Card draw simulator
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None. Self-made deck here. |
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None yet |
Sgteliasgrodin · 27
The game plan is to use Spider-Man's high DEF stat, augment it to increase his survivability and build the board to eventually burst the villain down using his hero cards.
I will explain my reasoning for the card choices:
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Daredevil - 2 cost ally that is very efficient, I usually use him as a thwart machine
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Desperate Defense - readying up to do something on your turn such as softening up a minion for Change of Fortune can be invaluable. You can also defend, ready up using this card, flip to AE and heal for a buttload of HP if need be. Very versatile card for 1 cost
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Powerful Punch - I usually throw these away early game. Midgame these are used to draw cards via Change of Fortune and late-game can be used to push for the last few points of damage to the villain
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Specialized Training - I usually take the defensive option for this but depending on the villain can be switched around
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Armored Vest - bump DEF from 3 to 4 or 4 to 5 with specialized training
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Change of Fortune - usually a card thats useful from midgame onwards. Soften up minions with basic attacks or Black Cat then watch them turn into cards via Electrostatic Armor and Dauntless
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Dauntless - late game card since you will be taking damage early on, dont forget that Endurance can serve as a pseudo heal to bring your HP to the needed threshold
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Electrostatic Armor - slow and steady source of damage, just make sure that you defend using the cards that ready you up to take advantage of this
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Endurance - more HP, more time to setup. Thins your deck as well
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Hard to Ignore - could be swapped out for Not Today but this is a steady source of thwarting. Also very thematic with Spidey as he cant shut up and annoys the hell out of opponents.
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Indomitable - 2 ER for a ready isnt flashy but it works wonders esp if you can tank AND deal 2 damage via retaliate multiple enemies in a turn.
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Ingenuity - resource generator that ideally you aim for in the first couple of turns of the game
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Unflappable - more card draw
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Spider-Man - 3 threat or 4 burst damage is crucial at times. Very on point thematically. Could be Prof X but I chose flavor over raw power.
With this, its not unusual to have an effective hand size of 8 in hero form. 5 is the default, 6th is Spidey's passive ability, 7th is specialized training, and 8th card is from unflappable. You can also get 9th and 10th if a minion dies due to your ElecArmor and Dauntless.
Mulligan priorities: Ingenuity, Armored Vest, Change of Fortune, and at least one Hard to Ignore early game. Throw away any damage cards or hero cards early game as most of them dont really do anything at that stage.
Card that i considered but ultimately cut:
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Nick Fury - too expensive for a temporary boost AND he doesnt fit in thematically.
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Moon Girl - i tried her out but most of the time you will be in hero form so playing her can be tricky. Definitely good in the first turn of the game but timing is difficult onwards
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Down Time - Aunt May already fulfills the recovery role and with the number of readies in the deck, you can REC pretty easily but hopefully you wont even take damage to begin with
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Allies - usually allies dont interact with the upgrades that you have. You want to be blocking mostly so chumping isnt something you want
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Avengers Mansion - too expensive for my playstyle, Spidey already has a a built in ability to draw cards
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Helicarrier / Quincarrier - the cost of the cards are usually 1 plus theres ingenuity, AE skill, or Webshooters for the resources.
Cards that I am considering:
- Taunt
- Come here Bub
- Face the Past
- other 1 cost defense cards
Defeated:
- Expert Crossbones
Will expand the list as I go along.