Lockjaw Good Boy Variant

Marvel Snap Metagame Tier List, June 12th, 2023: High Evolutionary and Friends Dominate Before Patch!

A breakdown of the best decks in the current Marvel Snap ladder ahead of the patch and potential balance updates to shake up the meta!

The first week of the new Marvel Snap season usually revolves around two main components in the metagame: the best established decks, and new cards. Unfortunately for Ghost-Spider, which managed to push Move to be much more popular this month compared to previous ones, it wasn’t enough for the archetype to have a deck featured in this report. For what it’s worth, I had some nice results with Silver Surfer Move this week. Otherwise, new cards will come to strengthen the Move archetype in the coming weeks, so not everything is lost.

Read more about this month’s upcoming cards in our article!

This week, the big winner was High Evolutionary, which managed to see two archetypes rise to the top of our rankings. Evolved Lockjaw is a deck on a lot of people’s radar, and it was already on the rise last week. The other is Evolved Lockdown, which was expected to lose some momentum with a 5-Cost Spider-Man (and, really, it didn’t miss a beat). The reason for these two decks performing so well is quite different if we take a closer look.

Lockjaw is really just beating people on points; it’s able to generate more than anybody in the metagame. Even if you were to take Dracula and The Infinaut out for more match up oriented cards like Killmonger, Wave, and Magneto, the deck’s ceiling remains the best in Marvel Snap right now.

When it comes to Lockdown, it has more to do with the environment – even if the deck is quite good on its own. Considering a lot of decks are just trying to force their game plan, limiting their available space tends to derail their strategy a lot. Especially Galactus, which remains one of the most popular archetypes in the game.

As for the loser of the week, it seems pretty clear Bounce gets the crown, dropping from a borderline Tier 1 deck to a middle- or bottom-of-the-pack archetype in Tier 2 after the last OTA. It’s still up in the air if the archetype actually got much worse with the changes, but it seems like the community played the deck less, and it has posted slightly worse results overall so far.

The rest of the environment hasn’t changed much this week, and you’ll find the usual suspects posting a similar ranking compared to last week. We’ll see if Silk and the potential monthly patch on Tuesday can create more chaos in the week to come.

Happy Tier List, everyone!

In order to be featured here, a deck needs to represent at least 1% of the current environment and have a positive cube average using data from our Marvel Snap Tracker. If a deck showed great performances with a very limited presence in the metagame, you can find it in the new “Silent Performers” section. There, I will highlight decks with an excellent cube per game ratio 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 or 4 in our chart and won’t have their own dedicated write up here but may be transferred to the main Tier List section. See those builds as decks that are good to know about, as you should face those when playing Marvel Snap. However, unless the metagame changes or a new variation of the build emerges, these decks are a notch below the dominant ones in Tier 1 and 2.

Marvel Snap Meta Tier List

TierDeckGuide
Tier 1Evolved Lockjaw 🔼Guide
Tier 1Evolved LockdownGuide
Tier 1Sera ControlGuide
Tier 2GalactusGuide
Tier 2Good Cards Wave 🔽Guide
Tier 2Sera SurferGuide
Tier 2BounceGuide
Tier 2Pure High EvolutionaryGuide
Tier 3Good Cards StatureGuide
Tier 3Discard DraculaGuide
Tier 3Destroy
Tier 3Electro RampGuide
Tier 3Devil DarkhawkGuide
Tier 3Thanos Control 🆕
Tier 3Shuri
BudgetHandsize Destroy
BudgetOngoing
BudgetSandman KazooGuide
BudgetControl

Silent Performers of the Week

DeckGuide
Iron PatriotGuide

Iron Patriot is our only Silent Performer this week. While the classic Patriot isn’t worth more than a Tier 3 placement alongside the likes of Discard, Destroy, Electro Ramp, and other “one-trick pony” decks in Marvel Snap, Iron Patriot would have ranked at the bottom of Tier 1 if it wasn’t for its very low popularity.

The ability to reach unplayable lanes against Lockdown and the use of Debrii against Galactus is already worth a lot in the current metagame. If someone found a way to face Evolved Lockjaw in the points department, Iron Patriot would have insane potential in the current metagame.

Tier Explanation

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 metagame, 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 > 0.35

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 > 0.15

Tier 3: This tier is made of decks that have a pervasive issue compared to Tier One or Two decks. Usually, Tier 3 will be a mix of decks on the rise which don’t have much data about themselves, 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 > 0.05

Tier 4: Off-meta decks that have fallen off in recent times, or counter picks relying on specific match-ups to stay afloat competitively.
Cube Average > 0.00

Budget: Decks that consist only cards in Pool 1 and 2 but 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

Evolved Lockjaw 🔼

Evolved Lockjaw
Created by den
, updated 11 months ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
7x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
4.1
Cost
0-
1
2
3
4
5+
5.3
Power
0-
1
2
3
4
5+

Rank Justification:
In the first week of the season, when everyone is trying to rank quickly to get their Infinite card back, the deck with the highest points potential tends to do extremely well!

It’s not all perfect for Lockjaw, as Galactus tend to be an annoying opponent and Shang-Chi is starting to be the default counter card again in many archetypes. Nevertheless, the great tournament results from a week ago seem to have transferred to ladder play, as both the cube average and play rate were on the rise this week.

How to Play:
Based on its signature card, the deck aims to use cheap, weak cards behind Lockjaw in order to summon much stronger ones without paying the required energy. In that sense, Lockjaw’s lane is often very strong, and it is important to keep in mind how to win another one and not get caught up in abusing Lockjaw.

Without Lockjaw, Jubilee and Dracula will serve a similar purpose and try to cheat points for less than the usual amount of energy. We’ll usually throw the cheap cards behind Lockjaw in the last two turns, so Dracula isn’t so difficult to abuse in the deck. Make sure to play Jubilee before doing so if you have both cards available.

The first two turns of the game can be very quiet for a Lockjaw deck, as we aren’t looking to do much (which now feeds Evolved Hulk). On Turn 3, we will either look to have Lockjaw paired with Wasp, or Thor to shuffle Mjölnir into the deck. Turn 4 will typically be Jubilee or Dracula; Jubilee will be stronger behind Lockjaw while Dracula is good to set up on the board with Evolved Hulk or The Infinaut in hand already.

Once in the final two turns of the match, the goal is to think about our best outcomes and how we can high roll enough to win the game. If ahead, a simple Doctor Doom or Evolved Hulk could be enough to secure the win. If behind, it is important to know the chances of winning Lockjaw‘s lane based on what is left in our deck, while counting how big we can get Thor and Dracula to challenge the second lane.

Potential Additions:
Magneto has replaced The Infinaut to help against Galactus this week, which you can swap back for more points. Otherwise, you can remove Dracula as well and include a Wave, Shang-Chi, or Killmonger to edge out specific match ups.

Evolved Lockdown 

Evolved Lockdown
Created by den
, updated 11 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3x Starter Card
3.2
Cost
0-
1
2
3
4
5+
3.7
Power
0-
1
2
3
4
5+

Rank Justification:
Now the most popular deck in the highest ranks, Lockdown has not shown any sign of a recently nerfed deck. It might be because Galactus is still a very popular opponent, or because the deck is legitimately still one of the strongest.

Considering neither the 12 cards in the deck nor the surrounding environment have changed, I guess we’ll have to wait a bit longer to figure out which one it is, if not both.

How to Play:
The whole point of the deck is to get a lane under control before Turn 6; then, Evolved Hulk can come in and take the necessary second lane. In that regard, StormSpider-Man, and Professor X work the same way they did in the previous Lockdown builds by reducing the space our opponent has available to play.

The new High Evolutionary package does push the deck towards a different play pattern, though, as several cards need some unspent energy. Indeed, in order to grow Evolved Hulk and Sunspot, as well as abuse Evolved Cyclops, the deck is looking to delay certain cards to end up with one energy left at the end of each turn.

Depending on your hand, whether you lean towards the more traditional Lockdown plan, or if you try to abuse Evolved Cyclops and Evolved Hulk, your play patterns should adapt.

Potential Additions:
Misty Knight is always a consideration in the deck as an extra 1-Cost. America Chavez also sees play for more chances to get your key cards on curve. Otherwise, the biggest difference among popular lists are in the 2-Cost cards, with Daredevil and Goose often slotted as well. Some also only play Nebula and have two 2-Cost cards.

Sera Control

Sera Control
Created by den
, updated 11 months ago
4x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.7
Cost
0-
1
2
3
4
5+
2.5
Power
0-
1
2
3
4
5+

Rank Justification:
Although Wave has regressed over the past few weeks and been replaced by the two High Evolutionary archetypes, Sera Control had to relinquish its hold on the top of our rankings.

It might seem a bit odd, as Sera Control naturally runs Shang-Chi, which is a great card against Lockjaw. Still, the massive popularity of both Galactus and Lockdown makes it difficult to play a combo archetype right now. Indeed, by Turn 6, there often isn’t much space to use in order to develop a lot of points with Hit Monkey.

How to Play:
This archetype relies on giving up priority going into the last turn, so it can punish the opponent with reactive cards like Shang-Chi, Enchantress, and Killmonger. Ever since Hit Monkey joined the deck, it also unlocked a proactive pattern on Turn 6 with the monkey assassin able to challenge a lane with points rather than looking to counter what the opponent did.

Sera is at the core of this strategy as she allows reducing the cost of cards in your hand, strengthening your Turn 6 potential and making it worth to purposefully give the lead to your opponent. Note that losing priority doesn’t mean losing the game – we can be in the lead on a location and close on the other two. Since Sera only has four power, your opponent will typically have a stronger Turn 5 than you do and take back priority. This way, we don’t need to have an incredible Turn 6 or perfectly guess our opponent’s plays to win every game. Most of this deck’s strength relies on its ability to be able to stay as close as possible while not having priority, so our reactive cards are at their best.

Against an opponent you expect to play Wave, it is completely fine to skip Sera and go off on Turn 5. Kitty Pryde, Mysterio, and Hit Monkey will provide enough points, and then we can simply play Enchantress or Shang-Chi on the following turn.

Potential Additions:
Scarlet Witch and Sentinel are popular inclusions in the 2-Cost slot, with Medusa maybe entering the discussion now as well. Doctor Doom could also serve as a Wave safety net.

Tier 2

Galactus

Galactus
Created by den
, updated 11 months ago
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.9
Cost
0-
1
2
3
4
5+
4.6
Power
0-
1
2
3
4
5+

Rank Justification:
If it wasn’t for Lockdown representing more than 10% of its opponents, Galactus would likely be competing to be at the very top of the list. This is also confirmed in the tournament metagame, where Galactus does great in a field with Evolved Lockjaw and Good Cards Wave dominating the fray.

With the monthly patch this week, the environment could change and impact Galactus‘s performance more than any other deck. Until then, the Devourer of Worlds is a force to be reckoned with, both in terms of popularity (it’s almost as popular as Evolved Lockdown) and performance (which is now closer to the best decks than its ever been).

How to Play:
At its core, a Galactus deck starts every game with the same goal: play Galactus as safely as possible. Once this critical step is completed, your deck should be built to crush a one lane battle using Death, Knull, Shuri, and other such cards to punish any opponent crazy enough to stay in the game.

In order to so, we have to look at three important components:

  • We need an empty lane, maybe even two, if we want to keep the opponent guessing where Galactus could be played. The opponent’s side can have cards on it, that is not a problem.
  • We need six energy, and we would like this to happen before Turn 6 so we can play points the turn after Galactus.
  • We need Galactus to reveal and resolve.

The first two conditions are not so hard to fulfill as they mostly depend on us. Electro and Wave should take care of allowing Galactus to be played before Turn 6. As for the empty lane, it is important to pick the location we intend to play Galactus on as early as possible. Most of the time, the choice should happen on Turn 3 at the latest. Also, if you see a great location reveal first or second, feel free to play onto unrevealed locations. Even if they are punishing, you intend to destroy them anyway.

The last one is the deciding factor, and the difference between a win and loss. Indeed, Galactus is starting to be a well known card in Marvel Snap, and there are many ways for the opponent to disrupt our perfect setup on the turn we play Galactus. Here are some cards to keep in mind:

Potential Additions:
Yondu is a popular inclusion as a 1-Cost card in the deck. Rogue was also spotted in some lists since playing without priority with seven energy allows both Rogue and Shang-Chi together.

Good Cards Wave 🔽

Good Cards Wave
Created by den
, updated 11 months ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
2x 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+

Rank Justification:
Bounce taking a hit this week led to Kitty Pryde being less popular, which also impacted Wave‘s performance. Also, if we look at the decks atop the rankings, we can see that many of them aren’t bothered by Wave very much. Lockjaw barely loses anything and is instead more annoyed by Shang-Chi. Lockdown has both Evolved Hulk and Doctor Doom to play, and Galactus might even throw a little emote to thank you for helping their game plan.

Because Zabu and the Darkhawk package are all solid, the deck should remain a popular deck no matter the environment – especially if it can keep finding good 4-Cost cards to include. This should still be considered a warning for Wave, who many saw as invincible for the past couple of weeks.

How to Play:
This archetype relies on the power of Darkhawk, Nebula, Iron Lad, and Wave. With these four cards, we are able to disrupt the opponent with Rocks, push them to play on Nebula‘s location, get some high rolls with Iron Lad, and limit their ability to play with Wave. With that in mind, our first four turns should be geared towards developing points and solidifying our lead going into the final two. There, we can play Wave plus a cheap card on Turn 5 and follow that with Leader or Doctor Doom on Turn 6 to seal the deal.

The deck is built to focus on its development (except for one 4-Cost tech card), so it should be played with a proactive mindset and look to build the biggest lead before playing Wave. It is only on Turn 5 that we start to consider actively countering our opponent’s game plan, either with Wave or our tech card.

Potential Additions:
Enchantress can replace Shang-Chi if you are not facing that much Lockjaw. Otherwise, Goose and Cosmo were spotted in the deck to help against Galactus, but Nebula can claim her spot back easily.

Sera Surfer

Sera Surfer
Created by den
, updated 11 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
9x Collection Level 486+ (Pool 3)
2.8
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

Rank Justification:
Thanks to its adaptability, Silver Surfer manages to stay relevant in the metagame. Still, I would say this is where I draw the line when it comes to dominant decks. Sera Surfer is the first deck that needs to have the perfect build in order to perform against the decks higher in the rankings.

Luke Cage seems to help a lot against Lockdown, while Goose remains a staple to annoy Galactus. In the 3-Cost slot, Rogue was very popular after her buff, but, other than Evolved Hulk, there aren’t that many Ongoing targets to punish currently. There might be a case for Shadow King instead of Rogue (or even Storm) to help even more against Evolved Lockdown.

How to Play:
The deck follows a pretty simple play pattern that culminates into an explosive Turn 6 and hopefully catches the opponent off guard.

On Turns 2, 3, and 4, you will usually just play a card and focus on spending your energy efficiently and advancing your game plan. Apart from the StormJuggernaut duo on Turns 3 and 4, there aren’t many synergies going on. Look to play cards you won’t be able to fit in on Turns 5 and 6 but still need to have in play. Usually, Nova is better to be played on Turn 4 with more information available rather than on Turn 1. It also disguises our archetype from the opponent better.

Turn 5 will usually be a Sera play, if you can. If you don’t have Sera, it can be a 3-Cost plus a 2-Cost (Goose can lock a location from a big card being played by our opponent while barely impacting us). On the last turn of play, the deck has many play patterns. The general game plan is dumping two 3-Cost cards followed by Silver Surfer in order to surprise the opponent with power.

Potential Additions:
The choice of the right tech card seems to be the key to find success with Silver Surfer. One could either try to run several tech cards going in different directions, or invest several cards in the same direction and Snap aggressively in those match ups.

While you can cover various match ups with the basic Cosmo, Shadow King, and Rogue, Lockjaw forces you to play Shang-Chi to have a shot, so you might want to consider the 4-Cost package with Zabu, Wong, Absorbing Man, and Shang-Chi.

Bounce

Bounce
Created by den
, updated 11 months ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Starter Card
1.8
Cost
0-
1
2
3
4
5+
1.4
Power
0-
1
2
3
4
5+

Rank Justification:
The combination of the playing field being limited by Lockdown and Galactus and Beast now being a 3-Cost has impacted Bounce quite seriously. Several players have claimed the deck is still playable and among the best decks in the game. I believe this to be true, to some extent, but it depends on how many “best decks in the game” we are talking about. This week at least, it felt clear that Sera Control was undeniably the best Kitty Pryde deck.

Medusa made her way into the deck, replacing America Chavez from the looks of it. This seems to indicate the deck found another good card to Bounce since her buff, which is a bit ironic with Beast just nerfed.

How to Play:
Bounce relies on replaying cheap cards several times through the use of Beast, Kitty Pryde, and Falcon, leading to several benefits:

  • Their abilities can be great, such as Iceman and The Hood.
  • They serve to buff cards like Angela or Bishop as they grow when you play more cards.
  • It gives you an easy way to plan ahead of time because you don’t necessarily depend on your draw to use your energy. You can reuse cards already in play.
  • You are much more flexible with your available space because you can remove cards and play others instead.
  • Bounced cards are usually quite cheap, leading to very flexible turns down the line.

With Hit Monkey in the deck, Bounce also looks to keep those cheap cards in hand to have an explosive Turn 6 play. Through the Bounce mechanic, we are able to both play cards to buff Angela and Bishop during the game and also have them available to play alongside Hit Monkey.

Strategy wise, the deck wants to be as flexible as possible and only commit to lanes on Turns 5 and 6 in order to withhold as much information as possible from the opponent. Until this last turn, the deck will use Beast and Falcon to manage its hand and locations. The idea should be to abuse the abilities of our cards to disrupt the opponent while building the best hand possible going into the final turns.

Against an opponent you expect to play Wave, it is completely fine to go off on Turn 5. Kitty Pryde, Mysterio, and Hit Monkey will provide enough points on Turn 5, and we can simply play America Chavez on Turn 6.

Potential Additions:
Korg and Darkhawk are still a popular pair in the deck. Otherwise, Iron Man and America Chavez are battling for the 12th spot in the deck among lists without Medusa.

Pure High Evolutionary

High Evolutionary
Created by den
, updated 11 months ago
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
5x Starter Card
3.3
Cost
0-
1
2
3
4
5+
4.8
Power
0-
1
2
3
4
5+

Rank Justification:
While it remains a deck to consider as a potential opponent, the Pure High Evolutionary deck is slowly giving all its popularity to the Lockjaw and Lockdown versions, both of which are superior builds with the Big Bad.

Nevertheless, the archetype still posts better results than a lot of other synergies in Marvel Snap, which is a testimony of its strength. Even if Lockdown clearly is the better way to build around a High Evolutionary core, adding a couple of tech cards is enough to have a competitive deck as well.

How to Play:
High Evolutionary seems to push a proactive play style and tries to play cards while keeping unspent energy in the process. Ideally, the deck will be able to build a very strong lane in the first few turns on the back of Sunspot and Evolved Misty Knight, building our points total early on. Then, Wave can shut down any potential comeback when played on Turn 5 while Evolved Hulk dominates any lane on Turn 6.

Due to of its off-curve play style that typically looks to keep one unspent energy to trigger Evolved Misty KnightEvolved Cyclops, and Evolved Hulk, the deck can be a bit awkward at first. Keep in mind that each point of unspent energy can be worth up to six total points if all your cards trigger their abilities. Here is a normal play pattern with the deck:

Although this looks suboptimal for many decks, the various synergies in the deck will make such out of sync play patterns worth it in the end.

Note that this kind of pattern is only worth going for if you have several cards that gain something from unspent energy. Otherwise, you should not purposefully waste resources for cards you are not guaranteed to get a return from.

Potential Additions:
Hazmat and Scorpion are popular inclusions in the build, and so is Nebula if you are not afraid of Killmonger. Tech card wise, I don’t see why you couldn’t change Enchantress for Shang-Chi, especially if you see Lockjaw a lot.

Tier 3

It is extremely rare to see the decks outside the more dominant ones undergo any changes in the first week of the season because the attention is on the best decks trying rack up cubes. As such, there isn’t much to note in Tier 3 this week. Maybe the slow descent of Good Cards Stature could be worth noting; the deck keeps losing a bit of cube rate from one week to the next, now posting results similar to Discard. Both decks could make a claim for Tier 2 with a slightly better environment. With most of the player base focused on other archetypes, though, it is hard to imagine seeing something crazy being built around these two in the near future.

Discard keeps being the best of the fair decks, while Destroy still enjoys not meeting any counters on the ladder. Thanos Control made kind of a comeback popularity wise, but it still is very far from Evolved Lockdown’s numbers, both in popularity and cube average.

Good Cards Stature

Stature
Created by den
, updated 11 months ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.3
Cost
0-
1
2
3
4
5+
4
Power
0-
1
2
3
4
5+

Discard Dracula

Discard
Created by den
, updated 11 months ago
5x 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)
2.8
Cost
0-
1
2
3
4
5+
3.4
Power
0-
1
2
3
4
5+

Destroy

Destroy
Created by den
, updated 11 months ago
5x Collection Level 18-214 (Pool 1)
4x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
3.2
Cost
0-
1
2
3
4
5+
3.3
Power
0-
1
2
3
4
5+

Electro Ramp 

Electro Ramp
Created by den
, updated 11 months ago
1x Collection Level 1-14
1x 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
Cost
0-
1
2
3
4
5+
4.8
Power
0-
1
2
3
4
5+

Devil Darkhawk

Devil Darkhawk
Created by den
, updated 11 months ago
3x 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)
1x Starter Card
3.3
Cost
0-
1
2
3
4
5+
3.2
Power
0-
1
2
3
4
5+

Thanos Control 🆕

Please insert deck uuid. click the edit button for this block.

Shuri

Shuri
Created by den
, updated 11 months ago
2x Collection Level 18-214 (Pool 1)
1x 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)
3.4
Cost
0-
1
2
3
4
5+
5.5
Power
0-
1
2
3
4
5+

Closing Words

The current metagame is a bit of a weird one. We have decks with a super high potential, such as Evolved Lockjaw and Good Cards Wave, that are being kept in check by, mostly, Galactus since they are not running counter cards. Then, Evolved Lockdown crushes Galactus but seems to come up a little short against the high potential decks because they’re able to develop a lot of points early enough to play around the locked lanes. In the middle of this chaos, there is Sera, either with Kitty Pryde or Silver Surfer, still posting solid results even if Wave and Galactus can be problematic.

While this could be considered a balanced metagame, it is starting to feel impossible to have a new archetype find a spot in this scheme. Everything is excellent and it’s impossible to do well against all the decks at once. We are already starting to see some complaints among the community and players asking for some shakeup (especially towards Galactus, which is apparently still the biggest problem in Marvel Snap).

Read more on our thoughts on Galactus in our article!

While I don’t side with a particular opinion on the matter, I hope the monthly patch does shake up the metagame. Not because I don’t like it; rather, it’s so we can make some room for the future archetypes we are imagining with new cards. Indeed, even if Iron Lad, High Evolutionary, and Jeff the Baby Land Shark all made it as great metagame staples, the archetypes themselves are still built around the same shells. Zabu plus Darkhawk, Storm plus Spider-Man, Sera plus cheap cards, Lockjaw plus 6-Cost cards.

It’s great to have a strong identity in the various Marvel Snap archetypes, but it can be boring to always see the same ones on top, too. Here’s to hoping a little change is in the air with Silk and the biggest patch of the month soon.

I hope this report was informative. May you crush it with your favorite deck! I’m also curious to know what you think about the current state of the metagame. Let me know in the comments. You can also 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

⭐ Premium

Enjoy our content? You can Support Marvel Snap Zone and your favorite content creators by subscribing to our Premium community! Get the most of your Marvel Snap experience with the following perks for paid membership:

  • No ads: Browse the entire website ad-free, both display and video.
  • Exclusive Content: Get instant access to all our Premium articles!
  • Meta Reports: Exclusive daily meta reports, such as the Ultimate Card Metrics Report, Top 10 Decks of the Day, Top 30 Cards, and Top Card Pairs tailored for you!
  • Team Coaching: Join our free weekly team coaching call sessions on the Discord server. Claim your Premium role and gain access to exclusive channels where you can learn and discuss in real time!
  • Premium Dashboard: Get full instant access to the member-only dashboard, the all-in-one page for all your benefits.
  • Support: All your contributions get directly reinvested into the website to increase your viewing experience! You get also get a Premium badge and border on your profile.
  • Special offerFor a limited time, use coupon code SBYREX4RL1 to get 50% off the Annual plan!
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: 399