Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Diomedes1111 · 30
This Spider-Woman deck is all about making life easier for the rest of the table. The central combo is Live Dangerously and Mitigated Threat. Live Dangerously gives your teammates an extra two cards in hand, but it comes with four nasty negative icons: hazard, crisis, amplify, and acceleration. Left unchecked, those can make life considerably more dangerous for everyone. Mitigated Threat lets you attach it to the side scheme and blank those negative icons, giving your team the benefits without having to suffer the consequences.
The clever part is how Spider-Woman keeps this going. Normally, everyone has to pay a resource at the end of the round to keep Mitigated Threat in play. But with all the card draw in this deck, you'll often find another copy in your hand. Instead of paying to maintain the one already attached, you can let it discard and play another copy. You're effectively using your card draw to keep the side scheme safe without saddling your teammates with the recurring cost.
Live Dangerously, play comfortably
Live Dangerously is the centerpiece of the deck. Giving everyone an extra two cards is a substantial benefit, especially for heroes who need resources or are trying to assemble a particular combination of cards. More cards mean more options, and more options mean your teammates can get their engines running faster.
Of course, four negative icons are a hefty price to pay for that benefit. Hazard, crisis, amplify, and acceleration all create additional pressure on the table, so Mitigated Threat is essential. Once it blanks those icons, your team can enjoy the extra hand size without having to deal with the scheme's drawbacks.
The deck runs three copies of Mitigated Threat, and Spider-Woman's excellent card draw helps you find them. The goal isn't necessarily to keep the same copy in play forever; it's to keep finding and playing replacements so the negative icons stay blanked without forcing your teammates to pay for upkeep.
Spider-Woman's card-draw engine
Spider-Woman has plenty of ways to keep cards flowing. Rock, Paper, Scissors is particularly fun here. You can use Spider-Woman's alter-ego ability to look at the top card of your deck and set yourself up for a guaranteed draw. Otherwise, choosing a mental resource is a good fallback, and with the deck carrying plenty of energy resources, you should have frequent opportunities to get additional value from the card.
Finesse is another important upgrade. Ideally, you want both copies in play. With so many cards in hand, you'll have plenty of opportunities to make use of the resource generation and pay for the cards you want to play.
Avengers Mansion, Jessica Drew's Apartment, and Quincarrier provide additional support for your economy and card flow. The goal is to keep your hand full enough that you can support the team while still playing Spider-Woman's own cards.
Staying alive and staying ready
Healing Factor helps keep your health high, which is important for getting the most out of the three self-resource upgrades: Self Confidence, Self Control, and Self Preservation. Keeping your health in good shape helps you make better use of these resources and maintain your support engine.
Stick-To-Itiveness gives you an easy way to ready each turn, letting you take advantage of Spider-Woman's boosted stats after playing cards from different aspects. Energy Barrier provides additional protection, while Blackout and Tic-Tac-Toe round out the upgrade package.
The events give you plenty of flexibility. Pheromones remains one of your strongest options, providing both a stun and a confuse for just two resources. Venom Blast, Contaminant Immunity, and Inconspicuous offer additional ways to handle threats, while Self-Propelled Glide helps you make the most of Spider-Woman's mobility and actions.
Helping the rest of the table
The allies provide a little extra support beyond the hand-size combo. Patriot can occasionally block for your teammates, although you probably won't be able to do it every round. Echo is another useful defender; with Spider-Woman's DEF boosted to around 4, Echo should be able to block several attacks before she goes down.
Captain Marvel and Iron Fist round out the ally package, giving you more options for supporting the team's damage and control needs. Come Get Me, Bub! can pull minions into play to help generate additional Tough cards for Patriot, giving you another way to get value out of the ally package.
How it plays
The priority is to get Live Dangerously into play and attach Mitigated Threat to blank its four negative icons. From there, use Spider-Woman's card draw to find replacement copies and keep the scheme safe without making your teammates pay a resource every round.
The beauty of this deck is that the support doesn't come at the expense of having a functional hero yourself. Spider-Woman can still build up her stats, deal damage, control enemies, and defend when needed. But the real payoff is seeing the rest of the table get to hold more cards, play more of their deck, and execute their plans more consistently.
It's a deck built around one simple principle: give everyone more options, take away the danger, and let Spider-Woman's card draw pick up the bill.