Rogue Terry Dodson Variant Art

Marvel Snap Meta Tier List: January 8, 2024 – Planet Hulk Week 2

The best Marvel Snap decks so far in the Planet Hulk Season! Has Skaar and Caiera made an impact on the meta? What decks are performing surprisingly very well? 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

The last report was only four days ago, it is crazy how a metagame can change in such a short amount of time early in a season. Indeed, if Thanos Lockjaw and InSheNaut took the hottest start to the season, one of them has fallen already, prey to Mobius M. Mobius joining a ton of decks. Yes, InSheNaut is no more, or rather, is back to being a reasonable deck in Marvel Snap. On the other hand, Thanos Lockjaw is still going strong, as the counter to that deck is still to be figure out.

Shang-Chi is good, but can only help on one lane, and could be met with Caiera in the Thanos deck. Decks with more potential fall to Leech disabling their cards going into the last turn of play. Then, it seems like facing Thanos Lockjaw head on isn’t the solution, or at least not when we look at large sample sizes. Then, we need to think of how do we block them before they get going, and that isn’t so simple to do either. Junk is a front-runner in that role, posting a very solid performance this week, worthy of a tier one status if the sample size was bigger. It is joined by Ongoing Thanos in the Silent Performer section, showing that disruptive decks could have a claim to be back in the metagame.

As for the more popular archetypes, the rankings are featuring mostly the usual suspects, with Hela Tribunal and Pure Evolutionary making a comeback amongst the expected Good Cards, Lockdown and similar usual suspects. Two points we can underline amongst those decks which are relevant to understand the current metagame. Ongoing Tribunal has lost a bit of momentum, which results from Rogue or Enchantress coming back to counter Mobius M. Mobius in energy cheating decks, such as Good Cards (Zabu), Pure Evolutionary (Abomination, She-Hulk) or Loki. This has led to Mobius M. Mobius losing a bit of popularity, especially as InSheNaut has already started to be less popular, but there is still plenty of energy cheat around to keep Mobius a reasonable disruptive card to run.

The other thing to consider is the amount of proactive strategies amongst the most strong popular archetypes. Thanos Lockjaw, Ongoing Tribunal, Hela Lockjaw, Electro Ramp, Black Knight are all doing great currently, and run very little disruption, instead looking to win games on the back of their points potential first and foremost. This is often what happens when the dominant archetype is very flexible, such as Thanos. We can’t really rely on specific synergies to beat it, at least, we haven’t found one yet, so we instead focus on developing our own strategy, and capitalize on good draws and favourable locations.

It has been quite a while since this happened, as the previous season always featured a disruptive card for Ms. Marvel, or a way to limit Werewolf By Night and The Collector. After a first week pointing in that direction already, it seems like the metagame is headed in a new direction, with Blob officially taking over Ms. Marvel as the card to have in mind, and high power cards in general overtaking a nice spread of points across three lanes.

With a patch we already know should focus on Loki, Ms. Marvel or Annihilus coming on Tuesday, three dominant concepts last month, but not so hot right now. One could wonder if we have entered a new Thanos era, or is there still new gems to be discovered.

Happy Tier List, everyone!

Marvel Snap Meta Tier List

TierDeckGuide
Silent PerformerGood Cards JunkGreat in ConquestGuide 🆕
Silent PerformerOngoing Thanos
Tier 1Thanos LockjawGood in ConquestGuide
Tier 1LockdownGreat in ConquestGuide
Tier 2Good Cards DarkhawkGood in Conquest 🔽Guide
Tier 2Ongoing Tribunal 🔽Guide
Tier 2Hela Lockjaw 🔙Guide 🆕
Tier 2Electro RampGood in ConquestGuide
Tier 2Pure Evolutionary 🔼Guide
Tier 2Good Cards Black KnightGood in ConquestGuide
Tier 2Good Cards LokiGood in ConquestGuide
Tier 3InSheNaut 🔽Guide
Tier 3Deadpool DestroyGuide
Tier 3Silver Surfer 🔙
Tier 3Discard Dracula 🔙Guide
Tier 3Galactus 🔙Guide
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)
1x Collection Level 222-474 (Pool 2)
3x 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
4.6
Cost
0-
1
2
3
4
5+
5.5
Power
0-
1
2
3
4
5+

Rank Justification:
Strong of a 60% win rate for the second report in a row, Thanos Lockjaw is clearly installing itself as the premier archetype in Marvel Snap to start 2024. The win rate isn’t particularly higher than other archetypes, as 0.5 is solid, but not crushing the competition. However, compared to the rest of this list, Thanos is constantly changing a few cards in its list, showing it still has the ability to grow as a deck, or can adapt to various environment. In the previous report, the deck was using Killmonger and Death to edge the mirror match, alongside annoying InSheNaut as well.

However, with Caiera growing in popularity and Mobius M. Mobius routinely prevent Death from being discounted, Thanos has joined that side of the battle, now using both cards for its own benefit. With a bigger emphasis on the Infinity Stones staying on the field, Blue Marvel also made it back in the deck. I’m a little curious as to why Leech wasn’t part of the best performing list, but it might simply be that the deck doesn’t need to disrupt the opponent that much, as it routinely puts up more points.

Conquest Performance:
I don’t think there is any surprise to see Thanos amongst the top five decks in Conquest this week, but the list who posted the highest win rate for the deck (63%) is interesting nonetheless. First, we can see the Killmonger, Death duo featured here, while it isn’t the preferred way to play the deck in ranked. Then, Enchantress replaces Shang-Chi in the disruptive slot, indicating the Ongoing is either very popular, or a problem for the deck compared to high power cards.

There is a list much closer to the one used in Ranked not so far behind, at 61% win rate, showing Thanos is flexible, but remains strong no matter how you build it.

Thanos Lockjaw Conquest
Created by den
, updated 4 months ago
2x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4.8
Cost
0-
1
2
3
4
5+
5.4
Power
0-
1
2
3
4
5+

Potential Additions:
Leech and Shang-Chi are two popular cards in the archetype, typically replacing Mobius M. Mobius and Iron Lad. Otherwise, Okoye, Wave, or Nico Minoru are nice utility tools you could consider.

Lockdown

Lockdown
Created by den
, updated 4 months ago
3x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
6x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.2
Cost
0-
1
2
3
4
5+
4
Power
0-
1
2
3
4
5+

Rank Justification:
One of the few disruptive strategies doing well currently, Lockdown is the pillar of the old metagame in a way, leveraging Ms. Marvel to reach unplayable locations or seize priority for Negasonic Teenage Warhead and Alioth. With 0.5 cube average and 59% win rate, the deck is posting similar numbers to Thanos Lockjaw, even if the sample size is quite smaller for Lockdown. One could wonder how effective the surprise of the disruptive cards is then, as Alioth isn’t very popular anymore, and Negasonic Teenage Warhead definitely doesn’t see play overall.

Yet, with Rogue still a popular card, Killmonger being in some Thanos lists, or the points potential being way more limited than most other decks on the ranking, the only logical conclusion is that this kind of strategy are making sense currently. With Junk also picking lots of momentum this week, there is hope to see disruption still be a great way to rack up cubes in Marvel Snap.

Conquest Performance:
Lockdown is fighting with Junk for the highest win rate this week, both archetypes being the only ones with a deck above the 65% win rate threshold. The deck is built a little differently there, closer to a Good Cards build, which enable easier to figure snaps early in the match, with Zabu representing another opportunity to do so.

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+

Potential Additions:
Nightcrawler, Medusa are fine inclusion as early game options, while Mobius M. Mobius or Legion could work for disruptive purposes.

Tier 2

Good Cards Darkhawk

Good Cards Darkhawk
Created by den
, updated 4 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.4
Cost
0-
1
2
3
4
5+
3.4
Power
0-
1
2
3
4
5+

Rank Justification:
Many believed Blob would end Darkhawk‘s career last month, but Leech came to the rescue in order to limit how much damage the 6-cost card could make. Now that Lockjaw is a central piece of the Thanos decks, the rock synergy gained another upside, as it can heavily disrupt that card.

If Darkhawk was a Thanos counter, the deck wouldn’t be in tier 2, although the 0.4 cube average and 59% win rate are very good numbers, showing Darkhawk is far from a bad Marvel Snap synergy to build around. Yet, even with Shadow King, Shang-Chi and Leech in the deck, which are needed to compete in this points driven metagame, it seems like Good Cards Darkhawk lacks a little something to compare with the two tier one decks.

Conquest Performance:
With even more disruption in the deck, as Mobius M. Mobius replaced Black Widow in the best performing list, Good Cards Darkhawk managed to be a top five archetype in Conquest for yet another week, with a 64% win rate.

We already know how good the Rock synergy can be in conquest, as that disruption only can win a cube here and there, in addition to building a big Darkhawk. Then, when the deck figures out the best disruptive cards for the mode in addition to it, Good Cards Darkhawk can quickly be a very annoying, and stable deck to go against.

Potential Additions:
Mobius M. Mobius, Cosmo or Rogue could replace Black Widow for more disruption added to the mix, while you could think of cards like Echo or Iceman if you wanted another early card instead of Shadow King or Shang-Chi.

Ongoing Tribunal

Ongoing Tribunal
Created by den
, updated 4 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)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
3.8
Cost
0-
1
2
3
4
5+
3.3
Power
0-
1
2
3
4
5+

Rank Justification:
The return of Rogue has naturally meant a bit of a harder time for the Ongoing Tribunal archetype, although the deck still managed to remain close to the top, with 0.4 cube average and 58% win rate. This kind of environment is probably a good for a very proactive, combo oriented deck, as you should be able to figure out fairly precisely when to snap or retreat.

Indeed, considering this deck develops most of its power on the last turn of play, while other decks are doing so through the course of the whole match, a good pilot should be able to assess its chances of emerging victorious once the late turns come around.

It might sound like it isn’t such a big upside, but when most of the metagame is about who will put up the most points, being the one able to hide your potential helps quite a lot to leverage the most important mechanic in the game.

Conquest Performance:
If you can be patient and keep your opponent in the dark in a ladder game, there is much more difficult to do in Conquest, as the opponent won’t be fooled twice by the same trick. Then, Ongoing Tribunal naturally is posted a weaker performance in Conquest compared to the ranked mode, as the surprise won’t help you there.

You could still try to include a card like Leech or another way to limit the effectiveness of opposing disrupting tools, but it seems difficult to overcome the fact that some decks operate better when the opponent doesn’t know what is about to go down.

Potential Additions:
Sera is a popular inclusion, replacing either Super-Skrull, Magik or Cosmo depending on what you value the most.

Hela Lockjaw

Hela Lockjaw
Created by den
, updated 4 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)
4
Cost
0-
1
2
3
4
5+
6.8
Power
0-
1
2
3
4
5+

Rank Justification:
In a similar fashion to what Ongoing Tribunal is doing, Hela can keep the opponent in the dark regarding its true potential until very late in the match. This might push the opponent to hold their snap, and give you the opportunity to scout their development before deciding on yours. For such decks with a weaker win rate compared to the deck ranked above it (56%), it is essential to retain the freedom of choosing the stakes of each game. This is probably why Hela Lockjaw managed to achieve a 0.4 cube average, one of its highest in a long time.

The deck appears to have two flexible slots, filled by Gambit and Armor this week, two cards with no synergy together, but helping the deck’s agenda when considered separately. Yet, Armor makes sure Hela can be played safely even against Alioth, and protects your big cards from Shang-Chi, while Gambit can take out Lockjaw, Zabu or other similar early important cards in the current metagame.

Conquest Performance:
Hela Lockjaw already has a fairly low win rate compared to the other strong archetype in Marvel Snap for the cube ratio it manages to post. Then, it is only normal to see the deck do a little worse in Conquest, when the win rate metric is more important compared to ranked play.

In that mode, the ability to surprise your opponent, and build various play-patterns with the same deck is much more important compared to when climbing to the Infinite rank. As such, Hela Lockjaw will get snapped much more often in Conquest whenever it doesn’t play Lockjaw on turn three or four, or hasn’t discard anything in the first few turns. It probably will only cost the deck one, maybe two cubes each time, but those can quickly add up, and you won’t get as many four or eight cubes opportunities against a opponent who knows what kind of deck you are playing.

Potential Additions:
Killmonger and Mobius M. Mobius are two decent options as 3-cost cards instead of Gambit. To replace Armor, a strong standalone 2-cost could work, another discard target as well with a big power card. Last, you could consider Leech or Vision, just to have a 5-cost card to play on curve when needed.

Electro Ramp

Electro Ramp
Created by den
, updated 4 months ago
1x Collection Level 18-214 (Pool 1)
3x 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)
4.5
Cost
0-
1
2
3
4
5+
6.3
Power
0-
1
2
3
4
5+

Rank Justification:
Based around the simplest strategy in the game, and probably the testimony of Blob’s impact on the metagame, Electro Ramp keeps solidifying its position as a top ten deck in the current metagame, although the deck doesn’t seem too able to go much higher. Indeed, if the 0.4 cube average is placing the deck in the higher half of Tier two, the 55% win rate needs to be improved in order to go any further.

Unfortunately, if Thanos Lockjaw keeps on dominating, one can only expect to see more decks try to build against Blob, and Electro Ramp isn’t as flexible as Thanos when it comes to adapting to decks looking to take you out. Then, Electro Ramp is currently a very solid deck right now, but needs to monitor the environment to make sure counter strategies aren’t emerging.

Conquest Performance:
For a deck with very limited room to adapt, Electro Ramp is doing very well, as it is one of the stronger decks in Conquest, sporting a 61% win rate over the last days. The deck features a very similar list, with only Iron Lad used instead of a 1-cost card, likely to push for stability even more.

I would attribute a lot of the deck’s success to aggressive snapping whenever the deck finds a solid starting hand, in order to limit the amount of matches played in a round, meaning less retreats for one cube on our side because Electro or Wave didn’t show up. Then, even if the opponent would retreat, a logical attitude once they figured what kind of deck we are playing, we would still get a cube, and open the way for some bluff snaps later on.

This later part of mastering the snap is a big to maximize the cube average of a deck like Electro Ramp, as you would otherwise just let the opponent decide when to play or not, and they would obviously pick every time you start off slow to do so.

Potential Additions:
Jeff the Baby Land Shark is usually part of Electro based decks, thanks to being playable even with Electro in play. Otherwise, this deck really focuses on maximizing its one gameplan of playing Blob safely behind Armor, and either copying it with Taskmaster or spreading points with The Living Tribunal.

As such, you could consider Leech, Vision, Orka and The Infinaut as flexible, and use their slot either to invest into making the best possible Blob, or crafting a plan B in case you wouldn’t draw into it. This is based on your preferred way to play the deck.

Pure Evolutionary

Pure Evolutionary
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+

Rank Justification:
InSheNaut has fallen dramatically this week, but High Evolutionary as a whole hasn’t done so bad for itself as a whole, thanks to the Pure Evolutionary archetype. Considering this one packs way less points than InSheNaut, it has to be that disruption was more important to the deck’s success, which makes sense if you consider a large part of the metagame was aiming to counter the She Hulk interaction with Mobius M. Mobius.

Then, the 0.35 cube average is respectable, but the 58% win rate is quite impressive for this deck. Indeed, even if we consider that Zabu, Shang-Chi and Enchantress have helped the synergy, just like it does for most Good Cards decks, Pure Evolutionary still managed to be in the same range as most other archetypes using that package.

Conquest Performance:
Pure Evolutionary is decent, but not particularly strong in Conquest, as disruptive cards naturally lose a bit of value once the opponent knows what they have to play around. Then, even if you have more flexibility to deal with Mobius M. Mobius or such cards able to completely wreck your core synergy, your opponents will also make sure Enchantress or Shang-Chi aren’t too impactful once they know these are the two cards they need to play around.

Maybe the deck could raise its win rate, and reach the 60% threshold with a specific list, tailored for the environment, but it would mostly mean it found the right flexible cards for the current metagame. Unfortunately, that isn’t proof of an archetype’s strength, as those flexible cards could very well be played by other decks, with a stronger synergy when it comes to the proactive part of the deck.

Potential Additions:
She-Hulk and Sunspot depend on much of Mobius M. Mobius you are facing and whether you managed to deal with it or not.

If you aren’t seeing too much of it, Moon Girl and Quinjet can be a nice duo to have in the deck, bring some explosive potential when you create several cheap abominations or She-Hulks.

Good Cards Black Knight

Good Cards Black Knight
Created by den
, updated 4 months ago
3x 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)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.5
Cost
0-
1
2
3
4
5+
5.6
Power
0-
1
2
3
4
5+

Rank Justification:
One of the decks gaining the most popularity lately, and often regarded as one of the best in the game if you trust social media. Good Cards Black Knight still struggles to break through on a larger level, as the deck still has not cracked the top five over a large sample of games yet.

The potential is absolutely there, and a 20 power Ebony Blade is one of the easiest snap situation in the entire metagame. Then, the 0.35 cube average is easily explained, as the deck is based around simple synergies, which are only based on itself, meaning it doesn’t need so much information in order to know when to snap. Yet, the 53.5% win rate is the lowest in tier two, even below decks regarded as inconsistent, such as Hela Lockjaw or Ongoing Tribunal.

Overall, the deck probably has more to offer than the numbers might indicate, but the deck certainly is more difficult to pilot to great results than other Good Cards decks right now.

Conquest Performance:
Black Knight is the last of the archetype earning the Good in Conquest seal of approval this week, with a win rate just a little above the 60% threshold. As expected, the deck is almost the same in that second mode, simply because there isn’t much room to work with once we added both the discard and the good cards packages in the list.

This could could also be a reason for the deck to do fairly well in Conquest, as playing the same twelve cards in both modes helps to build comfort, and learn when to snap with the deck. Then, even if Good Cards Black Knight isn’t a top tier in either mode, it looks like a good middle ground for someone who would be looking for a deck they can plan in both mode, and not have to adapt when switching.

Potential Additions:
There isn’t much flexibility to the deck when looking at the various lists. Rogue can replace Enchantress if you target other decks with Zabu, or think you can build a bigger Blob than a Thanos deck.

Otherwise, you could also run a standalone strong card such as Gladiator or Black Cat, which participate to the high power, or discard synergy around the deck.

Good Cards Loki

Good Cards Loki
Created by den
, updated 4 months ago
2x 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)
1x Starter Card
2.7
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

Rank Justification:
Loki still doesn’t seem like it found its perfect list since Werewolf By Night was nerfed, and the metagame started to feature Blob as a central piece. Plus, with Mobius M. Mobius being a fairly popular inclusion, Loki is forced to run Rogue, which limits how many cards of the core strategy can be used.

With those struggles to solve, Loki has been looking like a Good Cards deck more and more, especially as Zabu now helps Werewolf by Night remain a strong card in the deck. Beast has been cut, alongside several 1-cost cards, the deck typically running more with Nico Minoru, Forge or Maria Hill included in that mix.

The cube rate is around 0.3 and the win rate at 56%, which aren’t bad numbers, especially for an archetype considered in a struggling position. With a patch on Tuesday changing the way Loki works, and potentially kicking The Collector out of the deck, we are not done with this deck looking for its best build.

Conquest Performance:
While the ranked mode isn’t Loki strong suit currently, the archetype is doing well in Conquest, with the build from last season still holding a solid 63% win rate over several hundred of matches. As usual, Loki’s ability to scare its opponent when it snaps, and gather a ton of information about their deck, remains a big upside in the Conquest mode.

Loki Conquest
Created by den
, updated 4 months ago
2x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.3
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Potential Additions:
Devil Dinosaur and Werewolf by Night are battling to be the second anchor alongside The Collector, sometimes, Ms. Marvel is the cut to not give opposing Rogues an extra target.

Outside finding that second card to create points, one can always consider cards like Maria Hill or other tools to help buff The Collector and keep a big hand for Loki. Beast also, could work well in a build with Werewolf By Night.

Tier 3

Tier 3 is featuring five decks this week, more than most weeks in the previous months, showing the decks at the top aren’t hold as much popularity as they used to. These are all known archetypes in Marvel Snap, with InSheNaut and Destroy a bit on the decline as the metagame isn’t really good for the synergies they are using, while Silver Surfer and Discard Dracula are on their way up.

As for Galactus, the deck is far from what it was last season, when it was the Dark Horse of the metagame, and held a 0.5 cube average regularly. Now closer to 0.2, Galactus is extremely difficult in a metagame with a lot more points, much earlier in a match.

Also, it seems important to note none of these decks are doing particularly better in Conquest either. This can be alarming for InSheNaut in particular, which used to be a great deck in that other mode. Unfortunately, it seems like Mobius M. Mobius is even more popular there, and you won’t be able to just retreat out of the game then.

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+

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)
4x Collection Level 486+ (Pool 3)
1x 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+
2.7
Power
0-
1
2
3
4
5+

Silver Surfer

Silver Surfer
Created by den
, updated 4 months ago
2x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.5
Cost
0-
1
2
3
4
5+
2.6
Power
0-
1
2
3
4
5+

Discard Dracula

Discard Dracula
Created by den
, updated 4 months ago
4x 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)
3.1
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Galactus

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

Closing Words

The metagame hasn’t changed so much if we look at the early days of the season and where we are right now. The main difference lies in the fact InSheNaut has quickly been adapted against, and has gone back to being a good, but difficult to leverage deck. As for the rest of the metagame, the same mix of points driven decks (Thanos, Ongoing, Hela) against Good Cards inspired build remains.

On Tuesday, we are getting a balance patch mostly focused on decks which dominated last season. Loki, Ms. Marvel, Annihilus will be the focus there, which begs the question of how will the Good Cards side of the battle react, considering they should suffer most of the negative aftermaths of this patch. On the other hand, nothing in this patch seems to indicate Thanos Lockjaw is at risk, which begs the question of the possibilities we will have to counter the deck after the update will be live.

I am not trying to be alarmist, and we have seen very good decks crumble when the whole metagame was gunning for them, as they were the only archetype teched against. Then, we might be surprised by the consequences of this update, or maybe Thanos will reign supreme.

We’ll know this when we revisit this Meta Tier List, around Thursday or Friday next week. Until then, I hope you are having fun with Marvel Snap.

To reach out, 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.

Articles: 401