Most of the "Control" decks i have seen on here arent really control, more just "do asshole stuff." When I personally think control I think stopping, reacting, or diffusing. For the MTG guys think Blue Black. I have added cards I feel represent that U/B control in snap.
We have answers for most deck archetypes and most our answers respond to multiple threats. Heres how the deck works and ehy the pecies are in it. The goal of the deck is to stay behind till the later stages, holding on to our answers until they are best effective, and placing our early denial like Goose, Cosmo, Storm on curve to force them into one or 2 lanes that we have answers for.
Iceman: this deck plays on the slow side, this helps slow down the opponent plys it gives us something to do turn 1, we usually start playing turn 2 and 3 if we dont hit our IM.
Goose: stops alot of late game counter play, forces the oponent to comit low cost cards to win the location, low cost cards that we might be able to destroy with Killmonger.
Cosmo: mostly a counter to discard decks and destroy decks. Placed in a lane separate from Goose, now their turn 6 hella can only go in one lane, stops other on reveal effects too which is a nice kicker. But ultimatly wete just glad to make them play where we want them.
Armor: again mostly for destory decks, usually only played to defend our stuff or stop them. If you see a nova its an easy t3 or t4 play as u take away the other spots. Feels even better when you play cosmo on the other lane they wanna destroy.
Storm: Storm specifically, can help us take a lane with our other control tools like goose, if played late in gooses lane, they will need to dump low costs in the location to win it or forfeit it completely. It also helps with location manipulation.
Shang chi/Killlmonger: killmonger for the pesky locations that spawn 1 drops and vs patriot decks, assuming they slide the patriot by our enchantress. And shang chi for when they play their big plays. We usually reveal last the last couple turns and this helps us alot with Shang chi.
Polaris/Kingpin: Polaris is great with kingpin, you have a t6 9 point swing plus destroy a card effect. Kingpin is great alone in this deck when we face the t6 heimdal in the not so common move decks. King plus Goose and Cosmo really close out those options from the oponent. Thing to note; becareful with Captain Marvel Math.
Enchantress: Another answer for zoo, if we cant destroy the 1 drops, we can dissolve their Patriot, Kazar, Blue Marvel lane. Also helps with some of the other ongoing effects.
Chavez/Marvel: Win cons. By t5 you should know if yourvplaying shang chi on t6, if not then Chavez wins you a lane while Marvel can swoop into the storm+goose to top it off.
Decks we snap early vs: honestly, we slap destroy decks really hard, cosmo armor shut down most their triggers, and the way destroy decks play, we out pace them. Once u see a bucky, dp, or maybe a nova, i feel like our odds shoot up.
Discard decks, specially if you know its Hella, have a hard tike vs us in this match up, thry have to almost bank on hitting hella on Ghost Rider and bank on it not being in the cosmo lane. Goose shuts out hella and ghost, and so does cosmo.
Decks we dont snap on: honestly zoo is one of our harder match ups. Cosmo being great for them since its a safe lane for their patriot, Blue Marvel, ect. We can still win, but again this deck is about patience. If we dont give them a cosmo lane, enchantress alone wins it for us.
Decks we retreat from: i dont feel like theres one answer for this, we can lose to any deck given we dont have our answers or denials in hand. Usually we retreat if we dont get the chance to play our game.
That about does it! Thanks for sticking it out and reading all that nerding out.
If you dont like Rhino (on the fence about it myself) maybe some other cards can be swapped. I have tried a version with Professor X but found it slows us down to play our win cons. Spiderman could be an add on as well but personally, i hate getting stuck with crappy locations and a 3/3 body, although not great, slides under goose easily to change a location from for ex: "cards get +5" to a possible win because the swam deck had Mister sinister.
This decks goal is to have answers and take CONTROL of key locations the opponent wants.
If you have any improvements please let me know, im only collection level 1800 ish (only he says) so i dont have access to ALL of pool 3 and this deck reflects some of those issues. If you want a Pool 2 only version let me know and I can try and throw that on here.