Leech Summer Vacation

Marvel Snap Conquest Meta Tier List: November 3, 2023 – New Patch Shakes Ups All Levels of the Metagame!

There is still quite a lot to figure about the Marvel Snap metagame but we can already see some tendencies appear. Join den as he walks you through the first days of the Conquest meta after the patch!

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

It is crazy how changing one card can produce a domino effect over the entire game, and lead Marvel Snap to look completely different as a result.

Already, the changes to Elsa Bloodstone and Angela had changed the complexity of the metagame quite a bit. With Mobius M. Mobius getting nerfed as well with the patch earlier this week, Marvel Snap has seen a lot of decks seize the opportunity, and create a mess in the game’s competitive landscape.

If we look at the top, Tier 1 has five decks, all pretty different from the other in terms of synergy. This is a great sign that we have not found one single broken mechanic to abuse yet.

Thanos Control leads the pack thanks to being a well known archetype, and able to limit a lot of strategies thanks to the flurry of disruptive cards it can include. Darkhawk rose early to profit from being a natural counter to Thanos, and these two decks are amongst the more popular ones as a result.

Joining them in Tier 1 are Destroy and Shuri Sauron, two staples for a very long time now when it comes to developing points, although Destroy had never reached that tier in a while. Lastly, and probably the interesting story following the nerf to Mobius M. Mobius, is the return of InSheNaut. A solid deck in the past, the archetype was completely unplayable in a metagame where cost reductions couldn’t be abused.

There are other decks who benefited a lot from the change, such as Loki, which I was surprised it didn’t find its way into a high Tier 1 placement, considering how good the deck felt lately. We could also mention Mister Negative, which returned to be a decent synergy to explore, especially with Ravonna Renslayer buffed as well.

With a lot of proactive strategies making a comeback, it comes as no surprise to see a few disruptive decks also solid numbers. We already mentioned Thanos, but Ramp is another archetype looking to leverage cards such as Sandman, Iceman, and Alioth to rack up Cubes. Its low popularity made it a Silent Performer alongside Move this week, but the metagame is far from being solved, so being popular could have many reasons outside of simply the strength of the archetypes.

Many things to discuss then, following one of the most eventful week in Marvel Snap history, balance wise.

Happy Tier List, everyone!

Marvel Snap Conquest Meta Tier List

TierDeckGuide
Silent PerformerMoveGuide
Silent PerformerRampGuide
Tier 1Thanos ControlGuide
Tier 1InSheNaut 🔼Guide
Tier 1Shuri SauronGuide
Tier 1Deadpool Destroy 🔼Guide
Tier 1Good Cards Darkhawk 🔼Guide 🆕
Tier 2Loki Collector 🔼Guide 
Tier 2Discard Dracula 🔽Guide
Tier 2Hela Tribunal 🔼Guide
Tier 3On Reveal 🆕
Tier 3Negative Surfer 🆕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

Thanos Control

Thanos Control
Created by den
, updated 6 months ago
3x Collection Level 18-214 (Pool 1)
1x 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
3.9
Cost
0-
1
2
3
4
5+
4.3
Power
0-
1
2
3
4
5+

Rank Justification:

Although Darkhawk can be quite a pain to deal with, Thanos Control managed to keep most of the momentum it gained following the OTA on Thursday. Mostly, this is due to being very adaptable in how it can disrupt the opponent’s game plan.

With less of Mobius M. Mobius and Wave around, combo oriented, very synergistic decks gained a lot of momentum in Marvel Snap. Then, a deck able to land an early Professor X, or drop Cosmo with priority should find a lot of success.

Well, that is exactly what Thanos Control is doing currently. The deck uses its Infinity Stones to seize priority and leverage those cards to stop the opponent’s synergies from developing.
With a 63% win rate, it seems to be a pretty successful game plan in Conquest right now.

How to Play:

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

In that first scenario, you will leverage the Infinity Stones and your cheap cards 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 on game’s end. 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 leverage your move cards to hide when the biggest chunk of your points will end up.

Potential Additions:

Shang-Chi and Luke Cage are two popular cards to help against certain match ups such as Darkhawk or Destroy.

Also, Daredevil is used alongside Professor X, the card feeling much stronger in Conquest compared to the ranked mode.

InSheNaut

InSheNaut
Created by den
, updated 6 months 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:

Amongst all the decks which Mobius M. Mobius was gatekeeping from being playable, InSheNaut clearly is the one who progressed the most since Tuesday.

Its combination of points though She-Hulk, The Infinaut and the High Evolutionary synergy seems perfect to match against decks unable to lock lanes. At the same time, Armor, Cosmo and Leech are great to shut down a wide variety of decks, and remove the threat of Alioth as well.

Culminating at a 62% win rate for its return, InSheNaut for sure made an impression. The future will tell us how much of it was catching its opponents off guard.

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 often comes down to identifying which patterns are available, then being able to evaluate how much points we expect the opponent to be able to develop. With these information in mind, we can craft a plan mixing our own development and maybe some of our disruptive cards to limit what our opponent can do.

Potential Additions:

Another take on the archetype, much more focused around afflicting negative power to opposing cards is also posting solid numbers, if you don’t mind the occasional Luke Cage:

High Evo Affliction
Created by den
, updated 6 months 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+

Shuri Sauron

Shuri Sauron
Created by den
, updated 6 months ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.3
Cost
0-
1
2
3
4
5+
5.2
Power
0-
1
2
3
4
5+

Rank Justification:

It’s getting hard to write anything new about Shuri Sauron after all this time, as the list looks pretty set, so does the performance. Clocking in at 62%, the deck has once again filled its role of comfort pick, with a straight-forward game plan and a lot of points to support it, for anyone without much of an idea on what to play early on.

Plus, with Alioth now feeling like a staple in the deck, Shuri Sauron also the ability to disrupt combo decks on turn six, who thought they would just have to outscore the deck to pick up a win.

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, Enchantress, and occasionally Doctor Doom see play in the archetype.

Deadpool Destroy

Deadpool Destroy
Created by den
, updated 6 months ago
5x 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)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.8
Cost
0-
1
2
3
4
5+
3.1
Power
0-
1
2
3
4
5+

Rank Justification:

Finally, Destroy is making it into Tier 1, after being stuck in the lower tier for what feels like an eternity.
With a 61% win rate, Deadpool and company truly managed to compete at the highest level in Conquest this week, probably benefiting a lot from the Thanos against Darkhawk war going on. Indeed, with neither decks running nor pushing for Armor to be used, although Cosmo is gaining traction lately, Destroy finally could run free.

I would have expected this breakthrough to happen on the Ranked ladder rather than in a Conquest mode where counter cards are typically more used. Yet, I can definitely see how can the deck rack up a lot of Cubes with early Snaps against an opponent who already knows they can’t compete if Deadpool reaches double-digit power.

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:

Hulkbuster is the flexible card in the deck, with Lady Deathstrike, America Chavez, Taskmaster or Arnim Zola taking its spot depending on lists.

Good Cards Darkhawk

Good Cards Darkhawk
Created by den
, updated 6 months ago
1x Collection Level 18-214 (Pool 1)
6x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.1
Cost
0-
1
2
3
4
5+
3.4
Power
0-
1
2
3
4
5+

Rank Justification:

One of the archetypes who emerged very quickly after the OTA, mostly because Thanos was feeding it cubes at the time. Darkhawk seems to have stabilized as a very strong deck now that a few days passed, but not particularly ahead of the pack either.

As it stands, they are multiple ways to build the deck, although the best performing take seems to still be the Hazmat build, aimed at beating Thanos. If that one managed to build a 60% win rate, the true strength for a Darkhawk player will likely be the ability to read the environment, and build the deck accordingly as the metagame develops.

How to Play:

Built around the Darkhawk synergy, this revamped Zabu Darkhawk deck looks to disrupt the opponent as much as it tries to build points. Indeed, Darkhawk represents about ten points on average, and Man-Thing is also able to represent a solid amount of points for a 4-Cost. The deck needs to land a devastating Rogue, Shang-Chi, or Shadow King to really secure some wins, though, since Darkhawk can only win one lane. Doctor Doom is more of a security blanket once you’re ahead rather than a win-from-behind kind of card.

With that in mind, the goal with this deck will be to scout what the opponent is doing all game long so you can figure out which lane you have to win on points and which lane can be won with a tech card. For example, if you see a bunch of cheap cards on the same location, you will already know where Man-Thing should go, even if the card will only be played a couple of turns later. This same logic will apply to most of your disruptive cards since you can play with Korg, Zabu, Rockslide, Black Widow, and even Iron Lad early in the match (these don’t tip your opponent off about your strategy).

It is important to figure out how much energy you will need for your disruptive cards later in the match, though, as that will impact the timing for when you play your Darkhawk or Man-Thing. Indeed, if you anticipate using Hazmat, Luke Cage plus Shadow King on Turn 6, you’ll need to have Darkhawk out by Turn 5 at the latest – even if that opens it up to an opposing counter card.

For more information, check out our detailed deck guide on this archetype!

Potential Additions:

Shang-Chi and Captain Marvel are two popular inclusions in the archetype. Otherwise, Black Widow sometimes makes the cut too instead of Jeff.

Tier 2

Loki Collector

Loki Collector
Created by den
, updated 6 months ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1.9
Cost
0-
1
2
3
4
5+
2.6
Power
0-
1
2
3
4
5+

Rank Justification:

Regarded as one of the best decks in the game by many, Loki Collector is putting up solid numbers in Conquest with a 59% win rate. However, considering how many decks managed to break the 60% barrier for this first tier list after the patch, five, the data isn’t pointing towards Loki Collector being the absolute best deck in Marvel Snap.

Keep in mind, there might be more to those numbers than just the win rate achieved by the deck. For example, the deck is regarded as the king of Marvel Snap by players typically in the very high ranks, able to navigate the multitude of cards generated during the match almost perfectly in most matches.

Then, depending on who is playing with Loki, the deck might net different results. Nevertheless, if the average is a high tier 2 deck, almost as good as the best ones in Marvel Snap, Loki Collector can be considered a very solid archetype.

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, Nico Minoru represent your flexible tools, while the rest of the cards are a little bit more committal.

Depending on the space you anticipate will need after playing Loki, and the timing at which you plan playing your signature card, this 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 will get from your opponent’s deck.

Potential Additions:

Sentinel is being played again now that Quinjet is back in the deck. Otherwise, cards like Rogue, Luke Cage and other protective options can help prevent the opponent from blowing up your huge The Collector.

There isn’t much data on it yet, although the first reviews are only saying good things about the deck. A list using Werewolf By Night is also getting popular, pushing Falcon, and sometimes Beast to find its way into the deck as well:

Loki Werewolf
Created by den
, updated 6 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+
2.7
Power
0-
1
2
3
4
5+

Discard Dracula

Discard Dracula
Created by den
, updated 6 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:

After an impressive showing following the OTA on Thursday, Discard Dracula managed to remain in Marvel Snap top 10 decks, although it lost a bit of momentum since then.

It might Cosmo being more prevalent currently, or archetypes with higher points ceilings emerging with the patch. It could also just be that people have learned to respect Dracula and the discard synergy, not staying in games they clearly have no business playing anymore.

It is hard to pinpoint, but it still led to the archetype losing some win rate, and now feeling like a solid, yet not stellar deck overall.

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 replaces Hellcow for some players.

Hela Tribunal

Hela Tribunal
Created by den
, updated 6 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
4.9
Cost
0-
1
2
3
4
5+
7.3
Power
0-
1
2
3
4
5+

Rank Justification:

As it’s always been the case, Hela Tribunal is a better ladder deck than it is a Conquest one. However, with everyone trying to do its own thing, or the focus being on completely different archetypes, Hela managed to put up a good show this week.

In this mode, the emphasis with the archetype should be to abuse the fact your opponent fears your Hela. Then, if you only Snap when everything goes according to plan, you will only win Cubes from carefree opponents, not respecting your power. In order to maximize the power of information, which is key to succeeding in Conquest, one needs to accept Snapping when they know they will lose if the game goes long, as that Snap is precisely why it probably won’t.

How to Play:

This deck looks to merge two synergies in the hopes that one makes it through and scores a lot of points. Here is what you are looking to accomplish:

For one of these two play patterns to happen, you need to use your support cards to maximize your chances of pulling it off:

  • Invisible Woman can hide MODOK, which will only reveal on Turn 6 and before the Hela that you also played behind Invisible Woman. The card can also serve as protection from Enchantress for your Ongoing combo.
  • Magik allows you to play MODOK on Turn 5 if you haven’t drawn Hela yet, giving you two more turns to find your second combo piece. Otherwise, the card enables the Iron Man → Onslaught → The Living Tribunal pattern on Turns 5, 6, and 7.
  • Crystal helps with finding your important cards. As all your combos are made of 5- and 6-Cost cards, you can play Crystal on Turn 3 without losing any tempo. Iron Lad serves the same purpose, albeit with a slightly different ability.

Potential Additions:

Crystal can replace Jubilee in this build.

Otherwise, the Lockjaw Hela deck is also doing pretty good:

Hela Lockjaw
Created by den
, updated 6 months ago
1x Collection Level 1-14
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
4.3
Cost
0-
1
2
3
4
5+
6.8
Power
0-
1
2
3
4
5+

Tier 3

The On Reveal synergy, either through the basic archetype or with Mister Negative, might be the most improved this week. Unfortunately, as it needs some pretty specific draws, and preferably an opponent without Cosmo (a card currently on the rise), On Reveal decks didn’t perform so well this week.

Don’t get this wrong, simply seeing Mister Negative back on a tier list already is a big testimony of how much the change to Mobius M. Mobius has impacted Marvel Snap. However, even if Echo can help mitigate how much damage Cosmo can deal to your game plan, you still have to respect cards like Alioth or Professor X as well.

On Reveal

On Reveal
Created by den
, updated 6 months ago
2x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Recruit Season
3.6
Cost
0-
1
2
3
4
5+
2.5
Power
0-
1
2
3
4
5+

Negative Surfer

Negative Surfer
Created by den
, updated 6 months ago
1x Collection Level 1-14
9x Collection Level 486+ (Pool 3)
1x Recruit Season
1x Starter Card
3.1
Cost
0-
1
2
3
4
5+
1
Power
0-
1
2
3
4
5+

Closing Words

Apart from InSheNaut making a spectacular return to immediately join the conversation for best deck in Conquest, previously existing archetypes seem to have dominated the early days of play. Thanos Control in particular, seems extremely resilient in the face of archetypes trying to counter it. Darkhawk in particular, looked like it could push the Mad Titan out of the metagame, but there is still enough diversity for a well-rounded deck to survive, and post really good numbers.

Conquest can be much more punishing than the Ranked mode, and hitting that one bad matchup could spell the end of your run. In a metagame far from being solved, with a good mix of archetypes looking to disrupt, other focused on their own synergy, and many counter cards running around depending on which deck you are trying to beat. Completing the five matches required to grab that Infinity Avatar will obviously have a bit of luck to it.

Nevertheless, there are decks for all playstyles at this point, so those shiny pictures are up for grabs, no matter which archetype your decide to go with, as long as its built the right way. Already, there are easily ten archetypes able to run the gauntlet, and more strong contenders could emerge in the near future.

I wish you the best, and may you have fun trying to cash in those Infinity Tickets. 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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