Table of Contents
There is some new blood in the Marvel Snap metagame, but most of those decks are condensed at the bottom of the rankings. Indeed, the Virus High Power decks still sit atop the metagame, built around their mix of high power and disruptive cards. That dominate also exist in the ranks leading up to Infinite, as End of Turn 2099, Virus High Power and High Power Rocks are also the best decks in that part of the ladder. As a result, we have new decks to discuss, but instead of being featured in the Trending section, design to showcase those decks on the rise, they sit in Tier 3, at the bottom of our chart.
There is a slim chance their current performance is due to a list still in need of some refinement, or a lack of cards designed to beat the most popular match-up. Otherwise, and that is the most plausible explanation, Muse bringing Destroy back in the metagame shook up which decks could or couldn’t be a part of the competitive discussion. It wasn’t enough to shake up the top of the rankings as Destroy didn’t come back as a dominant force, but combined with the mild OTA enticed a few players to give some new decks a try.
The data is telling us to test other ideas, or find another way to build the current ones.
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Tier 1 | Virus High Power 0.4 Cube Average / 62.5% Win Rate |
| Tier 1 | High Power Rocks 0.45 Cube Average / 61% Win Rate |
| Tier 2 | High Evo Control 0.35 Cube Average / 59% Win Rate |
| Tier 2 | End of Turn 2099 0.45 Cube Average / 56.5% Win Rate |
| Tier 2 | War Machine Ramp 0.35 Cube Average / 55% Win Rate |
| Tier 2 | Lockdown Move 0.3 Cube Average / 55.5% Win Rate |
| Tier 2 | Disruptive Aurora 0.3 Cube Average / 55% Win Rate |
| Tier 3 | Pure-ish Move 0.25 Cube Average / 55% Win Rate |
| Tier 3 | Dormammu Destroy 0.25 Cube Average / 55% Win Rate |
| Tier 3 | Fantomex Activates 0.25 Cube Average / 54.5% Win Rate |
| Tier 3 | High Power Summons 0.15 Cube Average / 53.5% Win Rate |
Tier 1
Virus High Power
Performance: 0.4 Cube Average / 62.5% Win Rate
The win rate is great, but the cube average is declining, likely due to the Virus High Power decks not surprising anyone anymore. The Sasquatch + Skaar duo remains a great way to be flexible in the later turns, while Mobius M. Mobius keeps being both a good support and a solid disruptive tool, especially in the mirror match.
Potential Additions
Enchantress, CGR or Legion work for disruption in Red Skull’s slot. Iron Patriot, Askani'son are good generic 2-costs, while Armor helps against Shang-Chi and Destroy.
High Power Rocks
Performance: 0.45 Cube Average / 61% Win Rate
When both the synergistic and the flexible build of the same archetype rank #1 and #2, there is little doubt about its grasp on the metagame. The Rock variant doesn’t develop as many points, especially with Killmonger being a threat due to Destroy being quite popular. However, it racks up a little bit more cubes than the deck above, probably thanks to Shang-Chi bringing that surprise element.
Those looking for flexibility should probably pick this one, especially if they have cards they want to test. If you are more about a stable win rate, the other build is the better fit.
Potential Additions
The Rock package could be another way to develop points, such as Askani’son, Viv Vision or such cards, but synergizes very well with Techno-Organic Virus.
Otherwise, Shang-Chi can be Negasonic Teenage Warlock, En Sabah Nur or any card you think will help you win games.
Tier 2
High Evo Control
Performance: 0.35 Cube Average / 59% Win Rate
I suspect Armor, Shang-Chi and Enchantress to play a large role in High Evolutionary‘s success at the moment. Indeed, the core synergy is good enough to compete, and there isn’t much of Luke Cage around to stop it. However, there is little chance this deck can beat High Power or Destroy on points only. You could read this as me not believing in High Evolutionary. Yet, I see it as a pointer to a way to beat High Power decks, a decent synergy alongside the appropriate counter cards.
Potential Additions
Cosmo, Shadow King, Polaris Horseman of Pestilence, Nebula… this is quite a flexible archetype.
End of Turn 2099
Performance: 0.45 Cube Average / 56.5% Win Rate
The performance is a step behind the better decks but the End of Turn 2099 archetype remains a solid performer nonetheless. The deck got nerfed last season, but has returned to using the changed cards for a few weeks now. A sign this remains a competitive foundation.
Potential Additions
Sandman doesn’t work against a deck with Mobius M. Mobius, so it could be swapped for Legion.
War Machine Ramp
Performance: 0.35 Cube Average / 55% Win Rate
You have a 50% chance to draw Electro by turn three in a 12 cards deck, which is almost the same as this deck’s win rate. You don’t necessarily need the 3-cost if you manage to high roll with Lockjaw or Jubilee, especially as this deck is one of the few able to win on points against High Power. Still, this deck’s fortune is tied to getting that extra energy on turn three, as you will rarely win against opposing good draws, especially as the current best decks tend to snap relatively early.
Potential Additions
Luna Snow or Jennifer Kale could add another card to find energy early in the match. If you run Luna Snow, CGR is a good consideration.
Lockdown Move
Performance: 0.3 Cube Average / 55.5% Win Rate
This deck rose to a competitive pick during the season, and has managed to keep that status so far. The Techno-Organic Virus decks are a bit of a problem, likely the main reason why Lockdown Move struggles to climb higher in the rankings. Indeed, The skill can be played on Professor X location to improve the points, while Negasonic Teenage Warhead or Viv Vision are difficult to leverage against a deck designed to wrestle priority.
Potential Additions
Cosmo, Hellion or Heimdall make sense in the deck.
Disruptive Aurora
Performance: 0.3 Cube Average / 55% Win Rate
This looks like a list heavily impacted by the OTA, which would be great if the results weren’t worse than what Disruptive Aurora got us used to over the past weeks or the previous season. 55% Win Rate is on par with a lot of other decks in the report, so we can’t call this a bad deck. However, I can’t help but wonder if the Luke Cage, Man-Thing and Anti-Venom trio wouldn’t be even better.
Potential Additions
Armor is great against Destroy. Drax, Avatar of Life is solid against High Power, while you could always consider the likes of Shang-Chi or such counter cards. Keep in mind yo will likely play them on turn five though, as the last turn is for Aurora most of the time.
Tier 3
Muse is really struggling to help Destroy be a contender once again. Indeed, except for Dormammu Destroy, back as a decent deck, and Fantomex who isn’t using the 3-cost, there isn’t much of Destroy amount. Armor didn’t even come back in the metagame as a disruptive card.
The interesting deck in this group is Pure-ish Move, a build aimed at maximising Human Torch and Multiple Man. I have no doubt the 3-cost can grow to become one of the highest power cards in the game, winning a location while Juggernaut or Isca the Unbeaten take care of the other. I have more doubts about Multiple Man being able to represent enough power to do the same, but maybe a few buffs solve that issue.
Dormammu Destroy
Performance: 0.25 Cube Average / 55% Win Rate
Pure-ish Move
Performance: 0.25 Cube Average / 55% Win Rate
Fantomex Activates
Performance: 0.25 Cube Average / 54.5% Win Rate
High Power Summons
Performance: 0.15 Cube Average / 53.5% 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.
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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