Gwen Doesn't Do Friends

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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Pedroq · 145

SYNOPSIS

All rounded Ghost-Spider Aggression build for solo or multiplayer play. Ghost-Spider takes care of herself, while dishing out consistent damage. The deck has plenty of interrupts that can be used in the villain and player phase to maximize the Dizzying Reflexes ability. No allies, because Gwen couldn't save her best friend, Peter Parker. So now she saves everyone else. And she doesnt don't do friends anymore, just to avoid any distractions.

**For Solo Champions League write up see comment section.**

MULLIGAN

The deck functions well with no setup, but Ghost-Spider feels best with at least one resource generator. Hard Mulligan for a resource generator. 1) [Web-Bracelet](/card/27009) 2) [Martial Prowess](/card/10018) 3) [Helicarrier](/card/01092) 4) [Specialized Training](/card/43021)

SIDEBOARD

-[Marked](/card/33032). I like this card a lot in theory but didnt feel as amazing in practice. A lot of minions are going to get pulverized by Ghost-Kick, so gaining overkill is wonderful. Plus, it's a resource so can use it with Surprise Attack and Tenacity. But, in play it hasn't lined up in a way I liked. Still useful to consider for more minion heavy scenarios. -[Moment of Triumph](/card/43017). For heavier minion scenarios to have a source of ready and heal. -[Toe to Toe](/card/10015). Felt good to have a one cost attack for five. You dont mind the villain attacking you because you can defend during player phases and ready from your interrupt. Made some of the defensive interrupt/response cards feel more valuable. -[Warrior of the Great Web](/card/30029). A great add in multiplayer. If the other players will throw-out web warriors to buff you up.

ROLE / GENERAL STRATEGY

-DPS -Multi-Hitter -All Rounder.

This build aims to use of Dizzying Reflexes to defend during the villain phase, then get two actions during the player phase. Primarily the deck will be a damage dealer but it is built to be self sufficient.

Offensive DPS: Ghost-Spider has a decent 2 ATK stat. Boost the stat with [Specialized Training](/card/43021) to attach [Combat Specialist](/card/43034). Add in [Warrior of the Great Web](/card/30029) in multiplayer games where others are playing Web-Warrior allies for even higher ATK boosts.

The deck has 9 interrupt/response cards that can be used offensively to ready from Dizzying Reflexes. -3x [Skilled Strike](/card/09037) -3x [Ghost Kick](/card/27002) -3x [Phantom Flip](/card/27004) Get more readies from your upgrades. -[Ticket to the Multiverse](/card/27008) gives you another ready and a new hand to play with. I do not equip Ticket until the late game or wait for [Superpower Training](/card/40059) to put Ticket into play. I treat Ticket as a double resource mostly. -[Tenacity](/card/01093) use as an additional ready. The resource requirement is easy to meet with [Surprise Attack](/card/13014) and [Warning](/card/09021). Surprise Attack and Warning are luxury cards. They have situational uses that feel high value when they get used, and outside of the situation they are just resources for your other combos/cards.

Multi-Hitter: Hit at least two targets with the ready from Dizzying Reflex. [Ghost Kick](/card/27002) is an attack itself so you can target a different enemy than the one you targeted with your basic attack. [Surprise Attack](/card/13014) is a great way to get your offense going when flipping to hero. [Lie in Wait](/card/13017) and [Battle Fury](/card/06018) are great sources to generate attacks to deal with minions.

All Rounder: This build can do a little of everything without straying from it's aggression core. Ghost-Spider has a normal health of 10hp, but above average 3 DEF. Dizzying Reflexes can be used once per phase so the deck prioritizes triggering this ability during the villain phase.

Defensive Capabilities. The deck has 12 interrupt/response cards to use defensively to make sure you go into the player face readied. -3x [Warning](/card/09021) Ghost-Spider takes little damage thanks to the 3 DEF but when she does get hit, warning is great. Keep the damage manageable and get a ready. Warning can also be used offensively when attacking retaliate enemies. -3x ["You'll Pay for That!"](/card/10016) great card to help manage threat. Turn the damage you take into threat removal which you can control based on how much threat you need. Defend for yourself and turn the chip damage into threat mitigation, or take an attack head on to remove big amounts of threat. -2x [Web Binding](/card/27006) cancel the villain's activation regardless of stalwart/steady. Or cancel the activation, and most of the time defeat, a minion. It can be awkward to trigger this card because of the requirement. -2x [Pirouette and Punch](/card/27005) cancel enemy "when revealed" effects, especially the ones that exhaust your hero. This card can be played on any encounter card so you can also use it on a high boost icon card to deal damage and get the ready from Dizzying Reflexes. -3x [Ghost Kick](/card/27002) prioritize using it during the player phase. -3x [Phantom Flip](/card/27004) prioritize using it during the player phase.

Sustain. Keep yourself healthy with [First Aid](/card/01086) and [Down Time](/card/05033). First Aid is a luxury card like Warning and Surprise Attack. It comes in handy to reduce the need to flip to Alter Ego to heal, but it can also be used to meet the requirement of [Web Binding](/card/27006). You will take damage little by little, so a flip to Alter Ego will be necessary in longer games. Down Time gives you greater value out of your flips and it's a resource for meeting [Surprise Attack](/card/13014) and [Tenacity](/card/01093) requirements. AE ability is also great for sustain; put [Ticket to the Multiverse](/card/27008) back in your deck whenever possible.

Thwarting: You have decent thwart with [Phantom Flip](/card/27004) and ["You'll Pay for That!"](/card/10016). If you happen to be in a situation where you need more thwarting, then equip [Surveillance Specialist](/card/43037) to boost your THW to 2 and use your basic actions to thwart.

WEAKNESS

-Stuns. Very frustrating to deal with. Your interrupt and response cards trigger from you performing a basic attack and the stun eats your basic attack up; you don't get to play your interrupt as you never performed the attack. Likewise, you can perform a basic thwart and use [Ghost Kick](/card/27002) to remove the stun, but very expensive and you cant trigger Dizzying Reflexes to ready because Ghost Kick never occurred. [Tenacity](/card/01093) and [Surprise Attack](/card/13014) are the best options, but even that doesn't feel great. -Exhaustion. Exhaustion effects also slow you down and make you useless during the player phase. Cancel them whenever you can with [Pirouette and Punch](/card/27005).

1 comments

Feb 09, 2024 Pedroq · 145

SCL S17R1

Went with Gwen cause love this character and wanted to test out this aggression deck concept. Round 1 was super fun to me. It was The Hood scenario with the modular sets City in Chaos, A Mess of Things, Sinister Assault, Power Drain, Running Interference, Fantasy, Sinister Syndicate. I adjusted the deck after playtesting because it felt like I needed an attack card and to hit resource generators quickly. Made the following swaps.

Took Out: 1x Specialized Training, 1x Battle Fury, 1x Lie in Wait, 3x You'll Pay For That.

Added: 2x Martial Prowess, 1x Tenacity, 3x Toe to Toe.

Game 1: The hardest games were against the first modular rotation. City in Chaos wasnt a major problem but A Mess of Thing coming in right after was super rough. The stun from Tail Sweep slowed me down a lot as stuns are the worst for this build. Very messy game as I didnt hit ANY Ghost Kicks ( T.T). Won in 7 Rounds, 7 HP for hero, 6 HP for Villain (kraven came out on the last encounter card), and 8 threat on the main.

Game 2: The change in modular sets made the game more manageble. Saw more minions and the incites from Doc Ock hurt. Didn't see Ghost Kick as much either, but did get Tenacity a bunch of times. Had a neato turn of clearing Superpower Training into Ticket of the Multiverse to ready several times. Won in 4 Rounds, 3 HP for hero, 7 HP for Villain (Vulture and Tombstone out, could beat them up but not knock them out), 8 threat on schemes.

Game 3: Best game because Fantasy is a rather neutral modular set. Fetch Quest pulled Ticket to Multiverse for a very promising round, but then the Ticket hand draw was a total dud. Won in 5 Rounds, 5 HP for hero, 0 HP for Villain, 0 threat on schemes.