Table of Contents
For yet another week, the High Power synergies flanked by Techno-Organic Virus hold the best win rate in Marvel Snap. They are the sole archetypes above the symbolic 60 threshold in the infinite rank, and also take #1 and #2 on the way to the highest rank. Overall, that strategy remains the safest way to climb in Marvel Snap, although you better snap in the first turns to hope your opponent will give you more than one cube. Indeed, after a month sitting at the top of the metagame, no one is getting fooled anymore.
To rack up more cubes per match, one has to turn to lesser known archetypes. Obviously, they won’t be as reliable, but the opponent won’t run away as soon as you touch the snap button.
Hela seems to be doing particularly in that regard, combining both a solid win rate and the best cube average on the rankings. Iron Hand, Cerebro 3 or Surfer Buffs are also doing pretty good in that regard, and could look like serious contenders if it wasn’t for a shaky win rate.
The May 2026, Daredevil: Crimson Twilight season will end on this duality. A very strong synergy with absolutely no surprise left in the red corner. Several ones with a much weaker win rate but enough firepower and uncertainty around them to fight for those 4 or 8 cubes.
The better pick probably depends on the type of player you are. If you enjoy building momentum and need to win a lot to feel confident, just stick to the better decks. On the other end, if you want to give a shot at many cubes over a short period of time, you probably want to look at decks with a lower winrate.
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Tier 1 | Virused High Power 0.4 Cube Average / 61% Win Rate |
| Tier 1 | Virused 10 Power 0.35 Cube Average / 60.5% Win Rate |
| Tier 1 | Hela Discard 0.55 Cube Average / 57.5% Win Rate |
| Tier 2 | Lockdown Move 0.35 Cube Average / 59.5% Win Rate |
| Tier 2 | Iron Hand 0.55 Cube Average / 52.5% Win Rate |
| Tier 2 | Cerebro 3 0.45 Cube Average / 53% Win Rate |
| Tier 2 | Surfer Buffs 0.35 Cube Average / 54.5% Win Rate |
| Tier 3 | Zombie Galacti 0.2 Cube Average / 58.5% Win Rate |
| Tier 3 | Discard Combo 0.15 Cube Average / 54.5% Win Rate |
Tier 1
Virused High Power
Performance: 0.4 Cube Average / 61% Win Rate
The more flexible build around the High Power concept is winning both the win and cube averages competition, showing disruption and surprise are always important in Marvel Snap. To be fair, the metagame doesn’t feature many decks with a similar points output as the High Power ones. Indeed, most of the other decks on this report are built around a specific synergy. In that context, this archetype will always beat them when they don’t find their key cards, and might want to disrupt their play patterns if they do.
Potential Additions
Stardust or CosmicGhostRider are good disruptive cards to consider if Enchantress or Legion were not suited for your metagame. Otherwise, you could also pick more power oriented card, such as Vision or Galactus First Steps
Virused 10 Power
Performance: 0.35 Cube Average / 60.5% Win Rate
Sasquatch and Skaar are a fantastic duo to spread a lot of points flexibly in the later turns. Unfortunately, everyone knows about these two so you have to snap way before the game comes down to a points shoot-out in the later turns to hope for more than one cube. Plus, Mobius M. Mobius, a popular card at the moment, stops both our biggest cards from being discounted.
Overall, the 60.5% win rate tells us this deck wins quite a lot. However, the 0.35 cube average points to a lot of 1 cube wins. Thus, this deck might have hit its peak with the current formula, and needs a bit of twist or accept to lose momentum starting next season.
Potential Additions
Debrii replaces Starbrand if you don’t have the Series 5. Otherwise, you can also look into the many 4-cost high power cards, such as Ares, Typhoid Mary or Cull Obsidian.
Hela Discard
Performance: 0.55 Cube Average / 57.5% Win Rate
Stardust is the biggest threat in the current metagame for Hela, but with End of Turn 2099 not a particularly popular deck anymore, the 4-cost isn’t a staple disruptive card. The same goes for Cosmo, who tends to lose its spot in favor of Mobius M. Mobius lately.
Obviously, a change in the popular disruptive would change the fortune of this deck. Yet, the field looks favorable for Hela at the moment, and the numbers seem to back it up.
Potential Additions
This is quite far from the typical Hela lists. Leader makes sense in this High Power metagame, and probably serves as another target for Stryfe alongside Fin Fang Foom or The Master of the Sun.
The Infinaut, Iron Man, Death would be in a deck focus on points only.
Tier 2
Lockdown Move
Performance: 0.35 Cube Average / 59.5% Win Rate
This Move archetype has been a routine performer in May, but never managed to beat the High Power decks. As a result, Lockdown Move will likely go down as one of the better decks, but not a particularly impactful one overall. Indeed, Move counter cards never came back in the metagame, nor did this deck felt like we need Mercury or Scream.
This is both the blessing and the curse of the move synergy. You know Kraven and friends will lead to a competitive deck while offering plenty of space to build the rest of your deck. However, don’t expect anyone to be fooled as they will know your core synergy on turn one or two.
Potential Additions
Cosmo could become Mobius M. Mobius or Rogue if you found a ton of value in either, but the space dog contributes to locking the opponent out of locations to play onto.
Iron Hand
Performance: 0.55 Cube Average / 52.5% Win Rate
Such a high cube average typically does not happen with a 52.5% win rate. However, with an important card nerfed recently, maybe there not enough opponent respected Iron Hand, handing it 4 and 8 cubes wins.
The best performing list isn’t that peculiar. Indeed, except for Grand Master to repeat Mother Askani or such copying ability, this is pretty close to the old Iron Hand. The one with a similar win rate, but not that good of a cube average.
Potential Additions
Rogue, Mobius M. Mobius and such disruptive cards can edge certain match-up. Replace Shadow King or remove Frigga or Prodigy to find a spot.
Cerebro 3
Performance: 0.45 Cube Average / 53% Win Rate
Another deck with a great cube average compared to its win rate, Cerebro 3 is leveraging disruptive cards to get it done. Indeed, even if Cerebro plus Mystique get our cards up to 9 power, it isn’t so simple to win through sheer power currently.
Mobius M. Mobius is a solid card against Techno-Organic Virus decks or Mother Askani, two very popular cards currently. Valkyrie is another one to keep an eye on, fantastic to secure a location against High Power decks since most of their cards are just sheer power. Last, Cosmo and Scarlet Witch will always find a few opponents to annoy.
Potential Additions
Lockjaw can send M’Baku back in the deck while fetching for an important card. Cameleon is a 3/3, meaning we don’t have to change its power like Mystique requires, but isn’t as flexible.
Surfer Buffs
Performance: 0.35 Cube Average / 54.5% Win Rate
The best landing spot for the new Stick, this deck has been a decent performer all season long, without ever getting close to becoming a top tier contender. Most likely, the problem is the lack of flexibility, which gets increasingly more important as opponents learn to recognize this deck, and anticipate its points total.
Both metrics are good, which points to a reliable deck when it comes to its ability to climb. Unfortunately, this is exactly what the High Power synergy brings to the table, with win rate 6% higher.
Potential Additions
A lot of cards in the 3-cost pool could be great, but this deck has quite rigid play patterns. Indeed, it will look to play Storm Horseman of Famine or Hope Summers on turn three and focus on building its points total from there.
Mobius M. Mobius would annoy several archetypes, but also means Surfer Buff isn’t progressing its own gameplan.
Tier 3
Zombie Galacti and Discard Combo aim to accomplish the same thing: a certain play pattern the opponent can’t stop unless they have the appropriate disruption. With the metagame focused on the High Power, these builds able to beat them on their home turf make a lot of sense.
Unfortunately, these two aren’t more surprising than the decks atop the metagame, while they struggle as soon as the counter cards show up.
Zombie Galacti
Performance: 0.2 Cube Average / 58.5% Win Rate
Discard Combo
Performance: 0.15 Cube Average / 54.5% 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.
Trending: 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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