Shadow King Revealed Variant Art

Marvel Snap Ranked Meta Tier List: November 30, 2025 – Arachnid Anarchy Week 4

Welcome to our Marvel Snap Ranked Meta Tier List! Each week, we review the best decks in the ever-changing Marvel Snap ladder meta.

I feel like most of the season followed the same script. Move was the best synergy, but also one we knew how to contain with Shadow King and Mercury. Then, even if it constantly held a spot on the podium, another archetype without that many counter cards to worry about managed to take first place multiple times.
For this final week, that distinction will go to Iron Hand, Move’s biggest rival this season in terms of performance, and one not affected by Shadow King or Mercury.

Except for these two, report have seen archetypes come and go from a week to another. Most of the time, a synergy rose as it benefited from being relatively unknown while packing enough points and room for those so important counter cards. Unfortunately, once they got more fame, and the 4-cubes wins started to be more scarce, those same hype archetypes started to struggle.
The best one managed to remain in the report, but most were replaced with the new flavor of the week.

This time, we welcome Energy Overload and Hydro-Man Rocks as those newcomers with promising results. Both decks are built on the same structure, 10 cards plus 2 disruptive tools, Shadow King and CosmicGhostRider.
Their current results are well worth giving either deck a shot, especially for someone looking for a change of pace. However, it is important to understand how much those two disruptive slots matter to those deck’s success. Also, be prepared to not post the same results as the one you see on this report. Indeed, the more fame they gain, and the worst they should get.

Happy Tier List, everyone!

TierDeck
TrendingHydro-Man Rocks
0.5 Cube Average / 57.5% Win Rate
Tier 1Iron Hand
0.55 Cube Average / 60% Win Rate
Tier 1Disruptive Move
0.5 Cube Average / 59.5% Win Rate
Tier 1Deadpool Destroy
0.45 Cube Average / 61% Win Rate
Tier 1Energy Overload
0.5 Cube Average / 57% Win Rate
Tier 2Cerebro 3
0.5 Cube Average / 46.5% Win Rate
Tier 2Scream Move
0.2 Cube Average / 58.5% Win Rate
Tier 3Clog Rocks
0.15 Cube Average / 56.5% Win Rate
Tier 3Zombified On Reveal Destroy
0.25 Cube Average / 49.5% Win Rate

Are you still chasing that elusive Infinite Rank? Here are the Top 5 performers in the ranks 80 to 99!

Big Move0.5 Cube Average / 65.5% Win Rate
War Machine Ramp0.6 Cube Average / 63% Win Rate
Supergiant Rocks0.55 Cube Average / 62% Win Rate
Flexible Zombies0.55 Cube Average / 61.5% Win Rate
Iron Hand0.65 Cube Average / 62% 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

Hydro-Man Rocks

Hydro Man Rocks Ranked November 30
Created by den
, updated 7 months ago
1x
Series 1
4x
Series 3
2x
Series 4
5x
Series 5
Performance: 0.5 Cube Average / 57.5% Win Rate

It took some time to find the right balance around Hydro-Man, with the finished product looking like a fairly balanced deck rather than a build looking to high roll a cheap high-cost.
The key to this deck is Black Widow, acting as the bridge in between Darkhawk and Hydro-Man. For the first one, Black Widow adds 2-power through denying your opponent a draw. With Hydro-Man, the 3-cost stops your opponent from drawing their now 1-cost.

I am curious to see how this deck would fare without the Shadow King and CosmicGhostRider pair, but I could say this about a lot of archetypes at the moment.

Potential Additions

Quake and Kate Bishop don’t synergize much with the rest of the deck, so they could become another 2-cost if you fancied one.

Tier 1

Iron Hand

Iron hand Ranked November 30
Created by den
, updated 7 months ago
1x
Series 1
4x
Series 3
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Series 4
5x
Series 5
Performance: 0.55 Cube Average / 60% Win Rate

Not being affected by Shadow King is Iron hand’s biggest strength. Indeed, the competition at the top typically is settled by who draws best and snaps, or whether one packs the appropriate counter card.
Iron Hand is definitely strong enough to be targeted, but Move remains the main threat in the metagame, allowing this deck to thrive.

Potential Additions

America Chavez synergize with the deck more than Agony, but the merge is important to manage space with a deck typically creating a lot of cheap cards.

Disruptive Move

Disruptive Move Ranked November 30
Created by den
, updated 7 months ago
2x
Series 1
1x
Series 3
3x
Series 4
6x
Series 5
Performance: 0.5 Cube Average / 59.5% Win Rate

There is a bit less of Mercury around, but still a ton of Shadow King with a good bit of CosmicGhostRider or Deafening Chord and Scream on top of those. Last, Destroy seems to pick up a bit of momentum too, meaning Killmonger is also a card to keep in mind.
Then, although Move has the best potential in Marvel Snap at the moment, it is simply faced with too many counters in order to fully thrive.
A fantastic archetype nonetheless.

Potential Additions

Cosmo, Hydra Bob and The Thing First Steps are flexible, although going for a full Move deck nets much worse results at the moment, so these flexible tools are a great way to diversify your strategy.

Deadpool Destroy

Deadpool Destroy Ranked November 30
Created by den
, updated 7 months ago
3x
Series 1
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Series 2
4x
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Series 4
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Series 5
Performance: 0.45 Cube Average / 61% Win Rate

On the rise lately, mostly thanks to Killmonger removing a ton of points with Batroc the Leaper in Move and multiple targets in Iron Hand.
Also, Destroy benefits from being able to snap very early in a match, which is a great trait in this metagame. Shadow King is a bit of a problem, but if one can keep growing Deadpool without leaving it on the board, only Venom is really vulnerable to the popular 3-cost.

Potential Additions

It is difficult to offer a swap. Shang-Chi could be a nice twist, but it is more of a placeholder if you were missing something than a recommendation to include.

Energy Overload

Energy Overload Ranked November 30
Created by den
, updated 7 months ago
1x
Series 1
1x
Series 2
4x
Series 3
6x
Series 5
Performance: 0.5 Cube Average / 57% Win Rate

A surprise newcomer, with a slightly lower win rate than the others in Tier 1, but a cube rate on par with the top performers.
Just like Hydro-Man Rocks in the trending section, this is a 10 cards deck with Shadow King and CosmicGhostRider added to the mix. The core strategy is fairly straight-forward, and logically benefits from the opponent not knowing for sure what is about to happen, especially disruption wise.
This is a well-built deck, but the performance should drop once the word gets out and this deck can’t rely on the surprise effect.

Potential Additions

Snowguard is used as support for Wiccan, representing both a 1 and a 3-cost, while Spider-Ham is just a generic 1-cost we once again need for Wiccan.
As long as you keep that balance intact, I’m sure other cards can fit in those slots

Tier 2

Cerebro 3

Cerebro 3 Ranked November 30
Created by den
, updated 7 months ago
2x
Series 1
6x
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Series 5
1x
Starter Card
Performance: 0.5 Cube Average / 46.5% Win Rate

The win rate is by far the lowest on this report, but the cube average is Tier 1 worthy making Cerebro 3 is risky pick but a worth discussing archetype nonetheless.
Arguably, this deck isn’t trying to do anything special but find Cerebro and pair it with either Mystique or Chameleon. When it does, the cube rate tells us this is quite a safe snap.
However, the win rate indicates this deck can’t compete when that precise scenario does not happen.

Potential Additions

Most 3-power cards can be considered, especially those able to edge popular match-ups, able to scare the opponent away in case we wouldn’t find Cerebro and one of two ways to copy its ability.

Scream Move

Scream Move Ranked November 30
Created by den
, updated 7 months ago
1x
Series 1
6x
Series 3
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Series 4
4x
Series 5
Performance: 0.2 Cube Average / 58.5% Win Rate

The win rate is fourth overall, showing there is either enough of Move or Scream is simply a strong archetype at the moment. However, 0.2 cubes per game is very low for such a high win rate, indicating Scream Move isn’t catching anyone off guard, and likely is best played with very early snaps to collect as many 2-cubes retreat while avoid those costly 4-cubes losses.

Potential Additions

Prowler is new in the list so it has to be considered the flexible card. Spider-Punk was in that slot previously, and I would argue the season pass card probably deserves to be included based on its track record this season.

Tier 3

Clog Rocks

Clog Rocks Ranked November 30
Created by den
, updated 7 months ago
1x
Series 1
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6x
Series 4
3x
Series 5
Performance: 0.15 Cube Average / 56.5% Win Rate

It is a bit weird to see this deck rather than Flexible Zombies make it into the report, especially as that one is thriving in the ranks below Infinite. Yet, it looks like Merlin and Werewolf By Night are simply not on par with Move or Iron Hand at the moment. Mercury stops the 3-cost, Shadow King resets it, and you need to draw precisely Merlin and Werewolf by Night on turn two and three while Move or Iron Hand are full decks with different play patterns.

Zombified On Reveal Destroy

Zombified On Reveal Destroy Ranked November 30
Created by den
, updated 7 months ago
1x
Series 3
3x
Series 4
8x
Series 5
Performance: 0.25 Cube Average / 49.5% Win Rate

A deck already featured last week, but with much better metrics then. Either the increase of popularity led to certain players playing the deck poorly as they were learning it, or this is another archetype in need of flying under the radar to perform at its best.


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.

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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