Here is my deck and the reasoning behind it:
Locations suck right now. Let's be honest. Between bad location drops, and ultra-sweaty Galactus, Hazmat, and Goblin decks, you can spend days or weeks not climbing at all. I grinded this season out from 43-90 using Modok, Ongoing Destroyer, and unbelievably a Sandman Patriot deck before he became meta with the patch. Then, once I hit 85-90 it was like a wall. My worst weekend was going from 92 down to 82. Nothing was working. Then last night I discovered this random Quake deck. Took me from 93 to infinite in under an hour.
So, we use the game's horrible sucky locations to our advantage and against the richer decks like Shuri, Thanos, Darkhawk, etc.
Change the location, change the location and change the location. Use your reach from Marvel, Doom, and well timed Quake to put points where they can't or won't. Take advantage of the rare good location with She-Hulk. Let Sunspot soak up any extra.
Typical lines of play:
Storm with Sunspot. This will hold a location well until you Doom, if not out right win it.
Scarlet Witch, and Storm locations you don't like. Locations like Raft or Mojo are hard for this deck to compete in. So change them! If the opponent is setting up a big play on Citadel, or Kamar, change it! A big favorite of mine is letting them build in the Nexus, then T4 or 5, snap and take it away from them, and flood the 3rd location.
Zabu + tech is awesome, no way around it. It feels bad playing 4 cost tech like Shang Chi or Enchantress. But at 3 cost, you can squeeze in a Lizard or let Sunspot soak. I had some really cheeky T6 Enchantress+Shang turns. Also, do not be afraid to Enchantress your own Zabu. They won't expect it. Zabu is not a win condition. He just makes disruption more convenient.
Doom is on fire right now with the Aero meta. Fine pull me, but I already laid my bots. Captain Marvel can feel like a big investment. And honestly that's probably why Shuri is the preferred 4 cost to make her play better. But a base power Marvel has definitely decided games for me.
And of course the MVP of the deck: Quake. Quake is amazing. With practice you will learn how to use her. Move Death's Domain into your opponent's turn (inverse Aero?), or swap an unexpected Murder World or Flooded location. A typical use for her would be to add Lizard or Sunspot or Rescue in mid, Storm right or left, then Quake mid after the Storm. Usually what will happen is the opponent will put cards in the flooding lane, then Quake sneaks that lane (preferably) to mid where your Lizard/Quake wait. Now the opponent just 'wasted' cards into a flooding lane that you are either abandoning or sending Doom into.
How it gets cubes:
I LOVE stealing cubes by making a couple of seeming misplays into bad locations. Put Sunspot, Lizard, Zabu in a -2 location, the opponent laughs and snaps. Snap back and Quake. They will either stubbornly play it out, or retreat. In which case, an early retreat still gets you the 2 cubes of a full normal match. Stubborn play usually puts them behind. They will follow with high power Shuri's or Goblins or ongoings. Then I do my techs and that is the nail in the coffin.
Unexpected Doom will win cubes every time.
Let them set up a Wongoing in Kamar or something, then when you think they will make the big play, you have Enchantress, Quake, and Witch to clean up. (I've Quaked a Flooded lane into a big Wongoing set up lane a couple of times.)
Sunspot and Zabu are cherries on top. Killmonger will not destroy your win condition, usually. If they Enchantress or Rogue your Zabu, they spent 3 or 4 energy to deny you 1-2 energy, and you then flood the lane to make that base Enchantress feel really bad.
Rescue worked marvels for me, pun intended. With Zabu on board, doing a Rescue and location changing card or Lizard just feels nice. I like to Rescue the lanes I'm about to change as a 1-2 punch. Rescue followed by Storm or Witch can win games.
T6 is usually Doom. Maybe She-Hulk, or double tech with Zabu out.
TL; DR: Quake, Scarlet Witch, Storm, (location, location, location) combined with reach and tech can help break through that climbing wall you've hit. If you don't have the rich meta cards right now, then use locations to disrupt the opponent and steal cubes.