Marvel Snap Ranked Meta Tier List: December 18, 2023 – Blob Brings Thanos and Chaos Back to the Meta!

It's Blob season! The new card brought five archetypes (some features, some counters) into Tier 1 this week, and den has all the info on each of them for you. To find out which decks are on top, check out this week's Ranked Meta Tier List!

Welcome to our Marvel Snap Meta Tier List for the Ranked Ladder mode! Each week, we review the best decks in the ever-changing Marvel Snap meta. Then we bring you the decklists, and we provide an in-depth report about them. This report contains information like how their ranks are justified, how to play the decks, and how to build the deck with alternate cards to accommodate different collections.

Marvel Snap Ranked Meta Overview

Blob did as well as you could expect a new card to perform in Marvel Snap. It pushed a dedicated archetype (Blob Ramp), helped bring back an old timer (Thanos Control), and changed the existing power standings by questioning Darkhawk‘s hegemony.

Early in the week, the card was about everywhere you could play it, and most of those decks have survived through this first week to become Tier 1 material. This has lead to a large Tier 1 this week, as Thanos Blob and Blob Ramp are joining powerhouses from the previous meta.

Those powerhouses are also very interesting to look at; Lockdown was losing momentum lately, but it skyrocketed to the top as one of the best decks to counter Blob thanks to Alioth. Darkhawk lost some momentum, too, but it remains very strong by relying on its pairing with Devil Dinosaur (and sometimes Annihilus). Some lists using Alioth or Leech to counter Blob have also emerged, but they remain very scarce for now. Last on the comeback list is Loki Werewolf, which took a page from Lockdown and returned to a performance worthy of its old self once again.

Tier 2 features a collection a solid decks that haven’t fully adapted to this new environment: Bounce, Galactus, and InSheNaut. They are joined by the last Blob deck in our report today, Thanos Destroy, which is similar to Thanos Control, except it tries to leverage Killmonger in the mirror match to get a cheap Death.

Overall, the meta is not so different compared to what we knew over the past few months. A lot of familiar faces remain. However, most of these known archetypes had to adapt and rethink parts of their strategy with Blob pushing Thanos and Ramp to new heights. This first week of Blob was a lot about who managed to understand the new meta fast enough to keep up and benefit from it. Those who failed to acclimate probably lost a lot of cubes.

Happy Tier List, everyone!

Marvel Snap Ranked Meta Tier List

TierDeckGuide
Tier 1Lockdown 🔼Guide
Tier 1Thanos Blob 🆕Guide 🆕
Tier 1Devil Darkhawk 🆕Guide
Tier 1Blob Ramp 🆕Guide
Tier 1Loki Lockdown 🆕Guide
Tier 2Bounce 🔽Guide
Tier 2Galactus Ramp 🔽Guide
Tier 2InSheNaut 🔼Guide 🆕
Tier 2Thanos Destroy 🆕Guide
Tier 3Junk 🆕Guide
Tier 3Annihilus Discard Tempo 🆕Guide
BudgetOngoing Kazoo 🔁Guide
BudgetDevil Dinosaur Destroy 🔁
BudgetSwarm Discard Aggro 🔁
BudgetOngoing Two Locations 🔁
BudgetOn Reveal Control 🔁Guide
BudgetBig Cards 🔁

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 using data from our Marvel Snap Tracker. If a deck showed great performances with a very limited presence in the meta, you can find it in the Silent Performers section. There, I will highlight decks with an excellent Cube 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 they won’t have their own dedicated write up here (but they may be transferred to the main Tier List section). 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 Tiers 1 and 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). Often times, 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

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 > 0.35

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 > 0.20

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

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.

Tier 1

Lockdown

Lockdown
Created by den
, updated 2 years ago
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Collection Level 1-14
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Starter Card

Rank Justification:
Rocking both the highest Win Rate (64%) and Cube Average (0.7) in the game this week, Lockdown seems to be the grand winner of Darkhawk losing lots of popularity because of Blob. Indeed, apart from a big 4-Cost coming in to challenge Storm or Professor X before the lane closes, Lockdown has few pure counters to its game plan, and it remains a simple deck to pilot. Then, with more decks trying to win through sheer amount of points (and no more of those annoying Rocks and Widow's Bites to disrupt the deck’s consistency), Lockdown put on a clinic this week.

How to Play:
Most of the time, the goal with this deck is either to develop points flexibly or hide from your opponent where you plan to act. You can also aggressively block your opponent’s play patterns, which is easier in Conquest where you should gather information from one round to another. With Ms. Marvel in the equation, Lockdown is trying to lock one of the side lanes with Storm or Professor X in order to land Ms. Marvel in the middle for support.

If you expect your opponent to run an Ongoing counter, you could play Storm on Turn 3 in the lane where you wish to play Ms. Marvel so the opponent can’t land their card later on.

Typically, Storm is stronger if you have ways of supporting it (either with the Move cards or with Doctor Doom down the line). Professor X, on the other hand, will push for Alioth to be used to win the second lane.

A hot start with Nebula, Medusa, and Storm can quickly lead to you winning a lane, which allows you to focus entirely on another one with a card like Alioth at the end of the game. Furthermore, the deck is also decent at spreading its points through Ms. Marvel and Doctor Doom – especially if Iron Lad hits either of those. You can then accept a battle based on points, where you would become a proactive deck.

Finally, the Move cards simply provide flexibility for Ms. Marvel so you can make sure it reliably adds points to every lane. You can reposition your cards if you need to in order to play one with the same cost on that location.

Potential Additions:
Gamora can replace Jessica Jones, but the 4-Cost is a nice follow up to Storm or Zabu. Wave and Daredevil are also seeing occasional play, alongside other disruptive cards replacing Shang-Chi (depending on what you wish to counter).

Thanos Blob

Thanos Blob
Created by den
, updated 2 years ago
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Series 1
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Recruit Season

Rank Justification:
This is the deck that benefited the most from Blob; Thanos Control returned to its old glory in a matter of hours after the card joined Marvel Snap. The best list is still up in the air, though. Many popular players have shared different takes of this new Thanos Control, and all have posted very solid results.

This was the best performing one at the time I wrote this report with a 0.65 Cube Average and a 58.5% Win Rate. It is pretty similar to what we knew of Thanos Control with only Blob and Magneto added to the mix. It seems to follow the natural evolution of the deck during the week, which focused heavily on Blob early on. Now it has returned to look more like a traditional Thanos Control deck with Blob as time passes. The deck is very flexible, and you can tailor it to your own play style or your popular opponents as you see fit.

How to Play:
Although this is basically a Thanos Control deck with Blob included atop the curve, the archetype hasn’t changed much of what it is trying to do. Early in the game, you want to fight to create a strong set up for Professor X and make sure a lane is under control via the Infinity Stones, Nico Minoru, and Psylocke. Once in control of the situation, Thanos Blob will look to leverage the points in the deck to win the second lane, most of the time using Devil Dinosaur, Vision, and Blob. Jeff the Baby Land Shark and Blue Marvel can still support Professor X if needed. Last, the deck also packs some disruption against an opponent with more points than you can develop (or simply if Blob doesn’t show up) with Alioth and Shang-Chi.

Overall, the deck is really all about creating a favorable situation by Turn 5. It does this either by developing enough flexible points with Vision and Blue Marvel, or by landing Professor X to lock a lane. Once in the driver’s seat, Snapping will often be met by a Retreat since the opponent has to gamble on what cards are or aren’t in your hand. If they decide to stay, just try to figure out how they could ruin your development and pick the card that is most suited for the situation. Your best out could be points with Blob, disruption with Alioth, or a bit of both with Magneto.

Potential Additions:
There are many lists going around the community with this deck. Alioth, Okoye, Iron Lad, and other past inclusions in the Thanos Control deck are seeing play depending on which list you look at.

This one had similar results this week, and it focuses much more on sheer number of points:

Thanos Blob Power
Created by den
, updated 2 years ago
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Recruit Season

Devil Darkhawk

Devil Darkhawk
Created by den
, updated 2 years ago
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Rank Justification:
Although the Cube Average for Darkhawk has dropped a bit, archetypes centered around the card are still part of the elite group in Marvel Snap. However, it feels important to note that no pure Darkhawk deck is on the list this week; the Rock package is always mixed with some other win condition. Just like most other times when Darkhawk struggles, the card turns to the other strong Ongoing package with Devil Dinosaur. This lets you build a simple deck that includes Mystique and Ms. Marvel. It might be a happy coincidence, but this deck was also a great way to beat Lockdown – especially with Jeff the Baby Land Shark included.

Then, although Darkhawk struggled early in the week (and almost disappeared before the week ended), the resurgence of Lockdown seems to have caused the Rock synergy to bounce back, so it shall remain a solid contender in the meta.

How to Play:
Devil Darkhawk is looking to leverage the power of its 4-, 5-, and 6-Cost cards that will represent the largest chunk of the deck’s potential. The cheaper card serve as a setup to boost the power of the more expensive ones. The deck can be divided in three separate sections:

When playing this deck, you will usually rely on either the Darkhawk or the Devil Dinosaur plan and use the strong standalone cards as support. Mystique is the only card I didn’t mention because it can be a part of any tactic you choose by copying Darkhawk, Devil Dinosaur, or Ms. Marvel. Thanks to Zabu, you could consider a Turn 5 Devil Dinosaur followed by a Turn 6 Darkhawk plus Mystique (or another 4-Cost), but this will usually mean you managed to set up both Darkhawk and Devil Dinosaur on Turns 1, 3, and 4.

By the end of the game, the spread of points will typically consist of one of your big cards on a lane and either a point spread with Ms. Marvel and Doctor Doom or Mystique representing your second anchor. On some occasions, Iron Lad will also copy of one your strongest abilities, which is a sign that you can Snap and focus on developing as many points as possible for the rest of the game.

No matter which path you decide to pick, the purpose of this deck is to develop proactively and play around the opponent’s traps if possible. You don’t want Enchantress or Rogue disabling your most powerful cards. In Conquest, you could play it safe in the early rounds to gather information, and then be more aggressive once you figure out which threats you should be careful about.

Potential Additions:
The Annihilus package is also doing great alongside Darkhawk. If you like the look of it better than Devil Dinosaur, the results were very similar to the build shown above.

Annihilus
Created by den
, updated 2 years ago
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Series 1
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Blob Ramp

Blob Ramp
Created by den
, updated 2 years ago
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Rank Justification:
This deck was touted as way too fragile when it started to spread around social media since most people just saw a deck that was prone to being demolished by Shang-Chi and Shadow King. However, similar to what Shuri has done in the past (and with a little refinement as the week progressed like The Living Tribunal being included instead of Arnim Zola), Blob Ramp has thus far solidified its place as a Tier 1 deck.

With a strong 0.55 Cube Average and 57% Win Rate, the deck isn’t on Thanos‘s level – especially as most versions of the archetype would be ranked in Tier 3 – but it does shows that it isn’t so simple to counter Blob when the tools to protect it are in place. Armor and/or priority will allow Taskmaster to copy Blob before it is countered. Then there are a lot of cards available to score points alongside it like Giganto and Magneto. Plus, you can use The Living Tribunal to change the point spread and surprise the opponent.

This particular take on the deck has saved the archetype from disappearing after a few days and has instead made it look like the new Shuri Zero.

How to Play:
True to the Electro Ramp style of playing the game, this deck is not trying to make things too complicated. If able, it will rely on creating a huge Blob by Turn 5 and then copying it with Taskmaster on the last turn of play. If you are afraid that plan will be countered (i.e. if the opponent packs a counter card to Blob such as Shang-Chi or Shadow King), you can also put all your points into one lane during the first five turns, aiming to win that lane by so much you can just forget about it on Turn 6, and then slam Blob on another lane for the win. In this second scenario, you would be weaker to Alioth or Cosmo preventing Blob from going off, but you cannot play around everything at once.

Walking this line of knowing how to safely develop Blob is key to this deck’s success. Throwing it out on Turn 4 with Wave and then using Taskmaster to create points on every lane is incredibly strong, but it gives the opponent several turns to answer with counter cards if they have any. On the other hand, you could keep Blob safe in hand and only use it on Turn 6 without priority, but this means developing less power during the course of the match.

Finally, even if you don’t find Blob during the match, you have Electro and Wave to play big cards on Turns 4, 5, and 6, which is often enough to win if you focus on only two lanes.

Potential Additions:
Psylocke and Sunspot feel like the flexible options in the deck. Nebula, Okoye, and Jeff the Baby Land Shark all see play as well in the archetype. The 5-Cost slot alongside Taskmaster is pretty open, too, with Red Skull or Aero often included. If you decide to run Nebula, you might want to consider Professor X as well.

Loki Lockdown

Loki Lockdown
Created by den
, updated 2 years ago
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Rank Justification:
After slowly losing momentum as the weeks went by, Loki decided it was time to bounce back by taking some inspiration from other decks, particularly Lockdown. It might look weird to have Ms. Marvel, Professor X, and Alioth instead of the usual Werewolf By Night, but, with the success Lockdown had this week, this probably makes sense. Even if this isn’t the optimal way to build the deck, it seems like Loki needs to be regarded as a support package, similar to Darkhawk in way, instead of the main way of building points in the deck. Werewolf By Night is limited by Professor X right now, so it is only natural to find players experimenting with other ways to build points.

With a 0.5 Cube Average and a 59% Win Rate, this deck could be considered a worse Lockdown if you wish to call it that. Either way, it is the best Loki has looked all season so far.

How to Play:
Instead of the usual Werewolf By Night-based game plan, Loki decided to feature some Lockdown synergies this week. The way this deck plays is a little different than the typical Werewolf and The Collector plan where each anchor a lane while Loki brings flexibility later in the match. Here, you are playing with the intent of seizing priority and developing points rather than creating synergistic play patterns. The Collector remains your biggest source of points, and this can lead to two different patterns of play:

In this concept, Quinjet is key to cheat some energy and build that lead, similar to what Zabu does in Good Cards. You aren’t looking for flexibility like a typical Loki deck, and you will routinely play the Trickster God on Turn 4 – especially with Alioth still in the deck – so you can dump your hand on Turn 5 and seize priority.

With so many decks looking to leverage Professor X (Lockdown, Thanos) or trying to play Blob (Thanos, Ramp), being in the driver’s seat is the best way to control how much these cards will hurt you.

Potential Additions:
Here is another way to build around Loki that also found success this week. It would have been a high Tier 2 deck rather than a low Tier 1 deck:

Loki Double Up
Created by den
, updated 2 years ago
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Tier 2

Bounce

Bounce
Created by den
, updated 2 years ago
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Rank Justification:
Although last week’s list featuring Darkhawk and its usual allies remains with the highest Win Rate among the Bounce archetypes, it looks like Blob hurt its Cube Average quite a bit. Then, even if this one only had 57% compared to the 59% of the other list, it appears that more generic cards, such as Iceman, Shang-Chi, or Falcon, lead to fewer punishing Snaps. At least, this is what the Cube Average seems to show; the lower Win Rate still led to a 0.42 Cube Average while Darkhawk was closer to 0.3. Depending on what you value the most, either list looks reasonable to run for Bounce, but the Cube Average is the tiebreaker when it comes to ranked play (at least, when it comes to these reports).

Leech has been gaining a lot of popularity over the weekend in Darkhawk-oriented decks, and this could spell the return of Bounce to the top when we revisit the rankings next week.

How to Play:
Without the Darkhawk package, Bounce relies on Werewolf By Night to win a lane and disruption to take care of the second one. Then, the 3-Cost will be your focus for most of the match because it allows you to get even more out of your cheap On Reveal cards like Forge, The Hood, and Iceman. However, it is important to keep in mind that you need to figure out how to win that second lane. Use that information to help determine where you want the Werewolf to end up. You have a few options as to how you can win that second lane:

  • Sentry into Annihilus to attack the right lane. Just giving that -10 power is huge, and it should lead to an easy time winning that lane with cheap cards. Sentry plus Annihilus on the same lane is also 17 power, which represents a way to push a lane outside of Werewolf.
  • Shadow King or Shang-Chi to take a lane back on the last turn of play. Keep in mind that Werewolf By Night will be pulled because you might need it somewhere else for points.
  • Bouncing The Hood to have two Demons in hand lets you build a Turn 6 alongside Sentry for 22 points. You can either spread those points across two lanes (with Sentry pulling Werewolf By Night), or slam everything in the same place if Alioth isn’t a risk and/or you already have a lane secured.

Overall, even without the Darkhawk package, Bounce still pushes the same game mechanics of flexibility, anticipation, and timing. In the current environment, Turn 5 or Turn 4 with some ramp) seems to be the ideal timing to make your plays before the opponent is able to stop you.

Potential Additions:

Bounce
Created by den
, updated 2 years ago
1x
Series 1
7x
Series 3
3x
Series 4
1x
Series 5

Galactus

Galactus Ramp
Created by den
, updated 2 years ago
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Series 5

Rank Justification:
The surprise contender from last week couldn’t maintain its impressive showing, which only makes sense with Thanos easily spreading power on all lanes through the Infinity Stones (and Lockdown is a very annoying opponent as well). Galactus didn’t disappear entirely, as a 0.45 Cube Average and a 56% Win Rate is honestly still very good – especially for a synergy regarded as unplayable by many.

It is unclear as to how Galactus manages to maintain such a high performance through this second week after looking at its direct environment. My best guess is that the deck managed to leverage Alioth against those thinking that Blob would win the remaining lane, even without priority. It could also have benefited from a lot of decks still trying to find their best list and not being prepared to face Galactus.

We’ll see how this progresses for the reminder of the season.

How to Play:
Your primary goal with this deck is to land Galactus to narrow down the match to only one lane. Then you can lock any play the opponent could have with Alioth because you have priority. In order to create this perfect scenario, you will typically rely on Ms. Marvel to boost the lane you intend to play Galactus onto, or on Hobgoblin to reduce your opponent’s power there. Both cards can be played on Turn 4 with Electro, which opens a Turn 5 Galactus as a follow up.

You could go for a fast Galactus using Wave on Turn 3 as well, which has a good chance of landing if you have priority heading into Turn 4. However, the more difficult part is keeping priority since you don’t have many great follow ups (apart from Hobgoblin).

The other way to play this deck is to treat it as a Ramp deck and aim to win two lanes the good old fashioned way. In that case, the goal will be to play Electro, Hobgoblin, or Professor X, then Orka, and, ideally, Ms. Marvel plus Jeff the Baby Land Shark on the last turn of play. You could also try to steal a lane with an early Professor X after Wave, as the five power is pretty useful in that regard. Then, the pattern would be Wave, Professor X, Hobgoblin, and either Orka or Ms. Marvel+ Jeff the Baby Land Shark.

No matter which play pattern you decide to go for, the key element is anticipation. Indeed, the reason why Galactus is doing well is its ability to punish what several decks are trying to do in the current environment. Then, a large part of piloting this deck well is picturing where the opponent is going with their own game plan and finding a hole you can sneak into. Your draws during the match and the locations will force you to reconsider your plans and adapt on the fly. Still, having an idea of where you are headed and how you need to manage your space on the lanes you want to win will go a long way towards taking home some wins.

Potential Additions:
Nico Minoru was included in the deck last week, and both Psylocke and Daredevil are reasonable Turn 2 cards to consider. Otherwise, Shang-Chi is the flexible slot in the deck and could be replaced with another disruptive card.

InSheNaut

InSheNaut
Created by den
, updated 2 years ago
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2x
Series 5
3x
Starter Card

Rank Justification:
This is one of the few archetypes approaching a 60% Win Rate, which places InSheNaut among the highest Win Rates in the game this week. Unfortunately, the deck doesn’t seem to be able to translate this WR into many cube. The 0.35 Cube Average is far from bad, but, in a chaotic week with a lot of archetypes testing various cards to find their ideal build, one could expect more from InSheNaut.

This is probably the fate of established decks with an easy to recognize core as time passes. InSheNaut will do great in Conquest where the very high Win Rate can more easily be more leveraged to force the opponent into Retreats. On the Ladder, however, the ability to pay one cube and just move on seems to be a detriment for this type of archetype.

How to Play:
The main goal with this deck is to make the game about points – a battle you are more than suited to win – while limiting how the opponent can develop their points. Ideally, the deck wants to play Magik on Turn 3, Leech on Turn 5, and profit from passing Turn 6 with Sunspot, Cyclops and Misty Knight before dropping two high power cards on Turn 7. However, there are many more play patterns in the deck to achieve victory:

  • With Armor, Cosmo, and Leech in some variations of the deck, the deck has quite a formidable disruptive ability against many different decks, in addition to the ability to protect it’s own important cards.
  • If Shocker hits The Infinaut, it unlocks a pattern where you pass on Turn 4, play The Infinaut on Turn 5, and then play Evolved Hulk on Turn 6. When reducing either of your 6-Cost cards, you can pass on Turn 5 and play the reduced one plus She-Hulk.
  • Without Magik, you can try passing Turn 3 or 4 to play She-Hulk early and follow with a big Evolved Hulk on Turn 6. With Limbo and no Leech, you could also pass on Turn 5 to do the same “The Infinaut into Evolved Hulk” kind of pattern.
  • With a hot start through the 1-Costs giving you a nice lead, you might not want to create Limbo and give your opponent more time to mount a potential comeback.

Playing InSheNaut the right way often comes down to identifying which patterns are available and then evaluating how many points you need to win. Also, keep in mind that disrupting the opponent can go a long way towards creating better opportunities for your other cards to be more effective.

Potential Additions:
Nebula, Shocker, and Leech are three cards that are typically included in the archetype. This week, they were cut for Jeff the Baby Land Shark and Shang-Chi.

Thanos Destroy

Thanos Destroy
Created by den
, updated 2 years ago
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Rank Justification:
The last Blob deck that emerged this week, Thanos Destroy has lived in the shadow of the Control build. Killmonger makes that match up favorable for the Destroy build, though. With Armor gaining popularity to protect Blob in the Ramp deck and a staple in InSheNaut, this probably hurt the synergies in this deck.

It feels important to note that this remained the best deck around the Destroy synergy this week, as Deadpool took a big blow with the release of Blob. Not only is there a card that can beat Deadpool or Knull one on one late in the match, Blob also gave another reason for Shang-Chi, Shadow King, and even Cosmo to gain momentum. And all three of those cards are quite bad for the Deadpool deck to face.

Once the meta stabilizes a bit and Blob doesn’t benefit from being extremely popular, Destroy will probably be in a better place overall.

How to Play:
While it takes a few ideas from Thanos Control, particularly the last few turns with Professor X to lock a lane or Vision to be flexible with your points, Thanos Destroy tries to be much more active early on. Indeed, with the Destroy synergy, the deck can develop more points and ramp every turn thanks to X-23. Also, it can basically dump the Infinity Stones for draw or priority since they will likely be destroyed by the end of the game. The deck should be able to take an early lead in doing so and make sure the opponent cannot play Armor, Cosmo, or Professor X with priority.

An ideal setup for the deck going into the last turn is pairing a cheap Death with either Blob or Ms. Marvel. Two impactful cards plays around Alioth if you don’t have priority, and it makes it impossible for the opponent to win both lanes – especially if you locked one with Professor X already. If you anticipate using Ms. Marvel, the Destroy synergy will be key to removing the Stones since they’re usually in the way.

The two cards at the core of this plan are Killmonger and X-23; the former will discount Death very fast, especially against another Thanos deck, while the latter is your ramp tool alongside Time Stone. Outside leveraging these abilities to prepare for and early Professor X, the deck will function like a traditional Destroy deck that is looking to destroy cards and create points in the process.

Potential Additions:
Nico Minoru has a bit of an anti-synergy with the Mind Stone since the deck wants to draw X-23 or Time Stone as often as possible. I would consider the 1-Cost to be the flexible card in the deck, with Okoye, Iron Lad, Shang-Chi, or another disruptive card able to replace it.

Tier 3

This week, Tier 3 features a pair of under-the-radar decks that might be able to impact the meta eventually: Junk and a Black Knight driven tempo deck. Both feature Annihilus, a card that doesn’t seem so great right now that Blob can turn around almost any lane on its own. This limits the space needed for the decks to develop points, and Professor X is annoying for Annihilus if you can’t find priority.

The first one is relevant in a meta with Thanos in particular since the Infinity Stones can quickly add up, thus limiting the space the deck has to work with. Then, if you can add few Rocks to the equation, you might be able to simply lock Thanos out of space late in the match. Annihilus suffers quite a bit from Professor X since the card can block The Void from switching sides, but Junk’s solid performance compared to its usual standards shows that this particular interaction doesn’t seem to have impacted the deck too much. Plus, Storm on Turn 3 can prevent Professor X from being played there later on, in addition to the deck playing Professor X itself. The other upside to Junk is Valkyrie, which joins Shadow King as a card that can deny Blob‘s power while bypassing Armor‘s protective ability.

As for Black Knight, the deck feels like it is doing it’s own thing currently. It might have lost a bit of momentum due to Blob‘s ability to compete with The Infinaut when it comes to power. Mobius M. Mobius doesn’t seem too impactful currently since most of the dominant decks aren’t relying on energy reduction much. If the deck finds another card, such as Killmonger to help against Thanos, we could have another Tier 2 deck on our hands.

Junk

Junk
Created by den
, updated 2 years ago
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Annihilus Discard Tempo

Discard Tempo
Created by den
, updated 2 years ago
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Closing Words

Blob has received all kinds of different feedback after its first first days in Marvel Snap, and I personally have enjoyed seeing some new synergies explored after Sebastian Shaw struggled to bring change. As I’m sure you noticed, Silver Surfer was not included this week; Gladiator and Maximus sided with Blob instead.

I highly doubt this is the final form of the meta for this season, which is why I didn’t mind seeing Blob push Thanos to be everywhere for a bit compared to other players who shared their frustration on the matter. First, Blob is a points-based card, and those typically have a big impact on the game but don’t necessarily last too long once their ideal counter has been figured out. The real stars in Marvel Snap are cards that are able to spread power around, such as Elsa Bloodstone (before the nerf) or Werewolf By Night thanks to the unpredictability.

The month is not over yet, so we’ll get other synergies to explore and it is unlikely that Blob will get any more popular than it currently is. I don’t doubt that it can end up being the most impactful card in December – it is already far ahead of Sebastian Shaw in my book. However, the card feels on par with what happened when Annihilus released last month, and look where that card is at now that we know how to deal with it.

I think seeing the meta in shambles is a good sign, even if it means we are going to lose cubes because of it. In the end, the game has to be challenging in order for us to stay invested and improve as players. Let’s try to see Blob as the next puzzle we have to solve, and hopefully we don’t have to wait too long until the next one comes around.

To reach out, 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.

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