The Game Plan
With Hydra Bob getting a lot of flak, I wanted to show a list that uses his high base power. I'm a huge fan of the Moon Girl combo, and it works especially well here.
Our early game consists of throwing out good cards like Sunspot, Jeff, and Mysterio, before playing Moon Girl on turn 4. We skip turn 5 to juice our Sunspot and She-Hulks, and then play out our monstrous hand full of double Hydra Bob, Titania, Mockingbird, etc. on the last turn. This can routinely get us 30+ power on turn 6, which is nuts.
There are a lot of alternative play lines with this deck, and we can often punch above our weight thanks to Shadow King, Red Guardian, and U.S. Agent providing counterplay to some of the meta lists right now. It should be noted that this list loses pretty hard to Loki, but that's pretty unavoidable unless we make some sacrifices to put Mobius in the deck. If that's worth it to you- go for it!
The Decklist
- Sunspot is a really nice placeholder since we don't usually play out our other one-drops until later, and often times skip turn 5 entirely. An easy 1/6 most games, but sometimes more.
- Quinjet is a lifesaver if we have to copy our higher cost cards without other synergies. Having a 2/3 Red Guardian or a 4/9 Mockingbird is still good if we don't draw our best combo. It can also allow us to play more cards on turn 6, like Shadow King or U.S. Agent.
- Hydra Bob is a great stat-stick with added utility in a pinch. Since we don't usually play him until turn 6, having two to play makes him like a 2/10. Extremely nuts, especially given he can move into somewhere like Sanctum Sanctorum if we need him to.
- Titania is like 5% worse than Hydra Bob in that if we have priority come turn 6, she can be more unpredictable. Still, she provides the same value in terms of stats and can act like a Green Goblin in certain games to mess up our opponent's lane, which can be helpful against something like Wong.
- Shadow King is a really great tech-card that gives us agency against lists like Destroy, Pheonix Force, and Bounce, and is often cheaper thanks to Quinjet.
- Jeff the Baby Land Shark is a catch-all card that gives a ton of flexibility in a variety of games and feels good to play out while we're getting our combo in order.
- U.S. Agent is flexible in the sense that we can play him out early or late, either to get lane control or to surprise our opponent in the endgame. You will run into a few games where he might be decreasing the value of Mockingbird or She-Hulk, but often times I fill his lane with Hydra Bob and Titania, which feels great.
- Mysterio is a solid card on his own, and is helpful on certain locations like Castle Zemo. Where he really shines is when he discounts Mockingbird, which is simply insane value when paired with Moon Girl.
- Red Guardian is a solid tech-card that allows us to shut down certain plays from our opponent early on so we can achieve our combo on turn 6. Turning off a Thena or a Multiple Man can really hurt certain archetypes and help us get more wins under our belt.
- Moon Girl is the most important card in the deck. You can still win games without her, but she's almost certainly the biggest snap condition in this deck. Before playing her, you want to make sure your hand is optimized for her to copy. Putting cards on the board early, like Mysterio or Red Guardian, can open us up to powerful stats on turn 6.
- Mockingbird is a big card, and gets synergy with Mysterio and our copied Moon Girl cards. It's that simple!
- She-Hulk is a star in this deck and is the best target to copy with Moon Girl. Since our opponent can't predict where we're going to play two She-Hulks, it is often times a cube stealer and a great finisher on turn 6.
The Wrap-Up
I'm having a ton of fun with this list on ladder, and it's an archetype that never gets old in my opinion. Knowing when to retreat is easy with this list in my opinion, since we can take turn 5 to assess what kind of combo we have at our disposal, which in turn has led to me saving a lot of cubes. Hope you have as much success as me!