FatDaz wrote:So I got kingpin in a collector crate. Thought he would be the cherry for my move enemy deck. Trouble is he’s actually rubbish. He’s too easily telegraphed, he actually kills your own cards if they move?!? And the limitation to only killing on round 6 blunts him totally. I might actually remove him as I’ve lost loads trying to force him to proc!
Edit: great news on galactus nerf. Will require more skill now so won’t feel as unfair to lose to it.
Kingpin is great fun when you pull it off. This is my current Move to Control deck:
# (1) Nebula
# (2) Kraven
# (2) Invisible Woman
# (3) Juggernaut
# (3) Killmonger
# (3) Kingpin
# (3) Polaris
# (4) Shang-Chi
# (4) Miles Morales
# (4) Stegron
# (5) Aero
# (6) Magneto
#
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# To use this deck, copy it to your clipboard and paste it from the deck editing menu in Snap.
Nebula goes in because there are no strong low cost cards for this deck, but it does create pressure on your opponent to play cards on it's square, useful if you want to control where they place in order to later move.
Invisible Woman is in to help prevent telegraphing your turn 6 plan. You can potentially place him hidden on turn 3, then follow it up with any of Polaris, Aero and Magneto for a surprise when they turn.
Killmonger is handy to have to clear the 1 cost cards which can block your path from time to time.
Would love to know if you think there's an obvious omission here.