Table of Contents
Once again, I feel like the Conquest metagame is a little behind the real Marvel Snap metagame. For example, Ongoing decks seem to be thriving here, while Enchantress has already emerged as a popular inclusion in ranked play. We could also talk about Supergiant Rocks struggling a bit in ranked over the past two weeks, while it is the top performer here. Last, we also have to notice the absence of Move decks from the rankings.
For all these reasons, I feel like this Tier List should be considered a good source of information, but also an incomplete picture of what is likely to achieve 5 wins in the Infinity League.
There are three cards in particular which are missing from this report :





The competition amongst 3-cost cards is fierce, so Red Guardian and Shadow King kicked Mobius M. Mobius out of a slot since it was nerfed to a [3/3]. Yet, that card always ends up in the best decks when checking tournament results, so I would definately keep it in mind when building for Conquest.
As for Armor, I feel like a lot of decks are stocking up on 2-cost cards at the moment, and one beating Destroy, a very popular synergy, makes a lot of sense. The same could be said for Cosmo, a rather simple card to include in most decks able to wrestle priority early in a match.
For the larger part of the season, Conquest isn’t played very seriously, most of the time featuring synergistic decks, or people testing certain ideas before using them to rank up. However, the Infinity league tends to attact a few high ranked players, typically equipped with disruptive cards, making the environment more difficult to navigate with a synergistic and unflexible build.
With that said, I’m not advising you not to pick a synergisitc deck you are comfortable with. However, make sure something like Red Guardian or Cosmo can’t singlehandledly beat your strategy, or your run in the Infinity league might be short lived.
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Trending | Mister Negative 67% Win Rate / 95 Games |
| Trending | Ongoing Tribunal 65% Win Rate / 85 Games |
| Tier 1 | Supergiant Rocks 63.5% Win Rate |
| Tier 1 | Deadpool Destroy 63% Win Rate |
| Tier 1 | War Machine Ramp 62.5% Win Rate |
| Tier 1 | End of Turn 61.5% Win Rate |
| Tier 2 | Arishem Thanos 59.5% Win Rate |
| Tier 2 | Flexible Zombies 59% Win Rate |
| Tier 3 | Supergiant Sauron 56.5% Win Rate |
| Tier 3 | Ongoing 54% Win Rate |
| Tier 3 | Discard Dracula 53% Win Rate |
Trending
Both decks in this trending section share almost the same game plan : Demolish the opponent through sheer amount of points.
In the ranked tier list, we saw Enchantress rise as a popular disruptive card, which could represent a huge threat for Ongoing Tribunal, and limit that deck’s ability to collect five wins in a run. As for Mister Negative, Mobius M. Mobius represents an issue that could end a run on the spot. Rogue solves that problem, while Knull alone can be enough to beat the very popular Destroy, even when Mister Negative doesn’t show up.
With that said, I would pick Mister Negative over The Living Tribunal if I had to go in that direction for the Infinity League.
Mister Negative
Performance: 67% Win Rate / 95 Games
Ongoing Tribunal
Performance: 65% Win Rate / 85 Games
Tier 1
Supergiant Rocks
Performance: 63.5% Win Rate
Conquest is all about controlling the snaps and retreats, something Supergiant Rocks does very well thanks to a stacked early curve. Once in the lead, the deck is very scary to play against, as one has to worry about disruptive cards, but also dead draws due to Rocks in their deck.
In ranked play, the deck has been posting rather weak results, especially when it comes to racking up cubes consistently. Yet, Conquest rewards the win rate metric more, which plays right in Supergiant Rocks’ alley.
Potential Additions
Quake could be Grand Master or a disruptive card you consider important at the moment. Armor or Cosmo make the most sense, but Mercury and finding another slot for Cannonball (probably Negasonic Teenage Warhead) could also work.
Deadpool Destroy
Performance: 63% Win Rate
A great performer all season long, Destroy is one of the few archetypes able to win without a ton of disruption in its arsenal. Plus, its ability to snap based on its opening
However, for as good as this season has been for Deadpool and Death, I feel like Destroy might be a liability in the Infinity League. Indeed, Armor is gaining some momentum as a flexible inclusion, while Mister Negative could end your run on the spot.
Potential Additions
Headpool can replace another 1-cost you would be missing or not like very much.
War Machine Ramp
Performance: 62.5% Win Rate
A decent pick for players not very invested in the current match-ups, War Machine Ramp has that ability to play on its own, and annoy everyone when Storm, War Machine and Legion are played consecutively.
The main risk with this deck is to be willing to snap early in games. Indeed, once you told your opponent you are about to lock all locations, it is too late to hope for them to play for higher stakes.
Potential Additions
Vision is the flexible card in the build. Ghost Rider”] or Cosmo are good disruptive pieces. Otherwise, look for a strong standalone or help to grab priority.
End of Turn
Performance: 61.5% Win Rate
The End of Turn synergy took a bit of a beating with nerfed, at least according to ranked data. In Conquest, although the deck is behind other points driven archetypes such as Destroy, End of Turn should be able to compete.
Cosmic Ghost Rider is a bit of a problem however, sometimes Red Guardian as well. those cards tends to be quite popular as default disruptive pieces in several archetypes.
Potential Additions
Bruce Banner is the flexible card in the deck. Armor makes sense to protect our 1-cost and edge the Destroy match-up. can provide generic disruption.
Tier 2
Arishem Thanos
Performance: 59.5% Win Rate
A solid pick for players enjoying a flexible play style, except if you believe Supergiant Rocks will be be popular. Arishem Thanos is stocking on disruptive cards at the moment, meaning the archetype will require a good knowledge of what annoys which opponent.
Otherwise, this deck still benefits from that aura about its possible high rolls, making the opponent hesitant to snap, a huge asset in Conquest.
Potential Additions
Armor and Shadow King are the two cards recently added to the build. I would probably consider Shadow King the most flexible card, since it can’t be played on curve. Another 2-cost for stability or a match-up specific card will work in that slot.
Flexible Zombies
Performance: 59% Win Rate
The Zombie Horde synergy is very predictable, limiting its ability to snap past turn three in most matches. Then, not only this deck has been both great and disappointing depending on how it was built, it will also require a solid pilot to run the entire gauntlet.
Likely a risky pick, but the win rate is more than enough to consider the Zombie Horde.
Potential Additions
Grand Master, Red Guardian and Absorbing Man are the flexible cards, with plenty of possible replacements.
Madame Web and Prodigy have been a solid duo. Enchantress or Ghost Rider”] are strong disruptive cards atop the curve, same for the Mercury – Cannonball duo.
Some lists also like to run Kitty Pryde instead of The Hood and Nico Minoru, which frees up another slot, typically Angela or Hope Summers.
Tier 3
There is quite a gap after the Zombie Horde synergy, with the closest archetype losing 3% more of its games. Plus, we could add the fact some strong ranked performers such as Move aren’t featured in Conquest, to add even more decks potentially stronger than the ones in Tier 3.
Arguably, Supergiant Sauron should be a contender if you expect the metagame to reward disruptive cards. However, Ongoing and Discard Dracula probably aren’t flexible enough, and will fore sure run into counter cards, or opponent with a high points ceiling.
Supergiant Sauron
Performance: 56.5% Win Rate
Ongoing
Performance: 54% Win Rate
Discard Dracula
Performance: 53% Win Rate
That’s it for this week! As usual, you can find me on the Marvel Snap Zone community Discord to discuss the report, or shoot me a direct message (@den_ccg) for coaching or specific requests.
Good Game Everyone.
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. Games in the Proving Grounds are never taken into account, but games in the Silver League are weighted depending on how much data is available for the Gold League. The Infinity League is open during the last week of each season, so that will be the focus of the report during that time.
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 Tier 1 and Tier 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 > 58%
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 > 55%
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.

































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