Move-bounce is a hybrid archetype that utilizes cheap move cards (Iron Fist, Ghost Spider, Cloak, Dagger, Human Torch) in combination with cards that bounce them back to hand (Falcon, Beast).
This variant of the archetype runs Armor since it's especially vulnerable to both Shang-Chi and Killmonger, which are fairly common cards. We also run America Chavez to thin the deck, since drawing both move enablers and the move payoffs is crucial.
...no, that's not an Evolved Hulk in there, I don't know what you're talking about.
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Jokes aside, the Hulk is there as a surprise card in conquest - this deck naturally floats a lot of energy (especially in the early turns, when waiting to draw enablers or payoffs) and often has much of its power on board by turn 5.
Shocker also exists as an additional cost reducer alongside Beast - a 0 cost Human Torch/Iron Fist/Ghost Spider is extremely powerful.
Tips (conquest) :
- Avoid bouncing cards against decks running Wave - Chavez or Hulk will provide a strong t6 play (and a 16 power torch is probably good - you don't need a 64 power one)
- Snap aggressively - bad hands (all move enablers with no payoffs and vice versa) are somewhat common and can result in a lot of 1-2 cube losses, so make sure to maximize cubes in games with good hands
- Along those lines,, I prefer not to show the High Evo cards in a Conquest match unless I can get at least 4 cubes off of them (for the first time, of course - afterwards, you can play them more proactively)
- Shadow King, Killmonger, and Shang-Chi exist. Beware. (Use Beast and Flacon strategically to protect your cards)