Intro
Don't have any pool 4/5 cards? Tired of using the same old boring Aero control decks? Today I've got something that's a little different, just enough so that it will surprise lots of people and win you lots of cubes in the process. This is probably my most practical and competitive deck that doesn't rely on gimmicks, it's a very easy deck to pilot once you get used to it and I'd strongly recommend using it in your climb to infinite.
Deck Identity
I would describe this as a hybrid control and destroy deck. The idea with this deck is you want to get a decent amount of power on the board early (ideally along with Daredevil). The way you handle your turn 5 and 6 will depend on how the game's currently going, which is to say your t5/t6 options are fairly flexible.
On turn 5 you will usually want to play out Aero or Gamora, depending on the situation, or you could go for a more creative turn 5, something like Hood + Bucky + Carnage. Then on turn 6, you will usually want to play your remaining 5-cost card along with either Demon or Titania. If you do Gamora on t6 that adds up to a 17-18 power burst, which is usually enough to beat out your opponent's turn 6 play.
If you play Aero turn 6 and you're already winning or close to winning two other lanes, you can play Aero into the losing lane, and then play out your 1-cost card to surprise your opponent and steal or secure a lane you may not have won yet.
If you only drew one 5-cost card during your game you could always play Chavez if you think she's enough to win with, or play out the remainder of your hand if you think it will be enough. But ideally, Gamora and/or Aero are your key cards to win the game.
Card overviews
Titania is a weird card. Many people won't run her because they feel she's too vulnerable to Killmonger, or she's too risky, but this isn't actually the case. The secret to properly using Titania is to play her in one of two ways: you can save her for turn 6 and play her alongside a 5-cost card (Assuming the opponent has priority), or you can play her into an enemy lane that already has at least 3 cards played there. The reason the second option is safe is because they can't steal her at that point; if they played a card to the lane to "steal" her, they'd just clog up the lane and she wouldn't move over.
If you don't see a good opportunity to play out Titania later in the game you can always just play her along with Carnage for some free value.
Mysterio is a great card for this list, and part of the reason we're running destroy to begin with. Destroying his tokens with Carnage provides good value, and even with one token destroyed the opponent will still have to guess which one is real, which can screw up their potential plays. Mysterio is also great because he helps to give the opponent priority, which we usually want for cards like Shang Chi and Titania to work properly
Polaris is mostly here to deal with early Armor, but she provides a good statline and utility besides. You can use her to drag Armor somewhere else if they try and block your Hood/Bucky destroy lane. She can also be used to clear out space in a lane if you want to drag stuff over with Aero later on.
Shang Chi is a no-brainer here since we don't run anything like Armor or Cosmo, and huge cards are in the meta right now. Shang also combos really well with the rest of this deck on turn 6; you can do stuff like Shang + Demon + Titania or Shang + Mysterio for some extra power on the board.
America Chavez usually won't get played out, but she's amazing for boosting this deck's consistency since there are so many cards that you want to boost your odds of getting before turn 6. One thing people overlook is that Chavez and Daredevil are a great combo for snapping. Since you know what your turn 6 draw is going to be, you can snap and respond to snaps much more confidently on turn 5.