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." Despite the 31 in the title, this is my sixth deck featuring one of the many custom cards I've designed, Asgore Dreemurr. The 31 references both the 3-Cost + 1-Cost play line that this deck aims for each turn in the early-game (before playing the big cards) and the combined Power of Asgore, Thanos, and Skaar. Every 3-Cost card in this list is a good idea to get down on turn 1 or 2, and the combination of Kitty Pryde and the Stones lets you both fill that Energy "curve" (not really a curve in Asgore decks) and take advantage of those 3-Cost cards' abilities. Hope Summers is absolutely necessary to get Thanos down (without being able to bounce the Time Stone), and she can even get Thanos down as early as turn 2 with the Time Stone! Hope is also great for fitting Nico Minoru or some extra Stones into your turns. Caiera gets immense mileage out of this deck due to 12 of your total 18 cards being 1-Cost or 6-Cost cards. Also, here are some peculiar things I noticed about this deck:
- Can't run Thena, as playing into Hope Summers gives you 5 Energy that you ideally want to split 3-1-1, and the only other 2-Cost (to play alongside Thena) is Black Swan
- Runs Caiera when neither Skaar nor Bounce usually does; Skaar decks either want to destroy their cards for Death or play many 4/10s that won't be protected
- Can't run Falcon, as having your Stones on the field each turn is especially important for Thanos, Marvel Boy, and Mockingbird
- Gets huge mileage out of Bishop (despite not having him in the deck) due to Bishop being playable on turn 1 with Energy left over
Overall, I think that this ended up being a way more interesting deck than I initially believed! The combination of Thanos and Bounce is quite the unique one, and Asgore gives it exactly what it needs to be a real deck!