Spider-Woman Low Curve, No Squish

Card draw simulator

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Derived from
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MacGhille · 255

This is a deck designed around maximizing the use of Spider-Woman's aspect card bonuses while also providing her numerous defensive options.

Spider-Woman's Superhuman Agility bonus is an incredible skill, so I decided to take a hard look at it with all the new cards available as of June 2021. There are 2 elements to consider when building for her bonuses. First is being able to play more than one aspect card per turn and second is readying her as often as possible. It should be noted that this deck does not care even a little bit about the Captain Marvel ally, and there are zero cards in the deck designed to keep that card in play. I know the trend at the moment is to use Spider-Woman as basically life support for this ally, which I understand, but my intention was to capitalize on what Spider-Woman does best natively.

In order to play multiple aspect cards, I kept cost low, with 28 cards that require one resource or less. This makes it possible to come out swinging on the first turn in most cases. In fact, the only card that costs more than 2 is Captain Marvel.

I selected the Protection aspect because they not only pump up her defense -keeping her a threat in hero mode- but they also provide the most opportunity to ready her after she defends.

There are nine cards in this deck that allow Spider-Woman to ready;

3 x Indomitable- great because you can stockpile these in advance.

3 x Desperate Defense- great because they only cost 1 resource and give a +2 to defense. With Spider-Woman's ability as an interrupt, this card will often function as a +3.

3 x Self-Propelled Glide, which is part of her inherent deck.

This deck is meant to have Spider-Woman fully in the fray from the jump, playing all of -or nearly all of- her hand every turn.

Be aware, this is a 'jack of all trades' build, therefore she is the master of none. (Except perhaps for dishing out status conditions.) My point is that this is not meant to be played without another hero present, because she is weak in AoE damage, and only has two cards that can heal her in hero form. However, the versatility of her build allows her to drill down hard on thwarting or attacking depending on the situation created by other heroes present. It also means that she is extremely useful for keeping the villain at bay in the early game so as to create breathing room for heroes that have a significant ramp.

The central problem you will run into is that there may not be enough threat present on schemes in the early game to justify using cards that deal with it. But that just means you use those for resources. After a few rounds, the puzzle you will be solving is the most effective way to boost and ready Spider-Woman to get the most mileage each turn.

(The Power in All of Us is only present because Spider-Woman needs an equal number of cards for her two aspects, which makes an uneven number with her hero cards. The cost of her cards is so low that the restricted double-resources are rarely more useful than having another aspect card from which to choose.)

For your sideboard:

Starhawk and Quake are easily swapped for Clea and Wiccan, depending on your play style.

You can dig into options for control (Get Behind Me!, Preemptive Strike, Hard to Ignore, Subdue) or easily replace Counter-Punch with True Grit if you find you need more threat reduction.

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