Movement deck I've been playing with as of time of this writing. I find this very fun to play in general because you're constantly moving pieces around and trying to determine what you want the end state to look like. Being able to move your opponent's cards is just extra fun since it can seriously mess up their combos. Movement in general is hindered by 3 things at the moment, so this is really more for you if you like the archetype vs. winning:
Limited 6 cost finishers. There's a running joke that every Movement player plays Heimdall on 6. I believe this came to be, because of the 6 costs available, only Heimdall synergizes with Movement. Magneto to a certain extent but he's more about distorting your opponent's play space. When all you have is a hammer, everything looks like a nail.
Lack of base power. This deck can't really go toe to toe with like Brood-Surfer or Shuri-Red Skull-Taskmaster. Your cards have low base power to start, so much of the game is about powering up your pieces as much as possible. To win, you often have to outwit your opponent in terms of the final board placement. Shoving all their cards to one side or disrupting their play by moving their cards before Reveal. At the end of day, throwing your opponent's cards around is fun, but if you lack raw power, you're still going to lose.
Limited Move enablers. This is a killer. Of all the cards that offer movement, you are limited to basically 4 cards at the time of this writing: Iron Fist, Strange, Cloak and Heimdall. This means you should always include all 4 because your ability to move cards diminishes notably. And again, because these cards don't have a lot of power to start, if you don't have cards that trigger the power boost, you're just going to lose.
That said, of the four Move enablers, I'd consider Cloak and Strange to be indispensable. Cloak because she allows you to move more than one card but not every card at the same time. This keeps things rather unpredictable and lets you cherry pick what you want to move. Strange is a different matter. Often times, what you'll find is that your big boosted cards are going to end up together. Cloak brings them altogether, Heimdall moves everyone, Bifrost location moves everyone, etc. As such, Strange's ability to just teleport the largest card is an important one as it allows you to distribute power without necessarily sacrificing position. He opens up ways your turn 5 and turn 6 can go and is one of the reasons Turn 6 doesn't have to be about Heimdall. So yeah, always include both.
As for the rest of the deck:
TORCH - 1 cost, whose power gets doubled after every move trigger. At most, you can move her 4 times, which translates to 32 power. Dies to Killmonger so I find that he's the less optimal card I want to be moving around, but certainly the most explosive. Combos well with Forge/Hulkbuster/Beast/Falcon
IRON FIST - 1 cost, moves next card to the left. Doesn't sound like it does much, but it can lead to some sneaky plays. Like punching Vulture directly into Death's Domain for instance. At 8 Power, that Vulture will then hold against most cheese attempts,. You can also do things like punch a played Magneto or Aero basically abandon ship after congregating all your opponent's cards to a lane your are okay losing.
DAGGER - 2 cost 2 Power. Dagger, like Kraven has the ability to basically explode in power. If your opponent is grouping all their cards into one section, a Dagger move instantly gets to 10 Power. More clever positioning or locations can help boost that even higher. She also makes for an excellent deterrent when played with Cloak and you really don't want your opponents to take advantage of Cloaks' shared ability.
KRAVEN - 2 cost, 2 power that is similar to Dagger. However, Kraven works with both the position of cards on your side and the opponents - just instead of moving into their lane, they move into yours. So he is real easy to get +10 Power or something. As with Dagger, he makes an excellent deterrent with Cloak. You can also play Polaris/Aero/Magneto over him and any cards that get moved will get boosted. Very easy to underestimate how big he will grow to.
JUGGERNAUT - 3 cost, 3 power. Situational tech card but can work excellently in this deck. You can combo this into Kraven or force an opponent to play into a lane they don't want and set up Dagger. He's not always useful, but there are times when he steals the show.
VULTURE - 3 cost, 3 power. The last of your pump cards. Vulture has the ability to grow real big real fast, since +5 with 1 move, instantly turns him into a 3-8. Realistically, this means that he's actually a 4-8 since the easiest way to move him is with Iron Fist. However, there will be games where you can ping pong him around to a massive +18 or more. 2 Moves makes him +13 and at that point, he can usually hold lanes on his own. Gauge how big you need him to grow and be aware of Shang Chi.
POLARIS - 3 Cost, 5 power. Other than offering decent power, Polaris is the first of your disrupt cards. She only moves 1 and its random, but it can be pretty devastating. You can move an opponent's 1 cost into Space Throne for example and simultaneously guard against Green Gobu. Rarely will you play her for just the raw power, but its obviously nice in this deck where many of the cards start low.
AERO - 5 Cost, 7 Power. A really strong card and one that works well with manipulating positions of your opponents cards. You should already know that Aero has the ability to shut down a game if you are already winning 2 lanes. That she has synergy with various cards in this deck means there are other reasons to play her other than for straight disruption. An Iron First into Aero play is very strong since it lets you jump ship after dumping an opponent's cards into a lane you are okay with sacrificing.
HEIMDALL - 6 Cost, 8 power. Your last move enabler and the one you should use probably the least since he's very much expected in a Movement oriented deck. However, giving a whole bunch of your cards boost is hard to ignore. You do need to be aware of Heimdall's other weaknesses (such as often leaving your right side very vulnerable) but it you plan around him, he can still be a good final push.
MAGNETO - 6 Cost, 12 power. See Aero. Similar strategies can apply here although Magnet man only moves 3-4 cost cards and is done after they are played. The one thing to be aware of is that Magneto often isn't a straight 12 power (since the power needs to be netted against the cards he pulls), but this can be offset if he's played in Kraven's lane. At 6 cost though, the Iron Fist bait and switch needs to be set up a turn early. Good inclusion in general since so many people expect Heimdall instead.
Your major win cons in this deck are getting a combination of Torch, Kraven, Vulture and Dagger. Then from there, use your movement enablers to grow them to super large sizes. Play your disruption to spots where you don't want to be contesting with your opponent. In General, your turns will look something like this:
TURN 1 - The only card really worth putting down is Iron Fist. However, IF has other uses later on too, so consider what your opening hand looks like. If you have Vulture for example, I'd consider holding him off. Human Torch in opener is one situation where putting Iron Fist down immediately makes sense, since that lets you bump him to a 1-4 on Turn 2 (effectively being 1 point above the standard curve).
TURN 2 - If you previously played IF, Torch is a good go to to get him to 4 power. Otherwise, Kraven/Dagger is the best card to put here. If you have both, go with Kraven first as he's easier to play with.
TURN 3 - Vulture is the obvious go to. If you have Iron Fist, playing Iron Fist into Vulture is also an option, in which case, you might consider saving him. Otherwise, using Polaris and Juggernaut are options, depending on what your opponent is doing. Both require priority, but can be really powerful at screwing with an opponent. An example would be if they are playing Destroy. If you play Polaris to then relocate their Bucky, your opponent would have played a destruction card but with nothing to destroy and Bucky remains as a 2-1. Strange is also an option but usually not the best play. If your opponent played a bunch of cards in one spot though and you played Dagger previously though? Go nuts.
TURN 4 - Usually where the disruption and bigger plays start to come in. Obviously, grow your Vulture / Kraven / Daggers. Play Strange to move cards, etc. This is also the first turn where I would seriously consider a Cloak play. Your Turn 5 and 6 have some pretty nasty disruption in the form of Magneto and Aero so you might not have time to play Cloak otherwise. You probably want priority too as that will be the best way to do damage.
TURN 5 - Strange/Cloak is a potent combo on Turn 5 to create double moves and bump up all your pumpable cards. However, Aero is also a good consideration if you are leading or just need to stop something like Wong. You can also set up Iron Fist on this turn for some shenanigans.
TURN 6 - Aero/Iron Fist, Magneto, Heimdall all work depending on board state. If Cloak was played last turn, consider the position of certain cards - especially your deterrent cards in Dagger and Kraven. Don't move all your cards just because you can get them to huge figures. This is especially important if you want to play Heimdall.
As for your subs:
GOOSE - If you want to play a more disruptive / lock down game, include Goose into your deck. His restriction means your opponents can't put their big power plays there, although this obviously won't be an issue for you since you can just move / shove cards into the lane. Can also be combo'd with Iron Fist to completely shut down certain locations.
HULKBUSTER/MULTIPLEMAN/FORGE - I see these 3 cards as part of one package. Movement's other Win-con is to get a really big Multiple Man on Turns 2-4, then use turns 5-6 to shove him around and create an army of super buff Multiple Man. If you include one, you should include the others. The reason why I eventually took them out is due to the fact that MultipleMan is clunky. Ideally, you do Forge -> MM -> Hulkbuster for a 2-9, then move him around with Strange and Cloak on Turn 5. Add a Heimdall Finish and you can get 6-7 Multiple Man. The problems are that a) it's pretty obvious what you are doing so an opponent has 4 turns to disrupt your play b) Professor X down the center or on your Multiple Man basically kills you c) Inflexible and doesn't provide room to play anything else. He's also clunky and requires way more space than this variation. You can still use him though, especially if you're early in pool 3 and lack some of the more important cards.
BEAST - Pretty great if you play with Iron Fist/Human Torch in mind. Obviously vulnerable to Killmonger so I don't like it as much. However, being able to bounce back Strange and Cloak is worth mentioning too.
FALCON - See Beast. Only returns your 1 cost though so worse as a combo enabler, but does aid in shuffling Torch and unlike Beast can be played on any lane.
MILES - Functionally, he's a 2-5 with no downside. And like with Polaris, it's just nice to have a some good power on the board since so many of your cards have low raw power to start. I generally find he's pretty inconsequential since he isn't a win-con but a 1-5 means you can drop him alongside Aero on Turn 6 to give a nice push, so he has some uses.
That's about it. Movement isn't a particularly powerful deck, but it is fun to play, so go and experiment with it. Good hunting!