BlackBolt_03

Marvel Snap Metagame Tier List, May 9th, 2023: A Brand New Deck Tops the Tier List!

With a new season starting, an OTA balance patch every week, and highly impactful cards releasing this month, the metagame is constantly changing. Find out which decks are the best now!

The first week of the Guardians’ Greatest Hits season is in the books, and it might have been one of the most exciting weeks in Marvel Snap in recent memories. The start of the new season had everything I love in a good card game: new and exciting decks; an impactful new card that fits in a ton of decks; and a metagame with a lot of different strategies. The perfect trio to tease our brain when it comes to finding the best way to climb.

To represent this very dynamic environment as best I could, the Meta Tier List will undergo a little change when it comes to how the report is built. From now on, I will only write the details of decks in Tier 1 and 2. For Tiers 3 and 4, I will just mention the deck and write a few lines about the important highlights about them. The reason I had to make this change is mostly because Marvel Snap is moving too fast for me to be able to both research every deck and write the report in time. As such, I took the decision to focus on the research part of the report and make sure I was highlighting as many decks as possible with a positive Cube Rate. Consequently, I had to reduce the writing part a little, and focusing on Tiers 1 and 2 made the most sense in that regard.

Now, what is the super dynamic metagame I’m talking about that made me reconsider how to build this report? Well, it’s one with two emerging juggernauts with Good Cards Stature, a deck originated by LambySeries during their Infinite climb, and a new take on the DoomWave archetype, courtesy of Shayed, which was shared by many on social media. Another deck made a bit of noise in the tournament meta: Shuri Stature, built by WWLos. The deck didn’t have a big enough sample size to it, so it is ranked in the silent performers for now. I would still keep an eye out for this deck, though, as the potential looks promising.

Outside this breath of fresh air in the dominant archetypes, the old guard is still standing strong. Sera Control keeps its spot as one of the premier decks in Marvel Snap, followed by another Sera archetype in Silver Surfer. Death Wave is also thrown into the mix, bringing both of its namesake cards to have two decks in the top five. Behind this group, we find Discard, an archetype benefits the most from Nebula joining the game, alongside the usual suspects of Devil Darkhawk, Lockjaw, Galactus, and Patriot (who is slowly recovering from the Enchantress buff two weeks ago).

Overall, I would say Nebula joining the game had a much bigger impact than the OTA patch this week. Cerebro 2 did gain a bit of popularity, but the deck’s performance didn’t improve much, unfortunately. The other two buffs didn’t seem to impact much; The Collector is seeing play in Discard (or Devil Dinosaur at times), but those lists don’t seem to be doing anything better than the other lists. As for Orka, the card still struggles a lot and hasn’t found its archetype yet.

With that many shake ups, it felt necessary to adapt this report and have it more flexible so it could be closer to what the Marvel Snap ladder is. Hopefully you’ll enjoy it as much as I’m enjoying the game lately.

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 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 Tier 4 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 aren’t noteworthy picks at the moment.

Marvel Snap Meta Tier List

TierDeckGuide
Tier 1Good Cards Stature 🔼Guide
Tier 1Sera ControlGuide
Tier 1DoomWave Nebula 🔼Guide
Tier 2Sera SurferGuide
Tier 2DeathWaveGuide
Tier 2Discard DraculaGuide
Tier 2Devil Dinosaur DarkhawkGuide
Tier 2Lockjaw Thor 🔽Guide
Tier 2GalactusGuide
Tier 2Patriot 🔼Guide
Tier 3Cerebro 2 🆕Guide
Tier 3Electro Ramp 🔽Guide
Tier 3BounceGuide
Tier 3Thanos Ongoing Zoo 🆕Guide
Tier 3Hela Discard 🆕
Tier 3Kazoocula 🆕Guide
Tier 4Thanos Junk 🔽
Control 🔽
Guide
Tier 4Move 🆕
Tier 4Negative 🆕Guide
BudgetHandsize Destroy
BudgetOngoing
BudgetSandman KazooGuide
BudgetControl

Silent Performers of the Week

DeckGuide
Shuri Sauron
SheNaut
Shuri Stature
Lockation

Just like the amount of decks in the report, the Silent Performers this week saw many decks perform well, particularly those built around Shuri. The card managed to find some room to exist as Enchantress has slowly taken over Shang-Chi as the default tech card in several decks. The Shuri Sauron build is very close to what Shuri Zero was in the past, and it follows the same play patterns. As for the Shuri Stature deck, it still relies on Shuri building a big card and uses Stature‘s ability to pair it with Taskmaster on Turn 6.

The other two decks featured, SheNaut and Lockation, have been around for a while. I’m still a bit shocked about SheNaut not being more popular considering its performance overall. Still, I understand how a combo deck can be difficult to pilot and subsequently lead to disappointing results at first. The deck did gain a great proactive 1-cost in Nebula, and it keeps posting a cube average worthy of a good Tier 2 build.

Apart from SheNaut, which obviously isn’t appealing to many players, both Shuri decks are great for players who are struggling with their Snaps and Retreats in a new environment. While obviously weaker than she was in the past, Shuri still allows an easy read of our hand and a relatively easy decision as to what we believe we will be able to do for the later part of the match.

Last on the list, we have the Lockation archetype, which is benefiting a ton from both Nebula and Jeff, the Baby Land Shark lately. There isn’t much to say about the archetype, apart from two cards can make a lot of difference for a deck.

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.

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.

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.

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

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. Version 3 now out!

Tier 1

Good Cards Stature 🔼

Good Cards Stature
Created by den
, updated 21 days ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.3
Cost
0-
1
2
3
4
5+
3.7
Power
0-
1
2
3
4
5+

Rank Justification: When a new deck appears during a week, it usually takes a bit before it reaches the top of the metagame – both for popularity and performance. Apparently, the new Good Cards Stature (name in progress in the community) simply took off immediately and left the rest of the competition in the dust.

At the end of the first week of play, Sera Control still remains the most popular deck across all ranks. It leads the average cube race with a 0.41 score while Good Cards Stature is at 0.4. Still, this archetype based around Darkhawk and Stature is developing at a crazy pace in the higher ranks. It has a win rate north of the 56% mark, and Sera Control maintains a more reasonable 54% score.

As such, one could expect this archetype’s ceiling to be even higher once players figure out how to Snap more aggressively with it, which is why it took first place this week.

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. Points wise, the deck is built around three cards: Nebula for the early game plus Darkhawk and Stature for later in the match.

The move package with Polaris, Jeff the Baby Land Shark, and Miles Morales represents a great backup plan if we don’t find Zabu for our many 4-costs. Lastly, the deck packs Shang-Chi and Enchantress 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 of Nebula on Turn 1 and 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.

Against a deck weak to Shang-Chi or Enchantress, you might want to develop points early to have your counter cards played on Turn 6. In a points shoot out, you might want to keep Darkhawk and either Miles Morales or Stature for Turn 6 in order to hide where the bigger chunk of your points will be developed.

Potential additions:

Shang-Chi and Enchantress are the two most flexible cards in the deck, so they can be replaced with more synergistic options. Shuri was in the first iteration of the deck shared by LambySeries as a way to set up for a huge Black Bolt on Turn 5. I tried America Chavez instead of Shang-Chi for consistency when testing the deck for this report, and increasing our odds of playing every turn is also a fine way to finish the deck.

You can also check out the Shuri Stature deck in the Silent Performers section to have another take on a similar tempo build with Stature.

Sera Control

Sera Control
Created by den
, updated 21 days ago
4x 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)
1x Starter Card
2.8
Cost
0-
1
2
3
4
5+
2.7
Power
0-
1
2
3
4
5+

Rank Justification: This deck has been the gold standard in Marvel Snap ever since Sandman was nerfed. And at the start of the Guardians Greatest Hits Season, Sera Control remained the most popular deck. It also holds the best average cube rate across all ranks as the only deck above the 0.4 mark. Considering the deck has been around for a while, it represents a comfort pick for many players; therefore, it is only logical to see the deck thrive across the board.

Although Sera Control is technically the best overall deck, if we look at the higher ranks where players looking to climb back to Infinite are playing, Sera Control is doing a bit worse, probably due to the fact that it doesn’t have the same surprise factor that the other two decks in Tier 1 possess. Hence why it is ranked second this week, not first.

There was a bit of a debate on whether the deck would start running Nebula and become more of a points focused deck, dropping Killmonger from the list as well; however, it seems like Sera Control has kept its list intact and would rather destroy Nebula than run it.

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-ChiEnchantress, 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.

Potential Additions: This week, the less synergistic list had better results than the Angela and Bast build. One could easily include Bast, Angela, and Nebula in the deck by removing Nova, Killmonger, and either Sentinel or Absorbing Man.

DoomWave Nebula 🔼

DoomWave Nebula
Created by den
, updated 21 days ago
1x Collection Level 1-14
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.3
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Rank Justification: Nebula was expected to be a great card, especially as the 1-costs were lacking a true premium card after Sunspot was nerfed. The card probably exceeded those expectations as it not only became the best 1-cost card in Marvel Snap for many, but also pushed other cards to rise as well.

In the newest iteration of DoomWave this week (created by Shayed), Storm and Goose accompanied Nebula and created a new build for the archetype.

Overall, the more traditional build for DoomWave that is built around Darkhawk still has more popularity across the board (see in the potential additions). Still, this new take on the deck has been posting similar cube averages – around 0.35 – and was particularly prevalent in the ranks leading up to Infinite.

How to play:

This deck can play a Lockation strategy with Wave as the seal on Turn 5, or win with Wave into Doctor Doom and She-Hulk. The deck plays for tempo through the early turns, starting with Storm on Turn 3 and following it with Jessica Jones.

The true star of the deck is not the classic DoomWave combo; instead, it’s the interaction with Goose. This creates a flexible, powerful early game that can lock down lanes and control the board. Post WaveShe-Hulk can be played on the Goose lane, while you still get to play America Chavez or Doctor Doom. Your opponent will often be unable to play anything into the Goose lane, and this creates plenty of checkmate situations.

Everything you need to know about the deck can be found in this guide, written by SafetyBlade:

Potential additions:

The Darkhawk version is still a really strong deck as well, and it would have been ranked at the same spot this week:

Doomwave
Created by den
, updated 21 days ago
1x Collection Level 1-14
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)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.3
Cost
0-
1
2
3
4
5+
3.5
Power
0-
1
2
3
4
5+

Tier 2

Sera Surfer 

Sera Surfer
Created by den
, updated 21 days ago
1x Collection Level 1-14
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)
2.8
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

Rank Justification: Largely in the shadow of the Control archetype when it comes to building around Sera, Silver Surfer is having a strong showing at the start of the season.

Similar to the control deck, there has been a debate around whether Nebula could be the new 1-cost in the deck, especially as Storm is already a part of it. For now, it seems like Nova and Killmonger are still the preferred option for most players.

In Tier 2, Sera Surfer is the only deck flirting with the 0.3 cube average while most other decks are in the 0.2 to 0.25 range. Compared to the decks in Tier 1, though, Sera Surfer feels a little less flexible and a little easier to counter with cards like Cosmo and Wave.

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: A lot of 3-cost cards can enter the deck and make sense. Feel free to play around with the abilities you think are valuable to the deck’s success. If we want to go for another route, Zabu can allow us to play some 4-costs along with our Silver Surfer game plan. Zabu plus Sera even allows us to play them for two energy on Turn 6 with our other 3-cost cards.

If you want to build around Nebula, you can remove Nova, Killmonger, and a 2-cost card to include Nebula, Armor, and Cosmo or another solid 3-cost card.

DeathWave

Death Wave
Created by den
, updated 28 days 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+
4.1
Power
0-
1
2
3
4
5+

Rank Justification: Nebula has made Armor a little more popular than it was in the previous weeks. Also, Stature gaining popularity has limited how disruptive Wave can be for the opponent, which naturally impacted DeathWave’s performance. Despite this, DeathWave is still a great deck in the current environment, and the few extra Retreats you have to accept are far from enough to take DeathWave back to what it was during the Shuri Zero era.

For someone who does not enjoy the emerging decks and still wants to derail Sera‘s game plan, this is the go–to archetype.

How to play:

The whole point of the deck is to get at least two destroy effects while having reveal priority going into Turn 6. 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 signature cards Bucky BarnesDeathlok, and Carnage.

Turn 5 should be a Wave play and nothing else if we have She-Hulk in hand. The card will become a 2-cost on the next turn and can be paired with anything else. Without She-Hulk, you can play other cards as well. If we manage 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 is usually the way we get our four destructions in time.

Outside this basic play pattern, the deck is quite flexible and is able to develop points even without drawing into Wave. The destroy synergy shines especially well when it comes to cleaning up annoying cards that appear on our side of the board.

Potential additions: Shang-Chi probably is the first card you would want to include in this deck, or maybe Enchantress if you are still facing a lot of Ongoing decks. America Chavez can also be a consideration for consistency purposes.

Right now, Doctor Doom feels great in the deck as the last spot to add some flexibility. Aero is often necessary to beat Galactus, so it is difficult to know what to remove if you want to include another card.

Discard Dracula

Discard
Created by den
, updated 21 days ago
4x Collection Level 18-214 (Pool 1)
3x 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)
3.3
Cost
0-
1
2
3
4
5+
3.9
Power
0-
1
2
3
4
5+

Rank Justification: In search of the best 1-cost card to run for quite some time, Discard was extremely happy to see Nebula join Marvel Snap. It propelled the deck back to being a contender, and it is a card that heavily influences the opponent’s plays (similar to what Morbius and Dracula were already doing in the deck).

Particularly in the lower ranks, Discard is among the best decks in Marvel Snap. Once we get closer to the top of the ladder and decks start becoming more flexible (especially with Jeff the Baby Land Shark, a good answer to Nebula, and Enchantress to cancel Morbius‘s ability), Discard looks more like a low Tier 2 deck than anything else. Nevertheless, Nebula had an impact similar to MODOK‘s for the archetype performance wise, and that is big.

Stature being a popular card could have an impact on Discard’s performance down the line, as the deck basically triggers her ability for the opponent. We will see if that interaction ends up being relevant for Discard in the future.

How to play:

There are three ways to win over a lane with this deck, the goal being to use two during the course of the match:

  • Nebula or Morbius into Storm on Turn 3. We lock the lane early on and can manipulate our points to make sure it’s ours.
  • Dracula remains our biggest points contributor and should be able to challenge a lane almost on its own with Apocalypse in hand.
  • Cards like Colleen WingSword Master, and MODOK can quickly add up to a nice total when played on the same location.

We still retain Swarm‘s explosive ability, alongside Wolverine being an extra summon when discarded. With Wave being a popular card currently, don’t be too greedy with your Swarm; holding it going into Turn 6 could be a disaster.

Potential additions: The Collector’s recent buff could be something to explore in the deck, replacing Wolverine as another 2-cost card. Otherwise, it seems like the only question is which Discard tools you value the most in your deck.

Devil Dinosaur Darkhawk

Devil Darkhawk
Created by den
, updated 21 days ago
4x Collection Level 18-214 (Pool 1)
1x 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
Cost
0-
1
2
3
4
5+
2.6
Power
0-
1
2
3
4
5+

Rank Justification: The win rate for Devil Darkhawk is among the highest in our ranking as only three decks have surpassed the 55% bar this week; however, the cube rate for this deck does not reflect that performance at all, considering the other two decks are both in Tier 1.

My best guess is that Enchantress returning to the metagame is limiting the deck’s ability to Snap recklessly with a good hand. Also, considering the longevity of the deck, most people are starting to be well aware of what to be careful of when facing Devil Darkhawk.

How to play:

The goal here is to be very efficient with our energy, while also keeping our options open for the last few turns. We have three main win conditions: Darkhawk, Devil Dinosaur, and Shang-Chi, while Mystique could represent a fourth win condition if she copies either of our two huge Ongoing cards.

When we find Zabu on Turn 2, we are able to keep Darkhawk and Mystique together for a Turn 6 play, creating a solid one-two punch with Devil Dinosaur on Turn 5. Shang-Chi plus Darkhawk is another very strong Turn 6.

Without Zabu, we can rely on Moon Girl to create a second Devil Dinosaur, and we still have a strong pattern with White QueenDevil DinosaurMystique plus Cosmo.

Potential additions: With Enchantress becoming a staple in several archetypes, Devil Darkhawk is now forced to run Cosmo as its default tech card. As such, only Shang-Chi feels replaceable in the deck currently. You could try Doctor Doom or another counter card in that slot. The Collector has been a popular card since its buff, but the lists using the card have been performing worse than the more classic ones.

Lockjaw Thor 🔽

Lockjaw
Created by den
, updated 21 days 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)
4.1
Cost
0-
1
2
3
4
5+
6.7
Power
0-
1
2
3
4
5+

Rank Justification: After a great showing last week, Lockjaw went back to a more reasonable ranking. According to our criteria, a deck needs to be at least 1% of the metagame to appear in the rankings, so only the Lockjaw Thor build should be featured. However, since the Thanos Lockjaw version was only 0.01 cube average behind it at 0.21, I decided to merge both archetypes.

As for the reason the deck is not a Tier 1 contender anymore, I would attribute it to the metagame changing with the start of the season. There are many more points driven decks that can rival Lockjaw decks for points. Nebula can also be an annoying card for Lockjaw as the deck doesn’t like to be told where to play. Last, the Ongoing archetypes collectively started to play Cosmo to fight against Enchantress, which is an annoying card for a deck built around the On Reveal synergy.

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 three turns of the game can be very quiet for a Lockjaw deck, as we aren’t looking to do much. If you have Lockjaw in hand, you could even consider not playing Nightcrawler in order to cycle it for a bigger card later on. Since Lockjaw‘s nerf, it isn’t possible to go all in on the card in one turn anymore. Unless you hold Lockjaw to play it with another card immediately on Turn 4, you will look to play it on Turn 3 to start cycling card on Turn 4. This can create a conflict with Thor, one you can only solve based on the match’s situation.

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 Magneto play 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: The Thanos Lockjaw build had similar performances this week, offering a wide range of possibilities to build around Lockjaw.

Thanos Lockjaw
Created by den
, updated 21 days ago
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
4.7
Cost
0-
1
2
3
4
5+
5.6
Power
0-
1
2
3
4
5+

Galactus

Galactus
Created by den
, updated 21 days ago
1x Collection Level 18-214 (Pool 1)
7x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4.5
Cost
0-
1
2
3
4
5+
4.7
Power
0-
1
2
3
4
5+

Rank Justification: Galactus is extremely popular across the board, but mostly prevalent in the ranks below 80 where the archetype appears to be quite dominant with a 0.36 cube average. However, when we start considering the most competitive ranks, decks tend to use cards like Cosmo, Polaris, and Aero more often, and Galactus‘s performance dips closer to the 0.2 mark.

In those ranks, it seems like the more versatile build of Galactus is the way to go.

How To Play:

At its core, a Galactus deck starts every game with the same goal every time: play Galactus as safely as possible. Once this critical step is completed, your deck should be built to crush a one lane battle, using DeathKnullShuri, 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:

In this more versatile build of Galactus, you can delay your signature card if needed, instead playing Nimrod which will join Galactus upon being destroyed. Also, you could go for a ShuriDestroyerTaskmaster play pattern with Electro if you anticipate your Galactus will be countered or you feel like competing on three lanes is a safer bet.

Potential additions: Depending on your rank and MMR, you might have more success with the build looking to go all in on Galactus.

Galactus
Created by den
, updated 27 days ago
2x 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)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4.4
Cost
0-
1
2
3
4
5+
4
Power
0-
1
2
3
4
5+

Patriot 🔼

Patriot
Created by den
, updated 21 days ago
1x Collection Level 1-14
3x Collection Level 18-214 (Pool 1)
5x Collection Level 486+ (Pool 3)
1x Recruit Season
2x Starter Card
3.1
Cost
0-
1
2
3
4
5+
3
Power
0-
1
2
3
4
5+

Rank Justification: After Enchantress made Patriot reconsider its spot at the top, Cosmo started to be included in almost every list for the archetype. For now, the space dog has not been enough for Patriot to make a claim to be back as a top tier contender. Also, the current most popular decks aren’t particularly good match ups for the deck either, so Patriot lacks an Electro Ramp deck to boost its performance.

Overall, it seems like Patriot is back to where it was before the Sandman buff happened. It’s a good deck in Marvel Snap, but it doesn’t have anything special to make it better than the rest of the solid archetypes.

How to play:

At its core,