You think SP//DR has bad card draw?

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Interfacing with the Triforce 296 228 23 1.0
Inspiration for
None yet

CNEpicness · 1

This is a revised deck from the Interfacing with the Triforce deck. The reasoning for some of the edits are below. This deck draws a crazy amount of cards by using a number of consistent card draw engines (Avengers Mansion, Unflappable, Web of Life and Destiny, Assess the Situation, and of course Symbiote Suit). Flipping down to alter ego to get the extra hand size while maybe using Aunt May & Uncle Ben, then using Ready for a Fight to ensure the villain doesn't scheme is a powerful combo too. It also can consistently not take damage by chump blocking with allies or using a mixture of Energy Barrier and stat boosts from Symbiote Suit, Armored Vest, or Speed-Metal Alloy to not take damage. It also has massive amounts of damage and thwart potential by virtue of SP//dr's kit as well as the readies you get from Peter Parker Spider-Man and Host Spider. The Med Teams are there to make sure you can keep your +4 VEN#m and Peter Parker Spider-Man alive, maybe sometimes using for yourself in the early game while you're getting set up.

Team-Building Exercise doesn't have much impact since we ramp up our energy so fast via finding upgrades. If we waste tempo putting it down the value we get is so small since so few cards in the deck would benefit from it being in play. It would be better to use energy to get an interface upgrade in play than to MAYBE get value out of SOME of the web warrior cards, but that usually doesn't make sense since most of the game you have excess energy and all three ally slots are filled. Not to mention it's completely useless for Peter Parker Spider-Man's special resource requirement.

I removed Spider-Man Noir from the deck since he was only really doing three damage per turn and wasting an ally slot that could be used for pumping and dumping out more web warrior abilities and Web of Life and Destiny card draw. Not being able to use him after a minimum of three turns (maybe less with Symbiote Suit, but still) feels really weak. Then when he is up, he is only 3/3 and you almost never want to block with him. Seems like a lot of effort for very little payoff. His seat has been replaced with the "whatever web warrior is in my hand this turn" seat. That lets you get multiple free extra activations across a few turns, or it lets you block a villain's hit and get an Unflappable proc off of a minion.

Card draw is the main thing this deck wants, so to enable that more a Ready for a Fight was slipped in. This lets you sneak in an extra card draw at the end of a hero phase turn and flip back up before it's too late.

Dauntless was also put in to help with pinging tough with the retaliate you will almost definitely be able to make use of because of Symbiote Suit

The 3 copies of Energy Barrier were reduced to 1 and the 1 copy of Med Team was increased to 3 so that way you can always keep your +4 VEN#m and Peter Parker Spider-Man alive. If you draw Across the Spider-Verse, don't be afraid to use and kill your Peter Parker Spider-Man to get a Web of Life and Destiny card draw proc, then play the Across the Spider-Verse to get Peter Parker Spider-Man back into play. That means you can ready the mech suit 2 times from Peter in a single turn.

Spider-Byte was put in there to replace Spider-UK, but honestly I could go either way there. The issue with Spider-UK is that you already have a lot of access to killing minions through damage and you want to take hits to defend and proc Unflappable. You really don't need help with damage, but some turns you might need to do a little more thwarting, which Spider-Byte helps with by coming in for almost always zero cost and having guaranteed 2 thwart.

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