Marvel Snap Ranked Meta Tier List: June 15, 2025 - Masters of the Arcane Week 2

Marvel Snap Ranked Meta Tier List: June 15, 2025 – Masters of the Arcane Week 2

Welcome to our Marvel Snap Ranked Meta Tier List! Each week, we review the best decks in the ever-changing Marvel Snap ladder meta.

There are a lot of playable Marvel Snap decks at the moment if you don’t go into too many details. Indeed, if you start nitpicking, you might notice that Zabu and Surge are at the helm of most of the great decks, with a few other synergies also doing well. Although the “Good Cards” archetype concept found a second card to use to cheat 4-Cost cards (and has never looked this good as a result), the meta is quite diverse from a playability standpoint.

As is typically the case when Good Cards is on top, this type of meta benefits proactive and synergistic decks first and foremost. Indeed, the diversity of possible opponents and amount of cards able to get out of hand would require many more than twelve cards to counter them all—on top of the cards you need to develop points of your own as well. Maybe Thanos Control could do it, but the Mad Titan has not been doing well lately, so proactive building it is! In that mix, the best two are the ones you can never really plan for: Good Cards because of its flexibility, and Arishem because it’s Arishem.

If you aren’t the type to enjoy energy cheating patterns and constantly changing your play, there are many decks doing well, including Bullseye, Destroy, Bounce… These benefit from the lack of specific counters to develop without much risk, and they don’t require as much anticipation of and adaptation to your opponent’s play. Simply be aware of the usual cards counter: Enchantress, Shang-Chi, Red Guardian, and Alioth in Arishem.

Long story short: the meta rewards strong, flexible cards first and foremost. Cards you can just slam onto the board whenever they’re hit by Surge so you can keep the buff going. Yet, because the best decks are so flexible, there aren’t many counters around. The meta is instead focused on developing your own patterns with generic disruption when possible.

If you can dodge counters, specific synergies will easily go over the top of Good Cards and Arishem. However, you’ll rarely gain more than one or two cubes, simply because opponents won’t stay in those matches. If they stay, it typically means they have a trick up their sleeve.

Happy Tier List, everyone!

TierDeck
TrendingBounce
0.45 Cube Average / 62.5% Win Rate / 110 Games
TrendingIron Hand
0.45 Cube Average / 57.5% Win Rate / 140 Games
TrendingCerebro 2
0.45 Cube Average / 55.5% Win Rate / 120 Games
Tier 1Good Cards Zabu
0.7 Cube Average / 61% Win Rate
Tier 1Arishem
0.6 Cube Average / 60% Win Rate
Tier 2Bullseye Discard
0.45 Cube Average / 57% Win Rate
Tier 2Good Cards Clog
0.45 Cube Average / 54% Win Rate
Tier 2Thanos 10 Power
0.4 Cube Average / 56% Win Rate
Tier 2Deadpool Destroy
0.35 Cube Average / 57% Win Rate
Tier 2Wiccan Control
0.35 Cube Average / 56% Win Rate
Tier 2Good Cards Miracle
0.35 Cube Average / 55% Win Rate
Tier 2Small Good Cards
0.3 Cube Average / 57% Win Rate
Tier 3Pure Move
0.25 Cube Average / 56% Win Rate
Tier 3Cerebro 3
0.35 Cube Average / 50.5% Win Rate
Tier 3Mill
0.2 Cube Average / 51.5% Win Rate

Are you still chasing that elusive Infinite Rank? Here are the Top 5 performers in the ranks 80 to 99!

Scream Move0.6 Cube Average / 63% Win Rate
Small Good Cards0.65 Cube Average / 61% Win Rate
Bullseye Discard0.7 Cube Average / 60.5% Win Rate
Toxic Surfer0.6 Cube Average / 60% Win Rate
Sauron 10 Power0.45 Cube Average / 60% 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

All three decks in the trending section are synergistic builds that are able to develop enough points to be competitive. However, they are also fragile in the face of disruption, meaning you really have to pick your battles.

Bounce Ranked June 14
Created by den
, updated 12 months ago
1x
Series 1
2x
Series 3
2x
Series 4
7x
Series 5
Performance: 0.45 Cube Average / 62.5% Win Rate / 110 Games

Bounce is the king of Turn 6 flexibility; it’s one of the few able to go head-to-head with Good Cards in those later turns, even if it has to play from behind. However, Gorgon blocking created cards or a well-timed Alioth will dismantle this deck.

Iron Hand Ranked June 14
Created by den
, updated 12 months ago
3x
Series 3
9x
Series 5
Performance: 0.45 Cube Average / 57.5% Win Rate / 140 Games

Iron Hand got a popularity boost with The Ancient One since it was the best archetype to run the card in, although the best build isn’t using the 3-Cost anymore. Again, Gorgon will be a pain, and Enchantress is another threat to keep in mind.

Cerebro 2 Ranked June 14
Created by den
, updated 12 months ago
1x
Collection Level 1-14
2x
Series 1
1x
Series 2
6x
Series 3
1x
Series 4
1x
Series 5
Performance: 0.45 Cube Average / 55.5% Win Rate / 120 Games

Cerebro 2 is on the disruptive side of things, but it typically needs to find Cerebro and Mystique to compete on points—even when Shadow King lands. Plus, the deck is one of the most recognizable archetypes in the game, which limits its ability to take opponents into high stakes matches without them being able to calculate fairly precisely what your points potential is. Also, Goose might have to go since Zabu and Surge allow a plethora of cards to be played on its location.

Tier 1

Good Cards Zabu

Good Cards Zabu Ranked June 14
Created by den
, updated 12 months ago
2x
Series 1
1x
Series 2
2x
Series 3
1x
Series 4
6x
Series 5
Performance: 0.7 Cube Average / 61% Win Rate

Even though Mister Negative isn’t that popular, I’m quite shocked not to see more of Mobius M. Mobius around just to stop Zabu and Surge from being an easy Snap for this type of deck. When the two are played back-to-back early on, they can represent around four to seven energy gained over the course of the match. That is more than Wiccan or Arishem will give you.

Now that the deck has been refined, it can easily be adapted to match the meta. Good Cards either needs to become a target, or it will likely thrive until nerfs arrive at the end of the month.

Potential Additions

Plenty of cards can fit the bill in this deck:

Arishem

Arishem Ranked June 14
Created by den
, updated 12 months ago
1x
Series 1
1x
Series 2
1x
Series 3
4x
Series 4
5x
Series 5
Performance: 0.6 Cube Average / 60% Win Rate

When it draws well, Arishem can compete with anyone thanks to its built in ramp mechanic. If the pilot is disciplined with their Snaps and Retreat, they can reach a great Cube Average. I expected Gorgon to eventually be a problem for the deck, but Arishem has remained very competitive from a week to another.

This time, The Judge ditched Thanos and focused on mostly good cards, with Namora as an odd inclusion. But when the card can come down on Turn 4, it isn’t so difficult to set the board up for the ability and make it a [5/17].

Potential Additions

Vision, Iron Patriot, Surge, and Lady Deathstrike are solid cards to consider. The Nick Fury + Eson pair is also solid at the moment.

Tier 2

Bullseye

Bullseye Discard Ranked June 14
Created by den
, updated 12 months ago
1x
Series 1
3x
Series 2
2x
Series 3
3x
Series 4
3x
Series 5
Performance: 0.45 Cube Average / 57% Win Rate

Arguably, Mister Negative is probably the best synergistic deck to run at the moment, but there was very little of it this week. Maybe there is enough Mobius M. Mobius to scare it away, and you should expect even more of it if Zabu and Surge keep dominating.

With Shang-Chi being very popular (which stops Sauron 10 Power), even though Mobius M. Mobius will block Swarm from being free, Bullseye if the most reliable synergy to build around.

There’s nothing new here in the list, just a solid deck ready to be used whenever the meta leaves it be.

Potential Additions

Gambit or Moon Knight can bring some disruption into the build.

Good Cards Clog

Good Cards Clog Ranked June 14
Created by den
, updated 12 months ago
4x
Series 3
3x
Series 4
5x
Series 5
Performance: 0.45 Cube Average / 54% Win Rate

The Win Rate is on the lower half of the spectrum, but the Cube Rate is quite impressive considering it was achieved after winning only 54% of its matches. This likely indicates Good Cards Clog isn’t reliable enough to be dominant over a lot of games, but it packs enough gas to be trusted when the draws align.

Ever since Werewolf By Night joined Merlin decks, they stopped struggling for points wise, which particularly helps these disruption focused builds.

Potential Additions

Yellowjacket synergizes with Annihilus and Sam Wilson Captain America. You could push that even further if you include Rhino, or remove both the 0- and 2-Cost if you want to play other cards. Gorgon, Red Guardian, Mobius M. Mobius… There are plenty of other options.

Thanos

Thanos 10 Power Ranked June 14
Created by den
, updated 12 months ago
2x
Series 1
2x
Series 3
2x
Series 4
6x
Series 5
Performance: 0.4 Cube Average / 56% Win Rate

The Mad Titan loses momentum, but he never truly disappears thanks to the ability to play almost any archetype in a slightly different way. This week, Thanos took Sauron 10 Power and made it more flexible, which gave it a way to be more resilient to Shang-Chi.

Arguably, this build develops fewer points compared to the Sauron deck, but it is more able to adapt to opponents and dodge counter cards. That’s a key component to succeed at the moment, especially if your points potential is already good enough to beat the dominant decks.

Potential Additions

Surge feels like the only flexible card in the deck. But considering it is the top card in the game currently, recommending that you remove it is weird. If you don’t have it, consider this slot flexible; it can become a disruptive piece, or another strong standalone of your liking.

Deadpool Destroy

Deadpool Destroy Ranked June 14
Created by den
, updated 12 months ago
3x
Series 1
1x
Series 2
5x
Series 3
2x
Series 4
1x
Series 5
Performance: 0.35 Cube Average / 57% Win Rate

Even with extra energy available, it is not that simple to beat Destroy purely on points. If the pilot is able to dodge Enchantress on Knull, Shang-Chi on a big Venom, or Red Guardian on Deadpool, this deck has one of the highest points ceiling currently. Plus, Killmonger is quite good at removing all those cards that Merlin might Polymorph or turn into extra energy.

Potential Additions

Shang-Chi can be added to the deck instead of Arnim Zola or Agony if you want extra disruption at the cost of a lower points ceiling.

Wiccan Control

Wiccan Control Ranked June 7
Created by den
, updated 12 months ago
4x
Series 3
2x
Series 4
5x
Series 5
1x
Starter Card
Performance: 0.35 Cube Average / 56% Win Rate

It is really difficult to be both unpredictable and good enough to compete in this meta, but this Supergiant, Ronan the Accuser, Wiccan deck is doing it. Neither metric is particularly great, but both are more than enough to deserve a spot in Tier 2.

Obviously, you can spot a few of the top cards in the game like Surge, Merlin, and Wiccan here, so this isn’t the most exotic of brews. Still, the other cards in the deck will keep your opponent guessing as to what might come next. If you are a good Snapper, you might find a lot of success with this deck.

Potential Additions

It is hard to recommend swaps with this type of deck because it is built for the purpose of catching your opponent off guard. Shadow King is probably the most flexible card in the deck, with Fenris Wolf coming to mind as a replacement. Gorgon and Master Mold would also synergize well with Ronan the Accuser. Shang-Chi could serve as a safety valve for Gladiator too.

Good Cards Miracle

Good Cards Miracle Ranked June 14
Created by den
, updated 12 months ago
2x
Series 1
1x
Series 2
4x
Series 3
3x
Series 4
2x
Series 5
Performance: 0.35 Cube Average / 55% Win Rate

This deck tells us two things: the Good Cards concept is good enough to be played without Surge (you can still create explosive patterns with Sasquatch, for example), and you probably want Surge in your deck if you can afford it (since this is ranked last among the Good Cards decks).

With that being said, this more disruptive Good Cards build might be more suited for those who enjoy annoying their opponent rather than developing a ton of points. If you manage to take out a key card with Spider-Ham or Gladiator, the rest of the deck should be enough to take home the win.

Potential Additions

There are a lot of replaceable cards in this deck considering it is built with only a couple of cards that synergize together. Gladiator works with Shang-Chi, Merlin and Sasquatch work with Mysterio, and Merlin synergizes with the 1-Costs. As long as you keep the “miracle” idea of that last turn with Sasquatch being discounted, you can explore many directions with this deck.

Small Good Cards Miracle

Small Good Cards Ranked June 14
Created by den
, updated 12 months ago
1x
Series 1
4x
Series 3
7x
Series 5
Performance: 0.3 Cube Average / 57% Win Rate

Small Good Cards doesn’t really need to run Surge since the deck already builds to be super flexible thanks to running only low cost cards. If the best deck in the meta was not able to do the same thing (except using more expensive and stronger cards), Small Good Cards would likely be much stronger.

Potential Additions

Mobius M. Mobius, Spider-Ham, Elektra… Look at those cheap, low power disruptive cards in other archetypes to get an idea of which are good to run in the current meta.

Tier 3

To be fair, there is a chance the decks in the Trending section are just as good as these in Tier 3, but their lower sample size makes it easier to achieve higher numbers. There is one difference to note: the Trending decks are more proactive and able to create points than those in this section. Move furthers proves that theory, as the deck holds a much better Win Rate than Cerebro 3 or Mill but struggles in the cube department.

Unfortunately, creating points doesn’t translate into a lot of cubes if you are too easy to predict. At least disruptive strategies have a better Snap, which is really the only thing they can rely on at the moment.

Pure Move

Pure Move Ranked June 14
Created by den
, updated 12 months ago
4x
Series 1
1x
Series 2
3x
Series 3
2x
Series 4
2x
Series 5
Performance: 0.25 Cube Average / 56% Win Rate

Cerebro 3

Cerebro 3 Ranked June 14
Created by den
, updated 12 months ago
2x
Series 1
6x
Series 3
4x
Series 5
Performance: 0.35 Cube Average / 50.5% Win Rate

Mill

Mill Ranked June 7
Created by den
, updated 12 months ago
2x
Series 1
2x
Series 2
2x
Series 3
3x
Series 4
3x
Series 5
Performance: 0.2 Cube Average / 51.5% 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 > 0.3 & Win Rate > 55% Win Rate

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 & Win Rate > 50% Win Rate

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.

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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