Spider-Ham Venomized Variant

Marvel Snap Metagame Tier List, June 27th, 2023: Spider-Ham, the Best 1-Cost in the Game?

A new Meta Tier List in Marvel Snap brings with it some interesting changes. The recent OTA balance update brought Shuri and Red Skull back into the ring, and Spider-Ham has certainly made a huge impact!

It’s quite rare to see a newly released card impact the metagame on its first week of play. It also became not so common to have the OTA immediately impact the metagame; the player base usually needs a bit of time to test and come up with the best builds around the newly buffed cards.

This week, both of these things happened. Indeed, Spider-Ham quickly found a spot in many of the game’s best archetypes (Lockjaw, Bounce, Lockdown, and Electro Ramp to name a few). The new card made its presence felt quite early.

As for the OTA, it might be because we already knew what to expect from a [5/14] Red Skull, or because Destroy was already an archetype on the rise. Still, this week’s changes looked much closer to the Enchantress and Sandman OTA than more recent ones. For the first time in a while, Shuri Sauron is a relevant and scary deck to face. As for Destroy, a significant chunk of the lists aren’t playing Nimrod, but the archetype kept progressing enough to finally land into Tier 2.

If we look a little higher on the Tier List, we can find our usual suspects: Bounce, Lockjaw, Sera, and High Evolutionary. I expected Sera to suffer a lot more from the Spider-Ham release, but for now it seems like both archetypes are still doing well. As for the other powerhouses of the metagame, it looks like Wave is still the one in the background, with Good Cards Wave barely appearing in our data (and not appearing in this report as a result). For the time being, Kitty Pryde, High Evolutionary, and Lockjaw are still the cards to beat.

With the season coming to an end, all these new puzzles to solve are making this last week of play fascinating. And with an upcoming break week for balance changes, we should have plenty of time to do just that, and those who find the perfect balance can thrive.

Hopefully this report helps you get started in that regard.

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 1BounceGuide
Tier 1Evolved LockjawGuide
Tier 1Sera ControlGuide
Tier 1Sera Surfer 🔼Guide
Tier 1Pure Evolution 🔼Guide
Tier 2Evolved Lockdown 🔽Guide
Tier 2Good Cards StatureGuide
Tier 2Shuri Sauron 🆕
Tier 2Destroy 🔼Guide
Tier 2Electro Ramp 🔼Guide
Tier 3Discard Dracula 🔽Guide
Tier 3Negative Destroy 🔼Guide
Tier 3Hela Discard 🆕
Tier 3Devil DarkhawkGuide
Silent PerformerIron PatriotGuide
Silent PerformerCerebro 2
BudgetOngoing KazooGuide
BudgetDevil Dinosaur Destroy
BudgetSwarm Discard Aggro
BudgetOngoing Two Locations
BudgetOn Reveal ControlGuide
BudgetBig Cards

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 > 0.30

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

Bounce

Bounce
Created by den
, updated 10 months ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
1.8
Cost
0-
1
2
3
4
5+
1.3
Power
0-
1
2
3
4
5+

Rank Justification:
Able to rival Lockjaw in the points department and much more flexible in how to spread it, Bounce took the crown this week, only two weeks after Beast was changed.

In addition to putting up an amazing performance overall, Bounce features various lists in the metagame. Even if Falcon, Iron Man, The Collector, and America Chavez are cards you might see in and out of different Bounce lists, it seems like Spider-Ham found a spot among them all quite quickly.

In addition to lowering the power of Wave (as it removes a strong option from the opponent), Spider-Ham can also be a win condition against several archetypes able to rival Bounce in points. Destroy, Patriot, and Discard, to name a few of the decks that tend to be great when there isn’t disruption going around, all get cancelled by Spider-Ham pretty hard.

Overall, it just seems like Bounce has a lot going for it in the current metagame.

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

  • Their abilities can be great, such as Iceman or Spider-Ham.
  • 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 PrydeMysterio, and Hit Monkey will provide enough points on Turn 5, and we can keep a strong standalone card to play on six.

Potential additions:
Iron Man, Shang-Chi, America Chavez, or Valkyrie tend to be used as the top end of the deck, mostly to have a strong play against Wave. Ant Man was spotted in a few lists as well.

Evolved Lockjaw

Evolved Lockjaw
Created by den
, updated 10 months ago
1x Collection Level 18-214 (Pool 1)
2x 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+
6.3
Power
0-
1
2
3
4
5+

Rank Justification:
With the metagame heavily adapting to counter it – particularly with Shang-Chi everywhere – Lockjaw saw the release of Spider-Ham as a blessing. Indeed, the deck is totally capable of playing around it, simply switching to its most greedy form with The Infinaut in the deck. Also, Lockjaw can totally play Spider-Ham as well, using it as a disruption tool that can be cycled with Lockjaw later on at worst.

If it wasn’t for Bounce being more flexible and Shang-Chi being run extensively, Lockjaw would probably have retained the top spot this week again.

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 LockjawJubilee 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 DraculaJubilee 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:
Spider-Ham is seeing a lot of play in the archetype since its release. Other popular inclusions feature Odin in the 6-Cost slot, or Vision since the Doctor Doom nerf.

Sera Control

Sera Control
Created by den
, updated 10 months ago
5x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
2.7
Cost
0-
1
2
3
4
5+
2.5
Power
0-
1
2
3
4
5+

Rank Justification:
I expected Spider-Ham to be a difficult foe to overcome for Sera, but it seems like the little amount of Wave opponents is largely making up for it. Plus, with Killmonger being the best card against Bounce and Shang-Chi the best card against Lockjaw, Sera Control still has plenty of opportunities to Snap against the most popular decks in the metagame.

In Tier 1, Bounce and Lockjaw have a clear extra step on the competition. But Sera Control and the two decks below (Surfer and Pure Evolution) had good enough numbers to be ranked in Tier 1 alongside them, each posting above 0.3 cube average performances this week.

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 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 PrydeMysterio, and Hit Monkey will provide enough points, and then we can simply play Enchantress or Shang-Chi on the following turn.

Invisible Woman is gaining traction in the deck, allowing you to play reactive cards on curve and opening more energy for Turn 6. The deck can hide KillmongerShang-Chi, and/or Hit Monkey behind her for their ability to trigger on Turn 6. Also, it can serve as a way to not get Kitty Pryde back in hand on Turn 5.

Potential Additions:
Scarlet Witch and Invisible Woman were the two most swapped cards, with Lizard, Sentinel, and Zabu being featured instead. Rogue also sees play at times, but Enchantress is much more popular for now.

Sera Surfer

Sera Surfer
Created by den
, updated 10 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:
Another deck I did not expect so high in the ranking this week; however, similar to the Control archetype, Sera Surfer has enough upsides to remain a great deck in the current metagame. I would attribute a lot of that performance to Luke Cage shutting down the synergies of High Evolutionary decks, which are still some of the most popular archetypes in Marvel Snap. Also, Killmonger, Polaris, and Juggernaut are all very strong cards against Bounce, usually derailing their synergies quite well.

Once again, as long as the flexible and tech cards in the deck make sense in the current environment, Surfer manages to surpass most people expectations.

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:
Cosmo is still competing with Rogue for the last spot in the list. Both cards are quite good against the popular builds, and each can find good utility against Bounce or High Evolutionary.

Pure Evolution

Pure Evolution
Created by den
, updated 10 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x 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+
4.5
Power
0-
1
2
3
4
5+

Rank Justification:
With all the annoying tech cards currently easy to slot in the deck, Pure Evolution has solidified its status after passing Lockdown last week. Wave and Shang-Chi seem well anchored in the deck, but Armor is battling with Luke Cage for that last spot as both have a lot of upsides currently. Armor is great for Killmonger in Sera decks, plus the popular Destroy archetype. Luke Cage helps more in mirror matches.

Just like for every other archetype, Shang-Chi has replaced the typical Rogue or Enchantress in the deck in order to have a shot against Lockjaw. Similar to both Sera archetypes before it, the choice of the tech cards is crucial to the deck’s success against the best decks in the metagame.

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:
Luke Cage and some Ongoing counter cards can easily be included in the deck. Nebula and Spider-Ham can also find a slot in the deck – if you consider them to be among the best 1-Cost cards in the game.

Tier 2

Evolved Lockdown 

Evolved Lockdown
Created by den
, updated 10 months ago
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3x Starter Card
3.3
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Rank Justification:
Slowly losing a bit of ground compared to the best decks in the game, Lockdown should regain some momentum if Bounce keeps gaining popularity. Indeed, Lockjaw is a difficult match up to maneuver, but archetypes looking to explode on Turn 6 can quickly be annoyed as space is taken away from them.

Pure Evolution is benefiting from a better environment right now, but the fight to know which is the best High Evolutionary deck after Lockjaw keeps going. Indeed, even if both decks are not in the same tier, they posted pretty similar results. Unfortunately for Lockdown, it was just under the 0.3 cube average mark this week.

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:
This week, the best list was pretty greedy. Still, one could easily include Sunspot or some other early drops instead of Professor X.

Good Cards Stature

Good Cards Stature
Created by den
, updated 10 months ago
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
6x 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+
4.3
Power
0-
1
2
3
4
5+

Rank Justification:
Similar to Pure Evolution, Good Cards Stature is able to reach a solid competitive level if it picks the right cards to round out its deck. As such, the performance from one list to another can be quite different.

This week, it seemed like Luke Cage and Shang-Chi were the go-to cards, and this list performed much better compared to the other ways to build the deck.

How to play:
Good Cards Stature is a very tempo oriented build looking to use its energy while staying flexible on where it can invest in the future. Ideally, one would be looking to stay flexible for a large part of the game, before committing to lanes in the last two turns.

The Move package with PolarisJeff the Baby Land Shark, and Miles Morales gained Silk, making it very reliable. It represents a great backup plan if we don’t find Zabu for our many 4-Costs. Lastly, the deck packs Shang-Chi and Enchantress (currently replaced by Luke Cage) as counter cards that also benefit from Zabu being in the deck.

With so many options, it is difficult to outline a specific play pattern outside Black Bolt on Turn 5 with Stature in hand. Ideally, we want to set up Turn 6 to be a 4-Cost plus Miles Morales, plus Stature. The rest of your game plan should be based on which package of cards you draw and your opponent. Try to assess early on which cards are fundamental to play and which turns make the most sense to play them; you can then use your other cards to fill the holes in your established pattern.

Potential Additions:
Korg seems to be the only necessary 1-Cost in the deck. Still, Nebula, Kitty Pryde, or Spider-Ham could all warrant a spot in the list, as long as you can find something worth removing for them. Enchantress is another card to consider.

Shuri Sauron

Shuri Sauron
Created by den
, updated 10 months ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
8x Collection Level 486+ (Pool 3)
2.9
Cost
0-
1
2
3
4
5+
5.1
Power
0-
1
2
3
4
5+

Rank Justification:
The comeback of the week has to go to Shuri Sauron. It’s been resurrected from the depths of Tier 3 (and sometimes not even seeing play at all). With Red Skull coming back to what it was before its second nerf, the deck immediately picked up in popularity and came back into the discussion for the best decks.

With Shang-Chi already being a popular inclusion in the metagame, it must have impacted the deck in some way and possibly limited how high it could have gone. Definitely a deck to keep an eye on for the future.

How to play:
Shuri Sauron is looking to beat its opponents in the simplest way possible in Marvel Snap: points. Indeed, even with Red Skull giving some to the opponent, there aren’t many decks able to rival the infamous ShuriRed SkullTaskmaster pattern that creates 30 points on two separate lanes. When this happens, the opponent’s only way to victory is to find a way to disrupt the pattern with a counter card.

Outside this very straight forward way of playing Marvel Snap, Shuri Sauron also packs a bit of flexibility thanks to its high power 1-Cost cards and Invisible Woman. The former can serve to gain priority early, and can also be paired with Taskmaster on Turn 6 to get five to seven points on another lane (in addition to copying our big 5-Cost from the previous turn).

Invisible Woman allows for some unpredictability, alongside a spicy Taskmaster play pattern. Play Shuri on Turn 4, then hide Taskmaster behind Invisible Woman (it needs to be the first card hidden there though). The game doesn’t see that you played a card on Turn 5, so Shuri can still double the card you play on Turn 6 and Taskmaster will copy it upon revealing on game’s end.

Potential Additions:
Attuma works well with Invisible Woman as it will never be destroyed if hidden in that lane. Otherwise, the big discussion in the deck is which 5-Cost to play alongside Red Skull. Vision is my favorite pick, but Aero and Captain Marvel are also popular.

Destroy

Destroy
Created by den
, updated 10 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+

Rank Justification:
Although Nimrod was recently buffed, the best performing lists for Destroy have not been including it so far. Instead, Destroy seems to be relying on a very basic list to post it’s best results, slowly progressing week after week.

With Killmonger and Shang-Chi both contributing against the best decks in the game, Destroy should keep progressing in the future. Unless Armor and Cosmo become more popular, obviously.

How to play:
Destroy relies on a very straight forward game plan based entirely around destroying its own cards to create points. In the deck, Venom, Knull, and Death are the biggest point generators, but they cannot do so unless the rest of the deck gets going. As such, one should see a match with Destroy as a cohesive sequence of turns that ultimately leads to a ton of points on multiple lanes:

  • Venom rewards you for stacking cards on the same lane by eating them all to keep the points and free the space.
  • Death simply wants to see as many Destroys as possible during the game.
  • Knull grows as cards are destroyed, and it’s typically able to win a lane on its own if you got your synergy going.

In addition to these three anchors, Bucky Barnes, Wolverine, and Carnage can also provide quite a lot of points for their cost. Not to mention Shang-Chi might be the best card to turn a lane around in Marvel Snap.

Potential Additions:
Deadpool and Nimrod have been spotted in the deck with mixed results. Usually, you would have to remove Knull to free yourself for a flexible Turn 6.

Electro Ramp

Electro Ramp
Created by den
, updated 10 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)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.6
Cost
0-
1
2
3
4
5+
3.4
Power
0-
1
2
3
4
5+

Rank Justification:
With Bounce taking the throne this week, one of its worst match ups logically gained popularity as well. Unfortunately for Electro Ramp, the rest of the popular archetypes aren’t so good to face, and they tend to punish the slow start this deck has.

As such, even if Electro Ramp is finally back in Tier 2, the direction of the metagame in the coming week will play a huge role in the deck’s success.

How to play:
Electro Ramp relies on very simple concepts, and it’s usually a deck that is great for players struggling with flexible play patterns.

At its core, the deck is trying to play Electro on Turn 3 and then go on a 5-6-6-Cost pattern for the three remaining turns. For example, the Sandman → Doctor Doom → Odin pattern has been the deck’s bread and butter for a while. In recent weeks, the deck also started including the WongBlack PantherArnim Zola pattern again.

With the second portion of the game typically locked for one of those patterns (or some variation of them), alongside Turn 3 typically being an Electro or a Wave turn, Electro Ramp isn’t a deck that relies on a lot of flexibility during a match. Instead, it enforces its pre-set plan onto opponents known to be weak against it.

As such, building the deck right is crucial because it will make it much easier to identify play patterns during a match. If you are looking to pick up the deck, I would advise spending most of your time in the deck builder making sure you have the various possible patterns mapped out.

Potential Additions:
Nebula is another very popular 1-Cost card in the deck that focuses on points instead of disruption. Leader and Magneto are cards to consider in the later turns because they provide more interaction with the opponent rather than the more traditional points slamming strategies.

Tier 3

This Tier 3 is a little weird if you ask me. We have two solid, reliable decks in Discard Dracula and Devil Darkhawk. Alongside these two are Mister Negative and Hela, two highly inconsistent decks when it comes to win rate but with a much higher points ceiling. Most of these decks share a common problem: Spider-Ham, which can completely derail their game plan.

However, there is one deck that I think has a solid shot at getting out of Tier 3: Devil Darkhawk. Indeed, with the Nick Fury change, the data about the deck was pretty erratic with lists posting very different results. Let’s come back to this deck next week once the player base has more time to work on it, and we might have a surprise.

Discard Dracula

Discard
Created by den
, updated 10 months ago
5x 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)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.9
Cost
0-
1
2
3
4
5+
3.9
Power
0-
1
2
3
4
5+

Negative Destroy

Negative Destroy
Created by den
, updated 10 months ago
1x Collection Level 222-474 (Pool 2)
7x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Recruit Season
1x Starter Card
4.1
Cost
0-
1
2
3
4
5+
1.8
Power
0-
1
2
3
4
5+

Hela Discard

Hela Discard
Created by den
, updated 10 months ago
1x Collection Level 1-14
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)
4.7
Cost
0-
1
2
3
4
5+
8.1
Power
0-
1
2
3
4
5+

Devil Darkhawk

Devil Darkhawk
Created by den
, updated 10 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
2.9
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Closing Words

With the break week coming up, an impactful new card and balance changes arrived with perfect timing. For some, the break could mean Evolved Lockjaw and Bounce will dominate for yet another week, which might be true; however, it could also mean we will have enough time to explore the potential of Destroy and Shuri Sauron without rushing. Indeed, even if both of Marvel Snap’s best decks appear to have a solid grasp on the current metagame, it’s been a while since we had more than a week to think about how to counter them and practice a dedicated deck in that regard.

Also, there is still one more card to come this season in Spider-Man 2099. I don’t think it will have such a big impact, but it could help some decks against, for example, Lockjaw. There are so many targets to destroy that the random element of its ability shouldn’t be too annoying.

With the Infinity League finally opening in Conquest, I know many of you are eager to take on that challenge. I believe most of the decks on this list would be valid picks in order to try your luck at clearing the final gauntlet. Otherwise, the dedicated Tier List for Conquest will release tomorrow.

Until then, have a great time in Marvel Snap. As usual, you can 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: 398