A Peni For Your Thoughts

Card draw simulator

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Derived from
None. Self-made deck here.
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Relaxingend42 · 10

Haven't played SP//dr yet or need a reason to revisit her? Well look no further as the dr is in. This is built for true solo or a two player game. It leans more into theme/cohesion yet still remains powerful and effective . Now, let's break down each card outside of the hero kit.

The Friends We Make Along the Way

  • Ghost-Spider allows you to get key events when she leaves play. Nab All Systems Go! for an explosive turn or fetch a needed upgrade. In a pinch with a lot of threat? No problem, grab a Rapid Deployment. Need to deal a final blow or stun an enemy? Get Web-Trap.

  • Spider-Man is an excellent thwarter and our poster child for chump blocking. His ability to dish out some damage after leaving play sometimes works in your favor or worst case scenario, mills nasty encounter cards.

  • Spider-Man ensures you get the most out of your basic actions which combos with your suit upgrades. Stun and confuse status cards on SP//dr do not matter when Peter is there to lend a hand.

  • Spider-Man enters play and removes a minimum of 2 threat (assuming you are in hero form). If you have Web of Life and Destiny in play, then it is 3 threat! If you have more Web-Warrior allies out, then even more threat!

  • Spider-Man can ready up a suit upgrade that you just used to pay for him and draws you a card. In my opinion, this is a staple card in a SP//dr deck.

Note: Nick Fury was strong in this deck. I opted to take him out and stuck to the Web-Warrior theme. However, if you don't care about theme, play Fury.

Comic Panels

  • Across the Spider-Verse means discarding your allies is safe to do since you can get them back with this card. Web of Life and Destiny is the ideal card to exhaust in order to pay the effect's cost. If that is not in play, you can exhaust SP//dr without issue since you have multiple ways to ready back up.

  • Clear the Area is one of the primary threat removals in the deck. With a basic thwart + Psychic Link, you can whittle down a main/side scheme to just 1 or 2 threat. The perfect amount for Clear the Area to get the final removal and draw you a card.

  • Limitless Stamina gets your money's worth with the suit upgrades. In combination with Host Spider, you can take advantage of Web-Fluid Compressor and Psychic Link effectively.

  • Making an Entrance combos with Psychic Link to remove 6 threat with a basic thwart. In true solo it might seem like overkill but you will be greeted with threat on the board when you flip from Alter-Ego to Hero form midgame. In a 2 player game, this can easily clean up side schemes or the main scheme. Restoring health is a nice bonus.

  • One Way or Another is OP. I limited myself to one copy as it is scenario dependent. With the amount of threat removal this deck offers, it is essentially a free draw 3 cards. You can cut a card (Overwatch for example if playing true solo) for a second copy if needed.

  • Turn the Tide is a perfect fit in this build. You can clear threat in your sleep so this card is almost always live.

For the Greater Good

  • Superpower Training is a staple for SP//dr. Her weakness for having a slow start is slightly mitigated by including this card. Clearing this scheme will take no time at all.

Do a Lot With a Little

  • Energy You can run a SP//dr deck without resources but I think it is wise to at least include this one. Her nemesis set revolves around spending resources. Outside of that, it is helpful to pay for the expensive cards in the deck.

  • The Power in All of Us is great for paying for your Basic allies, ideally, Spider-Man. The resource will also help pay for any specific resource requirements.

Your Friendly Neighborhood Multiverse

  • Web of Life and Destiny grants you card draw each time a Web-Warrior ally leaves play. Card draw is important for SP//dr due to her small hand size in hero form. It's a free card to play while in hero form so setting this up will be easy.

Keeping the Schemes in Check

  • Overwatch is situational in true solo, as you may not come across a side scheme the entire game. This card is better with higher player counts. However, I include it because it is easy to stick it on the main scheme and when a side scheme does come out (due to a villain's "When Revealed" effect, Player Side Scheme, or One Way or Another) then you can clear it with this card.

  • Under Surveillance is another optimal card in true solo that gives you breathing room for main schemes with a low threat threshold (such as The Crimson Cowl). Keep an eye on how many Advance encounter cards are in the discard pile before making a decision to flip down to alter-ego. This card is a good safety w̶e̶b net.*

    *Results may vary

Write That Down, Write That Down!

  • Do not be afraid to mulligan hard for your upgrades. All Systems Go! is good, but getting an upgrade or two on turn one is ideal.

  • Prioritize what upgrades you need to play first after assessing the board state at the start of the game. Is there a side scheme in play? Try to go for Psychic Link. If there is a strong minion, go for Web-Fluid Compressor.

  • Play Superpower Training ASAP. Getting the suit upgrades out as fast as possible is required to play efficiently. I usually grab Host Spider after clearing this scheme as it is the most expensive suit upgrade.

  • Take advantage of all the readies you have available Spider-Man, Limitless Stamina, and Host Spider. Smacking the villain and thwarting schemes in play is easy with these cards.

I hope you enjoyed A Peni For Your Thoughts and that this deck does you JUSTICE!

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