This deck is being updated by the community's efforts. Come check us out at the official Snap.Fan community discord!
Patch 6.9
Jessica Jones going to 4 removes her as an option from this deck. However, Dino on 5 now gives us the option to run dino and task master a 9 or 11 power dino on t5 if we need to. This means we'll need to run armor to protect it from Destroyer.
Leader may potentially also be a good play here since we can get ahead generally with 2 big cards on t4/t5 that Leader may just clutch the game, as another option
The Core
The example decklist here is just an example, there are a lot of interchangable parts which will be listed below.
In my opinion, the strongest core for Electro includes running Destroyer. As mentioned above, without a way to get rid of him, he's a 1/2 AT BEST. Now that does not nearly make him a good card, instead it makes him a worse Misty Knight. There are a few cards that exist currently that lets us remove his downside, and forcefully make him a 0/0 card that delays your mana spent and lets you ramp out cards earlier on curve. Now, is this good? Maybe, maybe not, but at least we're better than misty knight.
The cards that exist
1. Destroyer - Ramped out on t5 destroying the board gives us a turn to play extra cards that won't be destroyed, removing a very big downside and setup requirement for playing him
2. Enchantress - We keep the electro body, however she's a 4 cost and fits in a really weird spot meaning we're floating a mana and that puts electro back at a 1/2 ramp a 6 cost. Compare this to Wave that's a 3/3 ramp a 6 cost while blocking your opponent (or letting them ramp their own 6 cost?)
3. Viper - A net 2/1. However you're floating two mana on turn 4. So it's closer to a 4/1. which is sandman. Except now sandman doesn't affect you. This combo is questionable but it will steal some games out of pure frustration. And it's definitely not coincidence it comes out on the same turn as our Sand boi.
4. Beast - Similar to viper, except Electro goes to your hand and it's somehow even worse than the last combo mentioned
Out of these choices, I see no reason to play anything but a Destroyer core with mr Electro. Which auto includes a bunch of cards that
1. Want to be destroyed, or
2. doesn't care about being destroyed since their body is weak anyway.
Chavez: obviously, we want Chavez, there's literally no reason to not run Chavez in a deck made around a single enabler. Upping the chances we draw our main card from 50% to 54.5% by the turn we need him.
Bucky gets an include since being destroyed puts him at 2/6, which isn't bad.
Hood is a great addition since his downside is -2, but we can destroy him. And once we do, we get 1/6 one drop that we can place on t7 to make use of the 1 energy spare Widow is another interesting two drop that has all her power put into the on reveal effect and a weak 1 power body. We wouldn't mind destroying this as the main effect has already happened.
Taskmaster - this card when paired with Destroyer is one of the strongest drops possible in the game. Even though he's a 5 cost, he's a pseudo 6 cost here due to the need to be played after the big bois.
Building the deck. With Chavez, the chances of drawing Electro is 54.5%, since that's our optimal play we want to optimize for the odds that we do get Electro by turn 3 and really build the deck around having a 5-6-6 play.
Number of 5 energy + 6 energy cards to work towards. The chances of having an Electro + 5 energy on Turn 4 + 6 energy on Turn 5. Turn 6 we will always have a play due to Chavez.
1x 6 drop + 2x 5 drop --> 32.3% chance
1x 6 drop + 3x 5 drop --> 36.5% chance
----
2x 6 drop + 2x 5 drop --> 43.6%
2x 6 drop + 3x 5 drop --> 49.2%
----
3x 6 drop + 2x 5 drop --> 46.7%
3x 6 drop + 3x 5 drop --> 52.4%
I wouldn't recommend going past 3x 6 and 3x 5 since we only draw Electro by turn 3 54.5% of the time anyway, and at that point we're optimizing a bit too much and losing value in our early turns.
The List of potential contenders in our tournament to find Electro Friends
(1) Sunspot - A good way for us to soak up some excess energy, no synergy with the Destroyer core. We'll need to add an Infinaut core instead
(2) Viper - Viper has a few good targets, namely hood & widow. Playing on curve with Hood she's a better Green Goblin. And worst case, she's a pseudo 5 drop that we can play to drop Electro over as an act of desperation hoping the opponent leaves after seeing this giga chad play. Also, it enable us to drop Electro + Viper together on Turn 5 to shut down any kind of miracle playstyle
(2) Armor - There's just not enough good cards to protect to let us play this 2/3 body. Maybe useful if we want to protect sunspot but its uses are a bit too niche. In a Nick Fury version Armor could be useful to protect that 7 power body.
(2) Daredevil - Adds value in a non-electro world when we still want to slam a hob/profX on turn 5 giving us a way to ensure they land
(3) Green Goblin - As KanyeBest said, an amazing card, and a good lane for us if we don't draw Electro to continue the board pressure and not affected by the eventual destroyer
(3) Debrii - Similarly, a decent card but worse than Green Goblin since we'll end up likely destroying the 3 power body
(5) Hobgoblin - Strong card, downside at 5 cost is that it might whiff due to being late in the game. Pushing him up to be played on 4 gives him an advantage in being a bit earlier to whiff less
(5) Professor X - Strong card in this as well, similar to Hobgoblin playing on 4 gives us less room to whiff. However, our early game kind of sucks so it might worth slotting in Wasp/Yellowjacket since we have 3-4 free cards and getting a few extra power to setup a ProfX lane is a good idea
(5) Leech - Could work, getting a t4 leech could brick a lot of hands, but again, it's a big cost to pay for something we might end up destroying
(6) Giganto - Third highest 6 cost card, but second highest without the skip turn restriction. Allows us to get a 14 power task master if needed.
(6) Magneto - Fourth highest 6 cost, might be nice :slight_smile:
(6) Infinaut - Highest power 6 cost, we have to skip a turn but lets us set up an insane Taskmaster turn 6.
(6) Odin - While potentially useful, it's uses are a bit more limited in this case as there's no real targets to hit. So generally would not recommend
Nick Fury
Long story short. Fury kind of works in this deck, it'll let you replace a potential 6 drop with Fury to increase the consistency of the deck. Overall currently maybe a third of the 6 cost cards hit by Fury will be useful. This means that when we add an extra 5 cost, we increase our chances of doing Electro + 5 Cost, and Fury by itself increases the chances of us pulling the Electro+Fury+6Cost play style.