Table of Contents
The first week of the season isn’t ever particularly fun to watch. Most players are just going through the motions of playing a synergistic deck back to Infinite, with their ability to snap against bots and retreat against humans with a strong draw determining how fast they get there.
Typically, what makes this time fun, or interesting at least, is to check out how are new cards impacting that race. Are they helping existing archetypes or bringing new ones into the metagame ? Are they changing the landscape or just farming bots to look good ?
At the moment, they aren’t doing much of those things to be honest. Indeed, although all three cards exist in different archetypes, only Venus managed to earn a spot in a couple of top performing lists. The new 3-cost made it into End of Turn, a synergy we typically see early, but rarely late in a season. The other deck is Disruptive Aurora, an archetype I have more trust in when it comes to competitive longevity.
In that context, it is tough to call the June season much different from what we saw in May. The High Power concept remains the best way to rack up cubes, with a lot of familiar faces trailing it, alonside a few synergies able to score a ton of points.
There is an OTA next week, alongside the start of the Golden Gauntlet new edition as well. Both should help the metagame stir in a different direction in the near future. Until then, have fun farming bots on the way back to Infinite.
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Tier 1 | High Power Rocks 0.9 Cube Average / 69% Win Rate |
| Tier 1 | Supergiant Prioritizes 1 Cube Average / 66% Win Rate |
| Tier 2 | Disruptive Aurora 0.65 Cube Average / 64% Win Rate |
| Tier 2 | Lockdown Move 0.65 Cube Average / 63% Win Rate |
| Tier 2 | War Machine Ramp 0.85 Cube Average / 62% Win Rate |
| Tier 2 | Nimrolactus 0.8 Cube Average / 62% Win Rate |
| Tier 2 | Virused 10 Power 0.7 Cube Average / 61.5% Win Rate |
| Tier 2 | Zombie Galacti 0.8 Cube Average / 61% Win Rate |
| Tier 3 | High Evo Control 0.6 Cube Average / 61% Win Rate |
| Tier 3 | Iron Hand 0.75 Cube Average / 60.5% Win Rate |
| Tier 3 | End of Turn 0.6 Cube Average / 60.5% Win Rate |
| Tier 3 | End of Turn 2099 0.7 Cube Average / 60% Win Rate |
| Tier 3 | Supergiant Disrupts 0.55 Cube Average / 60% Win Rate |
Tier 1
High Power Rocks
Performance: 0.9 Cube Average / 69% Win Rate
Early in the season, more flexibility is great to fool bots, as well as opponent who learned to respect the other high power archetypes during the previous season.
The metagame is relatively similar, except for Shadow King gaining some appeal to counter two of the three new cards. As such, it is hard to believe this is now the best deck in the game. However, it might be the one with the most upsides in this specific, temporary environment.
Potential Additions
Shang-Chi, Rogue or Mobius M. Mobius are also good cards in Shadow King’s spot.
Supergiant Prioritizes
Performance: 1 Cube Average / 66% Win Rate
The Rock package has been replaced with disruptive cards, which lowered the win rate but improved the cube average. This further cements the fact that disruptive cards are great early in this new season.
Venus brought a good amount of buff oriented decks, while Silver Surfer is still popular, even if not a top performer. Shadow King and Enchantress are a great duo against those archetypes, while Cosmo and Negasonic Teenage Warhead always find some value.
The more High Power decks will come back, and the worse this deck will get.
Potential Additions
Maria Hill and Nightcrawler could be Hydra Bob, Black Cat and such high power early cards.
Tier 2
Disruptive Aurora
Performance: 0.65 Cube Average / 64% Win Rate
The fastest way to climb in Marvel Snap isn’t to win a lot of cubes, but to win 4 and 8 cubes matches, which requires to snap. High Power decks likely remain the best decks in the game in a normal metagame. Yet, they have everyone on their toes, so their snap is very limited at the moment, most of the time resulting in a 1-cube win.
On the other hand, archetypes with a good potential, some upgrades thanks to new cards like Venus, and not such a frightening aura around them, get away with a lot more snapping.
Potential Additions
Iceman is the flexible card. Elektra takes card of Martyr among 1-costs, while there are plenty of solid 2-cost cards to consider as well.
War Machine Ramp
Performance: 0.65 Cube Average / 63% Win Rate
Monstro not being part of the best performing build doesn’t give a lot to talk about with this one. Indeed, this is the War Machine Ramp we’ve been playing since Fin Fang Foom came out.
It’s still good, especially when it comes to developing a lot of points without caring about limiting locations.
Potential Additions
Ebony Maw and Monstro are part of some lists. Typically, they replace Giganto or Lockjaw.
Nimrolactus
Performance: 0.7 Cube Average / 61.5% Win Rate
Muse gave destroy a short popularity boost, but the synergy quickly faded back to being a non-factor in the competitive metagame. Early in the season, Destroy always gets another shot, as the synergy is great at keeping points in hands, or developing a ton of power at once, perfect to fool bots.
The top performers are disruptive builds so I’m not sure how reliable this destroy build will be. However, it is for sure able to win a points shootout against High Power decks without Cosmo in the mix.
Potential Additions
Gwenpool is more flexible than Shuri to keep Black Panther alone on its location ahead of Arnim Zola the next turn. Plus, it doesn’t telegraph our opponent where to play Cosmo.
If you feel like you need more points and disruption isn’t present, go for Shuri.
Virused 10 Power
Performance: 0.7 Cube Average / 61.5% Win Rate
This deck was a juggernaut last season, typically second to the other high power deck built around Techno-Organic Virus. Early in this new season, it is still a great deck, but bots alongside Venus increasing the points potential of buff decks are making it a bit difficult to dominate.
Venus is a solid card to come challenge this type of deck, so I expect High Power decks to have a harder time winning through sheer amount of point. Still, Unless a nerf is in next week’s OTA, or a new card shakes the metagame for real, this should remain a strong contender.
Potential Additions
Hydra Bob is the flexible card in the deck. Iron Patriot, Nightcrawler or Monstro make an appearance in other lists.
Zombie Galacti
Performance: 0.8 Cube Average / 61% Win Rate
This deck is fantastic to farm clueless bots, who will happily snap you as they don’t understand how Zombie Galacti works.
Otherwise, even if this deck has enough points to rival all the other archetypes in this article, Zombie Galacti still has this glaring problem : Everyone knows its coming.
Once bots are out of the picture, expect the cube average to return to its usual 0.3 at best.
Potential Additions
Magik can be another way to Ramp if Limbo is too often shut down by opposing Legion or Scarlet Witch.
Tier 3
A lot of familiar faces in this last tier, as most of these archetype were around last season, but failed to rival the High Power deck and slowly disappeared as a result.
Among these, Iron Hand is the most flexible one, and typically able to come back as a strong competitor from time to time, when it finds the right disruptive card to edge important match-ups.
The other deck with a case is End of Turn, as the addition of Venus does increase how many points this archetype can produce. There is absolutely no flexibility whatsoever, meaning if this deck turns out to be strong, it will likely perform similarly to Zombie Galactus.
However, until we learn the new ceiling of the End of Turn synergy, it might be able to catch a few people off guard, and win some cubes in the process.
The other three are good enough to climb, but unless the next OTA or some support elevates their stock, I expect them to repeat their slow fading from last season.
High Evo Control
Performance: 0.6 Cube Average / 61% Win Rate
Iron Hand
Performance: 0.75 Cube Average / 60.5% Win Rate
End of Turn
Performance: 0.6 Cube Average / 60.5% Win Rate
End of Turn 2099
Performance: 0.7 Cube Average / 60% Win Rate
Supergiant Disrupts
Performance: 0.55 Cube Average / 60% 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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