This is one of the primary decks that I used to climb throughout pool 1 games., and is quite strong.
Common gameplay patterns:
- Stacking two primary locations with Kazar, Blue Marvel, Onslaught & the other with Angela ramp leaving the third with lower priority units.
- Getting value out of Angela is important, so holding on the play of a one drop on turn 1 conditionally is correct if you can get a buff on her, especially if that one drop is Squirrel girl.
- Common Angela tactics consist of potentially getting an extra buff with nightcrawler, threatening to move it away with replacement of a higher value unit (Wolfsbane, Captain America, Antman, Electra) OR using that as a bluff to make your opponent overcommit to the location and actually focusing your attention on a different location.
- Holding AOE buff cards (Kazar, Blue Marvel, Onslaught) as long as possible is typically one of the stronger plays (mostly if there is a mana influx due to location shenanigans). Withholding the information that you can strengthen your board will get you wins & snap potential against less experienced players & bots.
- Squirrel Girl is actually a bit of a skill testing card in this deck... While a very powerful card when receiving buffs, (you get 3 units for the price of 1) there are a number of instances where you can become board locked due to locations that spawn units, or limit board space, and in those instances you can typically fill up your available board slots with more premium units. Also, remember that the squirrel tokens get +3 on Washington DC.
Missing Onslaught? Onslaught was one of my last cards in pool 1, and ran this deck with a Strong Gun package to similar effect:
(-) Korg, (-) Captain America, (-) Onslaught
(+) Blade, (+) Lizard, (+) Strong Gun
Lizard is better than Captain America in this version due to the loss of the Onslaught synergy buff, as well as keeping the curve lower to allow for Strong Gun activation. Blade is also useful to help guarantee having an empty deck at the end of the game, as I found I often had one card left over at the end of the game. In that vein, Strong Gun on 4 can be a positional bluff - you don't ALWAYS have to discard down to 0 if you have a stronger play like Kazar / Blue Marvel if it leaves you with additional cards in your hand, and may actually force your opponent to commit heavily to a Strong Man location, while you stack elsewhere.