Intro
Bounce is an extremely fun archetype in Snap that I don't think gets enough attention. It requires less forethought than Movement decks in general, but still more thought than something like a Destroyer or Patriot deck for example. These decks are really fun, and surprisingly flexible when it comes to determining your win condition. It also forces your opponent to try and keep track of everything in your hand, which many players simply won't do, or will find too difficult to do consistently. This means you can always surprise your opponent right at the end with a huge play to win big cubes.
Deck Identity
If you aren't already aware, "Bounce" basically refers to a deck that wants to play cards, and then immediately "bounce" them back to the hand. There are a number of cards that benefit from being used multiple times like this, and I'll go over them in the next section.
Beast is the star of this deck, with Moon Girl coming in at a close 2nd place. This deck runs 5 different 1-cost cards, and each one becomes a zero-cost when it goes back to your hand. This is absolutely huge for things like building up Bishop quickly, as well as enabling turn 6 plays such as America Chavez + (any number of bounced 1-cost cards). If you duplicate any of these cards with Moon Girl and you have Quinjet in play, that's another way your can reduce the cost of these cards to zero.
You might look at this deck and assume that because we run so many cheap cards we won't have power to win lanes later on in the game. This is not the case. Since you can often play out a ton of cards on the last turn, we can build up our hand up until turn 5, and then precisely drop our best cards in the best lanes to win, after we've identified where we are mostly likely to overpower our opponent.
Card Overviews and Tips
The Hood is an amazing card for this list for the potential 0-cost 6-power demon he can provide you. You can either get this 0-cost demon through bouncing it back to your hand using Beast, or more commonly, having it discounted with Quinjet. If you play Hood on turn 5 and then bounce it back to your hand that same turn, you can also get rid of the -2 power Hood that way, which might be useful in some games. Try to play Hood into the lane you think you are most likely to lose, unless you're planning to bounce it back with Angela or something else.
Sunspot is a very important card for this deck due to the value he gets if duplicated with Moon Girl. If you can play Moon Girl on turn 4 or 5 and get two sunspots out of it, this can be a huge amount of power since you'll be likely be floating lots of energy due to hopefully playing out mostly 0-cost cards from your hand.
Iceman and Korg are both good early game cards that can be played multiple times to irritate your opponent. Iceman is definitely more valuable than Korg here, but Korg is probably the 5th best 1-cost we can add into this deck, aside from the ones we already run.
Quinjet provides discounts to both Hood's Demon, as well as all cards produced by Moon Girl. Extremely valuable card for this deck, try and hide it behind Armor so it doesn't get destroyed early.
Angela is a perfect fit for this deck, even after her nerf she's very strong here. Ideally the way you want to play Angela goes something like this: play her on turn 2, then play 2 cards on top of her, then play Beast as the 4th card to send all of them back to your hand. Angela will retain her power (which should now be a 4), and you'll get the other cards back at a discount. You can then immediately play angela into a fresh lane with cheap cards if you'd like. If played out like this, Angela can achieve a maximum of 10 power, which is just insane value for 2 energy (3 if you count the re-playing of her).
Beast is the king of this deck, we don't really need to go over him here since his use cases should be pretty straightforward. Ideally you're using him to bounce 1-costs and/or Angela or Bishop back into your hand.
Goose is basically a requirement for this deck to succeed in my opinion. Without Goose, you run the risk of losing lanes to huge cards like (anything buffed by Shuri), or even simple stuff like Chavez and Iron Man. Goose only blocks us from playing Moon Girl and Chavez, it's not really a big deal. A nice bonus that Goose gets that may not be obvious is that if you hit a 3-cost card in their hand with Iceman, they can no longer play that card into Goose's lane, so that's some nice synergy.
Armor is here to protect Angela/Bishop/Sunspot from Shang-chi, as well as to protect Quinjet/Sunspot from Killmonger. It's a pretty important card in my opinion, but if you aren't scared of these tech cards you could possibly replace this with something else.
Bishop is just absolutely ridiculous in this deck. With the amount of bounces and free cards you'll be playing, you might be seeing him go to 10-15 power in some games, huge value for a 3-drop, as well as a card that doesn't care if it gets locked down by something like Storm or Professor X. Just be aware that Magneto can move Bishop later on.
Moon Girl is also a card that needs little introduction. Here's the order of cards you should prioritize making copies of if you have the chance to do so: Demon, Sunspot, buffed Angela, Hood, all other 1-costs. This will of course vary game to game but this is general what I aim for.
Finally America Chavez makes it into this deck because of the much needed consistency boost she gives your early game. As mentioned earlier, you might actually find yourself making plays with her later on, such as turn 6 Chavez with 1-3 free Demons for a huge amount of power on the final turn.
Card Replacements and Substitutions
Substitution options for decks like these can be tricky. For a bounce deck, you need to find a good balance between cost and value. I personally value having consistent turns where I can get Moon Girl to copy a Demon, Sunspot and/or Hood, but if you value other plays more than you may want to explore some other options.
Two cards I would love to run in this deck would be The Collector and She-Hulk. She-Hulk has natural synergy with Sunspot and Moon Girl, but as a downside she can sometimes get in the way early on. Duplicating She-Hulk may not be worth it if Sunspot is not already set up, since 20 total damage for turns 5 and 6 is decent but not amazing, and also very telegraphed. Another potential downside to Shehulk would be her weakness to Leech.
She-Hulk/Moon Girl combos can also be really impressive, but you need to be careful. If you Moon Girl on turn 4 and copy Sunspot and She-Hulk, you could play both sunspots turn 5, and then both She Hulks for 3 energy each on turn 6, the sunspots would be 4 each (8) power, and the She Hulks would be 10 each (20) for a total of 28 power.
Alternatively you could do Sunspot turn 1-3, Moon Girl to copy She hulk turn 4, pass turn 5, and play two she hulks for 20 damage, plus at least 6 from the sunspot, or 10 if you floated the extra energy.
TL;DR don't try and clone sunspot and She-Hulk at once, it's too greedy.
I really do think She Hulk might even be better than Korg for example, so maybe experiment with something like that if you want.
The Collector is also an interesting one. I basically see him as a slightly worse version of Angela in this deck. Assuming you get the absolute maximum generated cards with this deck (2 Hoods for 2 Demons, 3 cards from Moon Girl, 3 cards from Beast), Collector can hit a max of 9 power. Pretty good, but this is assuming everything goes right, which is unlikely. Maybe with more card generation this could be a better pick.