Okoye Feudal Japan Variant Art

Marvel Snap Meta Tier List: January 15, 2024 – Planet Hulk Week 3

Thanos extends its dominance on the metagame! Do the other decks stand a chance against the Mad Titan? Find out in this meta tier list report!

Welcome to our Marvel Snap Meta Tier List! Each week, we review the best decks in the ever-changing Marvel Snap meta. Then we bring you the deck lists, and we provide an in-depth report about them. This report contains information like how the ranks are justified, how the decks fare in both Ranked and Conquest modes, and how to build the deck with alternate cards to accommodate different collections.

This report is updated twice a week to make sure it is as close to the current meta as possible. Looking to figure out the impact of the newly released card or the latest balance changes? This is the place to be!

Marvel Snap Meta Overview

In the last report, I was trying to be positive, highlighting the fact we might not have the complete picture of the current metagame yet, especially when it came to decks recently nerfs. With almost a week to adapt, still nothing has come that could create any doubt about Thanos ruling Marvel Snap currently. Even more alarming, the Mad Titan now has two archetypes sitting at the top of the metagame, with Thanos Control holding the highest win rate in the game (62%) while Thanos Lockjaw held the best cube average per game (0.7). Then, even if there are a few decks we still haven’t fully figured out, the situation is looking pretty grim if you don’t enjoy playing Thanos mirror matches.

Amongst those archetype still keeping our hopes alive are Loki, which remains very popular even if the performance still isn’t there. Every day, I see new lists around the archetype, and a large part of the community seems to believe there definitely is something to be done around the Trickster God which should lead to a great deck. I still haven’t seen it, and the numbers are pointing towards a tier three deck with a huge high roll capacity, but I like to see the enthusiasm and am rooting for Loki in this one.

Sera is the other card widely discussed as a potential contenders, with the Control archetype posting solid results for a while in Conquest, and now appearing as a Silent Performer in the ranked mode. I have a hard time picturing the deck being the Thanos slayer, as Leech seems to be quite an annoying card to overcome, but once again, I like to see the community actively try to find ways to shake up the current metagame.

Move is another deck with a similar reputation, as the package formed around the new Kingpin to move opposing cards can annoy Lockjaw quite well, filling the lane with Polaris and Aero, or moving Lockjaw itself with Magneto. For now, the archetype has mostly being doing work in Conquest, where it managed to post a win rate just above the 60% win rate mark.

Apart from these, the metagame is very similar to our previous report when it comes to the most popular decks. Thanos is on top, with quite the margin too, while Lockdown and Destroy complete the podium for solid synergies to build around. Tier 2 remains the territory of the points driven decks, with Blob, Lockjaw and Hela representing three different ways to get more power than your available energy might indicate.

Further down the list are more flexible decks, and we have quite a collection in tier three for this report. Several of those were very good before the update, such as Loki or Good Cards Darkhawk, while other rose early after it, like InSheNaut. Unfortunately, they all meet at the bottom of the list a week into this new environment.

More time has passed, but the situation only got worst. Can we do anything against Thanos? Let’s explore!

Happy Tier List, everyone!

Marvel Snap Meta Tier List

TierDeckGuide
Silent PerformerSera ControlGuide
Silent PerformerShuri SkaarGuide
Silent PerformerMoveGood in Conquest
Tier 1Thanos LockjawGood in Conquest 🆕
Tier 1Thanos ControlGood in ConquestGuide ⭐
Tier 1LockdownGood in Conquest 🔼Guide ⭐
Tier 1Deadpool DestroyGood in Conquest 🔼Guide
Tier 2Good Cards Black KnightGuide ⭐
Tier 2Electro RampGood in Conquest 🔙Guide ⭐
Tier 2Hela LockjawGuide
Tier 3Good Cards Darkhawk 🔙Guide
Tier 3Pure Evolutionary 🔙Guide
Tier 3LokiGuide
Tier 3InSheNaut 🔙Guide
Tier 3Cerebro 3Guide
Tier 3Lockjaw Thor 🆕
BudgetOngoing KazooGuide
BudgetDevil Dinosaur Destroy
BudgetSwarm Discard Aggro
BudgetOngoing Two Locations
BudgetOn Reveal ControlGuide
BudgetBig Cards

Disclaimer and Tier Explanations

In order to be featured here, a deck needs to represent at least 1% of the current environment and have a positive cube average in the Ranked mode. Win Rate is also taken into consideration, and it can greatly impact the ranking of a deck, particularly when several archetypes (or different builds of the same deck) have a similar Cube Average but big Win Rate discrepancies. The Marvel Snap mechanics do, however, push players to maximize cubes gained rather than win every single game.

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 Cube Average 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. They won’t have their own dedicated write up here, but they may be transferred to the main Tier List section. 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.

For each deck, you will also get a write-up about their performance in the Conquest mode. In that section, we’ll discuss how the deck is doing and which differences, if any, exist when compared to the Ladder performance. In the chart above, you will also be notified of a strong archetype in Conquest with a Conquest flag next to their name.

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 rack up Cubes. 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.
Cube Average > 0.5

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.
Cube Average > 0.35

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.
Cube Average > 0.20

Good in Conquest: Has a deck above a 60% Win Rate in that mode.

Great in Conquest: Has a deck above a 65% Win Rate in that mode.

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

Thanos Lockjaw

Thanos Lockjaw
Created by den
, updated 4 months ago
1x Collection Level 18-214 (Pool 1)
4x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4.7
Cost
0-
1
2
3
4
5+
5.3
Power
0-
1
2
3
4
5+

Rank Justification:
With almost 0.7 cube average, a big increase compared to early after the patch, Thanos silenced all the doubters this time around, crushing the competition and looking like the undisputed tyrant of the current metagame. The Killmonger and Death build did significantly better over the last few days, even if the build around Caiera and Skaar was the more popular one. Combined, both ways to build Thanos Lockjaw represented over 12% of the recorded data, meaning the archetype gained some popularity since our last report.

With two different builds, and Killmonger shutting down the possibility of trying to play cards like Debrii or Polaris to block Lockjaw’s lane to disrupt that part of the deck, the answer to Thanos’ domination is still up in the air so far.

Conquest Performance:
The archetype isn’t as dominant in Conquest as it is in the ranked mod, as Electro Ramp is posting a better win rate in that mode. Thanos remains the most played archetype however, and the fact there are several ways to find success with Thanos Lockjaw since multiple lists have a win rate above 60% should be enough to call Thanos Lockjaw the best deck in Conquest.

At this point, it appears the logical approach would be to build the deck for the mirror match, and the Killmonger, Death duo apparently are the way to go. I thought Caiera would put a stop to that synergy, but it seems like one can leverage the snaps to its advantage more from the Killmonger standpoint.

Indeed, even if you play Caiera, you just protected your cards, but the war for who will develop the most points still is pretty close. Then, the real tie breaker seems to be who finds Lockjaw, and when you don’t, having that potential cheap Death could be a big asset for an explosive turn down the line.

Also, playing Death makes you much strong against Destroy, another popular archetype currently.

Potential Additions:
Wave and Jeff the Baby Land Shark are the two other cards popular in this deck, typically replacing Psylocke or Quake.

Otherwise, you can also switch to a Caiera and Skaar build if you replace Killmonger and Death, although that switch seems to perform worse for the deck, losing about one percent of win rate, and about 0.15 in the cube rate category. It would still easily keep the deck in Tier 1 though, just closer to Thanos Control in terms of performance.

Thanos Control

Thanos Control
Created by den
, updated 4 months ago
2x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4.2
Cost
0-
1
2
3
4
5+
4.8
Power
0-
1
2
3
4
5+

Rank Justification:
Strong of a 62% win rate, Thanos Control seems to be the only archetype able to compete with Thanos Lockjaw, although the cube average is about 0.15 lower. First, the deck isn’t your average disruptive deck, looking to just cancel the opponent’s development. Through Blob, Gladiator or Okoye early in the match, Thanos Control can stand toe to toe with a lot of archetypes when it comes to getting points on the field. However, while Thanos Lockjaw goes all in on the points with Lockjaw, the control archetype focuses more on flexibility, and the ability to punish the opponent at different times in the match.

With Quake in the Lockjaw build, and Killmonger back in the mix as well, it shows disruption and flexibility are very important for Thanos to thrive. Yet, the difference in the cube rate posted probably we don’t need to go all in with cards like Professor X, and just generic disruption with Leech and Quake is enough to dominate.

With more refinement, and maybe a list tailored to beat Thanos Lockjaw, the control archetype could pull the upset and be the deck we are looking for to beat Lockjaw. It would still mean we had to use Thanos to beat Thanos though…

Conquest Performance:
There is way less of Thanos Control in Conquest, and the deck is also built fairly differently compared to the ranked mode. Here, we can see more cards worthy of snapping, such as Legion or Aero, to either abuse a location, or lock an opposing lane. Also, we can see Alioth being in the deck, as the card often represent a guaranteed win in certain situation, and can be a great bluff once the opponent knows about it.

This probably leads to a weaker Blob, but against another Thanos deck, the goal should be to leverage the early synergies and wrestle for priority, rather than just enter in a points conquest the Lockjaw build is better equipped to win:

Thanos Control Conquest
Created by den
, updated 4 months ago
1x Collection Level 18-214 (Pool 1)
3x 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)
4.3
Cost
0-
1
2
3
4
5+
4.8
Power
0-
1
2
3
4
5+

Potential Additions:
Blue Marvel and Valkyrie are two strong 5-cost cards in the Control archetype, especially if you see a lot of Caiera.

Alioth as well, is a logical inclusion in the archetype, if you can seize priority often enough for the card to be worth it. These could replace Okoye, Gladiator, Shang-Chi or Professor X depending on how you want to build your deck.

Polaris could also be used instead of Gladiator for the Thanos matchup, looking to move an Infinity Stone around to disrupt Lockjaw.

Lockdown

Lockdown
Created by den
, updated 4 months ago
1x Collection Level 1-14
3x Collection Level 222-474 (Pool 2)
1x 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 Starter Card
3.6
Cost
0-
1
2
3
4
5+
4.2
Power
0-
1
2
3
4
5+

Rank Justification:
While I pointed out the win rate was a little alarming in the last report, but that problem seems to have fixed itself, as it is around the 59% mark this time around. Naturally, it also brought the cube rate up, enough to have Lockdown regain a Tier 1 status with the exact same list.

There isn’t so much to discuss about the archetype considering it has been the same list since the last update. The big emphasis for Lockdown is whether it wants to be a deck working for Alioth, or fine giving up priority to land a better Shang-Chi combined with another 4-cost card on the last turn.

So far, Caiera being popular has made Alioth stronger, but if Killmonger becomes more popular in Thanos, we could see a change in that dynamic, where Alioth could even be replaced with a Shadow King or another disruptive card. Indeed, with Ms. Marvel not giving you priority going into turn six unless you could play enough cards on the other lanes already, Alioth can be a double edged sword right now, either incredible, or a useless card.

Conquest Performance:
Lockdown just feels like it found a good list and is using it anywhere it can, as the exact same twelve cards are used in Conquest, posting a 60% win rate.

Potential Additions:
Annihilus, Sentry and The Hood are also seeing play in the archetype, replacing Vision, Medusa and Jessica Jones. With the help of Storm, you can lock the right lane to make sure the opponent cannot fill it before you can use Annihilus to send The Void to their side of the location.

So far, it has a little sample size, but is posting very good results, comparable to the featured list for Lockdown.

Deadpool Destroy

Deadpool Destroy
Created by den
, updated 4 months ago
4x 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)
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+

Rank Justification:
Although it clearly is more predictable, and suffers from a lack of overall flexibility, Destroy keeps leading the pack of proactive decks in the metagame, with a 0.5 cube average and 56% win rate. Skaar is pushing that proactive agenda even more, encouraging to play your big power cards proactively, instead of trying to be unpredictable on turn six.

While this sounds like a terrible idea in a metagame with most decks running Shang-Chi, it also makes sense when you consider Leech is very popular in Thanos, and the card will kill both Death and Knull. As such, Destroy has embraced being a deck that relies exclusively on developing its own side of the board, and fighting a battle based entirely on points, with the occasional Killmonger destroying important 1-costs for the opponent.

Naturally, this strategy gets worse as climb to the higher ranks, but even then, an experienced pilot will know when to snap and avoid the popular counter cards Destroy has to be mindful of. If you are looking to climb to the Infinite rank and can’t stand playing Thanos, this is probably a good pick in the current metagame.

Conquest Performance:
Two lists of Destroy have managed to hit the 60% threshold in the last few days, both using Hulkbuster and Arnim Zola in the deck instead of Skaar and either Deathlok or Nico Minoru.

I usually am cautious about Destroy in Conquest, as the archetype loses a bit of upsides once the opponent we are playing it. Yet, with the whole metagame directed at beating Thanos, I guess Destroy is able to run free, and has enough points to compete against most of the other popular archetypes when it draws the right cards.

Potential Additions:
Taskmaster, Hulkbuster or Arnim Zola also see play in the deck, replacing Skaar.

Tier 2

Good Cards Black Knight

Good Cards Black Knight
Created by den
, updated 4 months ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.7
Cost
0-
1
2
3
4
5+
6.1
Power
0-
1
2
3
4
5+

Rank Justification:
The hype around Black Knight is still there, as the archetype remains very popular in Marvel Snap. Yet, Good Cards Black Knight still hasn’t broke through when it comes to its performance. Indeed, while 0.35 cube average and 53% win rate isn’t bad, the deck feels pretty far from Lockdown or Thanos, while it often receives similar praises, or is played just as much.

Since Ms. Marvel was nerfed, the deck feels a bit too predictable to become a Tier 1 contender. Basically, it needs to snap early on for the opponent to stay in the face of a great discard with Black Knight on the board. On the other end, Zabu or Sera opening a Shang-Chi plus Ghost Rider or Ms. Marvel is great, but also a well known pattern at this point.

Then, although the synergies in the deck remain solid, able to compete with most other decks, Good Cards Black Knight feels mostly held back by a lack of reliability, or the fact it can’t catch opponents off guard anymore, as its been a popular deck for a while now.

Conquest Performance:
The archetype didn’t do anything particularly worthy of discussing this week in Conquest, with its best result being a 55% win rate when playing Enchantress instead of Skaar in the deck.

Potential Additions:
Skaar is the flexible card in the build, with a second 3-cost being used at times, such as Gladiator, Rogue or Mobius M. Mobius, or an extra 4-cost in Enchantress.

Electro Ramp

Electro Ramp
Created by den
, updated 4 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4.1
Cost
0-
1
2
3
4
5+
5.8
Power
0-
1
2
3
4
5+

Rank Justification:
Probably the easiest deck to play in the current metagame, based around the sheer power of Blob and the many ways we have in Marvel Snap to build around it, Electro Ramp shows for yet another week, that a lot of points will get you somewhere in the current metagame.

With a 0.3 cube average and 53%, Electro Ramp clearly isn’t part of the elite group, or even close to joining it really. Yet, for those who don’t have Thanos in their collection, or just appreciate a very simple deck to pilot, this is one of the better options available. It should remain as such as long as Shang-Chi will be the go-to counter card in the game, however, be careful if you start noticing more of Shadow King or Valkyrie, as Armor and Caiera won’t help against these two, and you deck will likely just be completely unplayable as a result.

Conquest Performance:
Electro Ramp was the only deck to post a better win rate than Thanos Lockjaw in Conquest over the second half of the week, with Vision and Iron Lad replacing Sunspot and Psylocke. In that mode, it seems like the very simple nature of Electro Ramp is doing great, as you can just your good early hands, and lose a cube for the bad ones. It looks like a risky bet, but with the biggest points potential in the game right now amongst deck with a reasonable chance to pull it off regularly, Electro Ramp just makes Conquest a very basic equation of having a good or a bad hand.

You run can potentially end anytime you are facing a deck with Valkyrie or Shadow King, but it seems like Shang-Chi and Mobius M. Mobius are the two popular ones right now, with Leech and Killmonger also in the mix. Apart from Leech, which you naturally play around with an early Blob, the metagame just feels right for Electro Ramp currently.

Potential Additions:
Vision, Red Skull, Arnim Zola or Skaar are amongst popular cards in the archetype. Some are also using Jubilee or Dracula as well.

As long as you build around the deck’s sole theme of “Make big Blob, abuse big Blob“, your deck should make sense.

Hela Lockjaw

Hela Lockjaw
Created by den
, updated 4 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)
4.4
Cost
0-
1
2
3
4
5+
7.3
Power
0-
1
2
3
4
5+

Rank Justification:
Another deck now including Skaar in its feature twelve cards, Hela Lokjaw is pretty stable from a cube average standpoint, at 0.3. However, the win rate has been worse compared to our last report, with only 50%, potentially alarming when it comes to this deck. Indeed, even if Hela Lockjaw relies on leveraging its better hands to snap early in the match, the metagame is featuring several decks able to potentially challenge its points output. Thanos Lockjaw obviously, but Good Black Knight or Electro Ramp could also fit the bill.

With this in mind, Hela Lockjaw loss of win rate can be seen either as a down period, with a sub-par RNG, or the sign the deck isn’t putting up enough points to win the game reliably when it snaps, and this would be a much bigger problem.

Conquest Performance:
Hela had a 59% win rate in Conquest featuring the same list as the ranked mode, which is a little odd. Indeed, the ladder usually rewards the cube rate metric while Conquest entices you to have a higher win rate. Then, a deck like Hela Lockjaw, relying on big high rolls should do much better in the ranked mode, where it is currently struggling to stay above the 50% win rate.

Seeing it do well in Conquest, with a win rate placing it in the top ten performing decks is a bit puzzling. My best guess is an aggressive snap strategy can open great opportunities for this deck, as you would milk a scared opponent of their cubes as they retreat early, and just need a four cube win then to build a very large lead, forcing them to take risks to come back in the match.

Potential Additions:
Gambit is a good disruptive card in this deck to deal with Zabu decks, or Silver Samurai for a safer Discard ability.

Giganto replaces Skaar if you don’t own the card.

Tier 3

Tier 3 decks this week features various archetypes, some I thought would rank much higher than this, such as Darkhawk or even Loki, picking momentum lately. Both synergies look strong enough to have a spot in the metagame, even if they aren’t faring so well against Blob. Yet, I’m convinced it is mostly a matter of finding the right way to build the deck for the current environment, particularly when it comes to Loki, as new lists keep being shared almost on a daily basis.

Pure Evolutionary and InSheNaut feel right in this third tier, being decent archetype, but too weak to certain cards or synergies to really push for a higher ranking. I wouldn’t be surprised to see both decks do well in the ranks leading up to Infinite, but suddenly see a drop in performance once the deck is played in a more competitive environment, once tech cards are more common, particularly Mobius M. Mobius. These are also able to rank much higher in a different environment, as they have in the past, but need the average deck to put up less points.

Closing this report are Lockjaw and Cerebro 3, two decks trying to do their thing but not really getting anywhere so far. Lockjaw simply is a worse Thanos Lockjaw, as you only have one high roll when you can also ramp in the Thanos deck. Plus, this deck doesn’t run Blob, which I have a hard time explaining, but it might be because it get through its deck too fast most of the time. Nevertheless, seeing it back on a Tier List after so long shows the power of Caiera and Skaar on the metagame, both cards making decks based around cheating big cards early much stronger than they were for many months.

As for Cerebro, the deck has a lot of good cards it can rely on, such as Mobius M. Mobius, Valkyrie or Quake. However, the deck is too fragile overall to really put up strong numbers, and will often be forced to take a risk to win the game, while the Soul Stone can singlehandedly disrupt the entire deck if you can’t find Luke Cage, or they play it late in the match on another lane.

Amongst the tier three decks, none had a particularly stellar performance since the last report. InSheNaut did the best out of those six decks, with a 59% win rate, using a list featuring Jeff the Baby Land Shark instead of Shocker. While InSheNaut has routinely been posting win rates north of the 60% threshold, this still makes it a solid archetype in that mode.

Good Cards Darkhawk

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

Pure Evolutionary

Pure Evo
Created by den
, updated 4 months ago
1x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4x Starter Card
3
Cost
0-
1
2
3
4
5+
4.1
Power
0-
1
2
3
4
5+

Loki

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

InSheNaut

InSheNaut
Created by den
, updated 4 months ago
1x Collection Level 18-214 (Pool 1)
3x 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
3.3
Cost
0-
1
2
3
4
5+
5.3
Power
0-
1
2
3
4
5+

Cerebro 3

Cerebro 3
Created by den
, updated 4 months ago
8x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2x Starter Card
2.7
Cost
0-
1
2
3
4
5+
1.9
Power
0-
1
2
3
4
5+

Lockjaw Thor

Lockjaw
Created by den
, updated 4 months ago
3x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
4.2
Cost
0-
1
2
3
4
5+
7.4
Power
0-
1
2
3
4
5+

Closing Words

There are still some under-the-radar synergies to explore before we can declare Thanos unbeatable in the current Marvel Snap. Yet, I would completely understand if someone already had their attention turned to the OTA on Thursday. Indeed, with only three days left before we should see a nerf to Thanos Lockjaw, one could question if it is even worth it to keep experimenting with various ideas to come up with a deck able to go toe to toe with the current metagame tyrant. Plus, if you do find a deck able to face Thanos, which list are you good against ? The one with Killmonger and Death or with Caiera and Skaar ? The one playing for a maximum points output, or running Leech and Shang-Chi to disrupt the opponent as well?

Compared to other dominant decks we had in the past, Thanos is way more flexible than a Shuri Sauron, and much more resilient to counter cards than the Ongoing synergy. Then, Thanos isn’t just the strongest deck in the metagame, it also usually is the one we use when we want to counter something else, as we can build it in a variety of ways. When that variety is at the service of the archetype putting up the most points, it becomes an unstoppable machine.

I do enjoy testing decks and mind very little about my own ranking, as there aren’t any competitive incentives once you reached the Infinite rank. Yet, Marvel Snap always has been a much better game when we had the possibility to enjoy various types of play styles. Ever since Blob joined the game, points driven synergies have dominated, up to now, with Lockdown being the only deck breaking the most amongst archetypes both popular and doing very well. I’m not saying this is a bad thing, as this is a way to play just as much as trying to disrupt your opponent, or building surprising combos. Yet, it’s been about a month now, and we are looking for a way to limit that specific play style, with the last update pushing it to feel unstoppable.

Thankfully, Marvel Snap is a very dynamic game, and the developers must have anticipated the possibility of Thanos going wild with a nerf to a lot of the other strong decks. Then, if the solution doesn’t come from the community, we should see a fix in a future update, hopefully later this week.

This isn’t the kind of notes I like to conclude a tier list on, but the game can’t always be as we like it to be. I hope you’re having fun with the game anyway, and if you would need anything, 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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