This is inspired by a deck I found on Reddit. I use inspired very loosely because the only change I made is subbing Doc for Magento.
Original deck: https://www.reddit.com/r/MarvelSnap/comments/11aff0k/get_mooooving_w_new_patch_an_infinite_guide_long/
Credit to u/ann1eL
I have played this list, and it does hold well, at least in the middle of the ladder (high 60s) but does require some getting used to. This deck also requires efficient cube management, i.e. knowing when to retreat. And this deck is not meta, but is super fun to play.
Ideal Play lines:
The thing about this deck is there is no one ideal play line like Shuri decks. But what as helped me is asking two questions.
- Can I buff something this turn?
- Who will be my end game finisher?
Heimdall is not always going to be your big finisher. Sometimes it is Aero, sometimes it is Absorbing man followed by Aero. Sometimes it is just Doc Strange pulling a Doc Ock to add more power. So by turn 4, you have to envision an endgame.
T1 - T3: Setting up the board with engines, mostly.
T4-T5: Buffing the engines and controlling the board.
T6 - To Heimdall or to Not Heimdall
Also, retreat if you don't get any engines by T4. Or T3. Your hand is bricked.
Secret Sauce:
Absorbing Man: No one expects a second Aero. He is super useful in copying Doctor Strange or Cloak. Just to ensure you are playing as such. Before you play one of these three cards, ask if you would want to copy it with Absorbing Man.
Engines:
Human Torch: Not a lot of Killmongers in the current meta. But if you sniff a KillMonger, early in the game, play as if there is no Torch on the board. Decks that run Kill Monger are Destory Decks and Sera control.
Dagger: The new buff to Dagger (+1) may seem small, but it is anything but that. Doctor Strange can now move Dagger alongside Kraven or Torch. And Dagger can easily get to 8+ power by the end of the game.
Vulture: Need to careful with buffing Vulture because of Shang. Buffing him too much early will make him a Shang target.
Kraven: In my experience playing this deck, Kraven doesn't really fill the engine role. But some games, he can manage to get big.
Control:
Aero: Winning two locations, last turn Aero. Or Aero turn 5, followed by Absorbing Man.
Storm: Undesired locations, Storm them. The more I play this deck, the more I am using Storm on T4. And yanking their cards to right on T5 using Aero. We have reach, the opponent most times don't.
Doc Ock: Doc Ock will always be a gamble. But I usually play him on the right most location if I can move him on the last turn. This has been super useful in deciding whether I should Heimdall or not.
Movement:
_Iron Fist: _ Hold him till you have an engine. Ideally.
Doctor Strange: Doctor Strange is great here. He has won me games when I played on T6, to move a Doc Ock especially against Sandman decks. One thing you've to be aware of is, do you want to follow it up with Absorbing Man.
Cloak: Use it to move your engines around. Follow it by Doctor Strange to get big points on your engine.
Heimdall: Resist the urge to play him immediately on T6. Take some time and see if the opponent is expecting the Heimdall. Their left most location would probably be weak if so. Sometimes, Doctor Strange on the right most location could win the game.