The addition of Falcon enables a new fun style of play for the classic Devil Dino archetype.
The deck has several win conditions, the classic Moon Girl + Devil Dinosaur combo. Alternatively you can go for a more Zoo style endgame and win with the help of a large Angela, Collector and Bishop with Falcon feeding them extra power by returning your 1-drops back to the hand, giving them another chance at being played.
Beast, Quinjet and The Hood are examples of additional cards that synergize well with the archetype which can be used to upgrade the deck. Once both Falcon and Beast are available, consider removing Devil Dino and America Chavez and go all in on the bounce effects.
The cardlist mainly includes familiar faces from both Pool 1 and 2:
- Agent 13 doesn't lose you a card after playing her and synergizes with both Collector and Devil Dinosaur. Usually not my turn 1 play of choice (especially if Collector is already in hand) as there are better options.
- Iceman, ought to be played on curve to cause some annoyance or potentially kill the opponent's combos.
- Mantis will sometimes draw you an extra card, good bit of disruption if you guess correctly. Can be played on turn 1 if you're not holding Iceman.
- Rocket Raccoon, the final 1-drop, similarly to Mantis, great if you pull off the effect. If not, whatever. All 1-drops get a second chance at life thanks to Falcon so he has a potential to become a 6 power card.
- Angela, a great 2-drop, can grow up to 13 power if you bounce the 1-drops (it'll be usually lower but the potential is still there).
- The Collector, your other turn 2 priority play, can also go nuts thanks to Agent 13, Mantis, Cable, Falcon and Moon Girl.
- Cable also replaces himself with a card, unlike Mantis his effect is guaranteed. However just like Mantis, stealing a key card from the opponents without their knowledge can cause them some pain. Play on curve if there's no better play.
- Falcon, can be played to pick up all 1-drops regardless of location (buffing Collector), giving them a chance to be replayed and add more power to Angela and/or Bishop.
- Bishop, to be played on curve, the philosophy behind him is that if you're already playing a lot of cheap cards why not get some additional benefit.
- Moon Girl, a mainstay in any deck looking to increase their hand size since Pool 1. Used to buff Collector or Devil Dinosaur and of course copy the latter.
- Devil Dinosaur, another familiar heavy hitter.
- America Chavez, consistently drawn on the final turn, increases the chance of getting other cards earlier, helps you plan ahead. A logical choice for any deck which is not looking to draw its big combo piece on the final turn.
When to snap: will depend on the match-up, but generally on the turn when you're pulling off your combo, so usually before playing Falcon or Moon Girl. You can also try bluffing on turn 6 if the match is close, though I don't condone feeding your inner gambler. :)
The tech cards to watch out for are Cosmo (the deck heavily relies on On Reveal effects in the early to mid game), Shang-Chi, Rogue or Enchantress (on the final turns if you're opting for Dino) and at times Killmonger (watch out for initiative if you're planning to pick them up and replay them, after you're done with them it doesn't matter, maybe except for a large Rocket Raccoon).