Card draw simulator
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None. Self-made deck here. |
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Precon Recon · 637
Welcome back to 1-2-Punchboard, where today we'll be taking a look at the acrobatic Ghost-Spider and how we can make the most out of her core ability. Be sure to check out our full break-down of the hero over here: https://boardgamegeek.com/thread/2849496/1-2-punchboards-precon-recon-ghost-spider
Never Left Defenseless
In case it wasn't already clear by the cards in this deck, Gwen is a beast at defending, and that's exactly what she's going to do here. In 2-player games, I find that she defends nearly every attack the villain makes with some insanely efficient plays. This deck is built to activate almost exclusively during the villain phase, which may leave your hero phase a little lackluster, but you're mostly here to stop the villain from activating and punishing them when they try to.
Mulligans here are pretty self-explanatory:
- Web-Bracelets: The more cards that you can draw, the more quickly you'll be able to afford to get everything else into play.
- George Stacy: If you can't afford an event, you can always tuck it away for later. And if you can get him into play turn 1, you can take advantage of his ability twice, providing you with a lot more flexibility.
- Unflappable: While you may not be able to prevent all the damage done for every attack early on, it's good to have this in play when you can for the extra draw.
- Armored Vest: More DEF means you can do your job that much better.
Your goal is to defend every attack, using one of your events to ready yourself afterward. Because of this, you'll be relying on the glorious 0-cost events, Counter-Punch, Defiance, and Expert Defense, often, usually giving you the opportunity to fully defend an attack for free once Web-Bracers are in play, all while triggering a cascade of effects. You'll want to be smart in terms of what events you use when, as whether you are ready or not can make your core events unplayable.
Additionally, events like Pirouette and Punch or Web Binding are situationally helpful, so knowing which ones to have George hold onto for later requires a certain amount of planning and nuance. George allows you to play cards from under him, not spend them, meaning you'll want to grab up events that you'll be able to play sooner rather than later so you don't flood him with events. Often, you'll find that unused 0-cost events are easy additions to his arsenal.
Honestly, this deck is pretty fantastic, and I struggle to come up with a card that I don't find useful in the mix. There's no other deck quite like it, with the closest being the Captain America deck we released a few weeks back. I'd highly recommend you give it a spin when trying Sinister Motives for the first time.
Thanks as always for checking out our content, and if you want to see more of our work, head on over to our Discord here: https://discord.gg/Cf68TY8KTu