This deck takes full advantage of the immense powers of Red Hulk and Destroyer. Supporting cards do two things: prevent the opponent from playing cards (thus preventing them from spending Energy) and protecting your Power from the Destroyer.
Focus on using your cheap cards to fully win one location. Use Green Goblin, Cosmo, and Professor X to prevent your opponent from contesting this location. It's not an overcommitment because your other cards get so big, there isn't much risk of losing the second location.
Use Magik to turn off locations that benefit the opponent. Leave locations like Bar With No Name and Death's Domain on the board- you are favored in tiebreakers. The game going into Turn 7 also lets you play significantly more Power, and makes Red Hulk stronger.
Use Taskmaster, Red Hulk, and Destroyer to go overwhelmingly tall at another location. Anticipate tech cards like Alioth and Shang-Chi. These tend to be the only threats by this stage. Cosmo, Armor, and Supergiant make it harder to predict and counter where your big cards will land.
This deck tends to win if it can get early priority. It is weak to decks with flexible Power, like Kitty Pryde and Discard. If you don't feel confident that you can win the first location, retreat. However, you can snap pretty much always.
I went 12-5 (70.6%) with this and got a net +16 cubes. It took me from Vibranium to Galactic before I started recording with Untapped.gg, so I'm sure it can go to Infinite.