Table of Contents
The new
So the new card did not perform as well as anticipated, and there was no OTA to bring some diversity either. Yet, the Marvel Snap metagame has been moving this week. Not a ton, but enough to make it interesting. Mostly, we are seeing some of the synergies able to develop a lot of points rise, discard builds in particular, with Hela in the report, and a few people sharing their success with Dracula Discard.
For now, the iconic archetypes of these past two months still stand strong, proving flexibility and disruption still dominate competitive play. Yet, a lot of points still racks up cubes, especially if you can dodge the popular disruptive tools.
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Tier 1 | Double Hand 0.6 Cube Average / 63% Win Rate |
| Tier 1 | Flexible Move 0.55 Cube Average / 62.5% Win Rate |
| Tier 1 | Supergiant Rocks 0.65 Cube Average / 61% Win Rate |
| Tier 2 | Bounce 0.65 Cube Average / 59% Win Rate |
| Tier 2 | Flexible Aurora 0.45 Cube Average / 59% Win Rate |
| Tier 2 | Sunny Ramp 0.45 Cube Average / 58% Win Rate |
| Tier 2 | End of Turn 2099 0.45 Cube Average / 57% Win Rate |
| Tier 3 | High Evo Afflicts 0.2 Cube Average / 57% Win Rate |
| Tier 3 | Shou-Lao Activates 0.25 Cube Average / 53% Win Rate |
| Tier 3 | Hela Discard 0.25 Cube Average / 51.5% Win Rate |
Are you still chasing that elusive Infinite Rank? Here are the Top 5 performers in the ranks 80 to 99!
| End of Turn 2099 | 0.6 Cube Average / 63.5% Win Rate |
| Flexible Aurora | 0.5 Cube Average / 61.5% Win Rate |
| Flexible Shou-Lao | 0.6 Cube Average / 60% Win Rate |
| Patriot Rocks | 0.6 Cube Average / 60% Win Rate |
| Supergiant Rocks | 0.55 Cube Average / 59.5% Win Rate |
Here is my usual annoying advice because I’m a coach and I like to think this helps people: Focus on controlling the stakes of each game and building trust in both your deck and your decision making abilities. Once you feel confident, feel free to take more risks. Reaching Infinite is all about understanding the process of grinding cubes. Also, constantly changing your deck limits your ability to learn the game fundamentals, as you are always focused on learning how to pilot the new deck.
Tier 1
Double Hand
Performance: 0.6 Cube Average / 63% Win Rate
The Iron Hand archetype has been struggling for a while, but is capable of rising to the top when just one or two disruptive cards are enough to edge against a significant portion of the metagame.
Gambit Horseman of Death naturally takes care of other flexible decks trying to build around cheap cards. Stardust on the other end, will keep Arnim Zola or Hela in check.
As for the proactive side, this archetype has always been able to get points on the table, and Lin Lie Iron Fist is extra help in that department.
Potential Additions
Stardust and Lin Lie Iron Fist are the flexible cards. You could remove one to invest in the other department if you didn’t see the appeal in mort points or more disruption. However, they both make sense in the deck, limiting the ability to make swaps, except to replace a missing cards.
Negasonic Teenage Warhead or Juggernaut in the 4-cost slot. Gorgon, Askani’son and such generic good or disruptive cards in the 2-cost slot.
Flexible Move
Performance: 0.55 Cube Average / 62.5% Win Rate
Whenever you are unsure about the metagame, or wondering which synergy would do good, you can probably bank on Move being a safe bet. The only way to truly limit this synegy is to run Mercury, and the card lost a lot of momentum since Cannonball got nerfed, while there isn’t enough Move to justify running the card.
Add to that the fact there is enough room to adapt to the popular decks, and you have the guarantee Move will be somewhere in the competitive discussion.
Potential Additions
Juggernaut could replace one of the 4-cost, while Human Torch can be a fine placeholder for Spider-Punk.
Supergiant Rocks
Performance: 0.65 Cube Average / 61% Win Rate
This is one of the weaker decks in terms of ability to put up a lot of points. However, Supergiant Rocks is great at seizing priority and disrupting its opponent, meaning its lower points ceiling isn’t much of a problem.
Potential Additions
Hydra Bob can be another 1-cost, and several 5-costs can also make sense (Legion, Valkyrie…). These can replace Scarlet Witch, who also could be Quake, or Drax, Avatar of Life, in the strong standalone card slot.
Tier 2
Bounce
Performance: 0.65 Cube Average / 59% Win Rate
It has been a while since Bounce posted some convincing results, but this metagame seems to suit the archetype quite well. Overall, there is a bit of everything in this deck, with a decent points ceiling, alongside a bit of disruption. Plus, you can bounce cards back to your hand in order to play around Fin Fang Foom against ramp oriented builds.
I’m curious to see how this one evolves, as Bounce typically struggles to remain competitive over long periods. Often, it is due to being quite a difficult archetype to pick up, and due to benefiting a lot from clueless opponents, which learn to respect it as time passes.
Potential Additions
Grand Master synergies with a lot of cards in the deck, while Prodigy is another way to duplicate a certain ability.
Otherwise, look for cheap On Reveal cards if you need to replace one from this deck.
Flexible Aurora
Performance: 0.45 Cube Average / 59% Win Rate
This a good performance, although I expected a deck with Luke Cage to post slightly better results this week, showing the new card didn’t impact the metagame as much as expected.
This build has become the norm for Flexible Aurora over the past few weeks, it is safe to assume this should be the default way to play the archetype at the moment.
Potential Additions
Luke Cage, Anti-Venom and Man-Thing are a trio you probably need to keep together, or replace as a whole.
Otherwise, as long as you keep in mind the balance of abilities for Aurora to provide enough buffs, you can build for proactive or disruptive purposes.
Sunny Ramp
Performance: 0.45 Cube Average / 58% Win Rate
Sunny Ramp has been losing momentum lately, but not enough to say this has become a bad deck. Instead, it is likely the deck is not getting away with snaps, or opponents not knowing what might come down with 10 energies available.
I would expect these numbers to be pretty close to the deck’s true strength, considering Sunny Ramp is now a staple in this metagame.
Potential Additions
Alioth is only good if you can consistently grab priority. Odin makes more sense if you find yourself playing from behind.
Juggernaut and Legion are the other flexible cards, but they have been holding those slots for a while so it is safe to assume they are the best standalones to include.
End of Turn 2099
Performance: 0.45 Cube Average / 57% Win Rate
The OTA earlier in the season kicked Chamber out of the picture, but otherwise didn’t affect the End of Turn 2099 archetype too much. It isn’t fighting for the top spots anymore, but the list remains a strong performer, mixing a good amount of points, and two great disruptive cards in the 2-cost slot.
Potential Additions
Legion is another 5-cost to consider, while Caliban Horseman of Pestilence and Drax, Avatar of Life are flexible, if you had a specific 3-cost in mind. Cosmo or Mobius M. Mobius for example, see play as disruptive cards.
Tier 3
I was surprised to see Shou-Lao Activates in the last tier in the previous report, but it seems like that is where it belongs at the moment. Most likely, the other decks designed to develop points are better in that department. Plus, the flexibility of Shou-Lao might be an upside, it is now a very simple strategy to identify when playing against it.
As for the other two, Hela Discard is making a timid comeback this week, and I also saw some Dracula Discard, although there were as many games recorded. High Evolutionary has been around for a while, but gets a small push due to being the best home for Polaris Horseman of Pestilence at the moment.
High Evo Afflicts
Performance: 0.2 Cube Average / 57% Win Rate
Shou-Lao Activates
Performance: 0.25 Cube Average / 53% Win Rate
Hela Discard
Performance: 0.25 Cube Average / 51.5% Win Rate
That’s it for this week! To reach out, find me on the Marvel Snap Zone community Discord, or shoot me a direct message (@den_ccg) for specific stuff or coaching.
Good Game Everyone.
Disclaimer and Tier Explanations
In order to be featured here, a deck needs to represent at least 1% of the current environment and have a positive Cube Average in the Ranked mode. Win Rate is also taken into consideration, and it can greatly impact the ranking of a deck, particularly when several archetypes (or different builds of the same deck) have a similar Cube Average but big Win Rate discrepancies. The Marvel Snap mechanics do, however, push players to maximize cubes gained rather than win every single game.
In order to create this chart, den is using data from our Marvel Snap Tracker, as well as other available data online and his own expertise and opinion of respected players. If a deck showed great performances with a very limited presence in the meta, you can find it in the Silent Performers section. That section highlights decks with an excellent Win Rate, but too little of a sample size to be representative of their real strength.
Decks not good enough to be considered contenders but with a good representation will be ranked in Tier 3 in our chart. See those builds as decks that are good to know about, as you should face them when playing Marvel Snap. However, unless the meta changes or a new variation of the build emerges, these decks are a notch below the dominant ones in Tier 1 and Tier 2.
Silent Performer: Decks with a very little presence in the meta that still showcase a Cube Average and Win Rate worthy of a Tier 2 deck (or better). Oftentimes, these can be archetypes with some nice game play that have been left unchecked in the current environment, or decks on the rise that found a few good match ups to abuse.
Tier 1: Tier 1 represents decks with all the upsides we would be looking for to rack up Cubes. They have good match ups in the current meta, offer different play patterns during a match, and often have the ability for explosive or surprising turns. These should be decks worth investing into in order to climb for the coming week.
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 1 or Tier 2 decks. Usually, Tier 3 will be a mix of decks on the rise that don’t have much data, old archetypes on the decline, decks that require substantial experience and/or knowledge to pilot properly, powerful decks that aren’t well positioned, or niche decks.
Budget: Decks that consist only of cards in Pool 1 and 2 that are still capable of competing with an experienced pilot in a similar Collection Level, Rank, and MMR range. See our matchmaking guide for more details.
Meta stats and analytics directly from our Marvel Snap Tracker can also be found here.







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