This list got me from 60 to Infinite.
This deck is super straightforward and capitalizes on the interaction between Shuri & Redskull.
Here’s an overview for each card and their purpose in the deck.
Sunspot:
Is this in your hand Turn 1? Play it.
Is it Turn 2 and you have Sunspot, Zero, and either Ebony Maw or Lizard in-hand? Play it. Play Zero. Play Maw or Lizard next turn.
There’s a reason Sunspot is in so many decks.
Zero:
Zero is here in the event you get him and Lizard or (more ideally) Ebony Maw before Turn 3, so you can put a lot of pressure on a location early and force your opponent to commit to a lane. If you get him late, you can use him on Turn 6 as your extra 1-drop with Taskmaster or alongside Red Skull if you didn’t get Shuri in time.
Ebony Maw:
Pretty useless most matches, could be swapped out for Titania if you have her. Feels really good to play Zero on Turn 1, then Ebony on Turn 2 (or both on Turn 2) to get some extra power on a lane and redirect focus.
Lizard:
Useful without Zero, but using with Zero makes him a bit better. If you see a location that adds power, it’s usually worth playing him there. Can also redirect focus, but less than Ebony. Beware of Zoo Decks.
Armor/Cosmo:
Cosmo and Armor not only help protect your big cards, but can aid in shutting down Lockjaw, Wong or Destroy decks. Be sure to plan ahead when playing Cosmo though, especially if you suspect your opponent will also play one. That can potentially disrupt where to play your Shuri or Taskmaster. Also, playing a Cosmo on Lane 1 and your opponent playing Wong on Lane 2/3 the next turn can feel really bad, so try your best to predict the Wong drop on Turn 4 if you suspect it.
Polaris:
Polaris is a pretty slept-on card, I found myself using her to move a beefy Sunspot or to clear a space to get Lizard back to full power. I was also able to use her a couple of times to throw off a Galactus play or two. She isn’t super necessary, but her disruption can do wonders with locations like Central Park or Savage Land by clogging up your opponent’s lane with trash.
Shuri:
Duh. Ideally you’re doubling your Red Skull, but hitting Vision or She Hulk as back-ups is also fine just less impactful, especially if you don’t have much power elsewhere on the board. Plus, hitting your She Hulk requires you to float on Turn 5 or play Shuri on Turn 5 (which you could do if you’re hoping to draw Red Skull on 6).
Taskmaster:
The one thing that held me back on my climb was understanding how to play Taskmaster correctly. ALWAYS make sure you’re playing your big card last on the previous turn. Playing a Sunspot with a Shuri-boosted Polaris on a desperate Turn 5 only to forget the order and get a 1-power instead of a 10-power Taskmaster on Turn 6 is embarrassing.
Vision:
You may not get to play the big combo every game, but using Shuri to double Vision on Turn 5, then moving him on Turn 6 to a lane you’ve dropped Lizard or Ebony Maw, then playing Taskmaster elsewhere can really throw your opponent off.
Red Skull:
If playing after Shuri, it’s obviously better to play him on a lane that is:
- Cosmo’d or Armored
- Low on enemy cards
- Where you aren’t expecting a big dump on Turn 5 or 6 (Zoo Decks)
Alternatively, if you’ve reached Turn 4 without drawing Shuri, but you have Zero, play Zero last and play Red Skull on Turn 5 on a Cosmo’d or Armored lane.
She Hulk:
The ultimate “I Didn’t Get the Cards I Needed” card. It’s Turn 5, you’ve only played Sunspot and maybe a couple of other minor cards. Sunspot soaks 5, She Hulk is now 1 and you can either play her alongside Vision or Red Skull on Turn 6. Feels good man.