The Sp//dr and the Fox

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
One Way Entrance to the Sp//dr Verse, or Another 146 119 13 1.0
Inspiration for
None yet

adsarf · 456

Deck concept

This is a version of Man-is-Obsolete's One Way or Another deck for Sp//dr https://marvelcdb.com/decklist/view/20883/one-way-entrance-to-the-sp-dr-verse-or-another-1.0. Through her interface upgrades Sp//dr has great resources, but she needs acceleration early in the game to find those cards, and then more card draw later in the game to make best use of them, so One Way or Another is a powerful card for her.

I developed Man-is-Obsolete's original deck in two ways, one of which is pretty trivial. Firstly I brought in Digging Deep and White Fox because Sp//dr is discarding cards every turn with Aunt May & Uncle Ben. I think that was pretty obvious. Possibly more interesting I wanted to thin the deck much more than in the original because All Systems Go! is such an insane card that I wanted to see it more often. That led me away from the powerful events that Man-is-Obsolete chose, and towards more supports and upgrades.

Card choices

As already mentioned, the key cards here are the interface upgrades, One Way or Another to help find them, and then All Systems Go! to keep readying them over and over. Aunt May & Uncle Ben also play a crucial role. As the deck thins they are more and more likely to hit either a Sp//dr event, or Digging Deep, or White Fox. Digging Deep may seem low-impact when Sp//dr has so many resources already, but if all it does is ready Host Spider via SP//dr Command, that is still pretty handy.

Web of Life and Destiny, Skilled Investigator and Scarlet Spider add further card draw. I know Scarlet Spider in particular can seem expensive, but exactly as Man-is-Obsolete pointed out in the original deck write-up, I find he is particularly impactful when used together with One Way or Another, so that you draw four cards instead of three. You can also cheat him into play more cheaply here with Across the Spider-Verse.

As I'm pretty much exclusively a solo player, I don't think there is any requirement for thwart events.

Some of the supports and upgrades are less than impactful, I admit. You might not get much value from cards like Interrogation Room or Command Center. I'd still play them later in the game even if they were blank, though, because it means a leaner deck and readier access to All Systems Go!

Playing the deck

The first priority with this deck is just to get the interface upgrades and Aunt May & Uncle Ben down as quickly as possible. Once Host Spider is in place, particularly, you can thwart and attack powerfully every turn regardless of what cards you draw.

The next priority is anything which sustains your card draw. Avengers Mansion is great here in my opinion, as Sp//dr benefits from anything that turn resources back into card draw.

You can never have too many All Systems Go!. It is sheer joy to play that card over ad over again, even three times in the same turn isn't too many.

One difference between this deck and the original is that there's no hero-side healing here, so you are likely to need access to alter-ego at least once or twice. Under Surveillance helps a lot, so is well worth prioritising.

How to lose with this deck

The only way I know how to lose with Sp//dr is to do it quickly, before you set up; with One Way or Another, you have to lose very quickly indeed if you want to lose at all, as it won't even take you a complete pass through the deck to get all your interface upgrades out.

Conclusion

Obviously the best ideas in this deck are the ones I stole from Man-is-Obsolete, but I hope there's enough difference from the original here to be worth publishing.

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