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Marvel Snap Conquest Meta Tier List: November 24, 2023 – Higher, Further, Faster Week 3

The best Marvel Snap Conquest decks so far in the Higher, Further, Faster Season! Has Annihilus made an impact on the meta? What decks are performing surprisingly very well? Find out in this meta tier list 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

As we head towards the end of the Higher, Further, Faster Season and a new patch, most Marvel Snap deck archetypes are starting to feel refined, only leaving some flexibility to include various disruptive cards depending on the environment. Especially the popular archetypes, typically ranging from six to ten decks depending on the week, have been running the same twelve cards for the second half of the season, and generally see very little change if we look at their ranked mode build.

Sure, we will see the occasional surprise, such as InSheNaut making a comeback to take the top spot this week, or Shuri Sauron feeling like an average deck rather than a good one. However, it is rare to see new decks flourish this late into the season, apart from big balance changes or a particularly impactful card pushing an archetype with its release.

I took an extra day to write this meta tier list to see if Annihilus would pop in the data, and change the landscape of Conquest, but so far, it doesn’t seem like the card has impacted the mode too much. Annihilus feels like a good card overall, but so far only made strides in Bounce or Good Cards Darkhawk, where the heavy lifting isn’t really on the new card’s shoulders. Junk does feel improved, but Destroy being a popular archetype has largely limited the ability of that particular archetype to rise for now. We might have a different vision when we look at the ranked meta tier list on Monday, so let’s put a pin into this one for now.

The real surprise this week lies in the Silent Performer decks, once again the most interesting section of these weekly reports. There, we can see another proof of She-Hulk being a really strong card in Mobius M. Mobius absence (the card sees play in Thanos decks, but those are very scarce currently) in the Double Up! archetype. In this mix of Good Cards Darkhawk and InSheNaut, we are looking to surprise our opponent with lots of different ways to build and spread points, and it seems to work pretty well, so abuse it while it lasts.

Also, and this one blew my mind to be honest, but Black Knight made it into a tier list for the first time since the card released, showing the direction for the current metagame: Points. In a similar fashion to what a Hela deck could do (and it’s probably a decent idea to test this one thinking about it), this deck aims at scoring a ton of points through the Discard synergy, However, if the deck centered around Dracula and Apocalypse has earned the respect of the other decks this season, Black Knight probably catches a few players off guard, not expecting the potential it can have when the draws align. Once again, this is another deck pointing to the same direction as the others: Potential. However, if the Silent Performer section is telling us anything, it’s that surprise remains a very powerful ally in Marvel Snap.

How did the popular, expected archetypes mix with the surprising decks this week? Let’s explore!

Happy Tier List, everyone!

Marvel Snap Conquest Meta Tier List

TierDeckGuide
Silent PerformerDouble Up!Guide
Silent PerformerSera ControlGuide
Silent PerformerBlack KnightGuide
Tier 1InSheNaut 🆕Guide
Tier 2Lockdown 🔽Guide
Tier 2Loki CollectorGuide 🆕
Tier 2Good Cards DarkhawkGuide
Tier 2Shuri SauronGuide
Tier 2MoveGuide
Tier 2Deadpool DestroyGuide
Tier 2Discard DraculaGuide
Tier 3Cerebro 5 🔽Guide
Tier 3Pure Evolutionary 🔽Guide
Tier 3Thanos Control 🆕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 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

InSheNaut

InSheNaut
Created by den
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4x Starter Card
3.2
Cost
0-
1
2
3
4
5+
5.3
Power
0-
1
2
3
4
5+

Rank Justification:

After struggling for most of the season, and still posting good, yet average performance compared to the better decks in the ranked mode, She-Hulk has picked up a ton of momentum in Conquest. Indeed, in addition to the other deck based around the card, Double Up! deck in the Silent Performer section, InSheNaut is the only deck with a win rate above the 60% mark this week. There are a few important differences to note in order to explain this success:

  • Nebula has replaced Leech in the deck, giving it a higher point potential, at the cost of disruption. In particular against Lockdown, this change should have a huge impact.
  • The metagame is more diverse right now, with strong standalone cards being more prevalent, which seems to play into InSheNaut’s strengths as a deck.

Considering the deck is back from a bad two week patch, it is hard to say if this performance will last or not, but this week was impressive for sure.

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 in some variations of the deck, 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.

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

Potential Additions:

Leech is a popular inclusion in the deck, but Nebula has poster better numbers this week.

Tier 2

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:

Now a staple of the current metagame, Lockdown posted yet another solid performance with a 59% win rate, one off from joining InSheNaut in Tier 1, rocking a similar list from the previous week. At this point, I think it is safe to consider Lockdown to be a finished product, and a very reliable deck one can capitalize on, especially in Conquest.

Indeed, in a mode where your snaps can’t just be skipped with paying one cube and moving on to another matchup. Lockdown will eat away at any opponent’s health who thinks they can play it safe and just retreat whenever you snap in the first half of the match. Even if you decide to wait to put the pressure on, Daredevil will still be a great help to leverage a late game snap, and maybe get some cube without working too hard to get them.

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:

The list has been the same for several weeks now, but Gamora could be replaced with other 5-cost cards such as Klaw or Vision.

Loki Collector

Loki Collector
Created by den
, updated 5 months ago
2x 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)
2.3
Cost
0-
1
2
3
4
5+
2.6
Power
0-
1
2
3
4
5+

Rank Justification:

Another archetype worthy of being considered for Tier 1, Loki also put up a 59% win rate overall with its Werewolf By Night build, this one slowly overtaking the archetype as time passes. It is fair to believe this is the superior way to play Loki at this point, as the 3-cost card adds another win condition to the deck, even if it’s one weak to the same tech cards The Collector already suffers from (Shang-Chi and Shadow King). Especially in a mode where you don’t want to give too many Cubes because of weird draws to your opponent, finding another card you can rely on to contest a location can be clutch.

However, Conquest will also reward players able to project themselves in a match, and foresee where they are going with their remaining turns. Then, if you aren’t comfortable with Werewolf By Night, or simply feel like you are a better player with the more traditional build, it might be worth sticking to this one, and relying on disruptive cards to close the gap which exist in between both takes of Loki Collector.

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, Werewolf By Night and The Collector. As direct support to these two, you have all the cards at three energy or less that will generate cards or move Werewolf. In this iteration of Loki, we take a large page from the Bounce’s archetype playbook, looking to leverage our 1-cost cards to grow both cards mentioned above, but also be very flexible in the way we use our space. Indeed, constantly finding a way to develop, yet, never locking yourself out of possibility is the key to mastering this deck, as it will make you build a lot of points, but not lose the ability to react to what your opponent does as well.

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 Werewolf By Night joined the deck, Loki Collector has used Loki as a turn six option more often, particularly if you anticipate finding no On Reveal cards in your opponent’s deck. Then, just focus on building a big enough Werewolf by Night to win a lane, and buff The Collector on the last turn of play to contest the second one. Forge, Nico Minoru will also serve as support in that regard with the power they can grant to other cards, and the ability we have to playing them multiple times during a match.

Potential Additions:

Rogue and Shang-Chi are obviously flexible in the deck, feel free to include the disruptive cards you think will have the most impact.

Otherwise, On Reveal cards are best to synergize with Werewolf By Night, such as Mirage.

Good Cards Darkhawk

Good Cards Darkhawk
Created by den
, updated 5 months ago
1x Collection Level 18-214 (Pool 1)
4x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.3
Cost
0-
1
2
3
4
5+
3.7
Power
0-
1
2
3
4
5+

Rank Justification:

A trend we already saw in the ranked tier list, Darkhawk has pivoted towards a build based on standalone strong cards. This is mostly due to the deck finding a way to develop enough points to compete with several archetypes in the metagame, without needing to counter what they are trying to do. However, if this led to the deck taking the top spot in the other tier list, it only equalled to a 58% win rate, and fourth place placement in Conquest.

This worse performance could be explained by the relative absence of Thanos in Conquest compared to the ladder, or the fact a Good Cards deck will typically be looking to be able to face any kind of opponent, as we are using cards able to contribute in most situation. The Conquest mode tends to push for a more accurate read of the metagame, rewarding you for picking the perfect counter card for the opponents you will face along the way. Then, it might be a good idea to consider one of those, even if the deck already includes Shadow King, when playing in Conquest.

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.
Especially with this take on the deck, Doctor Doom and Alioth give Iron Lad a lot of potential and reward you for playing with the lead on Turn 6.

Potential Additions:

Annihilus has been experimented quite a lot in Good Cards shells, with or without Darkhawk included in the deck. Indeed, with Sentry being a 4-cost card, we quickly found a connection could be made there. Here is a deck to try if you are curious:

Good Cards Dark Annihilus
Created by den
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
5x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.2
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Shuri Sauron

Shuri Sauron
Created by den
, updated 5 months ago
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
2.8
Cost
0-
1
2
3
4
5+
4.8
Power
0-
1
2
3
4
5+

Rank Justification:

Echo seems to have remained alongside Shuri in Conquest, and represented the best performing list this week. However, with a 57% win rate for this list, and just 54% on average for the other ones, Shuri Sauron doesn’t seem to be doing so well currently. First, there is a lot of Shadow King around, as it helps against most of the decks ranked high on this report (Sunspot, High Evolutionary cards, The Collector, Werewolf By Night…) which cancels Shuri for a cheap bargain.

Then, Shuri typically loves when people are trying to counter each other, and run a lot of cards with little power, especially Ongoing hate cards. Unfortunately, since Ms. Marvel isn’t as possible as it was, and Lockdown tends to shut down Rogue or Enchantress pretty well as it can lock the lane before you play there, the environment isn’t ideal to Shuri Sauron.

With that in mind, this is only logic to see the archetype rank in the second half of Tier 2, amongst solid, yet not stellar decks to play.

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 in order to find some potential game winning lines of play.

Potential Additions:

Alioth can replace America Chavez, but the consistency has felt better since Echo joined the deck.

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:

Passing Destroy and Discard for the title of best synergistic archetype, Move mostly benefits from Alioth, Doctor Doom and Ms. Marvel being really solid cards in Marvel Snap. Then, with Move naturally providing the early game with it’s great 2 and 3-cost cards, this really feels like a great match, which keeps progressing from week to week, outshining Cerebro 5 a little more as time passes.

If you were to pick up this archetype, it really feels like it plays like a Good Cards Darkhawk in a way, except your flexibility doesn’t come from Zabu lowering the cost of some cards, but from being able to reposition yours later in the match. Then, Legion feels like the best compromise for a disruptive card in the deck, as it matches this idea of playing solid cards overall, which will contribute to building your lead first and foremost.

With a 57% win rate overall, Move feels like it picked up the slack, and recovered from Lockdown kicking out of the metagame earlier this month. We are far from this summer, when the deck was the best around, but Move can at least be called a good archetype right now.

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:

Legion is the flexible card here, and can be replace with any card except a 2-cost, as it would put Ms. Marvel at risk. Then, America Chavez, Nebula, or a disruptive card will do just fine.

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)
3.1
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Rank Justification:

Although Annihilus joining the game might raise Destroy’s stock quite a bit when we will revisit in a few days, this week has looked to be a pretty standard one for the synergy, with a decent 56% win rate, and nothing new to note from a deckbuilding standpoint. As it stands, Destroy is just a fully figured out deck, with one flexible slot you can leverage depending on the opponent you want to edge against, and a simple gameplan, as long as you can navigate the locations and your opponent’s disruptive cards.

I believe Destroy has more potential in Conquest, where a snap can be much scarier compared to Ranked play, and might be able to raise its win rate quite a bit in the hands of someone willing to take some risks and bluff on occasions. Otherwise, it doesn’t feel like much can be done to give Destroy and edge, and push it to be in the better half of Marvel Snap top ten decks.

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:

Arnim Zola is often included instead of Taskmaster if you like to be able to synergize with other cards than Deadpool, such as Venom or Knull.

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:

Just like Destroy in the spot ahead of it, Discard is on cruising speed, with a list which barely changes from a week to another, only letting the popular decks dictate how good the archetype will be. Once again just like Destroy, the 56% win rate is a good reflection in that regard, showing Discard has a solid potential, but can’t necessarily profit from any specifics of the current metagame.

The might be some hope for Dracula and company though, as the metagame seemingly is headed towards a Good Cards kind of environment, where points are the big tiebreaker, which is right in Discard’s alley.

Then, although it is hard to imagine Discard competing to be a top archetype outside of the occasional messy week with a metagame in shambles, Apocalypse and Dracula can at least pride themselves with re-establishing themselves as a top ten Marvel Snap staple this season.

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 sometimes sees play instead of Hellcow.

Otherwise, Daken can be replace with another high potential card, such as The Collector or maybe Elsa Bloodstone.

Tier 3

After a solid showing not so long ago, Pure High Evolutionary took a dive to return to where most would expect the deck to rank. There, it joins two archetypes struggling to perform as well as we have seen them do in the past, as both Cerebro 5 and Thanos Control feel like there is a better deck with a similar gameplan higher in the report.

For Thanos, that deck is Lockdown, which has overtaken the duties as the space-limiting archetype, although Junk might join them if Annihilus lives up to the hype. Lockdown being more reliable to find its key cards, and able to use Ms. Marvel, a card Thanos cannot leverage because of the Infinity Stones, has been a big detriment to the archetype this month. Lockdown just makes Thanos Control look like a weaker, less reliable variant of the same gameplay.

As for Cerebro 5, the deck keeps on relying on a strong power output thanks to many solid cards with five power. Yet, once Move started including Ms. Marvel and Doctor Doom as well, we have only seen Cerebro 5 go down the tier list from one week to another. I guess the analysis could be very similar for High Evolutionary, who just seems to be a weaker, less explosive InSheNaut, only feeling like the better of the two when something in the metagame directly makes InSheNaut borderline unplayable.

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+

Thanos Control

Thanos Control
Created by den
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
1x Collection Level 486+ (Pool 3)
6x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
4
Cost
0-
1
2
3
4
5+
4.3
Power
0-
1
2
3
4
5+

Pure Evolutionary

Pure Evolutionary
Created by den
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
6x Starter Card
3.4
Cost
0-
1
2
3
4
5+
4.8
Power
0-
1
2
3
4
5+

Closing Words

If it weren’t for the Silent Performer section, this week could have been considered another boring one. Indeed, the new card Annihilus has been met with several counters so far, Destroy being the biggest hurdle to overcome, and the archetype it is for now doing its best work, Bounce, is clearly relying on a big Darkhawk or Werewolf By Night rather than Annihilus throwing The Hood or The Void to our opponent.

Then, with the new addition bringing new decks, but not new performers so far, seeing Double Up! and Black Knight shake things up, and offer some truly original strategies to surprise our opponent with was a breath of fresh air, particularly as there are no balance tweaks this week due to Thanksgiving. Happy Thanksgiving to those celebrating by the way!

Next week will be Martyr, which I doubt will have much, if any, impact to be honest, so I think it is safe to consider this environment to be very close to the one we will have until the end of the season, barring some crazy nerfs of buffs obviously with the patch next Tuesday.

For a while, I was on the side of those thinking this would end up being a boring month, with Ms. Marvel being widely included across the metagame, while the other cards struggled to find their mark. In the end, I really liked this season, as the reduced amount of archetypes have led to a “cop and robber” kind of meta, where finding the right archetype to target could lead to big dividends, while those who enjoy more proactive strategies could also have their fun.

We still have ten more days to go in the season, and those little surprises were perfect to throw a wrinkle for those who thought the metagame was not able to change anymore. I hope this report could help you to find some inspiration, and will have some extra fun until the balance changes resume.

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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