Just pushed to Infinite with this fun list I came up with trying to find a shell for Miles! He's pretty reliably a 1/5 in this list, which helps support the other Zoo elements of this deck.
The Move Package
Miles Morales, Nightcrawler, Human Torch, Iron Fist, and Falcon are the first core of the deck; Nightcrawler is the most reliable enabler for Miles, and you'll often want to time his Move to coincide with when you want to play Miles next turn. That sounds obvious, but what this means is the latest you'll want to move him is Turn 4, where you'll still be able to play Miles at his discount without clashing with Chavez on 6.
I don't have Beast, but Falcon, Human Torch, and Iron Fist are a reliably powerful little trio that not only synergize to push Torch to 8, but also hugely help Angela: the ability to repeatedly play and free up space under Angela is a huge tool for this deck. Keep an eye on chances to play Torch on Angela before the Iron Fist bump, Nightcrawler on Angela for the move, and any 1 drop on Angela prior to a Falcon bounce.
The Scaling Core
Bishop and Angela are disgusting cards, and they'll both regularly climb to staggering numbers by their lonesome while you do your weird 1 and 2 drop kung-fu on your board. Again, the deck has lots of places to double dip on Angela spaces, and Bishop in general plays really nice with cheap cards that get replayed. Look for any opportunity to hit
Mysterio is a workhorse: if possible, you'll want to play him after Bishop for the easy +3, and his clones both buff Carnage and trigger Angela to boot. I try and spread him out so you can keep the "surprise" 5 power in a different lane from Bishop or Angela (where your opponent is already trying to rally); the extra pressure is really potent.
The Destroy Package
The final part of this deck is Carnage, Bucky, and Nova, and they're pretty self-explanatory: Plan to let Carnage crunch on a Mysterio illusion where you can, and otherwise try not to let this part of the deck get played in the same lane as your scalers. Don't be afraid to wait on a Nova play: you fill your board pretty reliably with this deck, and often turn 5 (before Chavez) is a swing turn that'll turn the game in your favor.
12th Card: America Chavez
America Chavez is your top end to both more reliably draw your key cards early before 6 as well as give you a guaranteed efficient turn 6 play every game. It's important to track what you'll be doing both turn 5 and turn 6: bounces and Miles' discount both won't matter if you're playing Chavez instead, and so you'll wanna plan to get them out accordingly. Remember that this means you won't draw anything else on 6: don't bank on a Carnage draw and pivot as you need to get the most value out of your cards. 9 power on 6 is no joke!
The pieces of this deck work really well together as long as you keep all of them in mind: don't be afraid to pivot from a Bounce combo or a Carnage lane if another line nets you more power where it matters. You're vulnerable to locations that restrict play: you can get into Sanctum Sanctorum and the like with your movement sometimes, but sometimes it'll really muck the deck up because it uses up so much space.
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