I’m testing three very different decks for the weekend climb, and the question is which line I trust enough to take onto ladder.
Why Wasp earns the Zombie Galacti slot
I think Zombie Galacti is a solid deck, especially at the beginning of a season. People are trying to climb, reach Infinite, and find a deck that will just do the climb. This list gives them a straightforward endgame: build power for Maverick, Stick, and Zombie Galacti, then make the opponent work out how much final-turn power is really coming down.
Maverick and Stick are the early priorities. Zombie Galacti comes later, whether I put it down or build it into my hand first.
What makes the deck vile is making the opponent work out Zombie Galacti’s number. Opponents can see the threat. They know a lot of power is coming, and they may see parts of it developing. They might not see all of the power coming down. Wasp is also an extra piece of surprise power.
I took Superior Spider-Man out for Wasp because I value having the right cards in hand over adding another route to playing the line. Superior Spider-Man does offer early green power to prepare for turn six if I do not get the Magic line. Majestic Wing Beat and Surge already provide reductions, while Magic can also enable what Zombie Galacti needs. Adding another enabler raises the question of whether I am leaning too hard into making the line available while giving up draw consistency.
Adam Warlock is important to that decision. It can become a threat or give me an accessible extra draw. I can play Wasp on the same turn as Adam Warlock. I could also use Yellow Jacket for the same reason, but I am choosing Wasp.
The priority is having the card in hand first. Once it is there, I can decide whether the line is worth making. Wasp also gives me a choice between putting an extra point into a lane now and holding it. That flexibility fits a deck that wants to throw power down on the final turn.
For a simple climb deck at the beginning of the season, this is the path I trust.
Captain Carter’s ceiling is worth the harder line
Captain Carter combo sits at the opposite end of the difficulty spectrum because its variations change the way the deck plays. The question is where the core ends and the pocket-meta choices begin.
Agony, Brood, Maverick, and Captain Carter are part of that core. I get to around card eight before I start to hesitate. I would probably put Prodigy, Stick, Mother, and Escani in the core before the variations start.
Venus has moved into staple territory for me. After comparing popular and less popular versions over the previous week, I came away convinced that Venus is worth a slot in the deck. I’m including Hope Summers in my version. I also did the math on the aggregate of the top 20 variations of Captain Carter combo.
Jeff the Baby Dolphin is also much easier to play. I love the Jeff version, and it is an easy swap. I’m probably keeping Storm for now because it presents the highest ceiling possible. If I do not have Venus, I can move toward Jeff the Baby Dolphin or take the positioning route with Nightcrawler.
That does not mean every flex choice is fixed. The pocket meta still decides part of the answer. Luke Cage becomes a consideration if I need to protect my cards. Other slots can change depending on what I am seeing and whether I am in Infinite. Those choices change with the mirror matchup and the pocket meta I am playing in.
For this weekend, this is the deck I would take onto ladder. It asks more of the pilot than the Wasp-led Zombie Galacti list. I’m choosing this version because I want the highest ceiling.
Beach Bounce turns Shadow King into a decision
With so much focus on green power this week, I want a deck that can manipulate its power against Shadow King.
That is why I am playing Beach Bounce. It is a classic Bounce list built around Bishop, with Venus as a major part of the package. Instead of committing to one single-lane stack, I want a wider build that can reallocate power as needed.
Bishop is especially useful when I am facing an opponent I know runs Shadow King more than half of the time. It can become a deliberate throw lane, a visible target that tells the opponent where Shadow King will have value. Meanwhile, Iceman and Nico do not offer the same certainty about where they will land. If I am bouncing Rocket Raccoon, Silver Sable, and Kitty Pride back, that unknown final-turn power is very valuable.
I want to be picking cards up on turn five and throwing priority into the final turn. Throwing priority gives the scaling cards targeted value. Bishop can be the only green-power card left on the board. If Shadow King lands there, that is fine because I knew that going into the play line.
Toxin stays over Elsa Bloodstone because I want the consistency of picking up all those one-drops. Elsa Bloodstone is a very good card with Kitty Pride, Venus, and Angela.
There are limits. I am not seeing a tremendous amount of Killmonger, but I accept that it can happen. Beach Bounce has a high point ceiling. I can outpower a lot and get some weekend missions done at the same time.
Captain Carter is the one I’m probably going to use for the rest of my climb.
Watch the full discussion: the original episode.




