Hey there!
Before i even get into the long explanation about this deck allow me to welcome you and thank you for taking your time to even pay attention to this. This shell of a deck has become my fav in recent times and i hope that by sharing it other users give it a try to a very unique and different way of playing the game.
I been toying around for a few weeks now with Havok, trying to find a place that can use a 5/12 without losing tempo or flexibility, yeah, you read that right 5/12.
See, the way Havok works is that if you play him on 4 he is a 3/4 on turn 5 then a 5/8 on turn 6 and by the end of the game he gains 4 more power for a total 5/12, obviously this assumes the game ends on turn 6 and does not get extended to turn 7.
"But what if it extends?" well you end up with a 8/16 which is bad, very bad, so you better be running a limbo denier like storm, snowguard or scarlett for it.
Now unto the full shell
Echo, Goose, Armor, Cosmo Jean: The idea behind these 5 cards is the same, proactive control; the idea been to force your opponent out of lanes or into lanes as needed, the main star being Jean, she allows you to force the opponent into a location they dont want or need, she is also capable of forcing small units out when combined with goose, forcing the opponent to play those small units first and not letting them use their big 5-6 costs.
Havok and Jeff: Why are they mark as essential, you may be asking; well...
Havok as a 5/12 is one of the biggest hitter in the deck, there is very little debate about how good he is here and there is really no card that can do what he does.
On the side of Jeff, its fairly simple, he can be played anywhere and he can bypass Jean, and by bypass, i mean that if your first card played is Jeff he can go wherever he pleases and the second card wont get limited by Jean, you can do Jeff+anything else turn 4+ outside of Jean lane. Not the mention the obvious one, Jeff can fill the Jean location and then be moved after you play your cards.
So that is 7 cards that are essential, total, what about the other 5 slots? Well, this is the fun part imo, the other 5 slots are flex slots and you can basically run anything... well, not anything, you still need to keep into consideration that if you play havok on turn 4-5 you be locked into that much energy so we actually wanna abuse shells that can be as cheap as possible and play around Havok and Jean
LITTLE MOVERS
Silk, Nightcrawler, Kraven, Elsa, Miles: This is a very simple and effective little shell, Kraven and Elsa can consistently turn into 2/8+ and miles been a 1/5 is quite useful.
The average power from this shell been around 7/20+ which is not exactly bad. The fact Jeff slots into this shell also helps a lot.
KITTY BOUNCE
Angela, Bishop, Kitty, Elsa: While this is an option is probably the weakest one there is, problem being that you need to play those cards basically in order and even then they are not exactly in a good place. Main problem been that this combo depends on turn 1-4 and only by turn 5+ you can get around to the control part of the deck at which point it may be too later.
Even if you hit the nut combo of 1 drop, angela, elsa+kitty, bishop+kitty you still end up with around 12/28 which is not a lot when that is half of your energy for the game. (12/21)
SHULK
She Hulk, Sunspot: We already running Armor who is capable of protecting sunspot and guess what, She Hulk considers how much energy you had left last turn not how much was your max, so if you play Havok on 5 She Hulk is gonna cost 3 on turn 6.
The average power from this shell been around 7/15 or around one third of your energy for the game (7/21)
But why would you use this shell over little movers if that one is already more power for even less cost? Well, flexibility. See, since you only need 2 cards for this shell you have 3 slots for any card that may help your goal.
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Now, lets talk a bit about those other cards.
1-COST
Nico: Her flexibility cant never be overstated imo, from location changing, to buff, to flat out creating demons, nico is amazing for the deck, something that may limit you from using her is the fact that you do need to run cards you can "sacrifice" to her.
Snowguard: She is quite the unique card, adding more bodies to your hand to play can be life saving and hawk does catch a lot of ppl of guard. She is also a decent sacrifice for demon since she does not need to stay on board.
Hood, Ham and Forge: So this guys are very interchangeable, which one you use really depends on your taste, but there is only one reason to use them, Nico, they are amazing sacrifices for her and give you a lot of extra goodies to go along. Assuming nico is not around, then they lose a lot of value, so do keep that in mind.
Nebula: 1/11 thanks to jean is not exactly bad, and even if you dont manage to get her that tall, the fact you can create lanes your opponent want to avoid is very useful for her.
Martyr: 1/5, what else do you need? While she may troll you from time to time she is easy to control and 1/5 is a very good stat line, so good in fact that you could replace Sunspot in Shulk shell and you probably be doing fine.
2-COST
Maximus: biggest body currently in 2 cost, he also is very good at countering negative decks and blob decks, very little extra to add. You do have cosmo around to negate him if needed, but yeah. Wont blame you if you decide to not use him.
Lizard, Medusa: Big bodies, smaller than Maximus but still big. Lizard specially finds it easy to never proc his ongoing since jean can force opponent to fill another lane. Just as with maximus they are optional.
Mirage: Often ignored, Mirage adds a decent value, the fact she can be considered a 2/4 in most cases is amazing, and she sometimes copies amazing card.
Shadow King: One of the current best 2 drops tech cards in the game, if you find yourself in a meta with a lot of permanent buff he can sort that out for you, do keep in mind he can hit your elsa, kraven and havok though.
Scarlett Witch: A decent option if you need to get rid of limbo, she is not the best for the job but she is cheap, nothing else worth mentioning about her tbh.
Quake: With her recent change she can be quite the interesting option, you can have you opponent struggling to get into a location they want and then snagging it away at the last minute, quite toxic if you ask me and worth a try.
3-COST
Negasonic: She has been very ignored by the community, but she does pack quite a punch, also the fact she can proc behind cosmo is amazing, i would probably kick armor if you are gonna use her since you dont want them clashing, but she is a card worth the try for sure.
Storm: pretty costly location changer that can work if you dont have snowguard, nico or want to use Scarlett. This deck is not exactly build to abuse her, but storm on 3 into havok on 4 is actually quite good.
Spiderman: Our friendly neighbor is back in the kitchen thanks to elsa change, and you may find yourself getting quite a bit of value out of him by playing him into elsa lane and then him moving into kraven, specially if the first lane has jean in it. There is a bit of a clash with cosmo but well so it may not work as well, but it is worth a try.
Gladiator: 3/8... ehhh.... 3/8... you can silence him with cosmo if needed, but yeah... 3/8...
4-COST
Moon Girl: this one is a bit complicated, basically an honorable mention, you can technically use moon girl turn 4, not play anything turn 5 and then double shulk, double havok on 6. Is this combo good? kind of... honestly in most games you just want that 11/26 over a 15/36.
Even if you think 4/10 extra is amazing, there is a little problem, Jean and Goose may not let you play Moon girl, and trust me that is one of the best combos in the deck.
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Which version is the best for the flex slots really depend on what you have, and what you like, there is really no wrong answer imo.
Little movers version adds the more power while shulk version lets you run a few more tech options. If Angela and Kitty ever get some power back they also be a decent option.