Table of Contents
A few days after the OTA, I must say everyone was right about it, as this young metagame packs a bit of everything from the past three seasons. Obviously, Shou-Lao and Move are still around, and will likely be until they are nerfed once again. However, many believed these two would once again highjack the metagame, and there is more competition than expected.
There are six decks posting both a solid cube and win average on this report, not counting trending decks which need to back it up over a larger sample size. Among those six, two are Shou-Lao decks, arguably the strongest, most flexible foundation currently, and one is Supergiant Move. Half of the top competitors isn’t oppressive to me, but enough to once again us they are a fantastic mix of points, flexibily, and possible disruption if they wish to include some.
The interesting bit of this report are the other three decks. First, we have of the recently released, and pushed in the OTA, Rock synergy, which is doing much better than I though, at least when it comes to its best performers. At the moment, there are a lot of lists gravitating around Ozymandias, meaning one has yet to post a Tier 1 performance over multiple hundred of games. Still, with at least 10 different lists worthy of being in the Trending Section, it felt like the synergy as a whole deserved to be recognized as a solid competitor.
Second, there is possibly the best performance posted by a “nerfed” card in the game’s history. Sure, the goal of switching the Master of the Sun to a [5/8] was to kill its synergy with Mister Negative. Yet, I’m not sure Second Dinner anticipated those were good enough numbers to simply become a strong 5-cost with extra energy attached to it.
We’ll see how that situation evolves once decks will adapt against it, although Cosmo still is one of the most popular cards at the moment. For now, it looks like we are back to early february, with Ramp putting on a clinic on the back of having twice as many energies as its opponent on the last turn of play.
January and February were not the most fun because it was obvious which synergy was the better one to play. March mixes both those seasons, and does its best to fit one more synergy in there, possibly leading the most diverse environment we’ve had in 2026 so far.
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Trending | Destroy On Reveal 0.4 Cube Average / 63% Win Rate |
| Trending | On Reveal Hammers 0.5 Cube Average / 58.5% Win Rate |
| Tier 1 | Sunny Ramp 0.85 Cube Average / 61.5% Win Rate |
| Tier 1 | Shou-Lao Activates 0.6 Cube Average / 63.5% Win Rate |
| Tier 1 | Shou-Lao Buffs 0.8 Cube Average / 60.5% Win Rate |
| Tier 1 | Rocks 0.65 Cube Average / 61% Win Rate |
| Tier 2 | Supergiant Moves 0.7 Cube Average / 58.5% Win Rate |
| Tier 2 | Sunny High Evo 0.45 Cube Average / 57% Win Rate |
| Tier 2 | End of Turn 2099 0.25 Cube Average / 58% Win Rate |
| Tier 3 | Hammer Pixie 0.25 Cube Average / 54% Win Rate |
| Tier 3 | Negative On Reveal 0.25 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!
| High Evo | 0.75 Cube Average / 65% Win Rate |
| End of Turn 2099 | 0.65 Cube Average / 65% Win Rate |
| Galactus Ramp | 0.55 Cube Average / 60.5% Win Rate |
| High Power Summons | 0.45 Cube Average / 58.5% Win Rate |
| Negative Destroy | 0.45 Cube Average / 58% 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
Destroy On Reveal
Performance: 0.4 Cube Average / 63% Win Rate
It is pretty ironic to see the only Destroy deck to make it onto this report has nothing to do with nor countering the Rock synergy after both were buffed in the latest OTA.
Yet, the name of the game will always be to cheat on the most important resource : Energy, and this deck does it pretty well. Also, it doesn’t care much whether the Master of the Sun is a 4 or 5-cost card since Kid Omega can be played before it.
On Reveal Hammers
Performance: 0.5 Cube Average / 58.5% Win Rate
The regular Hammer deck failed to profit from its recent buff, and actually won’t be on this report while Pixie Hammer barely made it in Tier 3. Instead, that synergy will serve as support to an On Reveal heavy deck, looking to buff Hit-Monkey and Werewolf by Night.
The Hammers might be annoying when it comes to board space, so I thought Misery would be in the mix. At least, Merlin can Polymorph Mjolnir.
Tier 1
Sunny Ramp
Performance: 0.85 Cube Average / 61.5% Win Rate
I’ve read many reviews about how the February season pass card got heavily nerfed for Mister Negative sins. Yet, considering multiple decks with the Master of the Sun are thriving at the moment, while Mister Negative is struggling to remain competitive, I feel like the now 5-cost got the better end of that balance update.
For now, most lists are reminiscent of what was played early in February. Yet, with March not providing any powerful new archetype, it only makes sense to see January and February still do very well.
Potential Additions
Iron Lad, Jubilee or Blink could help fetch our key card in time. Otherwise, Jim Hammond Human Torch and Alioth likely are the flexible cards in the build, as they have the more situational inclusions.
Shou-Lao Activates
Performance: 0.6 Cube Average / 63.5% Win Rate
Many shared their concern about the last OTA still not addressing this deck, and expected it to ruin Second Dinner efforts to push some new decks. The numbers are not oppressive, but more than enough to rule in favor of those who felt like Shou-Lao the Undying would remain a much strong foundation than the card released in March.
Potential Additions
Surge could be a disruptive card such as Gorgon if you needed to target a specific synergy.
Shou-Lao Buffs
Performance: 0.8 Cube Average / 60.5% Win Rate
If it was only Shou-Lao Activates, we could just run Super-Adaptoid to target that archetype. Yet, it looks like Shou-Lao the Undying is powering multiple decks, as long as they can play multiple cards over several turns of a match.
This one is more flexible, and likely much more surprising since it doesn’t run a specific synergy, which explains the better cube average. However, it is likely Activate is the better deck if both were well-known and played optimally against.
Potential Additions
There isn’t a clear synergy except for buffing Shou-Lao and using its signature companions. As such, plenty of cards can be considered for this deck, such as America Chavez or disruption options.
Rocks
Performance: 0.65 Cube Average / 61% Win Rate
A consensus still has to happen regarding the staple 12-cards for the Rock deck. However, even if there isn’t one list with enough games, there are many with great metrics across 40 to 50 games.
The list featured above is the one with the best mix of Cube and Win averages, while the metrics themselves are the ratio of the top 10 lists, representing about 350 games total.
Potential Additions
Wiccan is also a possibility with the Rock synergy. The extra energy makes Sandstorm much easier to play late in the match, while Ozymandias can be paired with any 3-cost on the final turn. This deck is running The Ancient One as a way to duplicate Ozymandias ability, but it wouldn’t work if both the 5-cost and Tao Mandala were not played on the same turn.
Tier 2
Supergiant Moves
Performance: 0.7 Cube Average / 58.5% Win Rate
The deck can still be played with Cannonball and Mercury following the OTA, but the best performer was using Juggernaut and Legion, two excellent standalone inclusions.
Overall, the nerf to Cannonball should hurt Move’s ability to interact with its opponent, but could also mean Mercury won’t be as simple to run in decks now that her sidekick is a [5/5]. This could be a win for the Move synergy down the line, while it doesn’t look to impact its performance much after a few days.
Potential Additions
Mercury and Cannonball still fit in the deck. Nightcrawler is a solid replacement to a missing Hydra Bob. The likes of Stardust and such disruptive card can replace Juggernaut or Legion.
Sunny High Evo
Performance: 0.45 Cube Average / 57% Win Rate
High Evolutionary got a big boost when the Master of the Sun joined the game last month, and I’ve seen many players worried the deck would just disappear again if the now 5-cost was out of the picture. Fortunately, it looks like the card can still be played as a [5/8], and High Evo remains a competitive archetype as a result.
Potential Additions
Gorgon and Cosmo can be flexed for any disruptive card you see fit for your own metagame.
End of Turn 2099
Performance: 0.25 Cube Average / 58% Win Rate
One of the most impactful decks in the game based on popularity, it might be time to fly under-the-radar for a while if the End of Turn 2099 synergy wants to bump that cube average back up. Indeed, the deck is so well-known, it must be the hardest deck to snap with at the moment.
Killmonger was added as a surprise factor to edge against Rocks and Shou-Lao decks, which makes a lot of sense. Yet, the card doesn’t synergize well with the deck, as the deck wants to play one card only in the later turn.
Potential Additions
Aurora, Hydra Bob, Spider-Ham or Caliban Horseman of Pestilence see play in other lists.
Tier 3
There are plenty of ways to cheat energy in Marvel Snap, but it looks like Pixie still isn’t enough even after two OTA buffing her directly or indirectly. As for Mister Negative, the deck simply went back to 2025, before a new card finally made sense to run, and improved the reliability of the deck.
Both decks can do well with a strong snap and retreat game, but shouldn’t be relied on when it comes to their win rate.
Hammer Pixie
Performance: 0.25 Cube Average / 54% Win Rate
Negative On Reveal
Performance: 0.25 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