Card draw simulator
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None. Self-made deck here. |
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None yet |
Turbowombat · 49
Reviews
"Would the world be better off without Spider-Man? Yes!! And this deck proves it!! Finally, someone understands what I've been saying!" -J. Jonah Jameson
"Ever since trying this deck, my boyfriends doesn't have so many bruises when he comes home." -M. Watson
"8 thumbs up!" -Radioactive Spiders
Peter Parker of the Daily Bugle, here to help!
This is an update to my previous Peter Parker, Daily Bugle deck after some feedback and testing.
We leverage Peter Parker, not Spider-Man, to beat the villain almost entirely from AE.
You'll only need Hero to get Quincarrier into play. Otherwise, stay in AE the rest of the game. Do NOT play your Web-Shooter when you draw them. You won't be in hero form enough to use them. On the turn you play Quincarrier, eat the hit and defend for someone else, the damage won't matter.
Why stay in AE? Well the Genius Trait, extra resource, and card draw makes it easier to get Ingenuity, Avengers Mansion, and Husk into play. It also helps you move through the deck and get set up faster.
Observe and Report
The thwart engine of this deck works entirely in AE.
Disguise and Beat Cops should keep you ahead of the Villain's Scheming.
Whenever you have Informant available, let it thwart your minion. Whenever you don't, use a Sting Operation to send the minion to The Raft. If it's an elite, attach a Spider-Tracer and call the Cops lead by Officer Quake. The Raft will keep the engine moving as escapees go through the same process, never becoming a true threat to anyone.
Deputy Husk and Black Cat
We have deputized Husk and Black Cat and given them standard issue Sidearms and Mission Training. Now is the part where I point out that this deck does not run Energy and in fact every available card in the deck is Husk Compatible. This is the true reason we want to be in AE. A free card draw and Science Resource equals free extra Husk activation while Disguise keeps your basic activation useful. The Power of Justice even counts double for Husk. Regardless of what you draw, you'll be able to activate Husk 4-6 times per round for 12-18 production.
So a typical turn production count is Husk (15), Disguise (2), Black Cat (2), Beat Cops (3). That's 22 production per turn divided however you want basically no matter what you draw into your hand.
Making the Arrest
One last note, keep in mind that Swinging Web Kick remains above the Husk damage curve, so using it in the final round with a basic hero activation attack can help squeeze out a little more damage for the final push. Also Spider-Tracer stays above the Husk Thwart Curve just barely so whenever you can shoot those off before Quake or another player KOs a minion, go for it. Otherwise, dump your hand to resources and let the professionals handle things. You're just a photographer, after all.