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, 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, plus Kraven can gain major power boosts from it.
You want to leverage locations as much as possible, use your best judgement when Quaking, Witching, and Storming.
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.
Replaceable (Without harming the main deck.)
I'll just list them.
- Mojo
- Mister Fantastic
- Captain America
- Vision (debatable) - Can be useful in certain scenarios, but so can any card.
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.}
- Goose - High potential addition to the deck. Can essentially act as an additional location hazard to ward off big power plays. Can easily secure many games, especially in the late game power struggles. {Didn't add him to the main deck due to not having him in my collection as of writing.}
Extra Additions
- Cosmo & OR Professor X - General location denial, can be thrown in if you feel you want more interaction with your opponent's possible plays.
- 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.
- Rhino - A previous addition to this deck, but after more thorough testing, usually ends up being a dead draw.
- 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.
- Silver Surfer - Can majorly help out distributing extra power like Blue Marvel can.
- Blue Marvel - Very good addition if you feel you need a bit more power to win your locations.
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.
Extra Move Cards - (i.e Cloak, Dagger, Vulture, Docter Strange, etc.) - They have a chance at working, however they are too much movement for the deck, and only Heimdall and Ironfist are really needed to move your cards.
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, have not tested.
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.
Debrii - Could be used as a way to shut out the enemy's locations, but cannot be run well with movement, i.e Heimdall.