Super-Skrull Adi Granov Variant Art

Marvel Snap Ranked Meta Tier List: November 20, 2023 – Higher, Further, Faster Week 2

The top decks in the Marvel Snap meta are basically the same as last week with a few shifts in placement, which is both good and bad. But will Annihilus or an OTA spark some serious changes? Find out what den thinks in this week's Tier List!

Welcome to our Marvel Snap Meta Tier List for the Ranked Ladder mode! Each week, we review the best decks in the ever-changing Marvel Snap meta. Then we bring you the decklists, and we provide an in-depth report about them. This report contains information like how their ranks are justified, how to play the decks, and how to build the deck with alternate cards to accommodate different collections.

Marvel Snap Ranked Meta Overview

As the season progresses, we continue to struggle to figure out which deck is the best in Marvel Snap. For some, it is not even a debate; Loki is head and shoulders above the competition if you consider a game where everyone plays perfectly. For others, Bounce – one of this week’s Silent Performers – is starting to take that title away from Loki by offering a similar style of play with more potential disruption.

If you ask a more casual audience, Lockdown would be the answer since the deck is able to limit the progression of many opponents in the current environment. Last, we can’t exclude the best performing deck (according to the data) this week from the conversation. Good Cards Darkhawk just kept developing and refining its perfect twelve cards list since the season started.

To me, this is a great sign that indicates how the meta might be as balanced as it’s ever been. You can pick from various different strategies in order to progress towards your goal, whatever it may be. However, I’m starting to see some opinions online about a boring Marvel Snap where the success of a deck is heavily dependent on the counter cards it includes and the opponents it faces. I can understand the sentiment, as the overall Cube Average for the top performing decks is on the decline, which is a logical consequence of seeing more solid decks around. When you are used to the powerhouses averaging 0.6 cubes per games over thousands of games, it can be difficult to adapt to an environment where an excellent deck is only posting a 0.3 ratio in that same category.

Indeed, when you face Ongoing, Loki, Shuri, Bounce, Discard, and Destroy in the same playing session, it can quickly become confusing as to how you should build your deck to gain an edge over the competition. This naturally pushes you to plateau faster than when you could pick a deck with virtually no bad match ups.

So, how do we make sure we stack all the odds in our favor and have a strategy that is able to bring home as many cubes as possible? I’m tempted to say it’s just the good old-fashioned way: smart Snaps and Retreats. But, in order to do that, you need information, and that is exactly what this report is made for.

Happy Tier List, everyone!

Marvel Snap Ranked Meta Tier List

TierDeckGuide
Silent PerformerBounce MoveGuide
Silent PerformerJunkGuide
Silent PerformerPure Evolutionary
Tier 1Good Cards Darkhawk 🔼Guide
Tier 1Loki CollectorGuide 
Tier 2Lockdown 🔽Guide
Tier 2Shuri Sauron 🔽Guide
Tier 2Discard DraculaGuide
Tier 2Deadpool DestroyGuide
Tier 3Cerebro 5 🔽Guide
Tier 3InSheNaut 🔽Guide
Tier 3MoveGuide
Tier 3Galactus RampGuide
BudgetOngoing KazooGuide
BudgetDevil Dinosaur Destroy
BudgetSwarm Discard Aggro
BudgetOngoing Two Locations
BudgetOn Reveal ControlGuide
BudgetBig Cards

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 using data from our Marvel Snap Tracker. If a deck showed great performances with a very limited presence in the meta, you can find it in the Silent Performers section. There, I will highlight decks with an excellent Cube Ratio 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 or 4 in our chart, and they won’t have their own dedicated write up here (but they may be transferred to the main Tier List section). 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 Tiers 1 and 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). Often times, 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 > 0.4

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 > 0.25

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 > 0.15

Tier 4: Off-meta decks that have fallen off in recent times, or counter picks that rely on specific match ups to stay afloat competitively.
Cube Average > 0.00

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.

Tier 1

Good Cards Darkhawk

Good Cards Darkhawk
Created by den
, updated 5 months ago
1x Collection Level 18-214 (Pool 1)
4x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.4
Cost
0-
1
2
3
4
5+
3.7
Power
0-
1
2
3
4
5+

Rank Justification:
Flanked by Devil Dinosaur in Conquest, Darkhawk appears to do its best work with good cards when it comes to ranked play, averaging 0.45 cubes per game. As we will see with several decks, the Ongoing synergy remains a routine target, which is exactly what Super-Skrull is included for. Outside this particular card, the eleven other cards are either part of the Darkhawk package (Korg, Black Widow, Rockslide, and Darkhawk) or considered one of the top cards for their cost in Marvel Snap (Nebula, Jeff the Baby Land Shark, Ms. Marvel, Iron Lad, Alioth, and Doctor Doom).

In a meta with a lot of diversity where you can face a wide variety of opponents, this mix feels extremely logical. Indeed, if there is one type of card that has proven it can do great things against an array of decks, it’s any of the solid standalone cards. Also, this kind of deck has the upside of typically being very adaptable. There are a lot of cards you can replace if needed since only a few are needed for the deck’s core synergy.

This might not last once the word is out (especially if the Ongoing synergy starts losing popularity) since it kind of happened already earlier in the season when Ongoing counter cards quickly rose in popularity. Darkhawk finally managed to take the throne on Ladder and is proving that good cards are good, literally.

How to Play:
A Good Cards deck will typically look to use its energy very efficiently and rely on the standalone strength of its cards rather than complex synergies. The core is usually based around the Rock synergy since it allows you to disrupt the opponent’s deck while building a big anchor for a lane in Darkhawk. Alongside this base, the deck will usually try to mix strong 4-Cost cards to profit from Zabu and great abilities to copy with Iron Lad.

Typically, this deck will not develop many points early on. It tries to shuffle Rocks in the opponent’s deck and develop Zabu instead. Unless you are looking to land a disruptive card to block something, seizing priority isn’t a key component of the game plan. You would even like to not have priority – especially going into Turn 6 – so you could develop Darkhawk plus Ms. Marvel with Zabu in play.

However, if you catch your opponent having a bad turn, or you high roll a good Iron Lad, don’t refrain from focusing on points over guessing how you could disrupt the opponent even more.
Especially with this take on the deck, Doctor Doom and Alioth give Iron Lad a lot of potential and reward you for playing with the lead on Turn 6.

Potential Additions:
Super-Skrull is the most flexible card in the deck, and you can replace it for any other disruptive card you see fit. Also, Nebula doesn’t look like an important card to run (as long as you can find one with a similar potential). Otherwise, the Stature version of Good Cards is also proving to be a decent build for the archetype, although a little worse in Cube Average:

Good Cards Stature
Created by den
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.6
Cost
0-
1
2
3
4
5+
4.2
Power
0-
1
2
3
4
5+

Loki Collector

Loki Collector
Created by den
, updated 5 months ago
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
1.9
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Rank Justification:
Still the best deck for many in the competitive community, Loki only posted a 0.4 Cube Average against the 0.45 that Darkhawk managed to put up this week. However, if you are playing in the “tryhard” part of the Ladder, the unpredictability Loki brings to the table can be extremely valuable because your opponent will typically be able to recognize and plan around your deck much better than in any other area of the ranked mode.

The other topic worthy of discussion for Loki is the dance we saw around the deck this month. The Werewolf By Night and the more traditional Elsa Bloodstone-driven builds alternate as the best list for the archetype. At this point, I think it is safe to say Loki is one of the most flexible cores in the game, and your personal strengths as a player are probably the best tiebreakers for figuring out how to build the deck. Also, the deck will go down as the one that popularized the Forge, Nico Minoru, Falcon, Beast, and Werewolf By Night core, which, even if it isn’t necessarily the best way to play the deck right now, is helping Bounce to be an incredible Silent Performer this week.

How to Play:
Centered around its two signature cards (with support from Quinjet), Loki Collector aims to build a lot of points on two lanes while keeping as many options as possible open for later on. Indeed, if you commit too hard, you might lack the space required for the cards Loki generates, or you might let your opponent know too much about your potential. Speaking of potential, the deck creates many cards during the match, so its biggest strength is keeping the opponent in the dark as to what they should expect. It can also rely on Elsa Bloodstone and Kitty Pryde to build points and mitigate the space used to play low-power cards.

Early on in the match, the deck will set up its anchors, Elsa Bloodstone and The Collector. As direct support to these two, you have all the cards at three energy or less that will generate cards or simply grow thanks to Elsa Bloodstone. Jeff the Baby Land Shark and Nico Minoru represent your flexible tools, while the rest of the cards are a little bit more committal.

The space you anticipate will need after playing Loki, and the timing at which you plan on playing your signature card, will largely impact how much you want to invest in terms of space early on.

Depending on your opponent, the timing of your Loki will vary. If their deck is expensive or runs a lot of counters to your primary plan, you might want to switch early on and create a new game plan with their cards. Otherwise, Loki can be played on Turn 5 to grow The Collector and open a very flexible Turn 6, especially with Quinjet in play.

One of the biggest upsides of this deck is its ability to always find new options and play patterns. As such, it is really important to set your mind early on whether you are looking to play with the cards in your deck or trying to generate a new way to achieve victory. Since the nerf to Elsa Bloodstone, Loki Collector is much more reliant on the signature duo to dominate at least one lane on points. Then, the second one can be challenged with buffed cheap cards, or whatever you get from your opponent’s deck.

Potential Additions:
The Werewolf By Night deck posted a solid performance this week as well, although it would have been ranked in Tier 2:

Werewolf Loki
Created by den
, updated 5 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
2.2
Cost
0-
1
2
3
4
5+
2.3
Power
0-
1
2
3
4
5+

Tier 2

Lockdown

Lockdown
Created by den
, updated 5 months ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
1x Starter Card
3.4
Cost
0-
1
2
3
4
5+
3.7
Power
0-
1
2
3
4
5+

Rank Justification:
The best deck in Conquest (and a routine Tier 1 deck this season) might have lost a step this week with “only” an average of 0.3 cubes per game, which is its lowest since Ms. Marvel joined the archetype. This isn’t necessarily that far from the top two; the Cube Average for most decks is lower than their best performance this season. Still, it shows that Lockdown is a step below Darkhawk and Loki when it comes to Ranked play.

The reason for this is probably how Lockdown struggles to keep people in the game until the end, while Darkhawk and Loki can create more explosive patterns and hide their potential for Turn 6. Then, if Conquest makes those one or two cube wins count over the course of a match, you need to get those four (and even the occasional eight) cube wins to keep the momentum going on the Ladder. This is even more important as we loom towards the end of the season. Lockdown isn’t exactly a surprising archetype anymore, which means that its Snaps should make people more careful than they were back in week one.

How to Play:
Most of the time, the goal with this deck is either to develop points flexibly or hide from your opponent where you plan to act. You can also aggressively block your opponent’s play patterns, which is easier in Conquest where you should gather information from one round to another. With Ms. Marvel in the equation, Lockdown is trying to lock one of the side lanes with Storm or Professor X in order to land Ms. Marvel in the middle for support.

If you expect your opponent to run an Ongoing counter, you could play Storm on Turn 3 in the lane where you wish to play Ms. Marvel so the opponent can’t land their card later on.

Typically, Storm is stronger if you have ways of supporting it (either with the Move cards or with Doctor Doom down the line). Professor X, on the other hand, will push for Alioth or America Chavez to be used to win the second lane.

A hot start with Nebula, Medusa, and Storm can quickly lead to you winning a lane, which allows you to focus entirely on another one with a card like Alioth at the end of the game. Furthermore, the deck is also decent at spreading its points through Ms. Marvel and Doctor Doom – especially if Iron Lad hits either of those. You can then accept a battle based on points where Legion can clutch the game with its ability.

Finally, the Move cards simply provide flexibility for Ms. Marvel so you can make sure it reliably adds points; you can reposition your cards if you need to play one with the same cost on that location.

Potential Additions:
Magneto and Mister Fantastic highlight some of the the options you can add to this deck.

Shuri Sauron

Shuri Sauron
Created by den
, updated 5 months ago
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
2.8
Cost
0-
1
2
3
4
5+
4.8
Power
0-
1
2
3
4
5+

Rank Justification:
Shuri is really the most boring archetype for me every week. I know it will be on the report, and I know it will feature the exact same twelve cards among the only fourteen cards that the deck has been playing for quite a while now. Well, for once, I was wrong. Echo has been a nice surprise, edging out Enchantress as the Ongoing counter card. Plus, I finally have a nice talking point for the deck.

I can see two reasons for Echo making a lot of sense in Shuri Sauron this week:

  • Enchantress will usually be played on Turn 6 in this deck since playing it early means you either missed on Shuri or on Red Skull / Vision. With Echo, you can simply slam it in the middle lane whenever you get a chance and then get on with your signature game plan for the second half of the match.
  • Ms. Marvel is the reason for most Ongoing hate cards (even Darkhawk won’t beat you if you find Shuri) due to the point spread across three lanes giving your opponent important flexibility. Echo is just as good as Enchantress when played in the middle because it cancels the one card you don’t want to see there.

The performance wasn’t stellar this week, around the 0.3 Cube Average mark, but it’s nice to see Shuri Sauron adapt and still have a few tricks up its sleeve to improve as an archetype.

How to Play:
Shuri Sauron is based around the idea of cancelling negative Ongoing abilities with Sauron and abusing Shuri to create a huge amount of points. In that regard, the deck is very rigid in the mid-game since Turns 3, 4, and 5 are almost always the same: SauronShuri → any card worth doubling the power.

Often times, Turn 2 will also be dedicated to Armor as a way to prevent an opposing Shang-Chi from ruining your plans. Speaking of Shang-Chi, Vision is another way to play around it, as hitting a moving target isn’t so simple.

This leaves only Turn 1 and Turn 6 to be truly flexible, with Nebula or Zero taking up the 1-Cost slot and Taskmaster usually being the default Turn 6 play alongside Ebony Maw.

If this very straightforward approach can lead to a ton of points on two lanes, it also often doesn’t equate to a lot of cubes. Indeed, unless you are Snapping aggressively, the opponent can see the points coming and will rarely stay in the game once you show Shuri (and they can’t handle it). This creates two important factors to take into consideration when playing Shuri Sauron:

  • You have to accept Snaps early in the game, especially when Sauron and Shuri show up.
  • You need to find lines of play even when you don’t have the best play pattern with the deck, especially when the opponent does not Snap. Even without Shuri, the deck can develop a solid amount of points in order to find some potential game winning lines of play.

Potential Additions:
Nebula and Alioth are two cards you could look at to replace Echo or America Chavez.

Discard Dracula

Discard Dracula
Created by den
, updated 5 months ago
5x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
2.9
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Rank Justification:
Still a solid archetype in the current meta (largely thanks to being considered Loki‘s worst match up), Discard Dracula manages to stay in the conversation for the best decks in Marvel Snap for one more week. Lately, we have seen a few cards being tested, such as The Collector, Echo, and Silver Samurai to name a few. However, it seems like a very synergistic and to-the-point kind of build is the best way to play Discard overall, which would correlate with the deck being at its best against Loki since it doesn’t do so well with stealing cards from super synergistic builds.

Otherwise, it seems like Cosmo has lost a lot of momentum lately, which is great news for Discard because that is one of the few disruptive cards that is able to stop Discard in its tracks when it starts developing its synergies.

How to Play:
Discard Dracula aims at developing as many points as possible while dodging cards like Shang-Chi (destroys a big Morbius), Cosmo (no more discards on that location), Mobius M. Mobius (resets Swarm to base cost), and other disruptive tools. Ideally, the deck will discard as often as possible, except when Morbius, Daken, or Dracula are at risk, as these three typically represent your largest points contributors. Then, if you have all three, you might want to split them, either with one on each lane, with Dracula alone (if you have Apocalypse), or with Morbius alone (If you anticipate a ton of discards during that match).

Your other cards can also contribute to quite a lot of points, so you should never have to rely on one card alone to win a location. Still, a 20+ power Dracula can do that fairly easily. Daken, in particular, will typically be an eight power card, which is great for a 3-Cost but often not enough to secure a location on its own.

Apart from Hellcow and MODOK, which will typically be used over the last two turns, all the other discards are targeted, meaning you can control their outcome and plan accordingly during the course of the match. With Mobius M. Mobius roaming in various decks, I would advise you to just play Swarm whenever the card is a 0-Cost, at least until you get more information about your opponent. This leads the deck to be very tempo oriented because it is looking to maximize the use of its available energy on every turn if possible, especially if it can discard safely.

Overall, Discard Dracula kind of plays itself when it comes to which cards make sense to use on each turn. The emphasis as a pilot should be on where to place your cards and what information you want to hide from your opponent, rather than just slamming points on the table.

Potential Additions:
Daken seems to be the flexible card in the deck. It’s often either replaced by another points card like The Collector or a disruptive discard ability like Gambit.

Deadpool Destroy

Deadpool Destroy
Created by den
, updated 5 months ago
4x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.2
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Rank Justification:
Similar to Discard (although there isn’t that one great match up to abuse in the metagame), Destroy is also keeping its run as a solid deck. However, with Armor being a very discreet card and Cosmo not included outside of a casual disruptive card, one can wonder if Destroy can compete on points with the best archetypes.

It must hurt your performance to have your main game plan based on a 1-Cost card that is revealed early to your opponent. Especially when it comes to keeping people in games since it likely forces you to Snap on Turn 1 more often than not.

From the look of the decks at the top and in Tier 2, we can clearly see that being a flexible archetype is a clear upside in Marvel Snap. The ability to surprise your opponent and keep them in the game, hoping they can win it in the end, goes a long way into raising your Cube Average. Unfortunately, Destroy is long past this status in Marvel Snap with its current list, and it has yet to prove it can adapt enough to become surprising as a synergy.

Read the potential additions section for something that might be possible in that regard.

How to Play:
If you find Deadpool in your opening hand, buffing it with Forge or Nico Minoru and destroying it over and over again until Turn 6 is the main concept with this deck. But there are other ways to score lots of points.

First, it is important to understand the role of X-23: to give you energy on specific turns so you can break the expected timing your opponent has for your cards. For example, going for Deadpool plus Taskmaster on Turn 5 can throw an opponent off, and it opens a Knull play on the following turn. Similarly, if you destroy X-23 on Turn 5, you can play both Deadpool plus Knull, or Arnim Zola on Turn 6.

Since you are playing a deck that is easily recognizable and well known in the community, finding those unusual ways of developing your play patterns will open avenues to catch your opponent off guard.

Once you understand the key concepts around your 1-Costs, the rest of the deck is really about dodging the opponent’s traps. Death needs to be played as soon as possible if you suspect your opponent is playing Mobius M. Mobius. Killmonger can be used to destroy opposing cards, not just your Deadpool. Last, Arnim Zola can also be used on Knull, Death, or Venom to create a lot of points.

Potential Additions:
Quite a peculiar list appeared in the data this week that was built around the Destroy strategy, except it looked to lock the board rather than develop over the last two turns:

Destroy
Created by den
, updated 5 months ago
4x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.4
Cost
0-
1
2
3
4
5+
3.7
Power
0-
1
2
3
4
5+

Tier 3

Tier 3 this week is basically the Move synergy and two decks that want to manipulate energy, which shows that these two game mechanics have potential but aren’t exactly good enough to compete with the top decks right now. Ramp in particular is growing in popularity, especially the Galactus list, but it isn’t necessarily improving its performance so far. InSheNaut also seems to have stopped the bleeding caused by Lockdown being so popular (and Snowguard in Loki), but it isn’t back to its early season self, either.

Move, on the other hand, has its two popular archetypes down in Tier 3, which isn’t too bad considering there aren’t that many decks in the higher tiers. If you think about it, the four decks here are all in the top 10 when it comes to decks with at least a 1% popularity over the last week. But the interesting piece is the Bounce list in the Silent Performers section. It leans heavily on the Move synergy in addition to Werewolf By Night being a key card for the archetype.

Sure, this is a different part of the Move synergy; Human Torch, Ghost-Spider, and Iron Fist synergize well with Falcon and Beast. These decks tend to focus much more on potential rather than flexibility, which might be a sign that flexibility is only interesting if you have a minimum amount of points you can consistently rely on.

Cerebro 5

Cerebro 5
Created by den
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
7x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
3.3
Cost
0-
1
2
3
4
5+
4.2
Power
0-
1
2
3
4
5+

InSheNaut

InSheNaut
Created by den
, updated 5 months ago
2x Collection Level 18-214 (Pool 1)
3x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
4x Starter Card
3.5
Cost
0-
1
2
3
4
5+
5.5
Power
0-
1
2
3
4
5+

Move

Move
Created by den
, updated 5 months ago
1x Collection Level 1-14
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
3x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.7
Cost
0-
1
2
3
4
5+
5
Power
0-
1
2
3
4
5+

Galactus Ramp

Galactus Ramp
Created by den
, updated 5 months ago
1x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.7
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Closing Words

I know we all wish for that perfect meta with a lot of balanced decks taking on each other and giving everyone a fair chance of winning a game of Marvel Snap. Plus, the game already has the locations and the Snap mechanic to adapt to and throw a few twists into games anyway. But, unfortunately, this will simply never happen. A perfectly balanced game is a utopia considering how many elements have to line up just right. Plus, if every thing was balanced, the game would mostly be about which deck you play and queue into, as finding something stronger than the rest would not be possible.

With this wild dream out of the way, the current environment isn’t so bad. Sure, we don’t have twenty archetypes to explore, but at least ten feel good, with more than half of those able to climb steadily or hold their own in a tournament. Plus, there also a few archetypes that are not seeing much play at all while they could very well compete if built the right way. Thanos Control, Phoenix Force, Silver Surfer, Sera Control… These are only examples of decks that could very well make a comeback if we gave them a little more time to be refined and adapt to the meta.

Even if the second half of the season focuses around certain precise archetypes, we still have several play styles being represented. Loki is the flexible, adapt-on-the-fly kind of deck, while Darkhawk is a deckbuilding toolbox. Discard and Destroy are the synergistic options, and Shuri Sauron has clearly established play patterns pushing for early Snap strategies, which is something that Lockdown does as well but with disruption rather than points. Then, even if it might not be enough to please everyone, I think one would have to go at least a few months back to be able to find a meta where the best decks weren’t fairly easy to figure out for most Marvel Snap players.

With that in mind, I’m eager to see what the future changes will look like and how the new cards will be able to shake things up. I mean, I still want Marvel Snap to be dynamic and feel different from week to week. However, I don’t mind a period of calm at times, and the one we’ve had this season (which we used to refine several archetypes up to the point of only having half a dozen that feel very solid) is fine as long as some fun twists are on the horizon. I’m getting excited for Annihilus in a few days, so my fun is coming soon. If you don’t like that card or the decks it appears to support, we are also getting an OTA this week, so there might be something exciting for everyone.

As usual, I hope you’re having fun with Marvel Snap. For any inquiries, you can find me on the Marvel Snap Zone community Discord, or follow my Twitter page where I share decks and biased opinions about the game.

Good Game Everyone.

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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