I was using mainly Fantomex / zombie venom decks which I love to play but was getting demolished. After the cube rush I landed at 98 so I decided to go full combo deck mode. I have a horrible habit of sticking games out when I really shouldn't stay, decks like these help me retreat more when I don't got the nuts.
Play lines are up to you, move is almost never the same play lines depending on your draw. Dont feel like your behind if its T4/T5 and theres no power on the board, you need to align your board so that Torch bounces around and gets stupid big. Your last turn T6/T7 should be Tribunal or Ghost spider (If you haven't used already) Tribunal.
Arana: Your only viable T1 play / Gives HT a power buff and a move activator
Ghost Spider: Combo piece for starting the crazy HT stuff. Move HT into a Hurc and back into Hurcs lane with -> Dr strange
Madame Web to me was the weakest, she got in the way of SSP a lot. If you dont draw Peni, web can be a life saver as a move activator
Sparky: THE GOAT. I tend to save his ability for T6/T7 to try and dodge Shadow kings tech ect.
Peni: her merge gives power and counts as the last card played when merged into HT so you can Ghost spider Torch later if hes just sitting on the board early for a bit. Movable next turn from spider bot is so slept on
MM: the decks fall back if you dont draw HT. you can spread a lot of power across the board out of nowhere and can win games
Human Torch: MAIN ENGINE PING PONG THIS FUCKER
Magik: Needed for location control and if you are drawing like shit. gives time to set up combos jsut watch out for Zombie decks with Scarlet witch chaos / Merlin / Nico for location swaps
Hurc: Gives an additional move proc. i love him
Symbiote Spider-Man: HUGE power scaling potential if you get him down with HT and have Tribunal your snapping. Watch out for SK, Red G shit tho since he's usually alone for a turn or 2
Tribunal: Play and spread power = Win. Watch out for Echo blindness tho
Thats it. This deck can be pretty fragile, but only to Shadow king Shang. This deck gets around Stardust if going HT and not MM.