Climbing to infinity is quite the challenge, mostly due to the surprises and constant different decks you fight every time you queue up against an opponent. One minute you had a drawn-out battle against a Mister Negative deck, and the next you’re fighting yet another Hela deck. However, climbing in conquest—well, that’s a completely different ball game.
Conquest has two players duke it out; both have 10 HP. Snapping does the same thing by doubling the number of rewards on the table, but what makes it different is that the cubes are equal to how much HP you’ll lose if you lose this fight. So if both players snap and the cube is worth 8, then the loser of this battle is about to lose 8 of their 10 HP.
But can’t I just take my normal deck into conquest? You might be thinking: The answer to that is absolutely not. Since you fight the same person multiple times, decks with surprise factors and a limited number of options are generally going to do terribly in conquest. So what you’re looking for is going to be consistency. Buckle up! These are some of the best decks to run in the Conquest game mode of Marvel Snap.
10. High Evo
Starting off the list is the mastermind who craves evolution, the High Evolutionary. The High Evolutionary has the unique ability of giving your cards with zero abilities… Well, abilities. Suddenly, your Misty Knight isn’t as useless anymore. The deck consists of constantly floating energy to boost cards like Sunspot, Misty Knight, and The Hulk. Oh right, The Hulk. The Hulk and the other big cards in the deck are your heavy hitters, the ones you want to get out onto the board by turns 6 and 7 and completely catch your opponent off guard with how strong they are.
The reason this is good for conquest, however, is because of your constant growing power through energy floating. You can reduce their power with Cyclops, add additional power through Misty Knight, and reduce the cost of your She-Hulk, all by not spending every little bit of your energy. You have a great case for an early lead with Sunspot and Nebula and an excellent display of a late-game victory with Abomination and The Infinaut. Just like the High Evolutionary, you’re a looming threat. Your opponent knows you’re getting stronger by floating energy, but what can they do to stop you?
High Evo strengths:
- Not restricted by Energy: Normal decks want to try to use as much of their maximum energy as they can, which can lead to awkward or unwanted plays. For High Evolutionary, it’s no longer an issue. If you can’t play something or can’t spend all your energy, it actually works in your favor by making your cards stronger despite not playing anything.
- Room for Tech Options: The standard deck contains Armor as a way to protect your big, high powered cards and counter destroy decks. But you can still adapt and put in other tech options too, like Cosmo or even Leach.
- Big cards and cost reductions: Hulk and Infinaut are going to be your big 6 cost card drops, but She-Hulk and Abomination are not limited by that cost. Those two can have constant cost reduction throughout the game. Abomination can even cost 0 if Cyclops shoots their cards enough times. Just think about it! Hulk, She-Hulk and Abomination all on the final turn; good luck to your opponent on beating that.
High Evo cards:
- Sunspot (1 cost)
- Nebula (1 cost)
- Misty Knight (1 cost)
- Armor (2 cost)
- Magik (3 cost)
- Cyclops (3 cost)
- Hope Summers (3 cost)
- High Evolutionary (4 cost)
- Abomination (5 cost)
- She-Hulk (6 cost)
- The Hulk (6 cost)
- The Infinaut (6 cost)
Other Great substitutes:
- Shocker (2 cost)
- Cosmo (3 cost)
- Mobius M. Mobius (3 cost)
- Leach (4 cost)
9. Ongoing
On Reveals are just so annoying to play, aren’t they? So let’s get rid of them! Well, all except for Spectrum, she can stay. Ongoing is an incredible deck for conquest due to its ability to hold many tech cards and play cards that just get stronger as the game goes on. Ant-Man, for example, is just a 1/1, but once that location is full, he’ll be a 1/5. That’s not even considering what happens if Captain America is played onto him, giving him even more power, then placing Spectrum down; Ant-Man is now a 1/9.
Ongoing is just full of different methods to win a game, with cards with massive statlines and a ton of different and unique abilities. Spectrum is the cherry on top, as she gives +2 to every card in this deck—a blast of power your opponent won’t see coming. Armor and Cosmo are just some tech options here, but they can get swapped out for a multitude of cards. Any deck with plenty of tech options is going to dominate conquest.
Ongoing deck strengths:
- Tech options: This deck has a lot of room for tech options. As long as they have an ongoing ability, like Mobius M. Mobius or Luke Cage, then they work in the deck.
- Any ongoing card works!: Just like the first point, any other card in the deck can also get swapped out for pretty much anything. Maybe you prefer Man-Thing vs Colossus; it works!
- Pool 3 friendly: The base card list for this deck is all Pool 3 and below cards. So if you don’t have a high collection level or a lot of Series 4 and 5 cards, don’t worry!
Ongoing deck cards:
- Ant-Man (1 cost)
- Armor (2 cost)
- Colossus (2 cost)
- Lizard (2 cost)
- Mister Fantastic (3 cost)
- Captain America (3 cost)
- Cosmo (3 cost)
- Namor (4 cost)
- Iron Man (5 cost)
- Klaw (5 cost)
- Spectrum (6 cost)
- Onslaught (6 cost)
Other Great substitutes:
- Howard the Duck (1 cost)
- Luke Cage (3 cost)
- Mobius M. Mobius (3 cost)
- The Punisher (3 cost)
- Omega Red (4 cost)
- Man-Thing (4 cost)
8. Patriot Surfer
Silver Surfer decks normally can be quite telegraphed or countered easily by other tech cards like Shadow King and Cosmo. So how do we make a Surfer deck viable in conquest? Well, like other conquest decks, you need another way to win. Introducing the Patriot portion of this deck. Patriot Surfer essentially merges two decks that sort of struggle in Conquest and, in turn, creates a deck that takes Conquest by storm.
The deck takes advantage of the fact that Brood functions as a three cost and as a card that doesn’t have abilities, meaning they get buffed by Patriot and Silver Surfer. Forge into Brood, into Absorbing Man is a devastating combo for your opponent to combat against and an easy way to spread twelve power across the board in quick succession. Iron Lad is also a perfect piece of this deck, as there isn’t a single card in this deck that’s a bad card for him to scan.
Patriot Surfer strengths:
- Power spread: The Brood/Absorbing Man combo is incredible at putting a bunch of power in multiple lanes in just two turns. This combo alone, combined with Forge, gives you 12 power in two locations, and you still have two turns left after that.
- Multiple ways to win: If your Patriot gets smacked by Spider-Ham and forced to turn into a pig, then no worries! You can then pivot to the Silver Surfer line and work towards buffing Sebastian Shaw and Brood with the Surfer.
- Iron Lad: Iron Lad is such a wild card due to his ability to be different every round. He can copy Sera one round and win the game, or he can copy Iron Man one round and win the game. His ability to get bigger cards out early or activate abilities again is just nuts!
Patriot Surfer cards:
- Forge (2 cost)
- Mister Sinister (2 cost)
- Patriot (3 cost)
- Brood (3 cost)
- Silver Surfer (3 cost)
- Luke Cage (3 cost)
- Phastos (3 cost)
- Sebastian Shaw (3 cost)
- Absorbing Man (4 cost)
- Iron Lad (4 cost)
- Iron Man (5 cost)
- Sera (5 cost)
Other Great substitutes:
- America Chavez (1 cost)
- Okoye (2 cost)
- Cyclops (3 cost)
- Gladiator (3 cost)
7. Loki Force
We’re not quite done merging two very good decks into one, as here we are with a merge of Loki and Phoenix Force. Once again, this is a combination of two very good decks that work together to create a primary goal and a backup, which is what you need in conquest. Phoenix Force is the main focus here, as getting that Multiple Man to come back with the Phoenix Force is just such an easy way to win. Spreading that 8 power by moving one of them each turn is an easy way to try to win all three locations. You can also use Ghost Spider and Nico Minoru to move the Multiple Man or Human Torch.
Then there’s Loki. There is a mini Loki package in this deck with Snowguard, Cable, and Agent Coulson. These are all cards that generate cards in your hand (with Cable giving you added information as well). If you can’t draw the Phoenix Force then it’s time to move on and go for the Loki line, which is always a good line to go to in Conquest due to him essentially giving you their deck, but better. Loki proves to be an excellent plan B, with Phoenix Force being the main target. Oh yeah, I guess Alioth is here too.
Loki Force strengths:
- Mobility: The Phoenix Force is all about moving, and moving also happens to be a very useful ability in Marvel Snap. You can trick and dance around your opponent, forcing them to try to predict your next move.
- Card generation: Snowguard, Cable, and Agent Coulson are all cards that give you either random or specific cards. You can use Snowguard’s bird to disable those Limbos, catching your opponent off guard. Or maybe you steal a card with Cable; that card you stole could be something vital to their game plan.
- Ok, fine, let’s elaborate on Alioth: Alioth is a great way to guarantee yourself a win. If you bring back a Human Torch and get him to high power, then you can Alioth a different lane and pretty much guarantee yourself a win. Alioth can also be used to shut down last turn plays like Silver Surfer or Hela.
Loki Force cards:
- Ghost Spider (1 cost)
- Human Torch (1 cost)
- Nico Minoru (1 cost)
- Snowguard (1 cost)
- Carnage (2 cost)
- Cable (2 cost)
- Multiple Man (2 cost)
- Venom (3 cost)
- Agent Coulson (3 cost)
- Loki (3 cost)
- Phoenix Force (4 cost)
- Alioth (6 cost)
Other Great substitutes:
- Mirage (2 cost)
- Hulkbuster (2 cost)
- Nick Fury (4 cost)
- Arnim Zola (6 cost)
6. Arishem
So that's what that body laying on the world is.
One of the newer cards from Marvel Snap brings forth a brand new playstyle and archetype, and it just so happens that it’s perfect for conquest. You can make a deck of 12 cards, sure, but it’s very likely you won’t see at least half those cards in one game. Well, that’s because Arishem is a bit of a prankster and would prefer it if you messed around with 12 random cards as well. Yes, you heard that right; you have a deck size of 24. This might sound bad at first, but you must consider the number of options you have at your disposal.
There are rarely any bad matchups, since at any time Arishem can give you cards that straight up counter your opponent’s deck. It is impossible for your opponent to predict what you’re going to do next due to the random cards, which can often lead to high cubes on the line due to the surprise factor of Arishem. Blob is also a must have in this deck, He’s basically guaranteed to be at least 13 power since your deck size is so large. Additionally, it won’t ruin your game plan since he’s eating random cards, removing the downside of Blob.
Arishem strengths:
- Random cards: The random cards, for the most part, work in your favor. You can lose to destroy one round and then randomly get an Armor next round, which is a complete counter to that deck. It offers the ability to come back from games and win a ton of cubes due to your opponent’s lack of knowledge of your next move.
- A lot of Tech cards: Since the actual deck has no cohesion besides Quinjet, Mockingbird, and Blob, the rest of the cards can just be safe tech options. Throw Shang-Chi in there, throw Enchantress in there—all are helpful options without removing the main deck’s goal.
- Energy: Not only do you start with one additional max energy thanks to Arishem, but you also have a multitude of ways to reduce your card's cost. Quinjet is a must have in this deck due to its ability to reduce all the random cards created by Arishem by 1. Play this with Loki, and suddenly you have a deck that all costs 2 less.
Arishem cards:
- Quinjet (1 cost)
- Cable (2 cost)
- Rogue (3 cost)
- Agent Coulson (3 cost)
- Loki (3 cost)
- Shang-Chi (4 cost)
- Enchantress (4 cost)
- Nick Fury (4 cost)
- Darkhawk (5 cost)
- Blob (6 cost)
- Mockingbird (6 cost)
- Arishem (7 cost)
Other Great substitutes:
- M’Baku (1 cost)
- Mobius M. Mobius (3 cost)
- Absorbing Man (4 cost)
- Sera (5 cost)
5. Silky Smooth
It’s time to take advantage of not only movement but also people with Spider powers. Silky Smooth is a deck that takes advantage of Angela. Stacking cards like Kitty Pryde onto her repeatedly will constantly buff Angela and give her +1 power. It’s not just Angela who works like this, either. Elsa Bloodstone and Hope Summers are both cards that reward you for playing cards into them. Filling a lane with Elsa will reward you with +2 power for the card that filled the lane. And playing into Hope gives you one additional energy! With all this goodness, what is the downside? It’s going to be hard to find one.
And then there’s mobility! There are a bunch of cards capable of moving in this deck, but why? Well, you can use those movement cards to, for example, play on Angela, get her +1 power, and then move out of the way to open up space. Opening up that space, allows for more cards to be played there and, in turn, buffs Angela even more. It also allows you to trick your opponent and, in Spider-Man’s case, disrupt them.
Silky Smooth strengths:
- Ramp potential: Hope Summers allows for some instances of ramping into bigger cards with the additional energy. Which is why Vision, Doctor Doom, and Red Hulk are in this deck. Getting big cards out early is always good.
- Counters other decks: Luke Cage is in this deck, which counters toxic decks completely. All the movement cards are also good for countering clutter and lockdown decks.
- Kitty Pryde: Kitty Pryde is a very unique card and allows for some other sneaky ways of gaining a lead. You can lose priority when you want with her, and constantly activating the abilities of Angela, Elsa Bloodstone, and Hope Summers is always good.
Silky Smooth cards:
- Kitty Pryde (1 cost)
- Angela (2 cost)
- Jeff the Baby Land Shark (2 cost)
- Silk (2 cost)
- Elsa Bloodstone (3 cost)
- Luke Cage (3 cost)
- Hope Summers (3 cost)
- Spider-Man (3 cost)
- Shang-Chi (4 cost)
- Vision (5 cost)
- Doctor Doom (6 cost)
- Red Hulk (6 cost)
Other Great substitutes:
- Nightcrawler (1 cost)
- Kraven (2 cost)
- Miles Morales (4 cost)
- Legion (5 cost)
4. Clutter Hawk
Clutter works pretty well in normal ladder, but in Conquest, it’s arguably even better. You’d think that after they get cluttered once, it's more predictable and not as good the following rounds, but that’s actually not the case. It doesn’t matter if they know the Void is being sent to their side; they still have to play around it and make sure that doesn’t happen. Plus, just like typical Conquest deck fashion, we have combined Clutter with Darkhawk. This combination works surprisingly well since Black Widow works to clutter their board and help out Darkhawk. Korg and Rockslide also help disrupt them further.
Clutter Hawk is just full of disruption and annoying your opponent. They will be constantly dealing with rocks and widow’s bites in their hand, as well as the potential for rocks and widow’s kiss being sent to their side and cluttering their board. But if the clutter doesn’t work, Then that’s where Darkhawk and Sersi come in. Darkhawk gets to incredible levels of power if they have a deck full of rocks. Sersi works as a backup in case you can’t get rid of the Void or The Hood with Annihilus. She turns both of those negative cards into something much more useful.
Clutter Hawk strengths:
- Clogging their board: Debri and White Widow are just two cards that guarantee clogging their side of the board. It can completely ruin their strategy and remove an open spot to play a card, sometimes even locking them out of playing completely.
- Disruption: Not only do you clog their board, but you also clog their hand! Korg and Rockslide shuffle their deck up and put useless rocks in there, which could potentially ruin a good draw for your opponent. Black Widow also completely stops their draw.
- Options: If you have Hood and The Void on your side, send them over with Annihilus. If you need a big powered card, put Darkhawk down. If you need a way to make your useless cards… well, useful, you have Sersi! There are a ton of different strategies that can be used to win games.
Clutter Hawk cards:
- The Hood (1 cost)
- Korg (1 cost)
- Carnage (2 cost)
- White Widow (2 cost)
- Black Widow (3 cost)
- Debri (3 cost)
- Rock Slide (3 cost)
- Sentry (4 cost)
- Annihilus (5 cost)
- Darkhawk (5 cost)
- Sersi (5 cost)
- Mockingbird (6 cost)
Other Great substitutes:
- Jeff the Baby Land Shark (2 cost)
- Green Goblin (3 cost)
- Red Guardian (3 cost)
- Nocturne (3 cost)
3. Mill Discard
Let’s keep the disruption game going with Mill. Mill was a name used in Hearthstone to describe milling and controlling what cards your opponent has and can play. With Baron Zemo’s release, that archetype now exists in Marvel Snap. This deck is all about ruining your opponent’s hand and deck, rendering them without their key cards or anything to play. If you have Magik down, then by turn seven, they will most likely have zero cards in their hand or deck, giving them nothing to play against you.
Cable and Baron Zemo steal cards from them and make them work for you. Yondu and Gladiator destroy cards in their deck and give them less to draw. Doctor Octopus is the final piece of the puzzle, as he forces one of their cards to be played wherever you please. The deck is all about making it awkward and impossible for your opponent’s deck to function. If that wasn’t enough, Silver Samurai and Black Bolt are here to discard their hand! Man, they really can’t play anything, can they?
Mill Discard strengths:
- Easy to meet conditions for High powered cards: Most of the cards that normally would be “hard to get out” or “difficult to play” don’t have that problem anymore. You always get an easy 1/7 Stature to play as you always discard their hand, and you always get a high powered Red Hulk because they can’t play anything. Difficult conditions to meet for cards are easy to meet in Mill.
- Render them Useless: Removing their hand bit by bit gives them fewer cards to play overall. A turn seven can be game over for them if your plays go well, since it’s completely possible for them to have literally nothing to play.
- Turn their cards against them!: Cable and Baron Zemo steal cards from their deck and add them to your hand or board. It just shows that they can’t trust their cards; anyone can betray them at any time, thanks to Zemo!
Mill Discard cards:
- Yondu (1 cost)
- Wolverine (2 cost)
- Cable (2 cost)
- Magik (3 cost)
- Baron Zemo (3 cost)
- Gladiator (3 cost)
- Shang-Chi (4 cost)
- Silver Samurai (4 cost)
- Doctor Octopus (4 cost)
- Black Bolt (5 cost)
- Stature (5 cost)
- Red Hulk (6 cost)
Other Great substitutes:
- Spider-Ham (1 cost)
- Iceman (1 cost)
- Baron Mordo (2 cost)
- Mobius M. Mobius (3 cost)
- Absorbing Man (4 cost)
2. HelaImage She's the goddess of death for reason!
Ok, no more merging decks; now to decks that are so good in regular ladder that they are just as good in Conquest, if not better. Hela will always be a very consistent deck; when it works, it works a bit too well. There are very few cards in the game that can actually counter Hela; usually, if you get good draws and discard the correct cards, you’ll just win due to the overwhelming amount of power Hela spawns into the game.
Blade, Lady Sif, and Corvus Glaive do incredible jobs at discarding cards in your hand; just be careful not to discard Hela. You want to carry a bunch of big cards as well, like Magneto, Giganto, and The Infinaut; these will be your primary targets to discard. Once discarded, play Hela on turn six and bring them back without spending an ounce of energy to play them. This isn’t even considering Black Knight, who also carries the deck in his own way by potentially giving you a high power card that’s unkillable. Hela may have been nerfed a little bit, but it wasn’t even close to taking the goddess of death down from her throne.
Hela deck strengths:
- Unstoppable: Hela has very few counters that can stop its powerful turn 6 spread of power. If you’ve discarded at least two of your high powered cards then it’s game over for your foe.
- Never have priority: Since everything gets thrown out on turn 6, this means that beforehand you only have lower end cards. This usually means you won’t have priority, which has incredible benefits, like practically being immune to Shang-Chi destroying your cards.
- Easy to know when you win: Picture this; Black Knight is down, you have Blade in hand and The Infinaut on the far right of your hand. Snap! Situations like this are an easy way to tell you’re going to win this round and if you discard Hela accidentally, retreat. Knowing when you’ll lose is good information as well, since you won’t lose as much HP from retreating.
Hela deck cards:
- Black Knight (1 cost)
- Blade (1 cost)
- Corvus Glaive (3 cost)
- Lady Sif (3 cost)
- Jubilee (4 cost)
- Black Cat (4 cost)
- Blink (5 cost)
- Hela (6 cost)
- Magneto (6 cost)
- Giganto (6 cost)
- The Infinaut (6 cost)
- Death (8 cost)
Other Great substitutes:
- Ghost Rider (4 cost)
- Red Hulk (6 cost)
1. Classic Loki
Don't be fooled by his trickery!
Two Asgardian gods back to back… feels familiar. Loki is all around a really good card in Marvel Snap. Baron Zemo may make their cards betray them, but Loki not only does exactly that, but they also cost one less, and you have free reign over where they can be played. Loki’s main goal is to turn your deck into theirs, essentially having their exact deck but costing one less. Snowguard, Cable, and Agent Coulson work to generate cards as well, which cost less with Quinjet down.
That might sound clunky at first, but in action, it’s just playing their deck, but better! Everything is so cheap, which allows you to play out their combos without the energy limitation. Loki isn’t everything, though; as a backup, there’s the classic Angela/Kitty Pryde line. Building up Angela and Kitty can serve as a great way to win games without the need for Loki. Finally, the last two card spots are reserved for tech options, which will always be the best parts of any conquest deck. Nobody can stop the god of mischief.
Classic Loki deck strengths:
- Information: Loki and Cable give excellent information about your opponent’s deck and how it works. If you grab a Knull with Cable, you can put the pieces together that it’s a destroy deck, which gives you a huge advantage.
- Constant growing power: Kitty Pryde, Angela, and Thena never stay at their base power and keep growing as the game goes on. It not only gives you a good early lead but also a lead that can continue up until the final turn. Your 2/1 Thena could be a 2/13 by the end of the game.
- Card generation: Agent Coulson’s random three and four cost cards can sometimes come in clutch to win you a game. Snowguard also gives you the Bear and Hawk forms, which can give you some sudden, cheesy wins out of nowhere. The Hawk form is especially useful in disabling turn sevens.
Classic Loki deck cards:
- Kitty Pryde (1 cost)
- Quinjet (1 cost)
- Snowguard (1 cost)
- Thena (2 cost)
- Angela (2 cost)
- Cable (2 cost)
- Jeff the Baby Land Shark (2 cost)
- Elsa Bloodstone (3 cost)
- Red Guardian (3 cost)
- Agent Coulson (3 cost)
- Loki (3 cost)
- Shang-Chi (4 cost)
Other Great substitutes:
- Nightcrawler (1 cost)
- Mirage (2 cost)
- Luke Cage (3 cost)
- Mobius M. Mobius (3 cost)
- Mockingbird (6 cost)