Deck Overview:
This deck is an evolution of the standard Electro Ramp deck focused on using Electro/Wave to get your large stat lines out early and overwhelm your opponent with raw power with a slight twist.
This deck sacrifices a little top end power you may see in other ramp decks like Giganto or Infinaut or the polarizing card Leader in favor of powerful control cards like Doctor Octopus, Magneto, and Aero and the key addition for this deck, Heimdall. The goal of these cards in addition to their solid stat lines is their ability control where your opponent dumps their power. This in combination with Heimdall allows you to force your opponent to commit heavily in a single lane (often the right lane) and shift your large cards to sneakily win the other lanes and grab large amounts of cubes because no one expects Heimdall outside of a move deck (yet).
General Strategy:
The first thing to say with this deck is that while Heimdall is the namesake of the deck and an exceptional cube stealer due to the surprise factor he is NOT a win condition by himself and you should not be tied to playing him final turn. Tunnel vision on that move will end up losing you more cubes.
Your ideal early turns are setting up an armor/sunspot lane and Electro turn 3. In the event that you don’t have electro by turn 3 Wave can be an alternative to ramp out one of your 5/6 drops early and smooth out your curve. Missing out on either of your ramp cards is generally a retreat condition (or at least you should be prepared to retreat).
Once you have that initial setup the play isn’t drastically different from other ramps where you are looking to take advantage of your extra energy and big drops to put raw power onto the board. That said I’ll go over a number of typical/strong progressions you’ll look to use and reasoning for some of the cards included.
Nick Fury – Nick Fury as an option on Turn 4 gives a ton of flexibility by giving you 3 additional 6 cost options that you’ll be able to play on turns 5/6. He also provides a significant buff to Devil Dino by filling your hand and 7 power isn’t half bad.
Doctor Octopus – Doc Oc is used primarily to disrupt your opponent. Emptying their hand and filling a lane allows you to break their combos and easily win or ignore that lane based on what you pull. In general, barring bad locations, he’s best to play on the right lane in order to allow you to shift your power left with Heimdall, but this is not required.
Aero/Magneto – These cards can be used similarly to Doc Oc to pull cards into a specific lane to synergize with heimdall moving your power, but as I warned, don’t focus too hard on the Heimdall move. Stacking your opponent in one lane allows you to put your big power in the others and simply win even if you don’t rely on Heimdall.
Armor – while armor is strong to protect sunspot the number of large cards you’re playing also leaves you susceptible to shang chi, so be aware that armor can also be used to protect your big bodies.