Very close to this Destroyer/Shulk deck but with some inspiration from Cheap She-Hulk to try to optimize for a Turn 6 surprise. I found the original version's Destroyer pretty unreliable, but I did like the Armor and Cosmo protection this setup provides for Sunspot and Dino. And the Magik/Infinaut version was really finicky about the exact draw you needed, not to mention Magik just dragging games out.
How to play it:
The overall Plan A is to have She Hulk and DDino in your hand at Turn 5; then skip turn 5 so you can drop Dino and She-Hulk together on the last turn.
If you don't have She-Hulk in hand, DDino to Taskmaster is a solid turn 5-6, although it's a bit telegraphed. DDino to a Turn 6 Aero can also prevent a lot of problems by potentially pulling Enchantress, Rogue or Shang-Chi out of the Dino lane.
And if you don't have DDino in hand, skipping turn 5 to drop Shulk+Aero can still wreck a lot of your opponent's plays, especially if you're already in the lead and have space to pull your opponent's cards - it's just a lot riskier since the power swing isn't quite as big as with Shulk+Dino.
Snapping / cube strategy:
Odds also improve vastly if you have Sunspot and Armor together on the field going into your turn-5 skip. If you have Shulk + Dino you should probably snap on turn 4; if you have Shulk + Dino with Sunspot + Armor, you almost definitely should (barring really bad locations showing up).
The win rate on this deck is just OK, but it's been doing well on cubes due to the Turn 6 surprise and reasonably obvious situations to snap vs retreat. Just beware Leech decks; the Destroyer version does better against those than this Aero version.