Introduction
Before we get into it, this deck (though it will win you games) is mostly just a fun option if you've opened Mr. Negative without any support like yours truly. The archetype gets much better later on with Psylocke and Magik which truly allow it to shine by cheating out Mr. Negative earlier and have that extra benefit of card draw on turn 7.
Game plan
In an ideal world, your gameplay will be the following: Sunspot, Angela, Bishop or Mr. Fantastic on curve followed by Mr. Negative (or Jubilee into him) and then you'll get 2 insane draws like a 1 energy White Tiger or a free Iron Man and you win by playing a sort of Miracle deck.
If you fail to play Mr. Negative by turn 4, you'll be piloting a slightly modified Odin deck with some cost efficient cards (not great, not terrible).
Card suggestions
There's no way to go but up. The best card upgrades I'd recommend for this deck are Psylocke, Magik and Wong.
Decklist
The cards included are mainly from Pool 1 with some Pool 2 additions here and there:
- Sunspot, doesn't get worse from playing Mr. Negative and will be able to absorb that energy you'll most likely be floating.
- Angela, recently buffed by lowering her base power to 0 (will avoid Shang-Chi in decks that can consistently buff her 4 times).
- Ironheart, good synergy with both Odin and Mr. Negative.
- Bishop, good stat-effect-cost ratio, will benefit from additional cheap cards.
- Wolfsbane, the same as Ironheart.
- Mr. Fantastic, another efficient card which doesn't lose out from being swapped.
- Mr. Negative, the man of the hour, play on curve or sooner.
- Jubilee, can cheat out your Mr. Negative on turn 4 or another strong swapped card on turn 5, good overall synergy.
- Shang-Chi, mostly as a tech option, will win you the game at times.
- Iron Man, the swiss army knife alternative win condition.
- White Tiger, other than Mr. Negative, there's that good old Pool 1 synergy with Odin.
- Odin, another possible win condition. Great if you can drop him on turn 6 along with some 0 energy cards for a surprise.
Final thoughts
When to snap: before your advantage becomes apparent - usually on turn 4 before playing Mr. Negative and you know that your big stuff (White Tiger, Iron Man) are still in the deck (brownie points if you're already holding Odin). Alternatively, you can delay it to turn 5, but they'll be more likely to retreat at that point as experienced players will know what you can possibly pull off. Of course you also have to consider what the opponent can do based on what they're running.
Watch out for:
- Cosmo, probably the worst the opponent can do to you.
- Rogue or Enchantress if you've played Iron Man on turn 5.
- Aero, if you're relying on a turn 6 swing.
The deck is also quite draw dependent, consider retreating if the draws don't favor you at all.
Have fun!