Zero Giulio Rincione

Marvel Snap Conquest Meta Tier List: October 11, 2023 – Changes in the Elsa Versus Alioth Metagame

The Marvel Snap metagame has been a battle between Elsa Bloodstone and Alioth. In this Meta Tier List report, we investigate the changes to the best decks and how they adapted to the strongest cards in the game!

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

Early in a new season, it is only logical to see more diversity in the ranked ladder environment than we have in Conquest. Particularly in the new leaderboard system, players are more enticed to work on their rank, and grind Cubes in that mode.

As such, while we saw some archetypes rise to being serious contenders in the ranked mode, Conquest still has to feel much different than it was last week, even if we can see Thor Miracle or Lockdown trying to play spoiler, and establishing themselves in the top five this week.

However, compared to a ladder where we had six decks in Tier 1, Conquest remains under Move domination, with only Shuri Sauron able to cross the 60% win rate mark amongst the other archetypes. There are some interesting developments to look at, such as Iron Patriot featuring an Elsa list with some move elements added to it, or Evolved DoomWave posting a much better performing in Conquest than it did on ladder.

This could be a case of Conquest moving a little slower than the ladder because of the mode seeing fewer players early in the season, or maybe knowing what your opponent is playing changes the way decks are performing a lot. Well, except for Move and Shuri Sauron apparently, as these two can’t seem to be dethroned from their Tier 1 spot, no matter the environment.

One thing is for sure though, the battle between Elsa and Alioth is still raging in both modes. In our other tier list, we could find one of these two cards in almost every deck of the report, and it shouldn’t much different for Conquest. It could be concerning for some, but a game needs to have strong cards, and these two are different enough to push for diverse archetypes. Slowly, we are seeing some decks able to run both and look a little better than the rest as a result. However, as long as both Ladder and Conquest will look fairly different, it should at least mean we haven’t fully figured out everything about the current metagame.

Let’s dive into this new Conquest tier list, and see which decks like to play that format more than the ranked mode.

Happy Tier List, everyone!

Marvel Snap Conquest Meta Tier List

TierDeckGuide
Tier 1MoveGuide
Tier 1Shuri Sauron 🔼Guide
Tier 2Iron Patriot 🔽Guide
Tier 2Thor Miracle
Tier 2Lockdown 🆕
Tier 2Evolved DoomWaveGuide 🆕
Tier 2Loki Collector 🔽Guide 🆕
Tier 2Thanos Control 🔼Guide
Tier 3Deadpool Destroy 🔽Guide
Tier 3RampGuide
Tier 3Discard DraculaGuide
Tier 3Hela Tribunal 🆕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.

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

Tier 1

Move

Move
Created by den
, updated 7 months ago
1x Collection Level 1-14
3x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Rank Justification:

Doubling down on its ladder ranking this week, Move is showing everything you want in a Marvel Snap deck right now. The core mechanic is very flexible, yet able to build a solid amount of points. Alioth rewards you for seizing priority and building points early on in the match, while Elsa Bloodstone helps grow you cheap cards to make them real threats to your opponent.

Professor X is gaining traction with Thanos or Ramp featuring it in the best lists on ladder. However, with Conquest allowing you to play with information about your opponent, even this hurdle doesn’t seem to be too difficult to overcome for Kraven, Silk and the rest of the Move synergy.

How to Play:

Move is looking to create points through the Move synergy during the first five turns before landing a clean Alioth or Doctor Doom on the last turn.

Kraven (and also Angela if you run the card) will serve as a lane anchor by growing anywhere from six to ten power over the course of the match. Then, the deck can count on Silk, Spider-Man, and Miles Morales to add solid points for cheap in order to take the lead going into Turn 6.

Apart from Silk dictating where you want to play, the deck aims to be as flexible as possible. In an ideal scenario, you want to start focusing on priority around Turn 3 or Turn 4. This will largely impact where you place your cards during the mid-game. But, because you are a Move deck, you will change that setup on Turn 6 to contest the lanes you really covet.

Then, cards like Vision, Nightcrawler, and Jeff the Baby Land Shark can be placed solely depending on whether you have Kraven in order to wrestle priority. It might look weird during the match, but once Kraven comes down and you move everything to him (or reposition your cards to take the lead on a lane), Alioth can lock the opponent out of the game and it all starts to make sense.

Potential Additions:

Iron Lad and Captain Marvel are two 4 Cost cards you can think of in this build.

Shuri Sauron

Shuri Sauron
Created by den
, updated 7 months ago
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.3
Cost
0-
1
2
3
4
5+
5.3
Power
0-
1
2
3
4
5+

Rank Justification:

Usually, Shuri Sauron is posting a better performance on ladder compared to Conquest, as an early Snap doesn’t necessarily tell the opponent what is coming next. Yet, because the current metagame isn’t focusing on countering the opponent, apart from a turn six Alioth, which Shuri Sauron manages to deal with pretty well.

Power wise, Shuri seems to be able to keep up with Elsa, although it is much less flexible than a Loki or Bounce deck. As such, as long as the current tech cards aren’t a problem for the deck, it feels like Shuri remains a great pick in Conquest.

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 Enchantress is able to steal a few wins.

Potential Additions:

Nebula and Enchantress also see play in the deck.

Tier 2

Iron Patriot

Iron Patriot
Created by den
, updated 7 months ago
3x Collection Level 18-214 (Pool 1)
5x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
1x Starter Card
3.7
Cost
0-
1
2
3
4
5+
3.1
Power
0-
1
2
3
4
5+

Rank Justification:

With Elsa Bloodstone granting bonus power left and right, Iron Patriot has struggled a bit lately, as the deck’s only fighting chance seems to be its signature pattern with Forge, Brood and Absorbing Man.

A top three rank and the top of Tier 2 is nothing to be ashamed of for Patriot though, which posted a very reasonable 59% win rate this week. However, the deck’s inflexibility compared to the rest of the might start to be an issue in the near future. With that in mind, it feels only logical to see the base list of the archetype feature both Silver Surfer and Iron Man, both cards helping the deck with points.

Another list has posted very promising results during the week, which you can check it in the Potential Additions section below.

How to Play:

Ideally, this deck only has Turn 5 as a flexible option, and that is often where it plays Blue Marvel. Otherwise, it is hard to deviate from this archetype’s go-to play pattern:

When this pattern happens, the deck is usually in the lead for most of the match; therefore, it possesses priority for the last two turns. This allows it to play the Turn 6 card, Alioth or Doctor Doom, in the ideal scenario with no worry of an opposing Alioth ruining its plan.

There are still a few things to keep in mind since this very anticipated scenario can be ruined by some choice tech cards:

  • Cosmo counters almost any card in the pattern, and then the opponent will usually have priority going into Turns 3 and 4.
  • Space will quickly fill on your side of the board – especially after Brood and Absorbing Man. Be careful not to lock yourself out of future plays.
  • Outside this specific pattern, particularly Forge into Brood, the deck can quickly fall behind and be preyed upon by decks that are much stronger with priority available to them.

Potential Additions:

A peculiar list has emerged this week for the archetype, and posted better numbers than the typical build.
The ranking of the archetype as a whole is based on the much more popular list, but this one would have made it into Tier 1 with more games holding a similar win rate.

Elsa Patriot
Created by den
, updated 7 months ago
3x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.2
Cost
0-
1
2
3
4
5+
3.6
Power
0-
1
2
3
4
5+

Thor Miracle

Thor Miracle
Created by den
, updated 7 months ago
2x Collection Level 18-214 (Pool 1)
6x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.3
Cost
0-
1
2
3
4
5+
2.7
Power
0-
1
2
3
4
5+

Rank Justification:

A deck which isn’t particularly shining on ladder, feeling kind of lost in the middle of the other decks around Elsa Bloodstone, Thor Miracle has done pretty well in Conquest this week.

Based around the idea to build a very explosive turn six, and without Wave being a problem since Mobius M. Mobius joined the game, this archetype can be very scary to face in Conquest. Indeed, as most of the power is only apparent on turn six, unless you shut it down with a Sandman, it is very difficult to assess where the points will be played from the opposing side. Therefore, Thor Miracle can create a lot of tension for the opponent, worried to stay in a game where they expect 30 points to appear on the last turn.

For someone who enjoys bluffing and explosive play patterns, this deck looks like a good time investment right now.

How to Play:

Thor Miracle aims at building an absolute killer of a turn six, with Hit Monkey alongside a plethora of cheap cards. In order to get there, the deck has a few cards it wants to set up during the match, such as Angela, Thor and Bishop. Then, with turn five dedicated to Jane Foster Mighty Thor, Thor Miracle is all set for the fireworks. Against a deck you suspect to run Wave, make sure you also have Mobius M. Mobius in play by turn four, so you can safely play your 5-cost card and not get punished.

The big consideration for the last turn of play is where to place our cards, which is heavily impacted by our set up, and what we expect from our opponent.

First, we need to look at where we placed our most important cards. Indeed, if Thor and Bishop can challenge a lane on their own, as their power will grow from Mjölnir or the other cards we play, we have to play behind Angela to grow her power. Then, we also have to decide where will Hit Monkey go, as it will represent our biggest source of points the opponent does not have information about already.

With these information, we can then spread the support cards in the remaining space. Be careful about Yellowjacket if you don’t have Luke Cage.

In order to determine where to place our cards, we need to decide whether we want to build two very strong lanes, or spread our points across all three. As a rule of thumb, spread out against a reactive deck, to mitigate the impact of their counter cards, and pick two lanes against another proactive deck, to maximize your chances of winning the points shootout.

Potential Additions:

Valkyrie, Jeff the Baby Land Shark or Nightcrawler are seeing play, oftentimes replacing Shadow King.

Lockdown

Alioth Lockdown
Created by den
, updated 7 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)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
1x Starter Card
3.7
Cost
0-
1
2
3
4
5+
4.1
Power
0-
1
2
3
4
5+

Rank Justification:

There are multiple ways to build around the Lockdown strategy, and Junk was the popular archetype in that category last week. This time around, the Guardians of the Galaxy are making some noise, benefiting from Elsa Bloodstone giving quite a bit of information as to where the next cards might be played. Also, we can spot the very popular six cards package of Nebula, Mobius, Jeff, Iron Lad, Alioth and Doctor Doom in the deck, a group which also exists in other archetypes, such as Move or Iron Patriot, using several cards from this same package.

For its first appearance on the Meta Tier List, the deck is showed good promises, posting a solid 58% win rate across several thousands of games. Looking at other decks in our ladder Tier List, such as Thanos Control or Ramp, both pushing for a game plan around Professor X, it seems like limiting space is trending right now.

How to Play:

This Guardians of the Galaxy Lockdown deck is very much based around developing points through the whole match, playing on curve for the majority of the game. If the Guardians of the Galaxy can bring a solid amount of points for their cost, they mostly serve to seize priority which will make sure Alioth can dominate the last turn of play.

The only really disruptive card in the build is Storm, which will usually be played on Nebula‘s lane, or in the middle to benefit from the 5 power Medusa played the previous turn. Otherwise, the deck will simply look to make sure a lane is under control if you anticipate going for Alioth on the last turn of play. You could also spread your power accross the whole field and support that plan with Mister Fantastic and Doctor Doom, if you anticipate your opponent not being able to keep up on all three locations. In that scenario, you would mostly benefit from the flexibility of Jeff the Baby Land Shark, but also a card like Klaw.

Long story short, you have the ability to go tall on two lanes, or wide on all three locations. It’s your responsibility as the pilot to spot which pattern is more beneficial to your draws, and the opponent you are trying to beat.

Potential Additions:

As you could consider this deck a “Good Cards” build in a way, you probably want to look for strong standalone cards, able to contribute in various situations, or tech cards to help with a popular matchups.

Evolved DoomWave

Evolved DoomWave
Created by den
, updated 7 months ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3x Starter Card
2.8
Cost
0-
1
2
3
4
5+
3.7
Power
0-
1
2
3
4
5+

Rank Justification:

While the deck took a big dive in our latest ladder report, it isn’t looking as bad in Conquest. My guess is Wave is much more flexible in this mode than it is to grind the ladder. Indeed, once you gathered a bit of information about your opponent, you could simply throw Wave on turn three if you know they are running Mobius M. Mobius, hopefully just getting a Hulk or Doctor Doom out early. Also, if you see they are not running the card, you are free to return to the basic plan with the deck, and bully your opponent with your own Mobius M. Mobius plus Wave.

It is far from being an ideal situation for DoomWave, which spent the majority of September at the top of the rankings and is now just another deck amongst the pack. Yet, Conquest might be a mode where the deck can remain viable for the time being, as long as you are able to use the information you have on your opponent.

How to Play:

Similar to other High Evolutionary decks, Evolved DoomWave tries to create power while not spending all of its energy every turn. If you have Evolved Hulk in hand, one energy is worth two power, plus the other bonuses you would get from the cards you have on the board. If you have at least two of your four cards (Sunspot, Evolved Misty Knight, Evolved Cyclops, Evolved Hulk), it is usually worth looking for a play that leaves an energy to spare. Otherwise, Sunspot or Evolved Misty Knight alone are rarely worth the deal of one energy for one power.

More often than not, the turns you are likely to leave some energy on the table are Turns 4 and 5, which are typically dedicated to Evolved Cyclops and Wave, respectively (although you might want to play Mobius M. Mobius on Turn 5 to protect your cheap cards from Wave). Turns 2 and 3 will depend on your hand, but you tend to play a 1-Cost, 1-Cost, 2-Cost pattern over the first three turns. Then, you will naturally float some energy on Turn 6 if you played Wave.

Outside of this signature High Evolutionary game play, the rest of the deck is centered around Wave limiting what can be done on Turn 6, which usually rewards the player in the lead. By that point, you have two options: go tall with Evolved Hulk, or go wide with Doctor Doom. With a read on where your opponent might play, Alioth is another card you can play here. If you happen to have several of those big cards in hand, you could also consider playing Wave on Turn 4 to be able to play back to back 6-Cost cards.

Another big strength of this deck is its ability to play into any kind of location and impact those that have been locked during the whole match. Indeed, Doctor Doom can easily reach most locations, and Jeff the Baby Land Shark is a popular inclusion in the deck as well. Then, Sunspot, Evolved Misty Knight, and Evolved Cyclops are also able to impact a location after it’s impossible to play there, like after Storm has locked it down. In that regard, knowing early on where your opponent might be playing some of their space limiting cards can have a big impact on the match.

Potential Additions:

Armor is a popular include in the deck, but Cosmo had better numbers this week.

Loki Collector

Loki Collector
Created by den
, updated 7 months ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.2
Cost
0-
1
2
3
4
5+
2.6
Power
0-
1
2
3
4
5+

Rank Justification:

With tech cards being more of a thing in Conquest, Shadow King in particular, Loki Collector is feeling a little more shaky in that mode compared to the ranked one. Sure, Luke Cage can help a ton against the card, but you won’t surprise the opponent twice with the same trick.

Also, it is a bit harder to leverage your Snaps in this mode, as the opponent will be much quicker to retreat if they see you raise the stakes with The Collector and Elsa Bloodstone already in play. This means you have to go for it before you reveal your important cards, which typically come down early in a match.

Lastly, the Lockdown strategy is gaining some momentum and Loki Collector might be one of the decks with the hardest time to deal with it, as it needs to use space for cards like Snowguard or Maria Hill in addition to its important power cards.

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, which are usually Angela 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 Angela. Jeff the Baby Land Shark and Mobius M. Mobius are simply very good cards right now, and Luke Cage makes sure Shadow King cannot punish you by reducing the power of one of your anchors.

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.

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. With Elsa Bloodstone in the deck, Loki Collector is much more reliant on the signature duo. As such, you could stay in the game if you have a big Angela and Kitty Pryde, and just go for The Collector and Loki together on Turn 5 to generate points.

Potential Additions:

Luke Cage can be replaced with another tech card. Otherwise, it more about replacing cards you do not own, which will typically be with card generating tools like Cable or Nick Fury.

Thanos Control

Thanos Control
Created by den
, updated 7 months ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
4.3
Cost
0-
1
2
3
4
5+
4.3
Power
0-
1
2
3
4
5+

Rank Justification:

After a resurgence in the latest ranked tier list, Thanos Control doesn’t seem to have picked up much of that momentum in Conquest. Appearing in Tier 2 is already a great feat in the current metagame, but a deck with both Elsa Bloodstone and Alioth would grow bigger expectations than just a 56 % win rate currently.

I would explain this difference through the more closed environment Conquest pushes for. Sure, you can face any kind of opponent in Proving Grounds, yet, once you start climber in the higher leagues, there are so many different decks competing to grab an infinity ticket. For a deck which relies a lot of being flexible, such as Thanos Control, this closed environment can be much more punishing, as you need to draw really well quite often in order to stay competitive.

On the ladder, your average hands will still be able to beat the occasional weird deck you come across, or allow you to move on pretty quickly. Also, when you face one of the top tiers, you don’t necessarily have to go against it again the next game. In Conquest, you can’t just rely on drawing great and raising the stakes when that happens, which is a bit of what Thanos excels at in this metagame.

How to Play:

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

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

Once in control of the first lane, the deck will turn to Leader, Alioth, and other high potential cards to secure the second one, in addition to whatever cheap ones you already added there early in the match.

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

Potential Additions:

Devil Dinosaur can be another high power card to add in the mix. Otherwise, it’s really about which decks you are trying to beat when it comes to adding new cards.

Tier 3

Our Tier 3 deck archetypes this week feature the two weaker synergies in the game in Discard and Destroy, both suffering from being much less flexible than Move in the current state of things. Also, neither really make sense alongside Elsa Bloodstone or Alioth, which naturally leaves out some of the most powerful cards in the game.

Ramp is a bit of an enigma to be honest in Conquest. Indeed, after a very strong showing on the ladder, the list which did so well in that mode was nowhere to be seen in Conquest. Instead, it was a more old school kind of list, centered around Sandman, Black Panther and Arnim Zola which was largely more popular than the rest. It still averages about 52% of wins, but I can’t help but wonder if Ramp wouldn’t do much better if it used the same list it does on the ladder. Otherwise, it might also be the deck loses a lot of power once the opponent knows what they are facing.

I would attribute the same flaw to Hela Tribunal, hence why it is a tier lower compared to its ranking in our other Tier List.

Deadpool Destroy

Deadpool Destroy
Created by den
, updated 7 months ago
5x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.2
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Ramp

Alioth Ramp
Created by den
, updated 7 months ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.9
Cost
0-
1
2
3
4
5+
4
Power
0-
1
2
3
4
5+

Discard Dracula

Discard Dracula
Created by den
, updated 7 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+
3.5
Power
0-
1
2
3
4
5+

Hela Tribunal

Hela Tribunal
Created by den
, updated 7 months ago
2x Collection Level 18-214 (Pool 1)
1x 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
4.4
Cost
0-
1
2
3
4
5+
6.7
Power
0-
1
2
3
4
5+

Closing Words

Similarly to what is happening in the ranked mode, some archetypes look to have figured out how to perform and build around Alioth, Elsa Bloodstone or both. Move in particular is looking like it found a great core synergy, but also can incorporate some of the strongest cards in the game inside that Move mechanic. Alongside it, Shuri Sauron and Iron Patriot are barely changing, but still seem able to compete on points with the rest of the metagame.

Looking at the top of the rankings then, it seems like the same archetypes are anchored at the top, and the ability to develop points is ruling Marvel Snap first and foremost. However, just like in the other mode, we are seeing some new faces in the rankings, such as the Lockdown strategy gaining traction this week. Also, there are some decks which still need to be fully figured out, like Ramp or Thanos Control, which are posting very different results from a mode to another.

Overall, the metagame feels mostly solved, as we know the big directions to explore in order to have success. However, the small details remain to be completely figured out, and it makes this metagame much more interesting this way. I hope this report helped in finding more comfort for your Conquest runs. I wish you the best for this season, may you get your Infinity Avatar!

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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