Crystal Jamal Campbell

Marvel Snap Ranked Meta Tier List: October 23, 2023 – Bloodstone Week 4

How has the Marvel Snap metagame settled over the balance break week? Find out the best decks and how they evolved in this meta report!

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 metagame. 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

The Marvel Snap metagame can take two very different directions during the balance break week. We might see some decks finally have enough time to become refined and find the right balance to compete with the already established archetypes. This usually leads to a very interesting situation once the OTA returns a week later, as our assessment of what were potentially problematic decks is completely challenged. Or, the opposite will happen, meaning the strong decks after the last balance patch will only increase their stranglehold on the game and prove their dominance for two weeks straight.

Unfortunately, the second scenario is what happened this week. Elsa Bloodstone remains part of five out of the seven decks featured in the highest tiers on this report. Only Shuri and Hela have managed to post solid enough numbers to push for a sense of diversity, and both decks are ranked in Tier 2 (meaning the latest Season Pass card is represented in all Tier 1 decks this week). With the trio of Loki, Move, and Sera topping the rankings, we can see the range of decks one can build around the Elsa Bloodstone and Angela duo.

Loki Collector is the proactive build that wants to develop points and protect itself from what the opponent could throw at you. Move is the flexible deck that is able to reposition its points and keep the opponent in the dark regarding where they should or shouldn’t invest their cards. Lastly, Sera is the reactive build that wants to cancel what the opponent built during the match. With such a diverse set of archetypes around the card, it feels like there is no reason not to build with the strongest pair in the game, which is often joined by Kitty Pryde or Jeff the Baby Land Shark and other Move cards.

We have seen some valiant efforts towards turning this situation around, such as the return of Shang-Chi to counter huge Angelas or Kitty Prydes. Thanos Control is also getting more popular, as Professor X remains a valid way to abuse the fact that Elsa Bloodstone pushes you to play on the same lane a lot of the time. However, most of those decks that use disruptive cards end up using Elsa themselves, as the points she generates are simply too much to pass up. This leads to the current dead end that Marvel Snap is in right now. The best counter to one of the dominant, Elsa Bloodstone-driven decks is very likely another deck with a similar package to create points, but with a different synergy to complement it.

I know it isn’t exactly the environment many players want or have the most fun with. At the very least, we can comfort ourselves with the thought that the card allows many different synergies to exist since it can see play in so many decks. This week, I don’t have much to offer for this Tier List apart from taking a look at the best archetypes that use Elsa Bloodstone, as these seem to be the only ones that matter if we are talking about the top of the competitive mountain.

Happy Tier List, everyone!

Marvel Snap Ranked Meta Tier List

TierDeckGuide
Tier 1Loki CollectorGuide 
Tier 1MoveGuide
Tier 1Sera Control 🔼Guide
Tier 2Shuri Sauron 🔽Guide
Tier 2Hela Tribunal 🆕Guide
Tier 2Thor MiracleGuide 🆕
Tier 2Thanos ControlGuide
Tier 3Deadpool Destroy 🔽Guide
Tier 3Good Cards Zabu 🆕
Tier 3Shuri Kitty 🆕
Tier 3Discard DraculaGuide
Tier 3Guardians LockdownGuide 🆕
Tier 3Phoenix ForceGuide
Tier 3Ramp 🆕
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 metagame, 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 metagame 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 metagame 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 metagame, 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 > 0.30

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 > 0.10

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

Loki Collector

Loki
Created by den
, updated 6 months ago
3x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.2
Cost
0-
1
2
3
4
5+
2.5
Power
0-
1
2
3
4
5+

Rank Justification:
If Move retains the title of king of flexibility when it comes to repositioning points later in the match, Loki Collector seems to only get better as more players gravitate towards playing the same cards. In that context, the deck’s potential only grows as it has more chances of finding cards it is already playing, meaning it can very easily abuse them and reconnect with its starting game plan. Indeed, finding a second Elsa Bloodstone, Kitty Pryde, or Jeff the Baby Land Shark on an early Loki can be good enough to Snap in anticipation of an easy win. Then, if you already have enough in hand to play your first four turns, you can always use Loki to build an explosive Turn 6, grow The Collector, or gather information about your opponent’s deck.

The super synergistic decks, such as Hela Tribunal and Destroy, tend to do pretty well against Loki. Still, the deck has a couple of flexible slots to throw in a counter card or two. Then, if the deck is packing the right counter card, even a super synergistic deck that can compete on points and give Loki difficult cards to use might get blown out, as their whole game plan will fall apart from a timely Cosmo.

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, which are usually Angela 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 Angela. Jeff the Baby Land Shark and Mobius M. Mobius are simply very good cards right now, and Luke Cage makes sure Shadow King cannot punish you by reducing the power of one of your anchors.

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.

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. With Elsa Bloodstone in the deck, Loki Collector is much more reliant on the signature duo. As such, you could stay in the game if you have a big Angela and Kitty Pryde; just go for The Collector and Loki together on Turn 5 to generate points.

Potential Additions:
Rogue or Shang-Chi can replace Cosmo depending on which opponent you want to annoy the most.

Defensive cards like Luke Cage and Armor can also fit in the deck if you are looking to avoid some counter cards such as Alioth, Shadow King, or Shang-Chi.

Last, Quinjet can be a great card in the deck if you aren’t facing too much of Mobius M. Mobius

Move

Move
Created by den
, updated 6 months ago
1x Collection Level 1-14
3x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Rank Justification:
As more players figure out how good the Move cards are with Elsa Bloodstone – especially Nightcrawler, Jeff the Baby Land Shark, and Vision – they start to see more play in other archetypes. As such, Move has been losing part of its unique identity now that several of its cards have become meta staples. Naturally, the edge it had over its competitors has reduced as a result, particularly when it comes to winning difficult-to-reach locations.

The pure Move deck remains one of the best in the game, and it should for the foreseeable future (unless nerfs reduce its overall power). The ability to abuse Angela and Elsa Bloodstone is still incredible, and the deck has Mobius M. Mobius as a flexible card to swap out if it needs to adapt to various opponents. Simply, the edge it had over the rest of the archetypes during the first half of October seems like it eroded a bit, and Move is now just a great deck among the elite group in Marvel Snap.

How to Play:
Move is looking to create points through the Move synergy during the first five turns before landing a clean Alioth or Doctor Doom on the last turn.

Kraven (and also Angela if you run the card) will serve as a lane anchor by growing anywhere from six to ten power over the course of the match. Then, the deck can count on Silk, Spider-Man, and Miles Morales to add solid points for cheap in order to take the lead going into Turn 6.

Apart from Silk dictating where you want to play, the deck aims to be as flexible as possible. In an ideal scenario, you want to start focusing on priority around Turn 3 or Turn 4. This will largely impact where you place your cards during the mid-game. But, because you are a Move deck, you will change that setup on Turn 6 to contest the lanes you really covet.

Then, cards like Vision, Nightcrawler, and Jeff the Baby Land Shark can be placed solely depending on whether you have Kraven in order to wrestle priority. It might look weird during the match, but once Kraven comes down and you move everything to him (or reposition your cards to take the lead on a lane), Alioth can lock the opponent out of the game and it all starts to make sense.

Potential Additions:
Mobius M. Mobius is being replaced by Captain Marvel on occasion. Iron Lad also sees play instead of America Chavez. Kitty Pryde is a potential addition, but the decks using the card aren’t doing as well as the ones focused on curving out bigger cards.

Sera Control

Sera Control
Created by den
, updated 6 months ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.8
Cost
0-
1
2
3
4
5+
2.5
Power
0-
1
2
3
4
5+

Rank Justification:
Similar to the Move archetype, Sera Control is also seeing pieces of its identity flourish in other archetypes. Shang-Chi, in particular, is regaining its status as a great card to run in any deck that is able to afford it, which gives the opportunity to steal a lane late in the match to a lot of decks. This is only a logical follow up to the best points packages being figured out already, which mean we have to find a way to limit their potential in order to beat them.

Compared to the other two decks in Tier 1, Sera does look much more fragile. Indeed, Luke Cage is already quite popular, Cosmo is making a return in the Loki deck, both Alioth and Armor are always available to stop Shang-Chi, and the cards that limit how much potential a Killmonger or Shadow King can have are also well known across the community.

Then, as long as the metagame focuses on building points, Sera Control should retain its ability to post solid performances on the back of punishing the decks that focus solely on being proactive. When the winds change and decks start to lower their points ceiling, Sera might take a tumble down our Tier List again.

How to Play:
Sera Control is a Miracle deck that is either looking to develop a lot of points suddenly (mostly through the interaction between Hit Monkey and Mysterio), or counter what the opponent built during the match (with Shadow King and Shang-Chi). You could also consider other counter cards like Rogue, Enchantress, and Killmonger in that role.

During the major part of the match, the deck will build up Angela and Bishop to establish itself across two lanes, or, if that’s not possible, just dominate one purely on points.

Then, once the end game comes around, you will either play your signature card to reduce the cost of your hand going into Turn 6, or try to have a proactive Turn 5 and a reactive Turn 6. For example, Mysterio plus Hit Monkey followed by Shadow King plus Shang-Chi.

Potential Additions:
Rogue is picking up momentum in the archetype, usually replacing Mobius M. Mobius but sometimes Killmonger, as Kitty Pryde can often be dealt with using Shang-Chi or Shadow King.

Tier 2

Shuri Sauron

Shuri Sauron
Created by den
, updated 6 months ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.3
Cost
0-
1
2
3
4
5+
5.2
Power
0-
1
2
3
4
5+

Rank Justification:
More of Shang-Chi naturally means less space for Shuri Sauron to exist. Plus, even if Armor helps to limit the damage, Destroy didn’t maintain its popularity from last week, as Shadow King proved to be enough to discourage players from trying to leverage Deadpool (and Rogue returning also meant Knull wasn’t as good anymore).

Then, with a few more problems in the metagame and a few less decks to abuse, Shuri Sauron naturally lost a bit of momentum and fell to Tier 2. However, if the OTA next week hits Elsa Bloodstone or any of the comrades, Shuri might jump back to the top of the list in a heartbeat.

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, and Alioth is able to steal a few wins.

Potential Additions:
America Chavez and Enchantress are the other two cards that are part of the archetypes.

Hela Tribunal

Hela Tribunal
Created by den
, updated 6 months ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Starter Card
4.4
Cost
0-
1
2
3
4
5+
6.7
Power
0-
1
2
3
4
5+

Rank Justification:
This archetype has its ups and downs every week, going from one of the rare builds that can compete with Shuri or Loki to a really bad and easy to counter deck. The main difference seems to be managing to raise the stakes at the appropriate time in order to boost the Cube Average, as the Win Rate should remain pretty low no matter what.

This week, for example, the deck managed to hit a 0.4 Cube Average, which should have placed it in Tier 1. However, its 47% Win Rate pushed me to rank it lower on the list, as the volatility cannot be ignored. As such, if you are confident in your reads about the opponent’s game plan and can dodge the many traps on the way (such as decks that cancel Limbo, Cosmo on your Invisible Woman lane, or Spider-Man moving Invisible Woman away), then Hela Tribunal might be a very good deck for you to explore.

How to Play:
This deck looks to merge two synergies in the hopes that one makes it through and scores a lot of points. Here is what you are looking to accomplish:

For one of these two play patterns to happen, you need to use your support cards to maximize your chances of pulling it off:

  • Invisible Woman can hide MODOK, which will only reveal on Turn 6 and before the Hela that you also played behind Invisible Woman. The card can also serve as protection from Enchantress for your Ongoing combo.
  • Magik allows you to play MODOK on Turn 5 if you haven’t drawn Hela yet, giving you two more turns to find your second combo piece. Otherwise, the card enables the Iron Man → Onslaught → The Living Tribunal pattern on Turns 5, 6, and 7.
  • Crystal helps with finding your important cards. As all your combos are made of 5- and 6-Cost cards, you can play Crystal on Turn 3 without losing any tempo. Iron Lad serves the same purpose, albeit with a slightly different ability.

Potential Additions:
There is a very different Hela deck you can run if you like it better. It’s more resilient to counter cards, but it has less of an explosive potential when it works out:

Hela Lockjaw
Created by den
, updated 6 months ago
2x Collection Level 1-14
3x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
4.3
Cost
0-
1
2
3
4
5+
6.3
Power
0-
1
2
3
4
5+

Thor Miracle

Thor Miracle
Created by den
, updated 6 months ago
2x Collection Level 18-214 (Pool 1)
7x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.3
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Rank Justification:
With Loki gaining momentum this week, other explosive decks didn’t fare so well since they often met an opponent who was able to copy their plan at a discount, in addition to their own points developed throughout the course of the match. Also, Cosmo cancels a large part of Thor Miracle’s game plan. With Move disguising where they could get their points (plus the potential of Alioth), and Sera Control hiding most of its points until Turn 6, Thor Miracle has lost a lot of the surprise element that made the deck special in previous weeks.

Don’t get me wrong – the archetype is still pretty strong in the current metagame. Simply having solidified its position in Tier 2 in the current environment is quite the accomplishment. Still, now that the deck cannot rely on catching the opponent off guard with a lot of points as often as it used to, it seems like Thor Miracle might not be able to push much further than where it currently is in the standings. At least, that’s the case in the current Marvel Snap environment.

On the positive side, the deck still has a huge points potential to capitalize on. It is pretty good at dodging Shang-Chi, too, as long as it can leave priority to its opponent. If the metagame was to evolve to feature more counter cards and less proactive, points driven strategies, Thor Miracle could see this as a big opportunity. Indeed, the deck can dodge most of them through leaving priority to its opponent, and it would easily win on points against a deck that is not prepared to put up at least 20 points on several lanes.

Alioth would be the biggest problem for the deck, but the card isn’t too popular outside of Thanos and Shuri currently.

How to Play:
Thor Miracle aims at building an absolute killer Turn 6 with Hit Monkey alongside a plethora of cheap cards. In order to get there, the deck has a few cards it wants to set up during the match, such as Angela, Thor, and Bishop. Then, with Turn 5 dedicated to Jane Foster Mighty Thor, Thor Miracle is all set for the fireworks. Against a deck you suspect to run Wave, make sure you also have Mobius M. Mobius in play by Turn 4 so you can safely play your 5-Cost card and not get punished.

The big consideration for the last turn of play is where to place your cards, which is heavily impacted by your set up and what you expect from your opponent.

First, you need to look at where you placed your most important cards. Indeed, if Thor and Bishop can challenge a lane on their own (since their power will grow from Mjölnir or the other cards you play), you have to play behind Angela to grow her power. Then, you also have to decide where Hit Monkey will go, as that will represent your biggest source of points that the opponent does not already have information about.

With this information, you can spread the support cards in the remaining spaces. Be careful about Yellowjacket if you don’t have Luke Cage.

In order to determine where to place your cards, you need to decide whether you want to build two very strong lanes or spread your points across all three. As a rule of thumb, spreading out against a reactive deck mitigates the impact of their counter cards, and picking two lanes against another proactive deck maximizes your chances of winning the points shootout.

Potential Additions:
Mobius M. Mobius replaces Mysterio for a lot of players, which increases the disruption rather than the points potential.

Also, one could consider Armor to counter an opposing Shang-Chi or Alioth, or Valkyrie/Shang-Chi to replace Shadow King.

Thanos Control

Thanos Control
Created by den
, updated 6 months ago
2x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
1x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
5x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
4.2
Cost
0-
1
2
3
4
5+
4.3
Power
0-
1
2
3
4
5+

Rank Justification:
Thanks to being the most flexible archetype around, Thanos Control is really happy to see disruptive cards performing once again. In fact, this type of card is exactly what is keeping Thanos in business right now. A fight for points when everyone is using the same weapons isn’t a good idea for a deck playing with 18 cards. Even if the Infinity Stones have a draw attached to (most of) them, Thanos is bound to find Elsa Bloodstone a little less than other decks on average.

However, when it comes to packing a lot of different abilities in the same deck, Thanos is suddenly above the rest of the competition. With Shang-Chi to turn a lane around, Professor X to lock a location while the opponent is playing somewhere else, and Alioth to secure a position on game’s end, Thanos Control has all the tools to navigate an environment where adaptation is more important than sheer power.

It isn’t necessarily showing with this week’s ranking. The bottom of Tier 2 might sound like a bad placement, but Thanos has been picking up momentum lately. It should only keep doing so as the metagame seems to focus around disruptive cards more, though. Also, the bottom of Tier 2 is still a pretty good placement.

How to Play:
Thanos Control aims at quickly getting set on a lane through Professor X locking it in your favor, or by building points as flexibility as possible and only committing late in the game.

In that first scenario, you will leverage the Infinity Stones in order to build points, seize priority, and, ideally, get an extra energy going into Turn 4. Then, Professor X can come in to lock the lane and ensure you win it. Even if there is always a risk to an early Professor X, the deck is also running Jeff the Baby Land Shark and Blue Marvel in order to help that lane later on, if needed.

Once in control of the first lane, the deck will turn to Devil Dinosaur, Alioth, and other high potential cards to secure the second one.

The other route Thanos Control can take is playing a very flexible game. Focus on Vision and Blue Marvel to spread your power across the various lanes with the Infinity Stones. This approach will usually be more careful since you’re focused on gathering information about your opponent. Here, the goal will be to seize priority so Alioth can win the game on Turn 6, or use Leader to counter an opposing Alioth.

Potential Additions:
Daredevil can replace Mobius M. Mobius to focus on information rather than disruption.

Tier 3

With few decks in Tiers 1 and 2, I expanded the range for Tier 3 this week to include decks with a Cube Average above 0.1 instead of the usual 0.2. Without this larger range, Guardians Lockdown, Phoenix Force, and Ramp wouldn’t have made it into this week’s report, as these three decks posted a performance in the 0.15 range. It’s a bit of a shame to see so many decks struggle, even after they showed promise in the previous weeks.

Unfortunately, apart from Destroy and Hela, no other synergy has really managed to stay relevant for multiple weeks in a row among the archetypes outside of Elsa Bloodstone and Shuri. Once a deck starts picking up momentum and the sample size grows, its limitations appear more clearly. For example, Guardians Lockdown struggles way too much against Move in order to climb much higher on the list. As such, whenever the deck is tested in the high ranks, its performance immediately takes a hit.

There is still hope to see a deck able to break the current situation; Zabu and Darkhawk had a great week, as well as Discard Dracula since it was pushed by the quests requiring you to discard. Once again, we’ll have to see where these decks are next week once they can’t rely on surprising their opponents to take home the win.

Lastly, I ranked Shuri Kitty as a unique archetype this week so we could note the difference in Cube Rate compared to Shuri Sauron. One is almost a Tier 1 deck this week, while the other is much further down the list. It isn’t too surprising, as Shuri Sauron has an alternate way of scoring points through Sauron, while Shuri Kitty feels like a one-trick kind of deck that doesn’t work very well once people start being more careful with their Retreats. Also, Shadow King remains a pretty popular inclusion in several archetypes, which completely counters the plan of growing Kitty Pryde as much as possible. Once again, this is a case of the metagame rewarding flexibility on how you create points more than the ability to create a ton of points that the opponent can anticipate.

Overall, one could consider Tier 3 to be the most diverse part of the metagame right now, although you won’t have it as easy as with some other decks if your goal is to rack up cubes. Nevertheless, with a good read on your deck’s match ups and strong locations, alongside sound Snaps and Retreats, these decks are more than capable of posting a positive record.

One thing we can see across almost all these decks (baring maybe Good Cards Zabu) is the fact that they are pretty easy to recognize in the early game. As such, you are forced to Snap early if you want to surprise your opponent with your strategy, which is a risky approach in an environment with a lot of counter cards like Shang-Chi, Rogue, and Shadow King roaming around in the more flexible archetypes.

Deadpool Destroy

Deadpool Destroy
Created by den
, updated 6 months ago
4x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
2x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.5
Cost
0-
1
2
3
4
5+
3.3
Power
0-
1
2
3
4
5+

Good Cards Zabu

Good Cards Zabu
Created by den
, updated 6 months ago
1x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
3x Series 4 Rare – Collection Level 486+ (Pool 4)
1x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.3
Cost
0-
1
2
3
4
5+
3.5
Power
0-
1
2
3
4
5+

Shuri Kitty

Shuri Kitty
Created by den
, updated 6 months ago
1x Collection Level 1-14
4x 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)
2x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
2.8
Cost
0-
1
2
3
4
5+
3.3
Power
0-
1
2
3
4
5+

Discard Dracula

Discard Dracula
Created by den
, updated 6 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+

Guardians Lockdown

Guardians Lockdown
Created by den
, updated 6 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)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
4x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
1x Recruit Season
1x Starter Card
3.7
Cost
0-
1
2
3
4
5+
4.1
Power
0-
1
2
3
4
5+

Phoenix Force

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

Ramp

Electro Ramp
Created by den
, updated 6 months ago
2x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Series 4 Rare – Collection Level 486+ (Pool 4)
3x Series 5 Ultra Rare – Collection Level 486+ (Pool 5)
3.9
Cost
0-
1
2
3
4
5+
4.3
Power
0-
1
2
3
4
5+

Closing Words

It’s a sad assessment, but I think we’re going to need the OTA Balance Update in order to get Elsa Bloodstone off her pedestal and give other cards their space in Marvel Snap. All month long, the card has been the most influential force in the game, only to culminate with her grasp on every Tier 1 deck. The only positive trait of Elsa is her ability to push various strategies, although all of them try to fit in Angela and a couple of Move cards if possible. Right now, there are multiple play styles available for someone looking to pick up a new deck, and all of those decks are really good, too.

Still, I can’t help but agree with those who say they are tired of the current situation. I’m of the mindset that it’s impossible to truly stop Elsa Bloodstone since the card isn’t part of one of the big synergies. Currently, the only identified card to stop her is Lady Deathstrike, which comes down three turns later, long after most of the damage has been done in a lot of cases. Otherwise, the current answer to the amount of points generated by the Season Pass card is Shang-Chi, as Kitty Pryde and Angela are easily growing enough to be destroyed by the ability.

Hopefully, when we revisit these rankings next week, the OTA will have a massive impact on them, as there are plenty of interesting synergies to explore currently. Until then, I wish you a good time in Marvel Snap. Feel free to share your favorite deck or the one you are currently having success with, and I’ll see you next week.

To reach out, 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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