Zero Shuri has a high point slam potential while being able to avoid a decent amount of tech and location variance, thanks to the several top end options included, as well as the small amount of play space needed. This top end versatility does however come with the drawback of being quite dependant on turn 4 Shuri. Though Sunspot + She-Hulk or Zero > Red Skull > Taskmaster can be solid backups if the opponent's deck isn't running smooth either.
This is a pretty simple deck, though if you're knowledge and/or planning is lacking, you may just lose yourself the game due to your own card effects.
It's important to establish what your opponent is playing, or at least have a good guess, so you can decide which finisher to play and where. Doctor Octopus and Red Skull both have notable downsides, though Red Skull is generally safer if you're unsure. Sunspot + She-Hulk can be great to play around certain locations and tech.
Titania is a great additional play on turn 6, as you have a good grasp of the what's going where and if your opponent has priority, you don't even need to worry about her drawback. She also pairs great with Doctor Octopus.
Polaris can be a surprisingly potent piece of disruption in certain matchups or with certain locations, while having a respectable stat line. She also has synergy with Titania, Lizard, Doctor Octopus, and Red Skull. Able to help mitigate their downsides given the chance.
Doctor Octopus can greatly disrupt certain decks, especially those reliant on turn 6 multi card plays. He can also ruin tech, and if the situation is right, embarrass a Galactus.