Spider-Man 2099

Spider-Man 2099 holds an awkward place as the only Leadership Web-Warrior, but there are plenty of Basic Web-Warrior allies to play in a deck with him, or you can make him part of a multiplayer team. Miguel is under-statted for an ally, though there are ways to cheat him into play like Call for Backup and Across the Spider-Verse. From an efficiency perspective, the response ability is usually not worth it. The ability of an ally to block a villain's attack with their last hit point is a huge part of their value (~2 ER). By returning that ally to hand, we only give ourselves 1 ER of value. So why would we ever do this? (and before you say Web of Life and Destiny, remember you draw the card either way) First of all, this grants flexibility. If we have a resource-heavy hand in which 2+ resources would go unspent, we can return a playable ally to hand, then the "loss" of 1 ER of value is still less than the 2+ ER that would otherwise be wasted. Web-Warriors with strong enters play abilities like Miles or Pavitr might also be worth replaying again even at 1 ER less than their usual value.

Most notably, Miguel makes a powerful loop with Madame Web, which can let you stack the encounter deck several turns in a row. It's expensive to get going, but once it is, it becomes basically impossible to lose the game.

This is a pretty clean implementation of the core deck idea by theromeo3517 if you want to take 2099 out for a spin: marvelcdb.com

Spider-Man 2099 is a bit overrated for my money, but he certainly defines a unique and interesting deck, especially for coordinated multiplayer Web-Warrior lineups.

Stretch22 · 1852
I'm not sure why you say that you wouldn't return an ally to trigger WoLaD, because returning means they can be played again and returned again (triggering more card draws than you would get without SM-2099). It seems like WoLaD obviously makes 2099 better and vice-versa. You're also missing the obvious synergy with [Warrior of the Great Web], which not only grants ATK, but also can be used to make any ally a target for this response. — RabidHobbit · 11
An example for the second part of my comment: Make X-23 Laura Kinney a Web Warrior, then use 2099's response to return a different Web-Warrior to your hand. Warrior of the Great Web gives her +1 ATK until the end of the phase. Once she is about to die, 2099 could return her, too (if you want to get her out again). — RabidHobbit · 11
...and I just realized while adding X-23 to my deck that Warrior of the Great Web only targets characters with "Spider" in the title. So there is still synergy with 2099 and WotGW, but it's not as exciting as I said. — RabidHobbit · 11
I meant that Web draws you a card whether you return it to hand or block with it normally (Warrior of the Great Web triggers either way too). I also acknowledge the flexibility argument, where returning a WW to hand may be the best use of your turn if you don't have something more efficient to do. Bear in mind, all of this still needs to make up for the fact that 2099 is under-statted at face value. Also, how are you attaching Warrior of the Great Web to X-23? — Stretch22 · 1852
Dust

Dust is problematic. Even looking at super-niche combos, such as adding Energy Spear in a Star-Lord deck or something leaves me doubtful of her utility. You can at most activate her twice to sweep through minions, but nowadays that's somewhat below average of what you'd expect to get out of your cards. I think there are superior alternatives to her AoE in Aggression and overall much better X-men allies.

MarTom · 15
Throw an attack training (for free if you have danger room) and you will be doubling her effectivity. Even if she can only do it twice, her effects are incredibly powerfull in minion-loaded scenarios and at higher the player count — matchet · 238
What are the superior AoE cards in aggression? Dive Bomb and Bombs Away come to mind but are trait locked to aerial — erikw1984 · 29
Two-Gun Kid compltely outclasses Dust. You can make the point that yes, sometimes she can hit 3 minions, which is all the more likely in a 4-player game. However, the fact that TGK gives you no-setup-required access to 4 dmg (2+2) per activation with the option to choose your targets and peel off a tough from the villain, while still doing dmg to a minion in my mind is vastly superior. Rctor is another amazing AoE option, limited by the fact he only targets minions engaged with you. It's a good thing Aggression also has a ton of minion-funneling options to take advantage. And last in the department of allies we have Boom Boom. Given enough time, you can wipe the entire enemy team and significantly hurt the villain at the same time. — MarTom · 15
As for other means to deal AoE damage, I find the events superior. The good old Melee is reliable. And if you want cheaper AoE, I think One by One is a great option. — MarTom · 15
Dust has no limit on how many minions she can hit and they don’t need to even be engaged with her, so I don’t think she’s outclassed, it’s a different card for a different use case — erikw1984 · 29
Right, but how many minions do you think she will hit, realistically speaking? I suppose there is a target number, which is big enough to make make me go 'Wow, she's great and worth a shot', but that number is so dependent on player count + specific villain + specific board state + further build-up required (because hitting for 1 is definitely not enough) that I don't think it's feasible theorizing this value compared to the other instant and much-less-situational goodness present in Aggression. — MarTom · 15
Plenty. Any scenario with Sentinels or Ultron, and probably others. There can be a lot even in solo. And 1 dmg is plenty for mass removing Tough from sentinels or killing drones. If you're including her in your deck, you're likely including other Xmen so she'll benefit from things like Utopia, Danger Room, Danger Room Training, Attack Training that you'll likely be including in your deck anyway — erikw1984 · 29
Maybe I have not experienced enough scenarios, where the board state is such that I wish for spending 3 on Dust and keeping her around just for the specific case, instead of having most other allies. If you say she works for you even in solo, then that's fine, but I guess we will just need to agree to disagree on her utility. I find strategy of wasting resources and other cards on her just to wait for a situation to arise, instead of playing any other ally for their instant benefit, to be quite a limiting factor, even in scenarios with minions. Plus, I am sure if you actually tried some of the mentioned alternatives, you will find them equally good, with the added benefit I already explained. — MarTom · 15
The Direct Approach

This is definitely bad as a 1-cost card, and feels like it should be 0. If you have to pay just to swap your THW for ATK, you are better off just playing any other cheap event that deals with threat. Chase them Down comes to mind. While it is situational for sure, I would say this card is also situational. It needs to be in your hand at the exact time a problematic side scheme is in play for you to be able to spend 1 and then make use of it. The prospects are not good. Easily houserule-able to either cost 0 OR be an upgrade that can remain in your play area with the ability 'Action - Attach this to a non-permanent side scheme'.

I should also point it is a double-edged sword in multiplayer with regards to allies. While some allies have better ATK than THW, especially in Aggression, an equally high number of them are fine with their thwarting prowess. To use this card on a side scheme and empower your own allies could mean de-powering other players' allies, which makes it very awkward and probably not worth the slot in your deck.

To make the most of the card, you really need to be leaning on that ATK boost, which is present in Aggression for sure. From Aggressive Conditioning and Combat Training to more special cards, like "Now I'm Mad" and Fluid Motion, there is synergy to be had for sure. The question remains though, will you be able to maximise the effect by having the card in your hand at the right time, when instead you can just go for a direct thwart effect?

MarTom · 15
It's very situational for sure. But if you are sitting there as She-Hulk with one thwart and seven attack, suddenly it seems important. It's generally much easier to boost attack than thwart, and if you are playing Aggression you didn't have many thwart events. Chase them down is fine, sure - until you have several side schemes with Acceleration, Crisis etc and no minions to attack. — TwoHands · 80
Question is: does this card really get you out of trouble when you are that far behind on thwarting? And more importantly, should you be worried about thwarting in this situation, instead of rushing to close out the game instead? It's a very hard sell for sure, knowing that you need to have the card in your hand at the same time a nasty scheme pops out. It creates this weird dynamic of 'Should I invest resources in dealing with the scheme now, or should I rely on drawing the Direct Approach soon'. It could well be the case that by the time you get the card in your hand, you are better off just ignoring the scheme and using your attacks to finish the game. If you have several side schemes on the board already, you are probably not coming on top with The Direct Approach. — MarTom · 15
Synch

4ER (effective resources) for a single stat boost and they exhaust... seems inefficient. Assuming 2 damage/threat per 1R is the desired baseline for value, then Synch hits that baseline on the 8th turn. I play 2 players, and games usually last 10-14 rounds. That means Synch would need to be in play in the first few turns of the game, and would be competing with essential set-up cards for my deck. I think this is binder fodder.

CaptnSpandex · 84
I a gree with the most; he needs too much times of continual usagement for such high base cost. The only really appealing part of this is that the bonus is flexible between ATK, THW, but also DEF and REC (last two are more rare and interesting) — matchet · 238
I kinda see it like a permanent Operative Skill/Warrior, where here and there might need an extra +1 dmg or thwart to defeat a minion or side schema. Unfortunate that it only works with your basic powers and not events, unlike those aforemented cards. — erikw1984 · 29
Havok

Havok has become a precision-guided missile thanks to Falcon’s signature top-deck scouting. Because you always know the next boost card, Havok can attack only when the boost icon count works in his favor. This gives him far more control, consistency, and survivability than in a normal deck.

Here’s the ideal line:

Attack twice when the boost card shows exactly 1 icon → 3 damage each time, taking 1 consequential each (2 total) which → leaves Havok at 1 HP.

Then wait until you see a boost card with 3 icons → unleash a final strike for 5 damage before he goes down.

This gives you 11 damage total with zero upgrades required. Well worth the price IMO.

lightninlad · 24
Problems is the expensive expenditure of 5ER for a very conditional possibility. You require a teammate with Global Logistics or a Falcon (Hero). At the same time, he isnt aerial so Falcon cant get if going tribal — matchet · 238