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I’m still not convinced Aurora is a necessary addition to many of the decks using the new 6-cost. However, I am so glad the card made several archetypes more popular, which led to a slightly different metagame this week, more focused on strong standalone or disruptive cards rather than synergistic builds.
To be fair, Aurora was exactly what those archetypes needed : more points to be able to compete on turn six, even if the disruptive part of the plan didn’t go exactly as planned.
Without that basic Plan B to just try and win two locations, disruptive decks are nothing but “Snap if opponent can’t play” or “Retreat if disruption fails”. Now, those strategies have the ability to develop enough points for a bit of disruption to be enough if the opponent doesn’t distribute their points well.
Galactus First Steps already had that impact during its season a while ago, representing a huge amount of points we could drop in one place. However, Aurora is sneakier, as she will distribute points across the board, and add her own 6 somewhere.
Compared to a Werewolf By Night, a 3-cost able to win a location on its own, or a Kraven growing to double-digit power, Aurora is far from enough to take those locations back. This is exactly the reason why Good On Reveal Cards sit atop our rankings this week, and why you will see Cosmo in a good amount of decks on this report.
The Good Cards concept was nerfed to the ground a while ago, with plenty of strong 2, 3 and 4-cost cards being changed. Aurora is a new spark for that type of strategy, and looking at how many archetypes emerged, it feels like being flexible still is the best way to play Marvel Snap.
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Trending | Aurora Rocks 0.9 Cube Average / 64% Win Rate / 100 Games |
| Trending | Flexible Move 0.65 Cube Average / 62% Win Rate / 130 Games |
| Tier 1 | Good On Reveal Cards 0.65 Cube Average / 61.5% Win Rate |
| Tier 1 | Good Cards Aurora 0.5 Cube Average / 63% Win Rate |
| Tier 1 | Wiccan Aurora 0.55 Cube Average / 60.5% Win Rate |
| Tier 1 | High Evolutionary 0.7 Cube Average / 58.5% Win Rate |
| Tier 1 | War Machine Ramp 0.5 Cube Average / 60% Win Rate |
| Tier 2 | Good Cards Anti-Venom 0.6 Cube Average / 56% Win Rate |
| Tier 2 | Disruptive Destroy 0.4 Cube Average / 60% Win Rate |
| Tier 3 | Weapon X 0.3 Cube Average / 56.5% Win Rate |
| Tier 3 | Thanos Power 0.3 Cube Average / 52.5% Win Rate |
| Tier 3 | Nimrod Combo 0.15 Cube Average / 53.5% Win Rate |
Are you still chasing that elusive Infinite Rank? Here are the Top 5 performers in the ranks 80 to 99!
| Good Cards Aurora | 0.65 Cube Average / 64.5% Win Rate |
| Wiccan Created Cards | 0.5 Cube Average / 63.5% Win Rate |
| High Evolutionary | 0.45 Cube Average / 62.5% Win Rate |
| Ongoing | 0.5 Cube Average / 60.5% Win Rate |
| On Reveal Rocks | 0.4 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.
Trending
Aurora Rocks
Performance: 0.9 Cube Average / 64% Win Rate / 100 Games
There are many Aurora decks on this list, so it is hard to place this one compared to the others, guessing if 100 more games would impact its performance a lot.
However, we can at least deduce what makes a good Aurora deck at the moment based on this build :
- A proactive strategy featuring multiple keywords
- Early cards representing good targets for Aurora down the line while enabling Terrax the Tamer early on.
- Other options atop the curve, in case we needed to attack one specific location rather than spread power across the board.
Through the rock synergy, we also get a bit of disruption, making this a complete package. I still have my doubt whether Aurora is actually necessary in thos decks, but the early results point at a very impactful card across the metagame.
Flexible Move
Performance: 0.65 Cube Average / 62% Win Rate / 130 Games
Move remains a synergy able to develop a ton of points, and pick where those points should go, a great upside against Aurora decks designed to spread theirs across the board.
At the moment, there are a lot of threats to keep in mind, such as Shadow King turning off Kraven or Killmonger removing Batroc the Leaper. Yet, Cosmo is a great disruptive card currently, while Juggernaut remains a top tier ability overall, both to protect or disrupt.
In that context, I’m not surprise to see Flexible Move post solid results, but I expect those only come with an experience pilot at the helm, as there are plenty of traps to avoid.
Tier 1
Good On Reveal Cards
Performance: 0.65 Cube Average / 61.5% Win Rate
Merlin and Werewolf By Night have been a fantastic duo for a long time, but always failed to take the top spot, either because counter cards were roaming, or another synergy was more reliable.
With Iron Hand out of the way, and Shadow King a little less popular than usual, this was a great week to finally take over.
Plus, Aurora decks will look to spread points while Werewolf By Night basically picks a location to win unless countered. This allows to invest the majority of our other points to one location, something flexible decks don’t deal with very well.
Potential Additions
Cable replaced Maria Hill in a build with similar results.
Good Cards Aurora
Performance: 0.5 Cube Average / 63% Win Rate
There are enough strong standalone cards in Marvel Snap to build a deck with little synergy except Aurora at the top of the curve. This is exactly what this deck is doing, with some of the best cards at their cost jammed together.There is no strategy except to be flexible, and know when you should play proactively, or focus on derailing your opponent’s plan.
Priority is extremely important in this deck for Cosmo, Juggernaut or Stardust to function properly. Thus, this should be the main focus when playing Good Cards Aurora.
Potential Additions
The deck is just a collection of strong standalone cards with a keyword for Aurora. That opens for plenty of cards to be fine in this build.
Wiccan Aurora
Performance: 0.55 Cube Average / 60.5% Win Rate
Another deck with Aurora at the top of the curve and strong cards with a keyword attached to them. In this one, we have Quicksilver, Speed and Wiccan to serve as a package, but it is otherwise very close to the list above.
For someone not used to playing this type of builds, focused on flexible play-patterns and adapting to the situation, it is probably an easier deck to pilot.
Potential Additions
Again, this deck can welcome almost any 2, 3 or 5-cost card you would see fit as a strong standalone and a target for Aurora.
High Evolutionary
Performance: 0.7 Cube Average / 58.5% Win Rate
The most improved synergy following the previous OTA, High Evolutionary isn’t popular, but should be based on its performance.
The current metagame doesn’t feature a ton of points, meaning Hulk and She-Hulk have a good chance of winning their location. Then, Shang-Chi and Juggernaut represent another way to win a lane, while the other cards act as support, but can represent a good chunk of points for their cost.
This is likely the most fragile archetype in Tier 1, but the environement seems pretty good for it at the moment.
Potential Additions
Shadow King could replace Cosmo for more reactive power alongside the big cards on turn six. Otherwise, Armor could serve to protect the 1-cost cards.
There is a similar build amongst pre-infinite top performers.
War Machine Ramp
Performance: 0.5 Cube Average / 60% Win Rate
Chamber provided an excellent replacement to Storm after that synergy got nerfed and Lockdow Ramp disappeared. With that new direction, War Machine Ramp has been a routine great performer all season long, and should keep that status at least until next season changes the metagame.
Potential Additions
Iron Patriot could replace Legion if you wanted another early card in the mix.
Tier 2
Good Anti Venom Cards
Performance: 0.6 Cube Average / 56% Win Rate
This looks like an Aurora deck which forgot to include the new 6-cost to be fair. Yet, this is precisely why I doubt Aurora is the reason why those lists are performing at the moment. Instead, nerfing all the top synergies over the past few months has led to a pack of strong standalone cards with some synergy sprinkled here and there to be a strong Marvel Snap deck.
Potential Additions
Except for Shadow King, Luke Cage, Malekith and Anti-Venom, which synergize together, all the other cards can be considered flexible. As such, feel free to build towards what you think is more likely to win in the current environment.
Disruptive Destroy
Performance: 0.4 Cube Average / 60% Win Rate
Aurora helps to add a bit more points to a deck otherwise designed to make its opponent retreat. Yet, even if we emptied their deck, or stole their key card, some players will stay in the game and play it out. In that context, having a way to add points across the board guarantees they won’t beat us just because Disruptive Destroy doesn’t produce that many points.
Potential Additions
Agony synergize with Maverick and Danger, but does not stay on the board to receive Aurora’s buff. We have plenty of On Reveal already so Elektra wouldn’t make sense. However, Hydra Bob could represent another target while it would also help to win Iron Patriot’s location early on.
Ongoing cards are also lacking in this deck.
Tier 3
Destroy keeps struggling to be more than a popular synergy, although the season pass card gave it a new archetype to build around.
The problem isn’t the ability to grow Weapon X Wolverine‘s power or to destroy Nimrod. Rather, it is the fact we are forced to snap before playing those cards if we want our potential win to represent more than 1 cube.
Unfortunately, if the opponent doesn’t have the answer, they get to leave for 2 cubes. If they have the appropriate counter, they can stay for four cubes, or snap us back for eight.
Weapon X Destroy
Performance: 0.3 Cube Average / 56.5% Win Rate
Thanos Power
Performance: 0.3 Cube Average / 52.5% Win Rate
Nimrod Combo
Performance: 0.15 Cube Average / 53.5% 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
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
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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