
1
2
3
4
5+
4.5
Power
0-
1
2
3
4
5+

Rank Justification:
Taking over as the default High Evolutionary archetype instead of InSheNaut, the Abomination-centered build doesn’t require you to skip a turn to set up She-Hulk, which appears to be much stronger in the current environment. Indeed, in addition to dodging Professor X more effectively, this deck also does not live in fear of Snowguard Hawk or Legion turning off Limbo.

In this scenario, the strength of the deck comes more from the environment and the fact that it is well positioned against what the others are trying to do. With this in mind, the 58% Win Rate it put up this week could very well go up if the meta continues to be favorable for it, or it could drop down if change is in the air.

How to Play:
Almost entirely based around the High Evolutionary synergy, this deck will typically combine Evolved Abomination and other cards to win a lane, while Evolved Hulk is trusted to take care of the second one. In case you don’t find your 6-Cost card early enough to grow it, then you can rely on a mix of mid-sized cards (The Thing, Spider-Woman) alongside Rogue for disruption against the popular Ongoing synergy.

From the outside, this deck looks like a traditional midrange build with a core centered around High Evolutionary, but, in reality, this deck doesn’t really want to enter a points shootout against anyone. Instead, it mixes setting up its synergies with disrupting the opponent to win you the most matches.

For example, Goose is great alongside Sunspot or Evolved Cyclops, as these two tend to represent quite a lot of points for their cost (and you can always play a cheap Evolved Abomination on that lane if needed).

Potential Additions:
Although it is struggling a bit because of Lockdown, InSheNaut remains a solid deck overall in Conquest. It needs Nebula for the Lockdown match up:

InShenaut
Created by den
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3x Starter Card
3.4
Cost
0-
1
2
3
4
5+
5.3
Power
0-
1
2
3
4
5+

Discard Dracula

Discard Dracula
Created by den
, updated 5 months ago
5x 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)
2.9
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Rank Justification:
It’s been a while since Discard Dracula managed to retain most of its momentum from one week to the next, and it looks like a solid contender as a result. A 57% Win Rate isn’t particularly stellar, but, considering there are eight Tier 2 decks, you could say this archetype is just another deck in a group of solid archetypes.

However, Discard isn’t just a deck that is able to put up a lot of points and hope it emerges as the winner. Indeed, with Morbius and Dracula, Discard also has plenty of agency to manipulate its power – and it even got its explosive power back with Mobius M. Mobius remaining an occasional inclusion and allowing Swarm to be a 0-Cost card once again.

It will be interesting to see how Discard will evolve now that there is another proactive deck in the mix with Devil Darkhawk. Nevertheless, Dracula and friends would be my recommendation for anyone trying to get into Conquest with little experience of what to expect from their opponents.

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:
Silver Samurai can bring a bit of disruption to the deck. Also, we have seen more of The Collector instead of Daken lately, probably because it is another cheap card that you can use to manipulate your hand (and you can manipulate its power as well).

Finally, Echo gained a lot of momentum in the current environment, and an effective 1-Cost card has always suited Discard well.

Loki Collector

Loki Collector
Created by den
, updated 5 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
2.2
Cost
0-
1
2
3
4
5+
2.3
Power
0-
1
2
3
4
5+

Rank Justification:
Arguably the best archetype in the game if you ask a veteran player with a lot of game experience, Loki Collector still struggles to be that deck in the hands of the average player. Indeed, managing your board space, adapting your game plan on the fly, and keeping in mind the locations and your opponent can be too much for someone without years of card game experience.

Still, I feel like a 56.5% Win Rate is pretty low for a deck with that much potential, even if the environment isn’t necessarily great for it. Indeed, Lockdown can be very annoying for Werewolf By Night, and Discard is also a pretty bad deck to play Loki against. If you add to that the rise of the Pure Evolutionary archetype, which is also a really bad deck to steal cards from, Loki isn’t just a difficult deck to pilot, it’s also one with a lot of archetypes that it doesn’t really want to go up against.

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. With the Werewolf by Night build, it is even more important to anticipate and use space properly. This will go a long way into growing one of our win conditions, and not letting our opponent know where the card will end up by the end of the match.

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.

If you plan to capitalize on Werewolf By Night, you might be fine with not playing Loki early on and capitalizing on your own On Reveal abilities instead. Then, Loki can simply be a nice boost to The Collector on Turn 6 and another way to move Werewolf By Night.

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.

Potential Additions:
Loki Collector is a very flexible deck, and we saw the Angela, Kitty Pryde, and Elsa Bloodstone package make a return this season. You could also think about Mirage, Agent Coulson, Forge, or Enchantress as solid On Reveal cards to pair with Werewolf By Night in this build.

Shuri Sauron

Shuri Sauron
Created by den
, updated 5 months ago
4x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
3.1
Cost
0-
1
2
3
4
5+
5
Power
0-
1
2
3
4
5+

Rank Justification:
I came into this Tier List convinced that Shuri Sauron would be competing for the top spot, so you can imagine my surprise when the data told me it was just another 56% Win Rate archetype.

Lockdown is a problem for the deck, as Storm and Professor X don’t really work well for Shuri. However, it really is Shang-Chi making its return in a few lists that has hurt Shuri the most. After the last OTA, Enchantress took over as the preferred counter card. It seems like the trend is slowly reversing, and, with the return of points driven decks, Shang-Chi regained some momentum to make Shuri‘s life more difficult as a result.

It is important to understand how much the card can hurt Shuri in Conquest compared to the Ladder. Indeed, Shuri has to Snap to win Conquest matches, but the opponent can simply Retreat if they see Armor played on Turn 2. Then, unless Shuri Snaps on Turn 1, it is very difficult to leverage a Snap in Conquest. On the other hand, you should see many more opponents stay in the game in the Ranked mode since Armor doesn’t necessarily give your archetype away if you passed on Turn 1.

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:
Nebula and America Chavez are battling for the last slot in the deck.

Deadpool Destroy

Deadpool Destroy
Created by den
, updated 5 months ago
4x 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)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.2
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Rank Justification:
Just like Discard, Destroy is looking like it can develop its synergy in peace (for once) and beat a lot of opponents through the sheer amount of points. Conquest is a little more difficult to leverage compared to the Ladder once the opponent knows what you are playing. Then, unless you Snap on Turn 1 when you have Deadpool, you might very well only get one cube for your best hands. On the other hand, you could also just take a free cube from time to time with that method, no matter your hand.

It isn’t so simple to explain why Destroy isn’t competing to be among the very best decks. Disruptive cards like Shadow King and Shang-Chi often give the opponent some devastating Snaps, which is key in Conquest.

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 to create a lot of points.

Potential Additions:
Taskmaster and Hulkbuster are routine inclusions, while America Chavez is included for consistency at times.

Move

Move
Created by den
, updated 5 months ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.7
Cost
0-
1
2
3
4
5+
5
Power
0-
1
2
3
4
5+

Rank Justification:
After a rocky start to the season due to the popularity of Lockdown and Ms. Marvel limiting the upsides of Move, it seems like things are slowly picking up for the archetype. It surpassed Cerebro 5 and regained its status as the best archetype around its signature synergy.

As it stands, it feels like Move isn’t ready for a points shootout against Destroy or Discard. However, it keeps finding good inclusions to leverage what it is really good at: flexibility. Move might keep rising up the list and picking up a few points of Win Rate each week.

This time, the really helpful inclusion is Legion because it can punish Lockdown if they try to Storm on Turn 4 or kill some synergistic decks by removing the location they wanted (or spreading the one they didn’t want all over the field). Otherwise, Move probably owes a bit of its success to the trio of Ms. Marvel, Doctor Doom, and Alioth since they can shine in just about any archetype that is able to set them up properly.

How to Play:
Based around the Move synergy for the larger part of its game plan, this archetype tries to leverage Kraven for points alongside the extreme flexibility brought by its ability to reposition cards. Surrounding this core are typically strong standalone cards that represent solid alternative plays if you can’t abuse Kraven or use your energy efficiently for a turn. Otherwise, apart from investing two energy for Kraven at some point (which can be later in the match after developing your Move cards), this deck doesn’t try to follow a specific pattern. Once again, the keyword is flexibility with this archetype. You can fit Miles Morales in at any point when you have leftover energy as long as you moved last turn (which is a trivial condition in this deck).

Looking at the deck, you can see the standalone cards come in during the second part of the match, which means you are looking to maximize your Move synergy in the first three or four turns of the match. Typically, you will try to get Miles Morales in play by Turn 4 with Spider-Man, or on Turn 5 with Ms. Marvel or Iron Lad. On rare occasions you could pair it with Legion on Turn 6, which would be really strong against Limbo in particular.

This ability to manipulate your positioning, as well as the timing for when you play most of your cards, is great for keeping your opponent in the dark and not revealing where the biggest chunk of your power will be. Be patient, let your opponent tell you as much as possible about their strategy, and then commit your cards where they least expect them.

Potential Additions:
Angela, Kitty Pryde, and Elsa Bloodstone have seen play as a trio in this deck. Otherwise, Vision can be considered replaceable with another strong standalone card.

Cerebro 5

Cerebro 5
Created by den
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
7x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
3.3
Cost
0-
1
2
3
4
5+
4.2
Power
0-
1
2
3
4
5+

Rank Justification:
Cerebro 5 came screaming out of the gates at the start of the season after benefiting from Ms. Marvel. Unfortunately, just like it did when Alioth released as a five power card, Cerebro 5 looks like a good deck, but it’s never is the best one for abusing the hot new card.

If you want to play something different, or if you particularly enjoy Cerebro, this is probably the deck for you. However, if your goal is to win with Ms. Marvel and Doctor Doom, there are at least two decks with a better track result for that.

How to Play:
Apart from using Wave to play an early Doctor Doom (or playing it with another cheap card like Miles Morales on Turn 6), Cerebro 5 isn’t trying to do many complicated things. Develop your 5-Cost cards, take the occasional disruption with Polaris or Spider-Man, and be careful where you place your cards for Ms. Marvel down the line.

Otherwise, even Cerebro itself isn’t a must play every game; 20 power on a lane is already a solid number to challenge it. The deck will look to play almost the same game for the first four or five turns. Then, Turn 6 is the important one, as you need to decide if you’re going for Doctor Doom or a more flexible play. Most of the time, the only option better than Doctor Doom is be Ms. Marvel or Enchantress plus Miles Morales, if you haven’t had the chance to play them already.

Potential Additions:
I’ve seen Omega Red be included in the deck quite a bit, but the best performing list hasn’t moved so far.

Closing Words

Although the meta still features new decks from one week to another, Conquest didn’t have that much diversity to it – at least when it comes to decks you are likely to face. It might be a case of a lot of different decks since it doesn’t make many of them pop when you look at large sample sizes, or maybe because we know about the good synergies and Marvel Snap is starting to gravitate around them.

This isn’t necessarily a bad thing; I believe there is quite a lot of diversity among those synergies already. We have Ongoing through Lockdown and Devil Darkhawk, which was very well represented this week since they hold the top two spots. You can play for points proactively with Shuri Sauron or Cerebro 5, more flexibly with Move or Loki, or even disruptively with Pure Evolutionary. Then, if you fancy highly synergistic decks, Destroy and Discard are perfect for that.

As such, although the meta in Conquest doesn’t feature a ton of decks, I believe they represent enough different synergies to create quite a diverse experience overall. Hopefully, we don’t lose a few decks by the time we revisit this next week, and we might be in a great position to enjoy the next round of changes.

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.

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.

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