Table of Contents
The OTA had some impact on the metagame, actually more impact than I anticipated. Black Cat has now joined the End of Turn crew and there is less of Good Cards around. Ironically, it is the build which relies the most on Gwenpool, Good Cards Buff, which is also the most popular. On the topic of nerfs, Sunspot is still a card in Fantasticar decks, the 1-cost being played in all three “End of Turn” builds on this report.
So we could say the OTA helped Black Cat become an option for End of Turn decks. As I said, more than I anticipated.
On a more serious note, the metagame feels very limited at the moment, with a few archetypes monopolizes all the attention. The End of Turn decks lead that list, obviously, due to being both really good before the OTA, and the biggest beneficiaries of Invisible Woman First Steps releasing. Yet, decks able to run the Fenris Wolf, Gladiator, Shang-Chi plus friends package probably deserve to be discussed more. Indeed, these two first and second place, while I’m sure other archetypes could rise to similar highs if given more time.
Overall, it feels like everyone went with obvious options. Either the archetype the new card is connected to, or the ones we knew were great and didn’t change with the OTA. It will be interesting to see if things move until the new season starts, or if that low variety of decks already is what to expect from this metagame.
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Tier 1 | Iron Hand 0.7 Cube Average / 63.5% Win Rate |
| Tier 1 | Supergiant Control 0.75 Cube Average / 62.5% Win Rate |
| Tier 1 | Small End Turn Fantasticar 0.5 Cube Average / 63% Win Rate |
| Tier 2 | Good Cards Buff & Disrupt 0.5 Cube Average / 57% Win Rate |
| Tier 2 | Doom End Turn Fantasticar 0.35 Cube Average / 58.5% Win Rate |
| Tier 2 | High Evo Fantasticar 0.25 Cube Average / 58% Win Rate |
| Tier 3 | Bullseye 0.35 Cube Average / 54.5% Win Rate |
| Tier 3 | Sera Control 0.35 Cube Average / 54% Win Rate |
| Tier 3 | Clog 0.3 Cube Average / 52.5% Win Rate |
Are you still chasing that elusive Infinite Rank? Here are the Top 5 performers in the ranks 80 to 99!
| Iron Hand | 0.7 Cube Average / 57% Win Rate |
| Small End Turn Fantasticar | 0.6 Cube Average / 61% Win Rate |
| High Evo Fantasticar | 0.6 Cube Average / 59.5% Win Rate |
| Mister Negative | 0.6 Cube Average / 55.5% Win Rate |
| Ongoing Tribunal | 0.6 Cube Average / 54% 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
Iron Hand
Performance: 0.7 Cube Average / 63.5% Win Rate
The deck has now switched to a disruptive approach, one that propelled Silver Surfer or Good Cards to the top in previous weeks. We are less than two days remote from the OTA, so not seeing these two might simply be due to not enough games being played since Thursday.
Then, this is another case of a solid foundation welcoming one of the best card packages in the game. The result is a great list, able to play for plays with Victoria Hand buffing cards we get from The Hood, Mirage and Frigga, while the rest of the deck takes care of derailing the opponent’s game plan.
Potential Additions
I have seen the Mole Man, Patriot and Ultron trio pop up in a few lists. The results aren’t on par with the featured build, but can serve as a great alternative for anyone without Fenris Wolf. You could also consider Moonstone then, as you would have another Ongoing target in Patriot.
Supergiant Control
Performance: 0.75 Cube Average / 62.5% Win Rate
It is hard to gauge how good the Supergiant part of the deck is, considering the Fenris Wolf package has been dominant for a few weeks now. Still, the deck has been a part of the metagame for most of the season, even if it flied under the radar for most of it.
It now represents the best pure control option, for those not interested in hybrid disruptive builds, like Iron Hand above.
Potential Additions
Alioth can be another option atop the curve. You could also run Merlin and Devil Dinosaur instead of Maximus and Ronan the Accuser.
Killmonger is flexible, mostly included for the very popular end of turn decks roaming the ladder.
Small End Turn Fantasticar
Performance: 0.5 Cube Average / 63% Win Rate
The first of our three End of Turn decks on this report, and the newest one, as it didn’t exist before Invisible Woman First Steps released. With this deck, we are simply trying to develop power as flexibly as possible, and do more than the opponent can handle. Even if you just play your cheap cards on the last turn of play, Havok can grow to 8 power, Bruce Banner has two shots at Hulking out, and Prodigy has nothing but incredible targets in this deck.
To be fair, I expect this deck to lose momentum in the near future, as Killmonger and Shadow King are getting very popular in reactive decks, and these two have plenty of targets in this build. Plus, the other two Fantasticar decks are sporting a much worse Cube Average, as the activate keyword of both signature cards implies you need to tell your opponent when you drew them or not. Eventually, this deck should suffer from the same problem, being retreated early against for one cube.
Potential Additions
I anticipate Marvel Boy and a few 1-cost to be replaced by other cards as Killmonger gains popularity in other builds. Cosmo or Juggernaut could help against Shadow King.
Tier 2
Good Cards Buff & Disrupt
Performance: 0.5 Cube Average / 57% Win Rate
The only Good Cards on the list, this deck merged the buff concept with the Fenris Wolf package, while completely ignoring the nerf to Gwenpool, after it also ignored the one to Galacta. [4/5] instead of [4/6] will impact priority at times, but doesn’t change this deck’s ability to use Mister Sinister or Brood to challenge a location almost on their own.
Potential Additions
Phastos could be any 3-cost card you deem necessary. Copycat, Juggernaut, Cosmo, Red Guardian… Scarlet Spider is another target for buffs, or Captain Marvel.
Doom End Turn Fantasticar
Performance: 0.35 Cube Average / 58.5% Win Rate
There is little of Enchantress around, as most of the disruptive decks rely on the Fenris Wolf package at the moment. Then, Doctor Doom 2099 and Blue Marvel are typically safe once on the board.
The reason this deck is posting a rather low Cube Average for its solid Win Rate is due to the deck being removed of any surprising pattern whatsoever. Indeed, you either play Doctor Doom 2099 on turn four, or need to have Invisible Woman First Steps and Fantasticar out on turn five. In both instances, the opponent knows exactly what they are dealing with, and can retreat without any regrets.
Potential Additions
Black Cat could replace Sunspot to support Adam Warlock more.
High Evo Fantasticar
Performance: 0.25 Cube Average / 58% Win Rate
This one is closer to the Small End Turn rather than the Doom End Turn, but the performance tells us otherwise. Arguably, this was the most popular Fantasticar deck this season, so everyone knows to be careful against it, hence the low cube average. Yet, its Win Rate deserved to be in the second tier when compared with those in Tier 3.
There should be an interesting battle to know which of the Fantasticar archetypes because the norm going forward now that all the Fantastic 4 cards are release. Bad start for the High Evolutionary build.
Potential Additions
Surge doesn’t synergize very well with Havok and Prodigy so I would look at those cards first if I needed space.
Makkari, She-Hulk, Human Torch First Steps and Hulk appear in other builds.
Tier 3
Sera Control was doing really well ahead of this OTA, and the deck has not changed at all with it, except for one power going from Gwenpool to Invisible Woman. Then, except for the End of Turn archetype being a problematic match-up, it is hard to guess why did the deck tumbled so far down the list.
Bullseye and Clog are a bit easier to explain : Mobius. M. Mobius ruins the Swarm – Bullseye synergy, while Killmonger has become popular, which is a problem for Clog. Plus, both decks don’t score that many points, something you need to do against the End of Turn archetypes.
Bullseye
Performance: 0.35 Cube Average / 54.5% Win Rate
Sera Control
Performance: 0.35 Cube Average / 54% Win Rate
Clog
Performance: 0.3 Cube Average / 52.5% 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.
Cube Average > 0.5 & Win Rate > 60%
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 > 0.25 & Win Rate > 57%
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.
Cube Average > 0.3 & Win Rate < 55%
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.







More Content