Table of Contents
Unfortunately, the OTA had little to no impact on the way we play Marvel Snap. Indeed, the nerfed Chamber still sees play in Ramp oriented decks, while only Nightcrawler managed to join a competitive archetype among the buffed cards. Fortunately, Star-Lord, Master of the Sun isn’t a very flexible, meaning the metagame kept evolving towards finding ways to contain the latest season pass. With two archetypes in the top tier, there is still a lot to be done before we can say the 4-cost isn’t having a massive impact on the Marvel Snap metagame. Nevertheless, the surge of Cosmo or Copycat in most flexible decks helped a lot to make the metagame more diverse overall. Thus, after a first week of dominance, Star-Lord, Master of the Sun is now another excellent foundation to build around, just like the Move synergy or Shou-Lao the Undying can be.
These three represent the best performers, and the season for most of the popular disruptive cards we will spot in most decks on this report. Cosmo was already solid for Star-Lord, Master of the Sun, and will pull double duty as a way to counter Shou-Lao as well. Another card you will spot in many list is Spider-Ham, which serves a similar purpose, as hitting your opponent’s key card will result in a quick Snap-Retreat exchange for one cube.
For those looking to beat Move reliably, they will have to call Mercury, often flanked by Cannonball as well. This duo naturally fits in Aurora or Supergiant type of decks, but Ramp decks are also calling their services at times. Galactus in particular, synergizes very well with Cannonball.
Overall, this week two metagame is much more complex than the Star-Lord, Master of the Sun dominated environment we saw in week 1. Considering the OTA had no impact, it is safe to say Move and Shou-Lao were always able to compete, but needed some time to adapt to this newcomer.
With that done, the Marvel Snap metagame can now feature a battle of the best synergies available. Move represents 2025, while the season from January and February are the biggest threats. Which one gets your vote?
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Trending | Negative Destroy 0.8 Cube Average / 60.5% Win Rate / 170 Games |
| Tier 1 | Energized High Evo 0.7 Cube Average / 64% Win Rate |
| Tier 1 | Shou-Lao Moves 0.7 Cube Average / 62% Win Rate |
| Tier 1 | Star-Lord Ramp 0.6 Cube Average / 60.5% Win Rate |
| Tier 1 | Shou-Lao Activates 0.6 Cube Average / 58% Win Rate |
| Tier 2 | Aurora Disruptive Soup 0.35 Cube Average / 60% Win Rate |
| Tier 2 | Galactus Ramp 0.35 Cube Average / 58% Win Rate |
| Tier 3 | Doom 2099 Soup 0.3 Cube Average / 56% Win Rate |
| Tier 3 | Energized Hela 0.5 Cube Average / 52% Win Rate |
| Tier 3 | Supergiant Ronan 0.25 Cube Average / 56% Win Rate |
| Tier 3 | Supergiant Darkhawk 0.25 Cube Average / 55% Win Rate |
Are you still chasing that elusive Infinite Rank? Here are the Top 5 performers in the ranks 80 to 99!
| Energized High Evo | 0.85 Cube Average / 63% Win Rate |
| Ongoing | 0.7 Cube Average / 62.5% Win Rate |
| Energized Destroy On Reveal | 0.7 Cube Average / 62% Win Rate |
| Disruptive Aurora Soup | 0.6 Cube Average / 61.5% Win Rate |
| Galactus Ramp | 0.45 Cube Average 60.8% 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
Negative Destroy
Performance: 0.8 Cube Average / 60.5% Win Rate / 170 Games
With Star-Lord, Master of the Sun available, there are very few decks looking to reduce the cost of their cards, meaning Mobius M. Mobius is nowhere to be seen. Naturally, Mister Negative is taking that ball and running with it.
Cosmo is the main threat for this deck, which is otherwise very capable to fight for points against the current top performers.
Tier 1
Energized High Evo
Performance: 0.7 Cube Average / 64% Win Rate
Most players I talk to disagree with High Evolutionary being number one, and I honestly feel weird about it as well. Yet, it might be that disrespect which is allowing this deck to post such good results.
What if we stopped saying in games when it snaps, and actually respect anyone with double digits energy available?
Potential Additions
Shang-Chi, Juggernaut, Enchantress and such counter cards can make sense to mix with Hulk or Fin Fan Foom on the last turn of play. The Thing and Abomination would likely be removed to make space for those if you felt like reactive cards were more suited. The pre-infinite list features Juggernaut and Shang-Chi in those slots.
Surge or Scorpion can replace Shocker if you like their ability more than extra points.
Shou-Lao Moves
Performance: 0.7 Cube Average / 62% Win Rate
Mercury and Cosmo help this deck a ton, as it typically isn’t able to compete on points alone. It can when Batroc the Leaper plus Silk or Sam Wilson are played early, but that typically doesn’t lead to anything more than a cube.
To reach this great a cube average, you need to keep your opponent in the game, and punish them for believing points were the only thing you could do. It also helps to be very flexible in how you position your positions, giving you the edge in all those games where both players draw well enough to play, but won’t snap.
Potential Additions
Cosmo and Mercury are disruptive cards for the other dominant synergies. You could play without them, but Move doesn’t fare so well against Star-Lord, Master of the Sun without a bit of disruption.
Star-Lord Ramp
Performance: 0.6 Cube Average / 60.5% Win Rate
Still the most popular deck in the game, the season pass inspired Ramp had to start running some disruption this week, as to mix its snaps a little bit. Indeed, the metagame has adapted against Star-Lord, Master of the Sun at this point, and won’t give you more than 1 or 2 cubes when you play the 4-cost on turn four, fully aware of what is next. Thus, the likes of Spider-Ham, Mercury or Cannonball will help against other great archetypes.
Potential Additions
There isn’t much of Merlin at the moment, meaning Magik is a reliable card once more. Alongside Spider-Ham, Mercury and Cannonball, these are the flexible slots in the deck, depending how you envision to play your ramp deck, with some interaction or aimed at maximizing points and Star-Lord, Master of the Sun.
Shou-Lao Activates
Performance: 0.6 Cube Average / 58% Win Rate
The best deck from the January season is attempting a comeback, and it looks pretty good for now. Indeed, with most disruptive cards targeting other decks, buffing Scarlet Spider to 20 power and duplicating it has returned to win many cubes.
The win rate is a step below the other ones in this tier, but the cube average is more than enough to deserve a Tier 1 slot. Still, keep in mind snaps and retreats are crucial for this deck to thrive.
Potential Additions
Cosmo or Mercury if you want to edge a certain match-up. Otherwise, Angela, America Chavez or Nightcrawler make sense synergy wise.
Tier 2
Disruptive Aurora Soup
Performance: 0.35 Cube Average / 60% Win Rate
Aurora has plenty of strong cards to pair with at the moment, since most of the top disruptive tools don’t share the same keyword. Sadly, this synergy really needs to disrupt the opponent to stand a chance, as the points Aurora will represent only a fraction of what the others can do.
Typically, this deck will focus on two locations, and impair its opponent to secure the win. This explain the strong win rate, but the low cube average, as opponents will be quick to retreat once their key synergies isn’t available any more.
Potential Additions
Look for tools able to help with priority, or disruptive cards to include in that deck. Black Cat, Zombie Mister Fantastic, Iron Lad or Iceman see play in other lists.
Galactus Ramp
Performance: 0.35 Cube Average / 58% Win Rate
58% win rate is really good, but doesn’t translate to a fantastic performer if you can’t win more than 1 or 2 cubes per win. Unfortunately, very little decks will stay when you snap a Galactus on turn four or five.
Likely, the way to play this deck is to snap early in matches, to guarantee as many 2-cube wins as possible. Hopefully, these won’t fire back and turn into 4 cube losses too often.
Potential Additions
Mercury and Cannonball could be Wave and another big card.
Tier 3
These four decks would have ranked in Tier 2 if this was 2025, but the first two season pass cards of 2026 have raised the bar significantly in terms of points required to compete. As such, Tier 3 will mostly feature decks forced to play some sort of disruption to support a synergy able to win one location at most.
The most revealing example is Doom 2099, a much better Aurora decks when it comes to points, but with worse metrics than the Disruptive build, since your points don’t matter unless you have more than your opponent.
The same goes for Hela, one of the few able to go toe-to-toe with the dominant ones, but suffering from being much more random in terms of draws, which naturally hurts her win rate.
Doom 2099 Soup
Performance: 0.3 Cube Average / 56% Win Rate
Energized Hela
Performance: 0.5 Cube Average / 52% Win Rate
Supergiant Ronan
Performance: 0.25 Cube Average / 56% Win Rate
Supergiant Darkhawk
Performance: 0.25 Cube Average / 55% 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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