Marvel Snap Metagame Tier List, December 19th, 2022: The Power Cosmic Week 2

The Power Cosmic metagame continues to evolve at a startling pace, with new play patterns, focuses and cards shaping the way we play each day! Den is here to walk you through some of the current big bads, and some of the upcomers as he breaks down what's important in the current Snap metagame!

If you have played other established card games on the market before such as Hearthstone, you might have heard some people say things like “kill them, so they’re dead” or “play a card, so it’s in play”. These proverbs usually have a common ground: Do the simple things that the game asks you to, and you should be rewarded more often than not.

Up until now, Marvel Snap was a game where creativity was heavily rewarded. Being able to surprise your opponent would usually lead to being able to get away with more Snaps than popular decks would, as the opponent didn’t know what kind of trouble was coming. I still believe this to be true to this day. However, it is also undeniable that some cards have become metagame staples in the eyes of many, and will be the default choice whenever a player doesn’t know how to complete their deck. Namely, Aero and Leader have appeared in almost every single archetype you could think of, and contributed to its success in some way.

Because of this domination, Aero and Leader have stopped being considered the “best cards to complete a deck”, and players actually looked for ways to build around them, creating the best situation to abuse their abilities. This lead to Marvel Snap becoming a game of “who can gain priority by turn five” where cards like Lizard, Maximus, or Sunspot shined by their ability to secure more points than our opponent. Once ahead, those decks simply look to take out the likeliest cards our opponent might play, kind of shutting the door on the game.

In those strategies, cards like Leech or Shang-Chi have emerged as powerful tools, albeit their low power contribution to our side of the table. Despite that, if they can simply take out the only thing left for the opponent to come back, they feel like the best card in the game at that moment.

Counters have started to emerge as well, in the form of decks that are fine leaving the priority to the opponent, as they figured they couldn’t fight for it anyway. For now, these are mostly in the works, but show that the metagame keeps moving.

This new way of playing Marvel Snap had made this tier list quite complicated to make, as every archetype could now be considered a 15-card deck, where the last two or three inclusions can be swapped at any time. The decision of what to play being based on what we face, and also if we would rather play for control of the priority, or to counter an opponent looking to abuse it.

As a result, the recently introduced “Potential Additions” part of each deck writeup will be very important this week, as very few decks can be considered a solid 12-card deck suggestion in the current environment.


Marvel Snap Meta Tier List

TierDeck Name
Tier 1Negative Surfer
Tier 1Seracle Surfer
Tier 1She-Hulk Baero
Tier 2Good Cards Devil Dinosaur 🆕
Tier 2Shuri Pile 🆕
Tier 2Seracle Control 🆕
Tier 2Electro Ramp
Tier 2Zero
Tier 2Patriot
Tier 2Galactus Knull 🆕
Tier 2Hela Discard 🔼
Tier 2Ongoing Destroyer
Tier 3Bounce Thanos 🔼
Tier 3Discard Lockjaw
Tier 3Lockjaw On Reveal 🔼
Tier 3Cerebro 2 🆕
Tier 4Movement
Tier 4Deadpool 🔽
Tier 4C3r3bro
Tier 4Valkyrie Control
Tier 4Kazoo 🔽
Tier 4Wong Reveal 🔽
BudgetHandsize Destroy 🆕
BudgetOngoing 🆕
BudgetSandman Kazoo 🆕
BudgetControl 🆕

💡 You can always go to our Tier List section and view the latest updates, and more! Check out our new collection tracker, add your cards, and see what decks you can build or find a deck in our database!


Tier 1

Mister Negative

Negative Surfer
Created by den
, updated 6 months ago
2x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
8x Collection Level 486+ (Pool 3)
1x Starter Card
2.8
Cost
0-
1
2
3
4
5+
0.9
Power
0-
1
2
3
4
5+

Rank Justification: In a world where everyone is trying to do the overall best thing and control what their opponent is doing, Mister Negative is a bit of an exception. Thanks to its highly synergistic nature, and difficult to predict play patterns, the deck isn’t as weak as the others to Aero or Leader.

Most of the time, a perfect game for this deck will be able to completely ignore what their opponent does, only considering a Cosmo or such that can cancel an important effect. Otherwise, through playing proactively and not hoarding cards in hand, we should be able to deny a good Leech, Leader, or other disruptive effects from our opponent. The big things to be careful about is Iron Man on turn five as the opponent can move it with Aero.

How To Play: The obvious gameplan would be to play Mister Negative on turn four, a three and a two on turn five, and unleash everything we can on turn six, profiting from our Negative’d cards.

Even without Mister Negative, the deck still has some solid play patterns to try to win 2 locations:

Potential additions: Not really a deck that can fit tech cards easily outside of Rogue, who also fits the bill of being good when hit by Mister Negative or Silver Surfers ability. The deck will most of the time focus on itself when it comes to including new cards:

  • Angela is a good foundation card, and can be nice once Negative’d as it should easily grow to a 6 or 8 power card. It will replace Bast most of the time.
  • Wong can replace Iron Man and push different 3-Cost cards such as Ironheart, or maybe Gambit if you’re somewhat of an adventurer.

Seracle Surfer

Seracle Surfer
Created by den
, updated 6 months ago
1x Collection Level 1-14
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
2.8
Cost
0-
1
2
3
4
5+
2.7
Power
0-
1
2
3
4
5+

Rank Justification: While Leader being very popular has instilled some doubts about how good decks with an insane turn 6 really are, I think Sera decks are fine against Leader once you understand how the card works, and start playing your best cards on locations that are already populated for your opponent. Also, there are some fun little plays you can pull to counter them, such as playing Silver Surfer, and then Cosmo on the same location if you are revealing first. This will lead to the opponent copying both cards, but their Surfer won’t trigger, effectively being a 0 power card.

Otherwise, the deck hasn’t changed much over the week, and still does what it’s best at. Develop non-committal cards early on in the game, get Sera on turn five, and then unleash a ton of power on the last turn.

How To Play: We are using Sera to create more opportunities to exploit Silver Surfer, especially the ability to play three 3-Cost cards on the last turn of play. Before this point, we will usually play our tempo cards to annoy the opponent and develop 3-Cost cards to boost later on:

  • Goose is great to play on a location where we know we will not play Sera.
  • Cosmo is great to play on the location we know we will play Sera, as it protects her from a potential Enchantress or Rogue trying to snipe it.
  • Storm into Juggernaut is a nice one-two punch to steal a location, and can make us look like a disruption deck. Mister Fantastic is a good support to the Flooded location, and Brood can be a play that ensures we win that one.
  • Nova is a fine card to play on turn one or four, simply to use energy. On turn one, it will usually draw on opposing Armor on the next turn if they have it.

Potential additions: It’s still up in the air whether Bast and Adam Warlock should make it over Nova and Killmonger in this deck. Another way to build the deck is to have Domino as the sole 2-Cost to free a spot for an extra 3-Cost or a utility card. Polaris would be the next in line in that scenario.

She-Hulk Baero

Baero
Created by den
, updated 6 months ago
4x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
3.4
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Rank Justification: The best deck in the game for many people, Baero has suffered a lot from Leech these past few days, the card negating Leader, but also She-Hulk and Death. However, the reason I did not drop the deck from Tier 1 is because the metagame already started to adapt, and more ramp strategies have emerged to counter Leech.

Also, if you suspect Leech in the opposing deck, you can simply play Wave on turn three and Death on turn four. It will likely give you priority to go Aero on five and Leader on six if available. As a result, although Baero had a bit of a rough patch early in the week, the deck seems able to adapt and not that easy to dethrone as a metagame staple.

The arrival of Knull in the game is something to monitor for the deck, as it could be a counter of some sort. However, for now, the only deck playing Knull is Galactus, and we have Death in our deck already benefitting from it.

How To Play: The whole point of the deck is to be able to get two destroy effects while having reveal priority going into turn six. This should be achieved with a simple on-curve play during the first four turns, as the destroy synergy is able to generate solid power through its staple cards like Bucky Barnes, Deathlok, or Carnage.

Turn five should be a Wave play, and nothing else if we have She-Hulk in hand, so the card can be a 2-Cost next turn and be paired with Aero or Leader. If we managed to get to four destroy effects, Death becomes free and both her and She-Hulk can be played in addition to another card. Squirrel Girl being destroyed by Killmonger usually is the way to go to get our four destructions in time.

Outside this basic play pattern, looking to maximize energy usage, the deck still is quite flexible, and is able to develop points even without drawing into Wave. The destroy synergy especially shines when it comes to cleaning annoying cards that would appear on our side of the board, be it from locations or the opponent.

Potential additions: This week, I cut Nova from the deck, as the deck rarely provides enough points to be worth it in the end, but it can be added back very easily.

Outside this change, Baero is quite difficult to change as a deck and has felt like a finished product for some time now. Shang-Chi is the card that feels like the best 13th, especially in the current environment. If you decide to play it, DO NOT PLAY Shang-Chi on the same lane as Death or She-Hulk on turn six, unless you reveal second. Otherwise, your opponent playing Leader would kill your big card, and likely win the game because of it.


Tier 2

Good Cards Devil Dinosaur 🆕

Devil Dinosaur Good Cards Pile
Created by den
, updated 6 months ago
6x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Starter Card
3.4
Cost
0-
1
2
3
4
5+
4.1
Power
0-
1
2
3
4
5+

Rank Justification: This archetype is the representation of what has been going on in the game lately, as there aren’t many synergies outside the usual Devil Dinosaur shell. Even then, lots of players have removed Moon Girl and Devil Dinosaur for Magneto and Leech. Because it is based around simple cards, the deck immediately gives a feeling of being in control and quickly able to perform.

I almost ranked it in Tier 1 immediately based on its impact, but I wanted to give it a bit more time, as the deck really feels simple compared to the more synergistic builds in the highest tier. As such, although its flexibility is second to none, able to include basically any card that would make sense in the current metagame. The deck also can be punishing if you get the wrong read, or fail to adapt to a metagame change.

How To Play: Get priority early on with Lizard and Maximus, keep it while gathering information with White Queen, and then just dictate the last two turns with Aero and Leader.

If this plan would fail, or the draws don’t align, you still have a couple of other patterns thanks to Moon Girl and Devil Dinosaur, or Shang-Chi.

Potential additions: The list is really long, but here are the most popular or impactful seen during the week:

  • Leech – Disables Leader and the rest of the opposing hand.
  • Magneto – Often seen as a second Aero and another way of manipulating the opponent’s board.
  • Scorpion – Solid 2-cost to disrupt the opposing hand early on in the match.
  • Sunspot – Solid 1-cost that makes up for potential bad turns later on.
  • Thor – Solid 3-cost card that can become the biggest in the game at 10 points.

Shuri Pile 🆕

Shuri Pile
Created by den
, updated 6 months ago
4x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
3.5
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Rank Justification: Similarly to the previous archetype, this is another deck that simply aims at playing overall good cards to gain priority. The difference here is that we have a little more synergy going on with Shuri being a key card in the deck.

Once again, Aero and Leader just seem to be so good that it is fine devoting the rest of the deck to getting them in a perfect setup. And even if we wouldn’t draw into these two, we still can develop a ton of points and compete for the win.

How To Play: This deck can have the exact same play pattern of LizardMaximusWhite QueenAeroLeader as most of the current very popular decks, and get away with it more often than not.

Otherwise, the innovation here is mostly around Shuri enabling a second line of play on turns four, five, and six, which focuses on points rather than disruption. Once you played Shuri on turn four, Maximus, Vision or Aero should become big enough to contest a lane almost on their own, and pave the way for Taskmaster to contest another one when he comes down the next turn.

Potential additions: This builds stems from KMBest sharing his list where he had Scorpion, Thor, and Magneto over Okoye, Taskmaster and Cosmo. Otherwise, this deck is able to adapt, yet doesn’t want to play low points cards in the second part of the game, as it would deny a lot of Shuri‘s power in the deck.

Seracle Control 🆕

Seracle Control
Created by den
, updated 6 months ago
4x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Starter Card
2.9
Cost
0-
1
2
3
4
5+
3.5
Power
0-
1
2
3
4
5+

Rank Justification: The more traditional way of playing Sera has focused on denying the opposing gameplan, as the deck is fine with playing without priority. In the current metagame, it feels like these decks are next in line to be successful, considering everyone is fighting for priority currently. As such, the situation this deck aims to achieve tends to happen quite often.

However, even if it seems to make sense in the environment, the deck doesn’t feel completely refined yet, and things often need to align well for us to punish the opponent completely. Nonetheless, in a metagame where Snapping is difficult without the opponent retreating because they are behind, a deck that can accept falling behind and is able to Snap based on its hand has a lot of merit.

How To Play: The deck aims at playing points with its non-committal cards while keeping flexibility on where to play later on. The end goal is to be able to take a lane with one of our counter effects in Shang-Chi, Enchantress or Killmonger on the last turn. Thanks to Sera or Magik, we can play Killmonger plus one of the 4-Cost cards. If we get Magik on five into Sera on six, we can play both Shang-Chi and Enchantress.

Cards like Lizard or Maximus help develop points early and should give us priority, but our turns four and five should be weak enough to give it back before the final turn.

Potential additions: Reactive decks tend to be more flexible, as long as you see a card that could counter a popular deck in the current metagame. Armor is a nice way to annoy Baero and their destroy effects currently. Cosmo is a card that could help against Silver Surfer, but the card is very difficult to play in the deck as it also locks some of our effects.

Other cards that could be worth considering:

  • Scarlet Witch is historically a good card in Sera builds, and can serve as a surprise to cancel a Limbo and end the game.
  • Polaris helps to manipulate the opponent’s board, protecting our Lizard or clogging a lane.
  • Rescue is a good turn four before Sera, scoring solid points.
  • Aero or Leader could replace Magik, and just act as a back-up plan for when Sera isn’t drawn.

Electro Ramp

Electro Ramp
Created by den
, updated 6 months ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
7x Collection Level 486+ (Pool 3)
3.9
Cost
0-
1
2
3
4
5+
5
Power
0-
1
2
3
4
5+

Rank Justification: When it comes to developing a lot of points and simply being energy effective, ramp synergies tend to be very effective. Also, thanks to Electro or Wave, you can use Odin on either Aero or Leader on turn six, repeating their currently mighty abilities.

In addition, cards like Klaw or Doctor Doom, played to be able to impact multiple lanes while playing on 1 card per turn, tend to do quite well against Aero looking to move them. Also, because you are one turn ahead of your opponent in terms of curve, you can play the important cards one turn before they can Aero or Leader against it. And afford to play more dispensable cards if you anticipate their play.

How To Play: Similarly to the “Good Cards” deck above in this tier, the deck simply aims at developing its pre-set strategy and locking the game down with Aero and the 6-cost cards once it creates a favorable situation. Outside of playing Electro on turn three, the rest of the deck is aimed at seizing priority so our On Reveal abilities are safe from a Cosmo, and more effective overall.

Ebony Maw especially, is great at taking the lead while not being a problem for the location it is played on, as we have several ways to protect it, with Klaw, Aero, Magneto, Doctor Doom or Leader.

Potential additions: Although I would tend to keep the On Reveal theme strong for the 5 and 6-Cost cards, a lot of addition can make the list:

Zero

Zero
Created by den
, updated 6 months ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
8x Collection Level 486+ (Pool 3)
3.3
Cost
0-
1
2
3
4
5+
5.3
Power
0-
1
2
3
4
5+

Rank Justification: With everyone praising Leech as the metagame savior, Zero found another opportunity to gain some momentum. She-Hulk and Taskmaster aren’t happy to be affected by Leech, but Red Skull becomes one of the best card in the game when it happens.

Also, in an environment where the goal is to play solid cards in terms of points, Zero just seems to be able to compete with most decks in that regard. However, it isn’t ranked as high as other archetype as it can suffer from Aero moving a big card to a lane we wouldn’t need its contribution. On the other end, Taskmaster is one of the best counter plays to Leader currently.

How To Play: The deck is a big ball of two or three cards synergizing together to create a lot of points in the end. We already discussed how She-Hulk and Shuri are greatly helping the deck, but here are the basic play patterns we are looking to accomplish:

  • Taskmaster can be paired with Venom, Red Skull, She Hulk or Typhoid Mary to become a double digit power 5-Cost card.
  • Shuri works with most cards in the deck, except Venom, as she will grant her buff before Venom’s on reveal ability triggers.
  • Zero should be used mostly on Typhoid Mary or Red Skull. However, Maximus or even Titania can be worthy targets to deny the opponent some cards or potential counter play.
  • Enchantress should only be played when she is worth a lot of points, around 10 power kind of value. Otherwise, it is often better to keep developing big scoring cards.
  • She-Hulk enables a turn six combo, but also can be a good turn four play alongside Zero. It involves passing on turn three, but allows a nice Red Skull follow up on turn five.

Potential additions: Sunspot would likely be cut from the deck, if you were looking to include something else. Cosmo might be a worthy inclusion, but will have to be played on turn 3 most of the time, it does synergize with Maximus in the deck. Otherwise, this archetype is difficult to modify, and would rather focus on its raw power rather than adapt to its opponents.

Sera has been included in the deck on some occasions in the past, opening a Venom plus Taskmaster play on turn six. However with She-Hulk in the deck now, we might want to pass turn five more often.

Patriot

Patriot
Created by den
, updated 6 months ago
1x Collection Level 1-14
2x Collection Level 18-214 (Pool 1)
6x Collection Level 486+ (Pool 3)
1x Recruit Season
2x Starter Card
3
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

Rank Justification: With very little Ongoing disruption currently, Patriot decks are able to develop their game plan routinely in the current metagame, and the deck isn’t so bad when it comes to competing in a final points shootout. Despite that, Patriot had to come back to a simpler, more on-curve kind of build to avoid getting your signature card getting Leeched. As a result, we are back to an Invisible Woman build, where we aren’t actively trying to get the biggest possible combo, rather make sure we develop as much as possible safely.

How To Play: The goal for this archetype is to abuse Patriot‘s ability to grow all our No Ability (vanilla) units, which can come in many forms – either cards from our decks or ones we generate, like Debrii‘s Rocks or Ultron‘s Drones.

The biggest challenge with this deck is to place our cards correctly. Indeed, with Patriot and Mystique being very weak in terms of points, we need to win the other 2 lanes, even if we get some help from Onslaught or Ultron to reach 10 points or so.

If you take a look at the deck, you’ll see that every card either helps boost the other ones, or has vanilla synergy. Ideally, we want to have two vanilla lanes and one with the boosters, potentially hidden behind Invisible Woman.

Enchantress on Patriot will usually lead to an immediate retreat, but with the current metagame being most about developing a ton of points, and Leech being more popular than Enchantress. I would recommend just playing Patriot before turn 5, even if it tells our opponent our whole gameplan.

Potential additions: We shared a greedier, more combo oriented list last week, including cards like Sera, Wave or Magik, leading to a potentially higher points ceiling. But with Leech in the metagame, we’d rather play a more proactive gameplan, and not keep our key card in hand for too long.

Galactus Knull 🆕

Galactus Knull
Created by den
, updated 6 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
7x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4
Cost
0-
1
2
3
4
5+
5.2
Power
0-
1
2
3
4
5+

Rank Justification: With Knull joining the game, Galactus has found a powerful ally. It makes the deck much more synergistic, but also much better when it works out. Of course, with Knull being very new, it is too early to say if this will be the final form for the archetype, but the early results are promising, and seem to have improved the combination of Galactus and Electro.

Especially, the big addition to the deck is Ebony Maw, helping Lizard to give the deck priority going into our Galactus turn and potentially avoiding Aero or Cosmo, canceling its On Reveal Ability. Once the game is all about one lane, the deck is very difficult to beat with Knull, Death and Shang-Chi in the list.

How To Play: The primary gameplan for the deck is to find a way to stick Galactus and make the match about winning one lane. This gets done mostly with seizing priority before playing Psylocke, Electro or Wave to ramp towards Galactus. In that plan, if we can land Doctor Octopus right before Galactus, it should power up Knull while discounting Death, making us almost unstoppable as long as we play around Shang-Chi from the opponent.

With Knull now in the mix, the deck is now able to have another gameplan, based on Destroyer destroying our cards and winning a lane on turn five, and then Knull coming in and winning another one on turn six.

The big upside for the deck is both plans reward you for playing high-power cards and taking priority. As such, there is no reason not to go Ebony MawLizard – Ramp every time the sequence is available to play.

Potential additions: As a relatively young archetype, many cards can be considered in order to support either game plans, or add a twist to them:

Hela Discard 🔼

Hela Zabu
Created by den
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
4.7
Cost
0-
1
2
3
4
5+
6.8
Power
0-
1
2
3
4
5+

Rank Justification: When it comes to developing points without being too careful about what the opponent does, it is hard to bet against Hela Discard. Also, Hela is a very good counter to Leader, unless the opponent discarded something during the game.
Also, Sandman appears to be a nice card against Mister Negative and Sera decks, although these aren’t so popular currently, but still are the decks most likely to be able to enter a points contest.

The trouble for the deck comes from Cosmo mostly, which can ruin your Invisible Woman lane, and the game in the process.

How To Play: Ideally, the deck wants to use Invisible Woman to safely place discard effects in a waiting room and only have them trigger once we also played Hela as the last card on that lane. However, even if we wouldn’t get that perfect scenario, we can still get the ball rolling and advance our gameplan:

  • Lady Sif will always discard Death if in hand, creating a safe discard even with Hela drawn.
  • Ghost Rider can bring back a card and contest a lane almost on its own, making it worth to take a shot on turn 3 at times. With The Infinaut in the deck, you can then pass turn five and contest another lane on six.
  • SandmanRed SkullGiganto can still represent a lot of points to beat for the opponent, and open another route than the discard plan.

Potential additions: Absorbing Man and Jubilee seem to be the two considerations to replace Sandman in the deck. The first one is a flexible tool, able to copy Ghost Rider or a Discard effect, the second is just aiming at giving us an additional highroll or attempt at summoning Hela if still in the deck.

As for the big cards, Leader is always a consideration, and Magneto offers a more flexible 6-Cost than Giganto or The Infinaut. Doctor Doom is a solid card in a deck with Sandman as well. Odin is another good highroll as it can also help to reactivate your discards or Ghost Rider.

Lastly, here are some flexible cards which could make sense in the deck:

  • BladeColleen Wing: More discard effects can be valuable if you feel like you don’t have enough yet.
  • Black Cat: Guarantees your Hela with summon it back later on, and you don’t have to do anything to discard it. Has the downside of giving away which deck you are playing.
  • Wave: We are running so many big cards that Wave gives another shot at playing more of these.
  • Dracula: A similar card to Ghost Rider with a different condition, allowing us to get points even without Hela.

Ongoing Destroyer

Ongoing Destroyer
Created by den
, updated 6 months ago
2x Collection Level 1-14
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Recruit Season
3.4
Cost
0-
1
2
3
4
5+
5
Power
0-
1
2
3
4
5+

Rank Justification: Nothing new under the sun for the Ongoing Destroyer deck. The deck still seems to be able to perform enough to be listed as a relevant deck, and is much appreciated in the lower ranks. Important to note, both Destroyer and Spectrum are good cards against a turn six Leader.

Something to consider might be to remove Warpath from the deck, as Aero is super popular, making it very difficult to keep a lane empty if the opponent decides to drag our cards there. With Sandman an inclusion from last week, Red Skull seems to make sense as another big source of points in the deck.

Invisible Woman seems to make sense currently as it can give some weird information to our opponent, who might think we are playing a combo deck. Also, we can hide Ebony Maw behind it and still play cards on the location.

How To Play: In this take about the deck, we should be able to develop much more power and compete on all three lanes, compared to the more popular lists with Warpath. Ebony Maw and Red Skull especially, seem to be great to contest a lane on their own, and can receive support from Mister Fantastic, Klaw and Spectrum.

The rest of the deck still is true to Ongoing Destroyer‘s nature, aiming to develop Ongoing effects that will disrupt the opponent while helping us develop on the board. Armor and Cosmo are still annoying to face for a lot of decks, and Goose is gaining some traction as more decks tend to be greedy. The card is especially helpful to prevent Leader or Aero from being played in a lane, limiting their disruptive potential.

Potential additions:

  • Lizard is a lot of points for a 2-Cost card, and easily replaces Goose or Invisible Woman if you don’t see use in those.
  • Mojo is nice if you see a lot of swarm strategies, but feels difficult to get value from in the deck.
  • Professor X is another potential 5-Cost, also has a nice synergy with Destroyer.
  • Captain America makes our main lane stronger, but most of the time, the opponent will let us have it and focus on the other two.
  • Iron Man is the easy replacement for Red Skull, who is included because of Sandman.

Tier 3

Bounce Thanos 🔼

Bounce Thanos
Created by den
, updated 6 months ago