Good deck for climbing in pool 1 or pool 2. In pool 1 or early pool 2, just swap the 1-drops out for others with marginal utility, the actual abilities on them doesn't matter that much. This deck beats Killmonger by holding 1 drops until turn 6 - an ideal game goes: T1 pass, T2 angela, T3 bishop, T4 ka-zar, T5 blue marvel, T6 6 1-drops. To make this work you HAVE to be careful to have the opponent go first on turn 6 if you think they might possibly have Killmonger - often this means that all your prior to T6 plays go into the same location so that you don't have the lead in multiple, although you can spread out as long as the opponent still leads in multiple locations.
Listing some locations here because I'd have to call them out individually on the locations tab
BAD - Central Park, Savage Land, Monster Island, X-Mansion, Shadowland - you do a better job of filling up the board than your opponent, so this usually results in free stats for them rather than you. Also messes with Angela and Bishop.
BAD - Sakaar, Grand Central - You almost always get less out of this than your opponents and it stifles Angela and Bishop triggers
BAD - Necrotia, Negative Zone - These generally hurt you more than your opponent, who doesn't have to use as many creatures to achieve power
NEUTRAL - Gamma Lab, The Raft, Kyln - You get to fill these locations first a majority of the time. But doing so really exposes you to Killmonger - be careful snapping with these out
GOOD - Luke's Bar, Santum Sanctorum, Death's Domain - Between squirrel girl and nightcrawler, you can get 5-7 power in these locations most games which is generally more than other decks can. It can be a bit tricky to win another one though if opponent knows they auto-lose this one