Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Beekayboy · 46
Venom is at his best when he has an answer for everything — and preferably a weapon to deliver it.
The deck begins by assembling Flash Thompson's arsenal. Locked and Loaded finds the weapon you need, while Venom's Pistols, Multi-Gun and Sonic Rifle give him the flexibility to attack, thwart or control the villain depending on the situation.
Run and Gun is where the arsenal comes together. Ready Venom and every weapon you control, then do it all again. With Heroic Conditioning and eventually Symbiote Suit, Venom's basic stats become strong enough that every additional activation matters.
Justice provides control without slowing him down. Think Fast! cheaply Confuses the villain, opening the door for a safe trip to Project Rebirth 2.0 or immediately enabling Scare Tactic for 3 damage. Behind Enemy Lines adds more Confuse while handling threat, and Swift Retribution lets Venom trade controlled villain scheming for efficient damage.
Invisibility Gear gives Flash another choice: instead of exhausting to defend, simply make the enemy scheme. Justice can clean up the threat afterward while Venom remains ready to use his powerful basic activations. When an attack absolutely cannot happen, Grasping Tendrils cancels it outright and can Stun the villain as well.
Drax, Jack Flag, Martinex, Star-Lord and Wraith round out the team without taking the focus away from Venom himself.
Finally, there is Symbiote Suit. The extra encounter card is dangerous, but +10 hit points, an additional card in hand and +1 to every basic power turn an already versatile Venom into a monster. This deck does not try to avoid that price.
Load the weapons. Control the battlefield. Put on the suit. Pay the price.