Table of Contents
As time passes and the community figures we can get away with a lot of gimmicky synergies at the moment, high points decks are getting more popular.
However, because Mobius M. Mobius remains as one of the best disruptive cards in the game, most decks aren’t trying to discount their cards. Instead, Magik has gained a lot of popularity, especially alongside The Living Tribunal, while Bastion remains a great way to get more of our key cards.
These two ways of generating points are at the helm of most top performers at the moment, with Tribunal Move on the rise, Iron Hand sitting in second place, and Bullseye not so far behind.
Amongst Tier 1 archetypes, only End of Turn is built differently, representing the sole disruptive minded strategy in that tier. To find another one, we have to go down to Tier 3 with Clog, a synergy many believe to be a solid counter to Move at the moment. Unfortunately, the numbers don’t look that good, so either Clog needs to solve the right list before rising as the solution to this metagame, or maybe that synergy isn’t the answer.
Looking at the flexible decks able to post a strong performance. It seems that the best formula is once again a build able to play proactively alongside a few disruptive cards to create snap opportunities.
Shadow King makes a lot of sense against Move, but hitting Human Torch isn’t so simple, leaving Mercury as your best bet.
Against Iron Hand, Rogue seems to be the top performer, and the 3-cost can also target Madame Web, while Gorgon remains a solid one as well.
As for The Living Tribunal and Magik, Merlin and Legion are great to remove Limbo, while both cards are quite simple to add in most decks. For those on a budget, Scarlet Witch will do the trick.
Nico Minoru is another way to change a location, but isn’t as reliable as the other two, so you need some synergies with your other cards to justify running that one. Plus, if you had room for a 1-cost, Spider-Ham has a flurry of fantastic targets at the moment.
Happy Tier List, everyone!
| Tier | Deck |
|---|---|
| Trending | Tribunal Move 0.9 Cube Average / 62% Win Rate / 100 Games |
| Trending | Kazoo 0.45 Cube Average / 57% Win Rate / 130 Games |
| Tier 1 | Pure Move 0.8 Cube Average / 62% Win Rate |
| Tier 1 | Victoria Hand Decks 0.75 Cube Average / 64% Win Rate |
| Tier 1 | End of turn 0.6 Cube Average / 59% Win Rate |
| Tier 1 | Bullseye 0.5 Cube Average / 59% Win Rate |
| Tier 2 | Bounce Move 0.4 Cube Average / 57% Win Rate |
| Tier 2 | Deadpool Destroy 0.35 Cube Average / 55% Win Rate |
| Tier 2 | Cerebro 5 0.4 Cube Average / 52.5% Win Rate |
| Tier 3 | Nightmare Sauron 0.25 Cube Average / 56.5% Win Rate |
| Tier 3 | On Reveal Buffs 0.3 Cube Average / 55% Win Rate |
| Tier 3 | High Power & Energy 0.3 Cube Average / 54% Win Rate |
| Tier 3 | Clog 0.25 Cube Average / 53.5% Win Rate |
| Tier 3 | HelAgatha Discard 0.2 Cube Average / 56% 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 | 0.7 Cube Average / 65% Win Rate |
| Ongoing | 0.8 Cube Average / 62% Win Rate |
| Kazoo | 0.55 Cube Average / 62.5% Win Rate |
| Iron Hand | 0.6 Cube Average / 61% Win Rate |
| Wiccan Curve | 0.45 Cube Average / 60% 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
Move Tribunal
Performance: 0.9 Cube Average / 62% Win Rate / 100 Games
One of the highest points potential in the game, Move Tribunal isn’t weak to Mobius M. Mobius nor typical disruption such as Enchantress. With Pure Move atop the rankings as well, it might be time to consider some specific disruption for this type of deck.
Scream obviously comes to mind, but already running Scarlet Witch or Merlin to remove Limbo, or Shadow King to reset Human Torch’s power, will go a long way into limiting this type of decks.
Until we do, expect this to rule over the Marvel Snap metagame, since this isn’t a deck you beat with just points.
Kazoo
Performance: 0.45 Cube Average / 57% Win Rate / 130 Games
Except for Move, there aren’t that many decks able to beat Kazoo, especially as this deck will always draw well enough to compete on two locations.
Sure, this is far from the potential of a Mister Negative or even a Bullseye drawing perfectly. Yet, Kazoo is much more reliable, and able to work with more locations as well, compared to these decks.
I would consider a bit more disruption alongside Spider-Ham, such as a Rogue or Scarlet Witch, to really make this a contender. Even Nico Minoru or Kate Bishop would synergize with the deck while adding a bit of disruption.
Tier 1
Pure Move
Performance: 0.8 Cube Average / 62% Win Rate
Merlin and Galactus First Steps remained the best two cards to run alongside the Move shell for yet another week. I love Merlin for its ability to evolve Sparky or Madame Web late in the match, while there are plenty of Magik around as well.
Yet, I feel like might not be enough if the metagame keeps featuring more and more points oriented decks.
In the end, The Living Tribunal doesn’t really care how you position your points.
Potential Additions
Magneto can be a fine disruptive piece when played early, thanks to Once and Future. Otherwise, a 5-cost disruptor (Enchantress, Legion, Ghost Rider”]) could make sense if one feels Move is slowly losing its grasp on the metagame.
Victoria Hand
Performance: 0.75 Cube Average / 64% Win Rate
Easily the best flexible foundation, largely thanks to its ability to develop almost as many points as the Move decks when the draws align, Victoria Hand is the best way to play a dual threat archetype at the moment.
The three decks above all rely on the same concept, but we can see the Destroy build doesn’t run much disruption, as it is able to develop enough points. The other two decks require some disruption, as they typically won’t be able to compete with The Living Tribunal and Move decks on sheer amount of point.
Although it doesn’t make much sense in the Ongoing build, Nico Minoru is great at the moment, as it both the copy and the change location spells are huge in this metagame.
End of Turn
Performance: 0.6 Cube Average / 59% Win Rate
While End of Turn often feels like it can’t compete on points if we look at the total developed by each player. The archetype specializes in targeting two locations, basically ignoring all the points the opponent has on the third one. The first will be where we place Thena, possibly Havok as well later on. The second one will be handled by Juggernaut, simply tossing our opponent’s cards out of the way. Sometimes, can fill a similar role through destroying a key card for the opponent.
This disruptive part of the deck, enhanced by Spider-Ham, Mobius M. Mobius and Stardust, is really necessary for End of Turn to win that second location, which simply can’t compete on points at the moment.
Potential Additions
Prodigy helps the deck focus on points, while the disruptive cards can be swapped depending on what you think is ideal for the current metagame.
Bullseye
Performance: 0.5 Cube Average / 59% Win Rate
Except when you get to create multiple Dakens, this deck won’t compete with the other top scorers in the metagame. However, because we can create points through Miek, Morbius, the Collector or Bullseye, this deck’s average draw tend to beat most others deck’s average draw.
It might be weird, but the more gimmicky the metagame will become, and the best Bullseye might get. Disruption will be geared towards other decks, while a good snap and retreat game should ensure losing 1 cube against those high scorers. Kind of a perfect scenario for Bullseye, who would be able to fly under the radar.
Potential Additions
Grand Master could be Gambit or Frigga.
Tier 2
Bounce Move
Performance: 0.4 Cube Average / 57% Win Rate
In the eye of many, Bounce Move is sitting at the top next to Pure Move, and this ranking only reflects how difficult it is to play that deck properly. While I agree with the sentiment, I also feel like Bounce move is much easier to play against, at least when it comes to figuring out whether it is drawing well or not.
Plus, the more the metagame drifts towards a points happy fiest, and the more flexibility will be rewarded. Bounce Move is amongst the highest scorers, but doesn’t really have a slot available for disruption for the times the draws don’t align. With Merlin, Pure Move at least soft counters the archetypes using Magik.
Potential Additions
The list has not changed in a very long time so the swap probably is to play another Move deck if you are missing a a key card.
Deadpool Destroy
Performance: 0.35 Cube Average / 55% Win Rate
Unable to compete with the top scorers in the game, and with a limited Killmonger against the likes of Move or End of Turn, it is quite impressive to see Deadpool Destroy be listed amongst the top ten competitive decks at the moment.
There is quite a gap with the ones ahead, and the Destroy based Victoria Hand deck appears to be miles better. Still, Deadpool is an option for those enjoying that particular deck.
Potential Additions
Arnim Zola and Shang-Chi make sense in the deck.
Cerebro 5
Performance: 0.4 Cube Average / 52.5% Win Rate
Cerebro 3 was nowhere to be seen in the date, so Cerebro 5 takes the crown for best archetype in that synergy by default.
That is about the only good thing I have in store for this deck, which is too simple to recognize except for Black Cat, while also unable to generate enough points to compete with the archetypes above. The cube average is quite good considering the Win Rate, so I guess I’m not the only one disrespecting Cerebro 5, and the deck is making the most of it.
Potential Additions
Merlin instead of Medusa should be a no brainer.
Tier 3
This last tier is mostly made of gimmicky decks looking to pull some sort of synergy, which isn’t strong enough to compete with the likes of Move or Victoria Hand looking at the numbers.
In that mess, we can also spot the Clog archetype, which honestly doesn’t belong in Tier 3.
That archetype definately can’t compete on points, and unfortunately suffers from early retreats when the disruption works out. Yet, in this metagame dominated by Move decks, Clog represents the most reliable counter pick to the top synergy. Plus, unlike Scream which would serve only as a Move counter, Clog has a shot at disrupting other synergies.
The deck already plays both Mercury and Merlin, two strong cards in the current metagame. Maybe it needs to go even further, removing Magik for another disruptive cards.
Nightmare Sauron
Performance: 0.25 Cube Average / 56.5% Win Rate
On Reveal buffs
Performance: 0.3 Cube Average / 55% Win Rate
High Power High Energy
Performance: 0.3 Cube Average / 54% Win Rate
Clog
Performance: 0.25 Cube Average / 53.5% Win Rate
HelAgatha
Performance: 0.2 Cube Average / 56% 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 > 0.5
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 > 0.35
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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