Table of Contents
Without a meaningful change in the strategies we can employ, the metagame has gone back to the best performers of the past. Move and Shou-Lao when it comes to generating points, alongside Supergiant for disruption sake.
The other decks aren’t that far behind, as End of Turn 2099 also owns a 60%+ win rate, while Hela or High Power Summons seem to have a knack for winning cubes.
Overall, we are back to fairly set Marvel Snap environment. In those, you can either play the best decks and be willing to snap early to play for 2 to 4 cubes as often as possible, or scan the field to find which synergy isn’t being countered.
The main problem is how fast information travels in this internet age. As such, the best players probably have to change archetype regularly. Indeed, you don’t want your high win rate deck being countered like End of Turn 2099 is at the moment, or your gimmick being retreated against for 1 cube now that you aren’t surprising anyone anymore.
Marvel Snap will always be a game rewarding those who can find the safest Snap. The more stale the environment, and the harder it is to find those.
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Tier 1 | Supergiant Moves 0.8 Cube Average / 62% Win Rate |
| Tier 1 | Shou-Lao Activates 0.8 Cube Average / 62% Win Rate |
| Tier 1 | Supergiant Disrupts 0.65 Cube Average / 63% Win Rate |
| Tier 2 | High Power Summons 0.65 Cube Average / 57% Win Rate |
| Tier 2 | End of Turn 2099 0.3 Cube Average / 60.5% Win Rate |
| Tier 2 | Energized Hela 0.55 Cube Average / 54% Win Rate |
| Tier 2 | Wiccan Afflicts 0.35 Cube Average / 56.5% Win Rate |
| Tier 2 | Clog & Transform 0.3 Cube Average / 56% Win Rate |
| Tier 2 | Negative Destroy 0.35 Cube Average / 53.5% Win Rate |
| Tier 3 | ThanAurora 0.25 Cube Average / 56.5% Win Rate |
| Tier 3 | Odd Stature 0.25 Cube Average / 55.5% Win Rate |
| Tier 3 | Iron Hand 0.2 Cube Average / 54% Win Rate |
Are you still chasing that elusive Infinite Rank? Here are the Top 5 performers in the ranks 80 to 99!
| End of Turn 2099 | 0.7 Cube Average / 65.5% Win Rate |
| KazooTriot | 0.8 Cube Average / 62.5% Win Rate |
| Galactus Ramp | 0.6 Cube Average / 62.5% Win Rate |
| High Evo Control | 0.5 Cube Average / 59.5% Win Rate |
| Good Cards Aurora | 0.45 Cube Average / 59.5% 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.
Tier 1
Supergiant Moves
Performance: 0.8 Cube Average / 62% Win Rate
When no archetype manages to take over, we are inevitably tempted to go back to the last synergy we had great success with, or mix two great ones.
In that context, it is no surprise to see Supergiant Move make a triumphant comeback, as the deck mixes enough points and disruption to be excellent on both fronts.
Indeed, Mercury is quite rare at the moment, so Move has very few cards to worry about. Plus, Supergiant remains a great card against the very popular End of Turn 2099 deck.
Potential Additions
Negasonic Teenage Warhead is the flexible card in the deck. It mixes very well with Supergiant, but could be any strong 3 or 4-cost card you deem necessary in the current metagame.
Shou-Lao Activates
Performance: 0.8 Cube Average / 62% Win Rate
The activate synergy is not very represented at the moment, while we can use the cheap cards to have our key elements in the back-row and dodge CGR. Thus, Shou-Lao Activates benefits from an environment without a very dominant deck to beat, nor specific cards to worry about except for Cosmo.
Just like Supergiant Moves, it was only a matter of testing the other synergies available, and coming back to this one once we couldn’t find something able to rival the best decks from last season.
Potential Additions
Nico Minoru makes sense as another 1-cost, while Merlin is always good alongside Shou-Lao to generate cards.
Otherwise, Prodigy could become Cosmo or such disruptive card.
Supergiant Disrupts
Performance: 0.65 Cube Average / 63% Win Rate
A deck we typically see in tournaments, Supergiant is great to counter the End of Turn 2099 synergy. Thus, it is no surprise to see it thrive on the ladder this week.
It is a bit trickier against other archetypes, especially those not much impacted by our disruptive package.
The list is the exact same list we saw in the last Golden Gauntlet Qualifier, and it wasn’t doing that great last week. Yet, as the metagame barely changes from a week to another, disruptive decks progress on the back of recognizable opponents.
Potential Additions
Spider-Ham or Iceman also make sense as 1-cost cards, while some like to run Quicksilver to open another slot. Gorgon synergizes with the deck and naturally disrupts Iron Hand and Thanos.
Tier 2
High Power Summons
Performance: 0.65 Cube Average / 57% Win Rate
This archetype managed to post consistent results ever since emerging after the latest OTA.
Shang-Chi isn’t popular at all, meaning summoning high power cards early is rarely punished in the current metagame.
Plus, this one isn’t as known as other proactive, points driven decks such as End of Turn 2099. The performance probably is higher than it should due to the novelty factor, but even if the cube average will likely lower in the future, this looks like a solid deck.
Potential Additions
Drax, Avatar of Life is the flexible card.
End of Turn 2099
Performance: 0.3 Cube Average / 60.5% Win Rate
The win rate should rank this deck in the first tier, but its cube average is too low for that distinction. Indeed, as the simplest deck to play among the strongest ones currently in Marvel Snap, End of Turn 2099 has been quite popular as of late. Unfortunately, the deck is also simple to counter, with Supergiant, Ghost or CGR as cards able to stop it in its tracks.
Until it can find a way to win more cubes per match, or lower its win rate to make sure it only loses 1 cube to these counter cards, End of Turn 2099 probably won’t make it back to Tier 1.
Potential Additions
Hydra Bob, Zabu or Spider-Ham can be played as 1-costs while Drax, Avatar of Life and
Energized Hela
Performance: 0.55 Cube Average / 54% Win Rate
Supergiant is much more popular than Stardust as a way to contain the End of Turn 2099 deck, meaning Hela only has to worry about Cosmo when it comes to counter cards.
The main question about this deck is how much opponent remember it from last season. Indeed, if you forget the Master of the Sun on turn five is enough to play M.O.D.O.K plus Hela on turn six, you might regret your early snap against an opponent you thought was AFK.
Potential Additions
Jubilee and Magik can help with finding Hela.
Wiccan Afflicts
Performance: 0.35 Cube Average / 56.5% Win Rate
I doubt
The metrics aren’t good enough to call this deck a menace, but it is more than enough to be a among the good decks of this metagame.
Potential Additions
Red Guardian and Iron Lad synergize well with the deck. Otherwise, specific disruptive cards, such as Ghost or Mobius M. Mobius also make sense.
Clog & Transform
Performance: 0.3 Cube Average / 56% Win Rate
Werewolf by Night has been replaced with another way to create points in this new-look Annihilus deck.
In this one, Fin Fang Foom is used as the location winner at the end of the match. We can either Ramp or use Blink to get it. Until then, we need to find a way to win another location, either through points with our other cards, or clogging the opponent with The Hood and The Void.
It is very niche, but certain decks will just stop functionning if you give them Electro.
Potential Additions
Viper could be another card, as we already have plenty of way to recycle The Hood and The Void with Annihilus, Sersi or Polymorph.
Spider-Ham, Nico Minoru or a disruptive card such as CGR make the most sense.
Negative Destroy
Performance: 0.35 Cube Average / 53.5% Win Rate
The win rate is the same as last week, but the cube average dropped significantly. Without Mobius M. Mobius in the mix, this must be due to opponents respecting the potential of this deck a lot more.
There are still plenty of cards to destroy with Killmonger and Shang-Chi, so the deck makes sense overall. However, unless you snap very early, don’t expect opponents to stay when you play Ravonna Renslayer into Mister Negative, or when you snap with 10 energy available.
Potential Additions
The deck isn’t flexible. You could consider a Rogue or such card instead of Killmonger, but that’s a bout it.
Tier 3
There are more decks with a good Win Rate around. However, with the metagame barely changing from a week to another, it is difficult to catch your opponent off guard with a snap, meaning the cube averages aren’t very high.
Thanos is using plenty of cards from this season, but still is a well known archetype, and quite simple to track during a match. Iron hand is playing more disruptive cards with Spider-Ham or Gambit, but still relies on duplicating its signature card to generate points.
Last, Odd Stature is making a timid comeback, but isn’t strong enough to snap before discards happen, meaning removing a key card will often grant you a sole cube.
These three are more than capable of winning games, but the current metagame rewards those able to snap early, which these three don’t do very well.
ThanAurora
Performance: 0.25 Cube Average / 56.5% Win Rate
Odd Stature
Performance: 0.25 Cube Average / 55.5% Win Rate
Iron Hand Destroy
Performance: 0.2 Cube Average / 54% 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.







More Content