Case study · Product design

Building the Meta from Zero

Turning scattered creator opinions into a data-driven ranking players actually trust.

Role
Product Designer (0 to 1)
Sector
Gaming — Companion App / Esports Data
Scope
Discovery, data-to-UI translation, end-to-end UX
Status
Live · snap.untapped.gg

The problem

Players had no reliable way to know what deck to play. The “meta” lived in scattered creator content and Reddit threads — opinions, not data.

What I did

Designed the Meta / Tier List from zero using real match data from the Companion tracker, and led the debate on what metric should actually define “good.”

The outcome

A tier list players check before deciding what to play — grounded in real match outcomes instead of one creator's opinion.

01Starting point

There was no in-product answer to “what should I play?” Players pieced the meta together from YouTube, Reddit, and Discord.

Those takes were often outdated, contradictory, or just one person's opinion — and there was nothing in the product itself that answered the question players were already asking elsewhere.

Untapped.gg already had something nobody else had: real match data, flowing in live from the Companion tracker every time someone played a game. The opportunity wasn't to build another opinion piece — it was to turn that raw data into the answer.

0→1

No existing product to iterate on. The tier list, the ranking logic, and the data model were designed from scratch.

02The core debate

The hardest design decision wasn't visual — it was deciding what “good” means.

MetricWhat it measuresWhy it wasn't enough alone
Winrate% of games won with the archetypeRewards decks played by very few, highly skilled players — misleading at low sample sizes
PopularityHow often the archetype is playedPopular ≠ good; some decks are played a lot and still underperform
Avg. CubesAverage competitive points earned per matchCaptures how much you actually win by, not just whether you won

Chosen as the primary ranking metric

The decision

Rank by Avg. Cubes. In Marvel Snap, winning big versus winning barely changes your ranked progress — so the metric that reflects competitive performance is the one that should sort the list.

What stayed visible

Winrate and Popularity remained as supporting columns, and Matchups still toggles between Avg. Cubes and Winrate. Pick one default — keep the others honest and available.

03Decisions
01

Rank by Avg. Cubes, not Winrate

Winrate alone rewards small, skill-inflated samples and ignores how much a match is won by. Avg. Cubes reflects the game's real scoring system — with Winrate and Popularity kept visible as context.

02

Segment by player context

A tier list is only useful if it matches the player looking at it. Filters for Collection Level, Player Rank, and Time Range let a new player and a top-100 player each see a relevant meta.

03

Flag low-confidence data instead of hiding it

Decks under a game-count threshold carry a visible “Low Game Volume” flag. The player decides how much to trust it, instead of the product pretending every number carries equal weight.

04The solution

A tier list players check before they queue up

Real match data, ranked by a metric chosen to reflect actual competitive performance, filtered down to what's relevant for the player looking at it.

  1. 01

    Data ingestion

    35,000+ games in the 7-day window

  2. 02

    Ranking logic

    Statistical tiers, not hand-placed

  3. 03

    Personalization filters

    Collection, rank, and time range

  4. 04

    Deck drill-down

    From archetype to decks, one click to copy

“Ask a content creator”“Check the data”
Step 01

Every match tracked via the Companion overlay feeds the meta — 35,000+ games in the current 7-day window alone.

Meta tier list: archetypes grouped in tiers A to D and a low-volume tier, with Avg. Cubes, Winrate, Popularity and a deck count for each, plus a
Step 02

Tier boundaries are statistical, not hand-placed — each tier is one standard deviation of Avg. Cubes from the one above it. 26 archetypes, ordered by Popularity within each tier.

How a tier is defined: tiers A, B, C and D, each described by how far its archetypes' Avg. Cubes sit from the best archetype.
Step 03

Collection Level, Player Rank, and Time Range — so the list reflects what a player can actually play.

Meta tier list with the Player Collection Level filter open, next to the Time Range and Player Rank filters.
Step 04

From an archetype to the specific decks behind it — each with its own Avg. Cubes, Winrate, and game count, one click from “Copy Deck.”

High Evo deck page showing Avg. Cubes, Winrate 74.9%, 2,400 games, a Copy Deck button and the twelve cards of the deck.

Captured live on snap.untapped.gg, August 2026.

05Trade-offs

Partnered with data and engineering to validate that Avg. Cubes held up statistically at different sample sizes.

A niche archetype with 41 decks needed different confidence handling than High Evo with 92. Very low-population decks don't get suppressed — they're shown with a “Low Game Volume” flag rather than hidden, so players keep visibility into emerging strategies before the data is fully mature.

Full Matchup stats — head-to-head winrate by archetype — were scoped as a Premium feature rather than fully free: a product trade-off between openness and sustainability that shaped how much of the tool sits behind the paywall.

06Outcome

Where it stands

Live and actively used — Meta is now one of the core sections of the product, alongside Decks, Matchups, and Cards. Active users on the section grew significantly after launch.

What I learned

Translating a data pipeline into a ranking people trust means the real design work often isn't visual — it's deciding what the numbers should mean, and being honest about which ones you can't fully trust yet.