A deck themed around a card I created for Marvel Snap (represented by Heimdall): "Asgore Dreemurr 6/10 Starts in your hand and gives you +3 Max Energy, but you can't gain or lose Max Energy." With Asgore in your deck, you'll have 4 Energy to spend every single turn. This unique style of gameplay and deck design leads to many interesting options, one of which is shown here. This deck takes advantage of the early access to 4-Cost cards with Beta Ray Bill and Phastos, who are further complemented by Asgore shrinking the size of your deck. Howard the Duck is incredibly necessary here to properly plan your Jubilees, Iron Lads, and Hope Summers activations. Additionally, Mobius is necessary here to deal with threats like Iceman and Dream Dimension, both of which can completely brick any of our 4-Costs due to Asgore's unique Energy curve. Rogue is added for the same reason, but she is much more replaceable. Crossbones and Shang-Chi are very good here, with the former essentially having no downside when it's playable so early on and the latter simply being one of (if not the) best tech cards in the game. However, these two are also replaceable. As for suggestions, the On Reveal trio (Symbiote, Wong, and Absorbing) are good, though they have a bit of trouble finding a wide variety of uses in this deck. Leech and Doctor Octopus are great tech cards, and Gwenpool and Man-Thing are very good in general.