This deck is mainly revolved around Sentry. We're trying to make the most out of his negative effect by combining him with some powerfull cards.
Sentry gives us a -8 power unit once he's played, we can make use of this unit with a couple of tools: we can use Viper to give our opponent that -8 unit, we can use Carnage on it in order to consume it and get rid of it and we can just play Aero into that location since we know we lost it anyway and we'll just fight for the other two locations.
Now let's talk about the other inclusions: Zabu- Zabu's job is to mainly discount Sentry and our other 4 drops so we'll have a better curve he can also help us enable a sick play by having both Sentry and Viper on turn 5. Crossbones- not only is he discounted by Zabu, he also can help us contest a lot more power, especially in combination with Mr. Fantastic that can help us have more power in one of the other locations thus letting us summon Crossbones more easily. Viper- as mentioned before she can help us give our opponent the void while we have 3 power at said location, we can also use her to trasfer Hood to our opponent while we get a 6 power Demon. Aero- Aero is one of our core cards because we can use her to either send our opponent's cards to a location we know we lost (like the right location with the Void) or we can force our opponent to play cards into our winning lanes since we do threaten a lot of power with the likes of Sentry and Crossbones.
The rest of the slots in this deck are pretty flexible. I added Shang Chi since he's a must in the Shuri meta, and we also have Killmonger which works well with Nova and also helps by countering Thanos decks and other swarm strategies. We also have Giganto since a lot of the times we don't play for the right location due to Sentry's effect so we can actually make use of Giganto's effect, of course you can trade him for any other 6 cost, my suggestion would be Magneto since we can threaten a lot of power which Magneto can help us pull.