Peter teaches Peni how to Drive

Card draw simulator

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RegalGamesTV · 38

Alright Champions fans, I'm back with another engine style deck! This deck is the brain child of myself and one of my friends- he said he wanted to play Web-Warriors in Spider-Woman, and this is what we came up with! This engine takes a little longer to build and is more complex than my Ironheart deck though. However, this deck might be more fun to play and more rewarding once you figure it out and really start to see what it can do. As Doc Brown said: "...when this baby hits 88 miles per hour, you're gonna see some serious s***."

Let's start with the basics: The car is Web of Life and Destiny. This is what allows us to draw a few cards every turn. The driver is SP//dr, and the one teaching her how is Spider-Man. The premise is simple: Play SP//dr, ATK with SP//dr, ATK/THW with Spider-Man, ready SP//dr, THW with SP//dr, bounce her to your hand and draw a card from Web of Life and Destiny, and then play SP//dr and ATK again. This is the engine of the deck in it's simplest form. Let's talk about some of the other cards and why they made the cut.

Med Team: We need Spider-Man to stick around to help SP//dr keep drawing us cards. Med Team allows us to do this.

Spider-Man Noir: Since we're playing green cards and and keeping allies around, Spider-Man Noir is too good to not include, especially when he's fully juiced up to 3ATK/3THW.

One Way or Another: Great at all times in the game- drawing 3 cards is always great. Play this each chance you get.

Chance Encounter: Great when paired with OWoA. This card lets us fish out our missing combo allies.

Across the Spider-Verse: Basically an easier to play version of Spider-Man- one less resource and no requirements on cost.

Team-Building Exercise: An effective cost reducer in this deck, especially once we get Warrior of the Great Web into play on our hero. Sneaky use of this card though is to play a Med Team while in Alter Ego...

Now for the last few slots in our deck and the rationale behind including these cards. Ghost-Spider and Spider-Man: Here for their leaves play and enters play abilities, respectively. The real trick with them is playing them and then playing SP//dr behind them. Spider-Man can remove a good amount of threat (up to 5 I believe) and then ATK/THW for 1 before SP//dr kicks him off the board to draw a card from Web of Life and Destiny. Once Ghost-Spider leaves play (in the same manner of course), she fetches out one of Jessica Drew's many event cards. Speaking of those...

Jessica's event package (11 cards) + our two copies of What Doesn't Kill Me are the cards we want to play after our engine is up and running. They pump up Spider-Woman and keep her healthy. Don't forget that Spider-Man and What Doesn't Kill Me also ready Spider-Woman so you can feasibly get off multiple ATK/THW actions with her (or ready up to DEF of course). Since 9 of her 11 identity specific events are Superpower traited, Deft Focus is an easy include to help pay for these (along with Finesse of course).

Again, this is a deck designed to play one way and one way only- get the engine going, and then start playing Jessica's events. The correct play is almost always to favor getting your board setup rather than doing something else (unless necessary of course). Once this deck gets going, it is VERY strong and super fun to play. Let me know what you think!

1 comments

Jun 10, 2023 SupremeBenevolentOverlord · 13

I like the concept. I like playing Spider-Woman, and usually lean into buffing her stats by playing as many different aspect cards as possible each turn, so I tend to shy away from gray cards with her, which is why I've been reluctant to build a web-warrior deck with her, even though it fits her well thematically. This has some interesting ideas though that I might try.

BTW, Team-Building Exercise is a solid addition to this deck, but unfortunately you can't use it in AE with Med Team -- it's a Hero action.