Doesn't this just lose to Killmonger?
No, no it does not.
I've had a lot of luck with this list, but it doesn't play out as it might look. The key to this deck is you need to hold your one drops until turn 6, rather than playing out on curve, for maximum effectiveness. There's several reasons for this.
Holding cards longer increases the number of cards that get buffed by Nakia.
You're able to play the cards with greater knowledge of the board state and therefore can place them more effectively. Guessing where opponent will play a card to ensure Rocket is buffed is much easier on 6 than on 1. You'll also have a better idea of what locations to focus on and which are a lost cause when you play the majority of your power.
This is the also the key to dodging Killmonger. You should do your best to ensure you're going second on turn 6 (given how little you should have on the board to this point, this shouldn't be an issue). If they play Killmonger turn 6, it reveals before you play out your hand.
The 3 exceptions to holding onto your one drops are:
Okoye. Obviously you want her down ASAP, to buff as much as possible.
Sunspot. With how little you're paying early, Sunspot has the ability to get big by the endgame.
Nightcrawler is sometimes ok on turn 5.
-If you want to play him to pump Angela, then move out so she can be buffed more.
-If you need to move Nightcrawler into a restricted location, e.g. Sanctum, Hellfire, Crimson, Death's Domain
You should also try to save Angela and Strong Guy until turns 3/4/5 to increase the chance of getting a Nakia buff.
Wave on turn 5 is a major weakness of this deck. But if it happens, you retreat, and are out two cubes at worst.