Table of Contents
While there are some recurring great performers, this season has featured a variety of archetypes rising and disappearing from a week to another. Arguably, the performance of each archetype can’t change that much, especially as the balance updates have not been that huge after both OTA almost cancelled each other. Yet, the popularity of a lot of archetypes have been fluctuating enough for the environment to feel different, although certain juggernauts always remained.
Amongst those, End of Turn, the archetype at the top following Jocasta’s release, has been a mainstay this season. Iron Hand had a bit of a shakier run, but routinely found its way towards the top of the ranking.
Silver Surfer and Wiccan as well, managed to be a part of most reports, but failed to post consistent numbers through the course of the entire season. Deadpool Destroy is another one with bouncy metrics, although the last two weeks have been very good for that deck. The same could be said about Hela except it followed an opposite course, with the end of the season being its weakest point due to Agatha Harkness nerf. However, a build without that card has emerged in our trending section. Great numbers, but we know Hela is capable of insane numbers over small sample size.
Let’s talk a bit about those who didn’t make it. Move started as the best synergy in the game, backed up by the arrival of Sparky, but really lost most momentum towards the end. I’m sure the points potential still is strong enough to compete, but those decks seem to be mostly played by top ranked players, disappearing as more players join the Infinite ranks and dilute the pool of data available.
Overall, this season failed to provide anything new, and instead served as a support to plenty of different synergies. Move improved with Sparky, Destroy got better with Moira X, and Jocasta provided a big boost to several archetypes with Activate cards. Last, plenty of point decks rose when the OTA nuked multiple disruptive cards, although most didn’t stay on the long run.
I’ll let you be the judge of whether this was a good or bad season. At least, it was an eventful one looking at the dance of dominant synergies.
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Trending | Hela 0.8 Cube Average / 64.5% Win Rate / 120 Games |
| Trending | Wiccan Curve 0.7 Cube Average / 62.5% Win Rate / 110 Games |
| Tier 1 | End of Turn 0.7 Cube Average / 61% Win Rate |
| Tier 1 | Supergiant Rocks 0.5 Cube Average / 61% Win Rate |
| Tier 1 | Iron Hand 0.45 Cube Average / 58.5% WIn Rate |
| Tier 2 | Deadpool Destroy 0.35 Cube Average / 56.5% Win Rate |
| Tier 2 | Thanos Rocks 0.3 Cube Average / 56% Win Rate |
| Tier 2 | Galactus Ramp 0.3 Cube Average / 55% Win Rate |
| Tier 3 | War Machine Ramp 0.2 Cube Average / 56% Win Rate |
| Tier 3 | Ongoing 0.25 Cube Average / 54.5% Win Rate |
| Tier 3 | Arishem 0.3 Cube Average / 53.5% Win Rate |
| Tier 3 | Buff Surfer 0.25 Cube Average / 53.5% Win Rate |
Are you still chasing that elusive Infinite Rank? Here are the Top 5 performers in the ranks 80 to 99!
| End of Turn | 0.85 Cube Average / 64.5% Win Rate |
| Supergiant Rocks | 0.7 Cube Average / 63.5% Win Rate |
| On Reveal Buff | 0.55 Cube Average / 61% Win Rate |
| Toxic | 0.6 Cube Average / 60% Win Rate |
| High Evo | 0.5 Cube Average / 60.5% 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
Hela
Performance: 0.8 Cube Average / 64.5% Win Rate / 120 Games
Agatha Harkness left in favor of Supergiant, while Red Shift is also gone without his best target in the mix. To be fair, those changes definitely don’t look like enough to turn Hela into a metagame defining archetype, although I’ll admit Supergiant in that deck is a sneaky replacement to keep the opponent guessing. Hide Blink or Legion behind it, or Hela herself if you had Corvus Glaive grant you an extra energy, and prepare for your opponent to go from a certain win to wondering what the hell happened at the end of the game.
Wiccan Curve
Performance: 0.7 Cube Average / 62.5% Win Rate / 110 Games
Wiccan Curve has been on a rollercoaster all season long, going from a dominant deck to just another one on the list from a week to another. Over the course of the month, the list has not changed much, except for Alioth going away while it was a [6/6].
At the end of the season, the deck has become just a strong cards type of deck, with only Gambit not deserving of that label, but included for its synergy with Malekith.
Tier 1
End of Turn
Performance: 0.7 Cube Average / 61% Win Rate
Although it hasn’t been the most consistent over the season, losing to the likes of Move early on and forced to rely on disruption to stay relevant, Jocasta pushed End of Turn to the moon to close out Visions of the Future.
Now, the deck is much more focused on developing points. Yet, two triggers of Spider-Ham will wreck a few decks, and represents enough disruption for a deck now able to get 40 points on a location quite consistently.
Potential Additions
Bruce Banner is the flexible card in the build, with other Activate cards or another source of disruption possible in that slot.
Supergiant Rocks
Performance: 0.5 Cube Average / 61% Win Rate
Arishem is on the rise lately, while Alioth restored as a [6/9] allowed plenty of proactive disruption strategies to rely on the 6-cost. Early in the season, Supergiant was part of those great synergies built around that concept.
The deck took a nap for a few weeks due to an OTA nerfing Cosmo, Alioth, and Negasonic Teenage Warlock. With Darkhawk and Cassandra Nova serving as the points, alongside Black Cat, Hydra Bob and Lizard to seize priority to support Terrax the Tamer, the deck found a good mix once again, and the performance backs it up.
Potential Additions
Quake is the flexible card in the deck, used to support Iron Patriot and bring some location control as well. Some decks like to run Domino to open more room for other cards at other costs.
Iron Hand
Performance: 0.45 Cube Average / 58.5% Win Rate
Iron Hand had a much bumpier run than I would have expected at the start of the season, failing to post enough strong performances to be called a regular powerhouse. Yet, it is undeniable Victoria Hand has been fantastic since Bastion release as another support card to copy her on top of Frigga.
Since Move lost a lot of popularity, Iron Hand has been amongst the top scorer amongst flexible synergies. End of Turn is ahead for now, but some specific disruption could edge that match-up if needed.
Potential Additions
Quake, Shadow King and Rogue are the flexible cards, representing the disruptive slots in the deck. Mobius M. Mobius, Red Guardian, Gorgon… Plenty of cards can fit in those slots.
Tier 2
Deadpool Destroy
Performance: 0.35 Cube Average / 56.5% Win Rate
Since Killmonger was restored in the second OTA, Deadpool Destroy has been posting very solid results, showing Moira X was a great addition to the synergy.
Obviously, the deck will fail to post incredible cube rates due to its predictability of showing its opponent Deadpool growing turn after turn. Yet, it is possible to earn some sneaky 8 cubers on the back of Moira X giving us multiple Death, or even Killmonger against an opponent thinking the one they saw early was our only copy available.
Potential Additions
Hulk Buster can replace Agony for thos who don’t have it. If you wanted a disruptive cards, Deathlock or Wolverine would be the cut, but it seems like Destroy is best played without it.
Thanos Rocks
Performance: 0.3 Cube Average / 56% Win Rate
Just a good cards type of deck with Thanos at the helm, using its Infinity Stones to gain flexibiity in the early turns. Arguably, this deck is nothing but a mix of strong synergies, with Merlin and Werewolf by Night representing a great duo for points, while Darkhawk mixes points and disruption.
Blink, Wiccan and Alioth just showcase Thanos’ ability to run any strong card, allowing it to comeback whenever it finds good synergies to pair with those.
With Supergiant Rocks and Wiccan Curve posting better numbers, it is hard to figure how relevant this deck is. At least, it shows the Rock synergy is doing great at the moment.
Potential Additions
This deck is not using typical Thanos’ cards such as Mockingbird or Strange Supreme, nor does it include specific synergies. Iron Patriot, Lockjaw, Blink should represent those flexible slots if you wanted one of these included.
Galactus Ramp
Performance: 0.3 Cube Average / 55% Win Rate
This deck has been around for a while, and pops occasionnaly when the metagame is favorable for it, or people have forgot about the original Galactus. Destroyer was buffed recently, which might have reminded a few players to give this a try.
There isn’t much to be said as this deck has no recent track record to look at its evolution. Very likely, this won’t gain many cubes against anyone aware of its synergies. However, against careless opponents, or combo decks not developing too much early on, this could do well. Looking at the other decks on this report, especially the many proactive disruptive builds, I don’t expect Galactus Ramp to be consistent.
Potential Additions
Cannonball is another support to Galactus if one missed a top end card. Lockjaw is a fine replacement for Jennifer Kale.
Tier 3
Ongoing is taking a large page from the Iron Hand book, and comparing their results, the original build seems simply be a better at the moment.
Buff Surfer is the other archetype worth discussing in this last tier, as there are many lists, all with diverse performances. Most of the time, Silver Surfer posts great performances over small sample sizes, but fails to prove its worth over hundred of games. Then, I could have included that archetype in the trending section if I wanted to make it look better. However, the amount of Alioth in other decks, alongside the potential of End of Turn, Iron Hand and those other flexible decks led me to believe this ranking is closer to Buff Surfer’s real potential.
War Machine Ramp
Performance: 0.2 Cube Average / 56% Win Rate
Ongoing
Performance: 0.25 Cube Average / 54.5% Win Rate
Arishem
Performance: 0.3 Cube Average / 53.5% Win Rate
Buff Surfer
Performance: 0.25 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.
Cube Average > 0.45
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 > 0.3 & 55% Win Rate
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 > 0.20
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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