Table of Contents
Welcome to our Marvel Snap Conquest Meta Tier List! Each week, we review the best decks in the ever-changing Marvel Snap Conquest meta.
This report is dedicated to the Conquest mode and lists the current best decks to run the gauntlet and grab your next Infinity avatar. We also provide a Ranked report, available around the middle of the week based on the latest updates, that highlights the best archetypes for that mode. Looking to figure out the impact of the newly released card or the latest balance changes in Conquest? This is the place to be!
If you are looking for more information about a deck in particular, check out our Archetypes pages, with detailed information about each of the household names in Marvel Snap.
Marvel Snap Conquest Overview
If the same decks appear in both the Ranked and Conquest Tier Lists, their performances tend vary (significantly for some). The two most glaring examples are Good Cards—which has suffered a setback since the OTA but remains the best in Conquest—and Discard Dracula, an archetype that is on the rise in Ranked but struggling here.
You could explain this away with the old argument that Conquest moves slower than the Ranked mode and the consequences of the other report will transfer here soon enough. But the same decks appear in both reports, and both the rise of Sera Control and the fall of Destroy have also happened in Conquest.
In my opinion, the reason for Conquest allowing certain decks to stay afloat is the huge boost that cards like Cosmo receive once you know what you are up against. Indeed, with the information about your opponent’s archetype, a flexible deck knows whether it should focus on points or disruption, and you can pick if you should spread your points across all three locations or target two.
Life for a player using a flexible deck is so much easier when they play with known information rather than deductions based on the first cards they saw the opponent play.
We are just a couple of days from the Infinity League, and this report might impact your pick for the occasion. Want to know what to play? I’ll give you a hint: Cosmo, and maybe a few of his friends like Alioth and Juggernaut.
Happy Tier List, everyone!
Marvel Snap Conquest Tier List
| Tier | Deck |
|---|---|
| Tier 1 | Good Cards |
| Tier 1 | Pure Move |
| Tier 1 | Sera Control |
| Tier 1 | Bounce |
| Tier 2 | Arishem |
| Tier 2 | Scream Move |
| Tier 3 | Discard Dracula |
| Tier 3 | Destroy |
Disclaimer and Tier Explanations
In order to be featured here, a deck needs to hold a win rate above the 50% threshold over more than a hundred Conquest games.
In order to create this chart, den is using data from our Marvel Snap Tracker, as well as other available data online and his own expertise and opinion of respected players. If a deck showed great performances with a very limited presence in the meta, you can find it in the Silent Performers section. That section highlights decks with an excellent Win Rate, but too little of a sample size to be representative of their real strength.
Decks not good enough to be considered contenders but with a good representation will be ranked in Tier 3 in our chart. See those builds as decks that are good to know about, as you should face them when playing Marvel Snap. However, unless the meta changes or a new variation of the build emerges, these decks are a notch below the dominant ones in Tiers 1 and 2.
Silent Performer: Decks with a very little presence in the meta that still showcase a Cube Average and Win Rate worthy of a Tier 2 deck (or better). Oftentimes, these can be archetypes with some nice game play that have been left unchecked in the current environment, or decks on the rise that found a few good match ups to abuse.
Tier 1: Tier 1 represents decks with all the upsides we would be looking for to run the gauntlet. They have good match ups in the current meta, offer different play patterns during a match, and often have the ability for explosive or surprising turns. These should be decks worth investing into in order to climb for the coming week.
Win Rate > 60%
Tier 2: Tier 2 are very good decks but with a weakness holding them back – either not being as reliable in its draws as Tier 1 decks, countered by another popular deck, or still being a work in progress as you read this. A good pilot could probably take these and have the same results as with a Tier 1 deck, but their play patterns are more difficult to enact compared to the tier above.
Win Rate > 56%
Tier 3: This tier is made of decks that have a pervasive issue compared to Tier 1 or Tier 2 decks. Usually, Tier 3 will be a mix of decks on the rise that don’t have much data, old archetypes on the decline, decks that require substantial experience and/or knowledge to pilot properly, powerful decks that aren’t well positioned, or niche decks.
Win Rate > 52%
Budget: Decks that consist only of cards in Pool 1 and 2 that are still capable of competing with an experienced pilot in a similar Collection Level, Rank, and MMR range. See our matchmaking guide for more details.
Meta stats and analytics directly from our Marvel Snap Tracker can also be found here.
Tier 1
Good Cards
Good Cards lost a bit of power in the OTA, but that change was barely felt in Conquest. Your ability to adapt to your opponent is much more important in this mode than slamming points proactively. Both the Darkhawk build and the Klaw build managed to post a 64% Win Rate over hundreds of games using almost the exact same lists compared to before the OTA.
Conquest moves slower than the Ranked mode and there is no rank, so a skilled player has an edge over the competition. Still, such a high Win Rate can’t be faked, especially when you are one of the most popular and expected decks in the game.
Potential Additions
The Darkhawk version of Good Cards did just as well as the Klaw version above.
Pure Move
Good Cards could achieve a solid performance if it didn’t run Cosmo, but I doubt Pure Move is able to say the same. This deck managed to post a 63% Win Rate over two hundred games, which is a huge reason why I believe proactive disruption is the name of the game in Conquest.
Cosmo, Juggernaut, and Alioth have been proving their worth since the fall of Arishem at the start of September, and they might be as good as ever right now. If you can pair them with a great points potential (like the Move synergy and its double-digit power from low cost cards, for example), you have an easy recipe for success in Conquest.
Potential Additions
Doctor Strange was a flexible card in the Ranked report, so it’s probably the one to swap out if you want to play something else.
Sera Control
Sera Control is the archetype on the rise at the moment. It’s gained all kinds of momentum on the back of beating Bounce pretty consistently. However, life in Conquest is a little more difficult due to the opponent knowing your tricks after a round or two. This means your Snaps aren’t as impactful, and their Cosmos and Alioths become much scarier.
Control decks typically do better in Conquest since the extra information benefits them in particular. However, most of the popular decks are easy to recognize early in the match in this meta, so that extra the information tends to favor the proactive decks. Those decks can assess their situation and prioritize developing more or protecting a smaller point total.
Potential Additions
It is hard to recommend a swap, as this list had much better results than the rest. If you’re missing a card, you can always try Sage as a replacement.
Bounce
There aren’t as many decks with Killmonger in Conquest compared to Ranked, which is pretty good for Bounce. Destroy Mill barely exists, and Sera Control is still somewhat rare compared to the other Agent Venom decks. Still, Bounce can’t find a way to become the best Agent Venom deck (and the best in the game as a result) due to its weakness to counter cards. That makes certain match ups incredibly hard for this archetype.
Cosmo and Shadow King remain annoying enough to limit Bounce, and those two are everywhere right now.
Potential Additions
Werewolf By Night and Sage could replace Bishop for a different way to build your point total. Iceman or Rocket Raccoon could become Shadow King for more disruption and an edge in the mirror match.
Tier 2
Arishem
It is pretty clear that Arishem can’t compete on points in this meta, at least not on every location. Then, even if Blob and a few cheap cards can win you a lane, you still need to counter your opponent on another to emerge victorious. This is where things gets tricky for the archetype.
Naturally, Arishem is great at seizing priority thanks to playing with an extra energy. Unfortunately, this gives your opponent the possibility to counter you with their Shadow King or figure out where to place most of their points. On the other hand, if you purposefully lose priority, you lower an already limited points potential compared to Agent Venom and Move, and you still might just lose to a Cosmo.
Arishem is a difficult deck to pilot right now, even if it possesses all the tools to succeed.
Potential Additions
Nick Fury beat Loki and Cassandra Nova for the last spot in the deck
Scream Move
The impact of your Snaps is limited in Conquest once the opponent knows you are a proactive deck. Sure, the ability to move opposing cards will win you some games, but as soon as you miss your early 1- or 2-Cost cards, you kind of feel forced to Retreat—especially if your opponent Snaps. In Ranked, those Retreats are part of the deck’s strategy, and they’re totally absorbed by the four cube wins you get from Snapping early when you do find your key cards. In Conquest, however, the cubes you give your opponent matter more, and they often will not give you four cubes back when you Snap early once they know what deck you are running.
Potential Additions
Jeff the Baby Land Shark replaced Silk as the flexible 2-Cost in Conquest.
Tier 3
Discard Dracula
Discard showed a very different deck in Conquest compared to the rising contender we saw in the ranked report. Here, Discard Dracula has a ton of different lists with few games under their belts, but a couple of lists had several hundred games. Like most other archetypes, the lists with fewer matches had higher Win Rates, but none of the lists with lots of games posted a Win Rate north of 55%.
Discard Dracula looks like a solid Ranked archetype and not much more at the moment.
Destroy
The struggles of Destroy in Ranked have not disappeared when I looked at the Conquest data. Here, the deck posted a disappointing Win Rate, and it just gets worse the more games you add to the count. This is a brutal meta for the Destroy aficionados.
Closing Words
The “seize the lead and shut the door with Cosmo or Alioth” plan has never been stronger than now. Indeed, with Bounce joining Good Cards and Move in the archetypes that are able to develop a lot of points on the last turn (or move their points around), it is almost impossible to have a good read on your opponent’s point spread. As such, it is much safer to focus on yourself and only switch to countering your opponent once they commit to something and then hope they won’t have time to adapt if they fail that turn.
Also, you want a deck where you are able to quickly figure out (like around Turn 2) if you have a good or a bad draw. Agent Venom is a perfect example of this, and it rules the game because it makes things very simple when it comes to knowing when to Snap, when to stay, and when to Retreat.
As usual, find me on the Marvel Snap Zone community Discord to discuss the report, or you can follow my Twitter page where I share decks and biased opinions about the game.
Good Game Everyone.







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