Weird deck. Let's explain it.
Keep in mind this deck is a W.I.P, and only gets better as more cards come to the game.
The concept of the deck is changing, moving, and disabling locations. Which is a thought of archetype already, as you may see on this site.
However, I come to you all with a new proposal:
A location manipulation deck with the support of movement cards in order to confuse and overwhelm your opponent with the power of locations.
Piloting the deck is a fun difference from the usual. If you have Heimdall, you want to benefit from the Flooded, Ruined, or otherwise manipulated positions of locations by setting up in a way to move them unexpectedly.
It's a deck that no one really sees coming, so it ironically makes the most predictable card into a massive surprise sweep. It is very fun to actually use Heimdall in a surprising way.
You want to leverage locations as much as possible, use your best judgement when Quaking, Witching, and Storming. Rhino is mainly used for extra location deletion on places that may mess up your strategies, or remove your bad Witch rolls.
Overall the deck works, but could be better, could have lots of changes to it, and it's still in the testing phase, so try at your own risk.
Suggestions
This deck has a lot of potential with different cards and ideas, so let's break them down.
No-Go's
- "Going below 3-4 location disruption cards." - Defeats the purpose of the deck essentially.
- Uatu - Seems good, but realistically he only has viability on Turn 1, Turn 2 maybe. Overall isn't enough value to warrant an addition in my eyes.
Main Suggestions
- Magik - A very good addition to this deck. Not only can she overwrite a location, but she can extend the game, allowing for more unique plays. In addition, Scarlet Witch with her on Turn 6 can definitely win you some games. {Didn't add her to the main deck due to not having her in my collection as of writing.}
- Captain Marvel - A very high potential addition to this deck. She has the ability to be a game saviour in the right, or well, wrong situations. She has potential, as stated, but that heavily depends on how poorly, or unlucky you got in the game. So she is good utility, but experiment before you make judgements.
Extra Additions
- Cosmo, Goose, Professor X - General location denial, can be thrown in if you feel you want more interaction with your opponent's possible plays.
- Odin - Could be used as a way to both finish games and to be able to repeat the effects of your location manipulation cards. It could be a very viable replacement for Heimdall if you don't want to run movement.
Unique Ideas
All the enemy move cards. (i.e Magneto, Polaris, Juggernaut, Aero.) - They have a chance at working, but require a different outlook on the deck, or specific situations. Maybe I'll make a decklist for that concept, but overall I'd say just make a Kingpin deck instead if you want those to work together well.
Doctor Octopus - A unique idea. He can combo well with the likes of Storm for example. Turn 4 Storm into Turn 5 Doc Ock has potential to ruin the enemies strategy, or massively help them. He can be used as a way to fill the opponent's locations, allowing you to remove the profit they may gain from the badly rolled Witch locations.
Absorbing Man - Can be run as an extra copy of any of your location disruption, may have more uses but he's a new card so I do not have him.
Beast - Can be used as a way to redo any of your location disruption, but really isn't needed if you sequence well, but I put it here in case anyone thought he could be used.