Ghost-Spider - Seeing Red

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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Spliff · 665

This deck is all about leveraging Dizzying Reflexes to dish out as much damage as possible. Not to say it can’t do other thing as well, but if you like dealing damage you’ll love this deck.

The two key cards are Skilled Strike and Mean Swing. Two ways of increasing damage, readying Spider-Gwen and all for zero cost!

To leverage Mean Swing you’ll need weapons, of course. Jarnbjorn is almost an Aggression staple at this point and I’ve thrown in Godslayer as well. What I like about Godslayer is that it works against Villains without Mean Swing as well, and will never go out of play. If you’re concerned about cost or want some overkill, Hand Cannon is a great choice as well. However, Unique Villains have been showing up more and more in Modular Decks increasing the value of Godslayer.

Make sure you get down Combat Training so you get +2 damage over the two attacks as well.

Zero cost Dizzying Reflexes aren’t just contained to Attack cards though. The Best Defense… is a cheap way to reduce you’re damage from Villain attacks for 3 (with Combat Training) and ready Ghost Spider. Even at just 2 it’s a win-win situation since it’s almost free.

Of course the deck contains a retinue of 2 Cost Allies for assists and blocks. Allies never go out of style. You can also get a bit extra out of them with Boot Camp.

Speaking of Boot Camp. Since this card stays in play it’s not that important that this deck is t Ally focused. It can thin your deck, but probably most of the time it’s resources. Same with Hall of Heroes, not a “must play” but deck thins and is useful at the same time. Assault Training will go out of play if you use up the counters, but sometimes you want to get Skilled Strike or Mean Swing back in the deck.

Lastly is the consideration of Thwarting. Firstly, Ghost Spider does have 3 Phantom Flip cards. The Allies also offer some help. To round this out I added Chase Them Down. Goes well with the zero cost theme, and George Stacy can hold them until you’re ready to pop them.

Setup priorities are: 1) Your weapons. 2) George Stacy 3) Combat Training 4) Web-Bracelet

Weapons make Mean Swing work, without it it’s a dead card. George Stacy can tuck so many good cards away he’s just too useful not to get down ASAP. Chase Them Down was mentioned earlier as a prime target, but The Best Defense… or any other card that you expect to activate on the Villain turn is a priority as well. Combat Training will do great work over time and the Web-Bracelet are card draw, ‘nuff said.

Remember that Dizzying Reflexes only works once per turn, so to get the most you want to be able to use it on the Villain turn and on your turn. Once your setup is down, this is really easy to use. Keep Thwart and Defense cards under George Stacy until the right time to get maximum profit.

If you’re finding that you’re still having some issues with thwart, you can try "You'll Pay for That!". I personally found that it was a bit overkill, and often didn’t want to pay for it, but it’s a block with a ready, and maybe some thwart off the top for 1 cost. Not bad, but no guarantee thwart either. Smash the Problem is also another good choice, something to do after you ready yourself with Skilled Strike too.

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