Table of Contents
Looking at the performance of most decks on the report, it is difficult to name the best deck in Marvel Snap at the moment. Win Rate believers will look at decks able to disrupt their opponent, such as the surprisingly great Fantomex or Lockdown Move decks. Those who value cubes over wins might prefer points oriented synergies currently able to develop in piece.
This second categories has many more representatives at the moment, thanks to the Move synergy adding another required disruptive card to the mix. Indeed, the previous seasons mostly featured Cosmo, Stardust or Mobius M. Mobius, generic disruptive tools always relevant one way or another.
This season, Mercury was thrown back into the mix as the obvious answer to the flurry of Move cards released. However, Second Dinner did not increase the size of our, so Cosmo was often the card we removed to slot Mercury.
As a result, synergies forced to retreat against Cosmo or Stardust are now able to thrive. Nimrod, Doctor Doom 2099 or the Discard synergy, these are all back swinging in a metagame where your ability to develop points matters a lot more.
This development leads to a metagame with a lot of competitive synergies, most very close from one another. Indeed, the best win rate Fantomex only beats two decks cube average wise, while the best deck to win cubes is 2.5% behind the best win rate.
When I see this type of environment, I can only advise those looking for a new deck to focus on what they are good at. Indeed, there are too many variables to win through deckbuilding only.
Sure, playing Mercury in a good deck will allow you to snap most Move based opponents. However, you’ll have to be disciplined, often retreating for a cube against all the other decks who couldn’t care less about Mercury.
Just ask yourself: What is it I’m good at in Marvel Snap?
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Tier 1 | Nimrod Destroy 0.75 Cube Average / 60% Win Rate |
| Tier 1 | Fantomex 0.45 Cube Average / 62.5% Win Rate |
| Tier 1 | Lockdown Move 0.55 Cube Average / 61.5% Win Rate |
| Tier 1 | Flexible Lockdown 0.45 Cube Average / 61.5% Win Rate |
| Tier 1 | End of turn 2099 0.55 Cube Average / 60.5% Win Rate |
| Tier 1 | Iron Hand 0.6 Cube Average / 59.5% Win Rate |
| Tier 1 | Buffed Aurora 0.5 Cube Average / 60% Win Rate |
| Tier 2 | 10 Power Tarantula 0.65 Cube Average / 57.5% Win Rate |
| Tier 2 | Supergiant Rocks 0.5 Cube Average / 58.5% Win Rate |
| Tier 2 | Buffed Move 0.5 Cube Average / 58% Win Rate |
| Tier 2 | High Power Summons 0.6 Cube Average / 57% Win Rate |
| Tier 2 | Zombie Galacti 0.6 Cube Average / 57% Win Rate |
| Tier 3 | Discard Dracula 0.45 Cube Average / 58% Win Rate |
| Tier 3 | War Machine Ramp 0.4 Cube Average / 58% Win Rate |
| Tier 3 | Discard Combo 0.65 Cube Average / 56% Win Rate |
| Tier 3 | Buffed Surfer 0.5 Cube Average / 56% Win Rate |
| Tier 3 | High Evo Control 0.4 Cube Average / 56.5% Win Rate |
Tier 1
Nimrod Destroy
Performance: 0.75 Cube Average / 60% Win Rate
Galactus is unplayable in a Move metagame, but the Eater of Worlds has never been more than a secondary win condition. Thus, Phoenix Force replaced the 6-cost to reinforce this deck’s main strategy instead, who’s thriving with less of Cosmo around to prevent Nimrod or Black Panther from being duplicated.
Arguably, 0.75 cube average is more than this deck’s true power level. Yet, it sometimes takes a few costly losses in order to respect an archetype, and lean to give it 1 cube when it snaps you.
Potential Additions
Shuri and Symbiote Spider-Man can feel telegraphed, but are the more powerful cards in a metagame with little way to punish this deck’s synergy. If Cosmo or Juggernaut were to be popular, Gwenpool, Stick and other cards able to buff more flexibly can be considered.
Fantomex
Performance: 0.45 Cube Average / 62.5% Win Rate
Typically not performing this well, and sporting a list with Jocasta and more emphasis on Fantomex, this isn’t who I expect to post the best win rate this week. However, it sort of makes sense if we look at the rest of the metagame.
First, there is very little to disrupt the destroy synergy, as even Shadow King regressed this week, meaning we can build a huge Venom kind of safely. Then, Fantomex and Morgan le Fay combine for a good amount of points, while the 3-cost allows to be flexible on the last turn of play.
I am still doubtful this deck deserves to be in the discussion for best in the game. But when everyone is focused on countering something, it is fair to see other synergies rise higher than we thought they could.
Potential Additions
Killmonger makes sense if you see a lot of move decks, especially if they play Batroc the Leaper.
Lockdown Move
Performance: 0.55 Cube Average / 61.5% Win Rate
The best performing move deck is the one we have grown accustomed to over the past few seasons heading into this one. However, I’m not sure the reason Lockdown Move is better than other Move decks is due to its longevity. Instead, the fact this deck doesn’t have to rely solely on moving cards gives it a way out of certain otherwise lost matches.
Mercury blocking Batroc the Leaper and Cap’s Shield will obviously be a huge blow, but Cosmo and Professor X can sometimes be enough to win against synergistic decks.
Potential Additions
Rocket and Groot is the flexible card here. To edge against other Move decks, play Mercury. Nocturne can be another tool against combo decks using Magik to buy some time.
Flexible Lockdown
Performance: 0.45 Cube Average / 61.5% Win Rate
This isn’t a move deck as much as a deck using move cards because they fit the best with the core idea of this deck. Move cards synergize very well with Professor X, they allow to ignore a location for Isca the Unbeaten, or to load one for The Thing First Steps.
Lockdown Move posted the same win rate with a better cube average, so the Move synergy might not go away with just Mercury and some good cards. Yet, it is enough to build a pretty strong competitor.
Potential Additions
Iceman and Mobius M. Mobius are flexible cards if you wanted to play other forms of disruption in the deck.
End of turn 2099
Performance: 0.55 Cube Average / 60.5% Win Rate
A familiar face who fell in the previous seasons due to Stardust being easy to slot in a multitude of decks, the end of turn 2099 synergy is back without that menace in the competitive mix.
The list is basically the same we used a month ago, and seems to still pack a punch when allowed to develop peacefully.
Potential Additions
Mercury, Mobius M. Mobius and such disruptive cards can replace Drax, Avatar of Life if you aren’t getting much value out of it.
Iron Hand
Performance: 0.55 Cube Average / 60.5% Win Rate
Except for the 10 power archetype, many decks build around cheap cards able to scale their power. Against those,
Against the rest, Iron Patriot generating a good card, or multiple Sasquatch and Victoria Hand will do.
Potential Additions
Mobius M. Mobius could be another disruptive card, or Gambit.
Buffed Aurora
Performance: 0.5 Cube Average / 60% Win Rate
It seems like Tarantula didn’t stick in this deck after all, meaning Buffed Aurora will keep playing as it did last season. After all, the results are still excellent, so I guess the deck did not care for its signature card becoming a [6/5] nor about new cards possibly fitting the archetype.
Potential Additions
Mercury and Mobius M. Mobius are great Ongoing abilities to consider. Stardust as well although there aren’t a lot of decks weak to it except for End of Turn 2099.
Tier 2
10 Power Tarantula
Performance: 0.65 Cube Average / 57.5% Win Rate
Synergistic decks will eventually be able to develop a lot more points in a turn. However, they also give us Wilson Fisk and Tarantula basically for free since their power doesn’t grow until late in the match.
In that context, the 10 power synergy is very good for players who enjoy playing with priority, and able to predict their opponent’s strategy in order to contain it, or pick the right locations late in the match.
Potential Additions
Iron Patriot can replace Tarantula. Valentina could also be a fit due to her synergy with Quinjet. Shadow King takes the disruptive slot, but feel free to pick the 3-cost best suited for your most popular opponents.
Supergiant Rocks
Performance: 0.5 Cube Average / 58.5% Win Rate
Buffed Surfer is about the only deck with Killmonger currently, and that archetype mostly regressed this season. As a result, the Rock synergy is able to exist once again, and serve as more points in the core built around Supergiant.
Potential Additions
Cosmo and Negasonic Teenage Warhead have a great synergy with Supergiant, but Mercury can shut down an entire archetype.
Buffed Move
Performance: 0.5 Cube Average / 58% Win Rate
Mercury is a problem for any move deck, but the Buffed one might have the easier time playing around it. Indeed, considering we typically buff Multiple Man or play Human Torch on turn three, it aligns perfectly with the moment Mercury should be played by our opponent.
If they snap without any sign of their deck drawing the perfect early game, it probably means they have it. If they don’t, you can bet they don’t, and focus on developing as many points as possible.
Potential Additions
Juggernaut could be another flexible disruptive card, depending who you want to edge against. Shang-Chi is the other obvious 4-cost to play on the last turn of play.
High Power Summons
Performance: 0.6 Cube Average / 57% Win Rate
When it comes to developing points, High Power Summons is a fantastic starting point for someone not accustomed to playing Marvel Snap this way. Indeed, this deck is basically a train following rails. There are little choices to make except where to place our cards, while it is fairly obvious when to snap as well.
There is a big downside however, as flexible decks such as Move can reposition their points to avoid the location you summoned an early The Infinaut.
Potential Additions
Dracula, Hulk or En Sabah Nur could be another 3-cost if you feel like Debrii isn’t enough and you skip that turn too often. Astral Projection was in that slot last season, but you might want to remove Odin then.
Zombie Galacti
Performance: 0.6 Cube Average / 57% Win Rate
A routine performer, Zombie Galacti feels in the right spot at the bottom of Tier 2. Indeed, this deck will be a powerhouse when the draws align, but the signature 7-cost staying in our deck and the obvious game plan will always keep it away from being a top tier menace.
Potential Additions
Magik and Crystal can increase our chances to find Zombie Galacti.
Tier 3
Discard Combo
Performance: 0.65 Cube Average / 56% Win Rate
This type of deck performing this well really boils down to disrespect in my opinion. Sure, most players don’t play enough to face Daken decks often. Nevertheless, when your opponent plays Daken into Supergiant and snaps, you have to pause and wonder why.
If you can’t figure it out, it is okay to spend 4 cubes to learn the combo. However, this performance tells me a lot of people gave the deck more than 1 cube several time.
Discard Dracula
Performance: 0.45 Cube Average / 58% Win Rate
Discard Dracula doesn’t pop up in the competitive metagame as often as it did in the past. Yet, a metagame focused on points, with barely any disruptive card to counter its signature 4-cost can’t be bad.
With Discard Combo posting good results as well, one can even pick their favourite way to play this synergy.
War Machine Ramp
Performance: 0.4 Cube Average / 58% Win Rate
High Power Summons is behind War Machine Ramp when it comes to win rate, but 0.2 ahead in the cube average category. I would attribute this difference to War Machine Ramp being a more reliable, as you typically consider Electro to be enough for a good start.
However, being reliable often means you are also easier to read from the opposite perspective, which naturally hurts your ability to snap and earn many cubes when you draw perfectly.
Buffed Surfer
Performance: 0.5 Cube Average / 56% Win Rate
0.5 cube per match alongside a 56% win rate is really good, but there are a lot of strong decks currently. The same could be said about the ceiling of Buffed Surfer, an archetype able to develop 30 to 40 points on two locations with the right now. Once again, there are a flurry of decks able to do it, or something pretty close with a disruptive layer on top.
High Evo Control
Performance: 0.4 Cube Average / 56.5% Win Rate
Near the bottom in both categories, it still feels great to see High Evolutionary alongside 11 free cards be mentioned as a competitive deck.
This is one of the upsides of a metagame with a lot of strong decks. You have to be extremely disciplined as your deck can’t cover the entire field, but a solid synergy will be able to exist, especially if able to include a few counter cards.
Shang-Chi and Enchantress might not be ideal, but Shadow King plays too much agains the power affliction synergy. Mobius M. Mobius or Mercury wouldn’t hurt.
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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