Asgore Dreemurr (represented by Heimdall) 6/10 "Starts in your hand and gives you +3 Max Energy, but you can't gain or lose Max Energy." This is now the fifth theoretical deck I've created using this custom card as a base, and the first one I've created using a card scheduled for future release: Misery. This may seem similar to my original Asgore deck, but that one is based more around stacking a large amount of good effects and has a less clear win condition, whereas this deck is full-on Lockjaw and focuses around the chosen Asgardians as its win condition (though Moon Girl alone can be a win condition with Mockingbird and Demon spam). Once you've played either Asgardian, you can repeat with Absorbing Man, search the top of your deck with Howard or Jubilee, or search the inside of your deck with Lockjaw and Hood/Wasp. If you duplicate the Asgardians with Moon Girl, then you can trigger them with Misery for more hammers (not a good option but an option nonetheless). Misery also works very well with Hood, Jubilee, and the hammers, and won't ever destroy Lockjaw, Howard, or Mockingbird. Mockingbird can be pretty cheap with Moon Girl and Hood, and even greater so with how early you can get the hammers in and out of your deck. The suggestions are mostly self-explanatory, with a few exceptions: Mysterio duly synergizes with Lockjaw and covers a variety of locations while significantly helping Mockingbird. Snowguard generates 3-Cost (for ideal Energy rationing) while being a 1-Cost for Lockjaw, and those Auroras can both cover many locations and discount Mockingbird. Hydra Bob and Nocturne can cover locations, make space for Lockjaw, and fill the Energy curve. Overall, it seems like one of my worse Asgore decks, but I hope people still like the idea!