KillmongerCost: 3
Power: 3 (1 Below Par)
Ability: On Reveal - Destroy all 1-cost Cards currently on the board
Ideal Turn to Play: 3-6. Similar to Cosmo, when you play Killmonger really depends on the board state, your opponent's deck and your own plans. If you're just using him as a tech card, Turn 6 probably makes more sense for better cube equity. On the other hand, using him as an enabler or support card means you're probably rolling him out a bit earlier.
Archetype: Tech/Destroy
Uses:One of the strongest decks you can use in early pools is a Zoo deck archetype. The concept of the deck is simple. You build it around decent 1-cost or flood type cards and go wide, while boosting them with Kazar, Blue Marvel and maybe Onslaught so they are worth much more than their base value. When you first start you SNAP journey, you're likely going to be playing cards as they become available for play and things such as Play Windows are not as evident or important. So here you are, spending turns 1-3 putting down various 1 cost cards and you slam Onslaught out on 6 for a massive field wide boost. Then your opponent plays Killmonger and basically wipes out your entire board except for one lane. And thus, a painful lesson is learned and Zoo's dominance becomes more diminished.
In some ways, Killmonger shares a lot of similar traits as Cosmo. They tech against different cards sure, but they both have the same stat line, both can be used to enable plays for yourself and both have very wide play windows where they can be effective. Killmonger is what some people would call a "pure value" card. Anytime you actually play him out, you are immediately going to get some sort of benefit. Obviously, he can destroy your opponent's 1 cost cards that need to be played early like Quinjet, but you can also just use him to clear junk out. If your board is flooded by rocks from Debrii or a gifted Hood from Viper, Killmonger is going to remove those for you. And even though he can benefit your opponent in the same way, the difference in information and deck construction means that the advantage will often be tilted in your favour.
Killmonger's introduction teaches players about a couple of important concepts. Priority is the obvious one as who reveals first matters determines whether Killmonger whiffs or gets you, but the other important lesson is timing. Just because you CAN play something early doesn't mean that you should. Killmonger being present in early pool 2 means that players still running Zoo decks, learned quickly they can mitigate the risk of getting caught by him by just saving all your 1 cost plays on Turn 6. You still have to play out Kazar and Blue Marvel on 4-5, but your other 1 cost cards can technically be played all on Turn 6 anyway (1+2+3 = 6 Energy). So why risk getting hit by an earlier Killmonger, when the bulk of your deck can be played out late anyway? Not only does doing this reduce the amount of information provided, but you will likely lose priority, which aids in evading getting your board wiped. And from there, players learn the effectiveness of a card's play window. Something like Nightcrawler or Ice Man are best played before Turn 6 so they can utilize their abilities more effectively. However, something like Blade might be best played later to reduce the chance of discarding something important.
Since Killmonger's effect hits your field as well, he's best in decks that can utilize his ability to enable bigger plays versus just being a tech card. Nova is basically paired up with Killmonger at the hip since Killmonger can destroy him from anywhere. That means that, if you played Nova in a restricted location, you can also hold off from blowing him up if it can let you chump win a location since he is still worth at least a point. You can also play him alongside Squirrel Girl to aid Death. Death is an 8 Cost Card but decreases its cost by 1 every time a card is destroyed on the field (regardless of whose side of the board it is on). So playing Squirrel Girl, the using Killmonger not only strips all the clutter Squirrel Girl dumps, but it makes Death -3 in Cost immediately. Similarly, he works with Thanos because all the Stones are 1 cost. You can then quickly play out the Stones for their effects, the use Killmonger to set up Death or even Galactus. Finally, both Deadpool and Hood are common pairings with Killmonger because both can make use of his ability to destroy them from the field.
Still, despite his strengths, I don't think anybody that has played SNAP for awhile would disagree that Killmonger is fundamentally a weaker card than Cosmo. The key issue stems from the cards that they stop. Cosmo stuffs down any On Reveal abilities - which are often the most powerful ones in SNAP because they only occur once when played. This trait will continue to be important in SNAP's future because On Reveal is one of the categories that an ability can belong to. The only way Cosmo loses relevance is if they literally stopped making On Reveal effects. On the other hand, Killmonger doesn't stop flood decks or even Zoo decks completely. If you're using Dazzler, Mysterio and Brood, Killmonger basically does jack all. He specifically just stops decks that rely primarily on 1-cost cards. And while he will always serve as a check to them, the weaker 1 cost cards are, the less important Killmonger is in the meta.
He can also just be a more awkward card to play. If you end up in a situation where you want to save your Sunspot but want to destroy your opponent's Nebula, Killmonger isn't going to discriminate. In this ways, Cosmo's lane restriction can be a blessing in disguise - you just need to make your plays in a different lane. No such option exists with Killmonger. It seems like this might be that one case where Elektra is relevant, but thankfully, there are other more flexible options. Just that at the end of the day, you're going to need another card to support. Then there is also the fact that Cosmo exists the entire time he is played whereas Killmonger is only relevant on the turn he is played...
You have other ways to nullifying Killmonger such as Armor or throwing away priority, but the type of card he checks against means Killmonger always has a hard cap on how useful he is going to be. That doesn't mean he is useless - it just means there are limitations on how useful he is and ultimately the types of decks he will fit in. When Bounce was meta, Killmonger was truly king because he was the one card that they had to respect since it would eliminate their pumped Kitty regardless of which lane she was in. The stronger 1 cost cards become, the more likely one sees a resurgence in his play rate.
Common Combos:Like with Cosmo, aside from just teching against 1-costs, Killmonger is a tech card that can run several combos or enabler plays to assist the deck:
Nova -> Killmonger - As described above, this is an easy 2 card combo that aims to blow up Nova to give all other cards on the field a boost. You'd usually do this late as possible to get the maximum bonus possible available with Nova, but blowing him up early can make sense if you are running a card like Deadpool, who wants to be pumped up every turn if possible.
Squirrel Girl + Debrii + Killmonger + Death - Debrii is a tough card to fit with Destroy, but here's another interesting play you can do to get more mileage out of the rocks she places in each lane. Squirrel Girl + Debrii's rocks all get hit by Killmonger, so this combination means you reduce Death's cost by 7, pretty much ensuring you can play her for 0 for a big turn 6 point slam.
Hood + Killmonger - Hood is a -3 Power card but summons a 6 power Demon to your hand. Playing Killmonger means you get the benefit of playing him with none of the drawbacks.
Deadpool + Killmonger - Deadpool is an awkward card that doubles in power every time he is destroyed. The real annoying thing with Deadpool is that he really wants a perfect or close to perfect Curve as much as possible. Killmonger helps to smooth that curve because in most other destroy decks, you usually only have 3 actual destroy effects. Here, Killmonger represents an extra destroy card, which can help keep your Deadpool on track.
Time Stone + Killmonger + Galactus - Basically a way to get Galactus out on Turn 5. Depending on the rest of the board, playing Killmonger + Time Stone and clearing a lane means there is now an empty lane that you can try to call Galactus in. You'll need some support cards to finish the deal, but that goes without saying.
Invisible Woman + Killmonger - A delayed Killmonger that goes off at the end of the game and kills any 1-cost not taking cover behind Armor. A super relevant combo during the Bounce meta but still relevant today and can be used to catch late game Zoo or Ultron players.
Rank/Tier: B tier. While not as relevant of a tech card as Shang or Cosmo, Killmonger is still pretty solid. Being 3 cost gives him flexibility and unlike most other cards, he doesn't care which lane he is played into. This means he's pretty unique, so while ultimately, his stock rises and falls depending on 1-cost relevancy, he is at least at the apex of what he checks against. This is in stark contrast to cards that tech against Ongoing effects, where all three are often competing against each other.
Most Used Decks:Surfer
Control
Generic Destroy
Thanos Destroy
Cerebro 3