Turn 6 Kazoo
A very straightforward to-play Kazoo deck. The game plan is to play everything else before you play a single 1-drop. Then you drop up to six 1-drops at turn 6 to completely swarm the board, power up Angela and Bishop and catch the opponent (hopefully) by surprise.
This deck is surprisingly resilient against the Killmonger which usually destroys Kazoo decks. You will rarely have initiative on turn 6 because most of your power will appear only then. It is possible that you have zero 1-drops on board at the start of turn 6 which renders the opponent's Killmonger useless if they have initiative.
Ideal order of play
Turn 1: Sunspot / Nightcrawler (can also save Nightcrawler to play it after Angela)
Turn 2: Angela / Okoye
Turn 3: Bishop
Turn 4: Kazar
Turn 5: Blue Marvel
Turn 6: Up to six 1-drops
Tips
You should not worry about having empty turns. If you draw enough of your important pieces, you have a chance to win on turn 6.
On turn 6, be mindful of how you position your cards so you get every drip of power you can. For example, it is easy to miss some power by misplacing the Squirrel Girl.
Don't get too stuck on the idea of playing on a curve. Sometimes (e.g. when Dream Dimension is in the game) you may need to play your 1-drops on turn 4 or 5. Blue Marvel + Squirrel Girl is also a very powerful play on turn 6.
Since this deck has very low board presence before turn 6, you will quite often see your opponent snapping. Remember, you should stay for the final turn if you think you have at least 25% chance of winning - which is almost always. This also means you often have a change to snap back to get those sweet 8 cubes.
Possible replacements
Sunspot: This card is not too important. You can replace it basically with any 1-drop. Favor high-power 1-drops because most of the abilities are not useful on turn 6. I have had success even with Misty Knight.