Cartoon Physics!

Card draw simulator

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MisplayChampion · 51

Welcome to the Spiderverse!

TLDR: Clarity of Purpose is busted here. Rapid Response and Sneak Attack do not combo together. Use Sneak Attack to abuse "enter play" and "leave play" abilities and Rapid Response to set up #SP//DR loops.

Spider-Ham is an amazing character, that I do not often play due to his ability to dominate a game. I really like to let the others at the table feel like they are needed, and this deck just doesn't do that.

Spider-Ham has one of the strongest traits in Web-Warrior and he has an incredible Response. Spider-Nonsense is just that, non-sense! With Clarity of Purpose, Spider-Ham gets 2 resources for the price of 1 damage. Move over Venom! I think it is widely agreed upon that the Venom and Peter Parker resources are among the best printed on an identity. However, Spider-Ham has to take the cake. With Clarity of Purpose you always have access to a toon counter to activate Huge Wooden Hammer, Organic Webbing, "I Don't Think So!", and Hogwashed. 1 activation of Clarity of Purpose along with the generated toon counter pays for each of these cards as well!

Enough about Clarity of Purpose, let's talk synergies and "combos". First, Web-Warriors. The end. Just kidding, but they are VERY strong. Each of the warriors affords us an amazing "enters play" effect, "leaves play" effect, or repeatable value. #SP//DR performs a crucial role in this build. By playing her and attacking, then thwarting the following turn, you can set up a loop where she is perpetually on the field or in your hand. This can be used to our advantage with Web of Life and Destiny and Warrior of the Great Web to set up loops of drawing a card and getting stat buffs. This is further strengthened when Rapid Response is in "hero response" on Rapid Response to trigger. This will put #SP//DR back into play with 1 damage on her. Thwart again and she dies, this time returning to your hand. This setup yields, 2 instances of card draw, 2 instances of +1 ATK for the phase. You will draw the resources you need to replay #SP//DR for a 3rd time.

Spider-Man is also fantastic in this deck. He has great base stats for an ally. He also guarantees that Spider-Ham can attack or thwart again. He can also ready any of our other allies if we need them to die do a little extra for the turn. Again, the synergies with Rapid Response are understated here. But, now we are getting into synergies with Sneak By. Sneak Attack allows us to get around the play restrictions for Spider-Man. He still gets to do his "response", and still provides good damage or thwarting for the turn. What we want out of him is to cycle onto and off of the table as much as possible to take advantage of the untap ability.

Ghost-Spider is another ally that we want to cycle on and off the table. She and Spider-Man are very similar in that the biggest pay-off for playing them comes when they leave play. They are great allies with decent stats, but their "when defeated" abilities are key. Ghost-Spider allows us to get back crucial events and Spider-Man allows us to deal damage to the villain potentially out of phase and after blocking for us. This is a huge tempo swing!

Something to mention is the non-bo or anti-synergy between Rapid Response and Sneak Attack. Rapid Response requires that the ally be defeated, but Sneak Attack causes them to be discarded. It is easy to miss this distinction and I know I have done it multiple times in the past. To get around this, I prioritize Rapid Response on spiders with long lasting abilities like Spider-Man that can be used multiple times. Sneak Attack is relegated to one time "enters play" or "leaves play" allies.

Make the Call is a staple in a deck like this allowing you to abuse your triggers throughout the game without waiting on a deck reshuffle and the dreaded encounter card that comes with it.

Strength In Numbers is a 1-of in this deck due to how many spiders we constantly spam onto the board. With Spider-Ham we already have 2 copies of Petulant Pig which does not have the restrictions of Taunt. So, we can abuse our allies defending for us and the 0 cost Petulant Pig to cycle the deck more efficiently than waiting for a large setup turn with Strength In Numbers. However, it is nice to have around for when it does hit big. I have also played it as a 0 cost, draw 1. This gives me no net gain in hand size, but allows me to still see more of my deck and provides a small opportunity for a more impactful play off of my draw.

Overall, this deck is very fun, very fast, and very simple. The only things to remember is that if you play this deck, you will be taking some longer turns and doing a lot of the work at the table. I would match this deck with a play group that doesn't mind playing at higher optimization or that is playing on a harder difficulty villain.

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