Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Just0 · 29
You mean Guardian of Justice, right?
Yes kind of, but I also find it funny that I just now discovered that Venom also has a SPACE KNIGHT trait. Plus I wanted to make a Venom deck for Halloween week since he's spooky, even though this deck may ironically say otherwise. So let's lean into Venom's knighthood and fight for good! For this deck, thwarts and allies are the name of the game, and it works fairly well, and there are a lot of flex slots available for some variety.
CHIVALRIC DECK FEATURES
Squires: Venom can't be a space knight without some space squires! And since 99% of them are GUARDIAN allies, we can make use of Knowhere and gain an extra card draw.
- Drax: Can do some serious damage to the villain while Venom thwarts away.
- Eros: One of the best cheap allies in the Justice aspect.
- Gamora: Will assist in drawing out events. More often than not, I have gotten an event card in the first or second discard during her ability.
- Groot: An absolute unit. Use him for defending only! That is where he thrives the most!
- Martinex: This is the only ally that I'm iffy on. He's mostly here to pad out the deck, plus he is pretty decent.
- Swap him out for something more specific if you wish.
- Nick Fury: The only outlier in this deck is this dude. He is simply too good.
- Rocket Raccoon: Can either thwart or attack minions efficiently.
Space Knight's Resolve: Aside from allies, there are multiple cards that will help increase Venom's survivability while out on the battlefield.
- Behind Enemy Lines and Grasping Tendrils: To get the bonus effects of these cards more easily, use Helicarrier to reduce it's cost so you only need one specific resource. The best way to pay for that is through Venom's Symbiotic Bond ability.
- Making an Entrance: This, plus Venom's Pistol will make quick work out of schemes with significant threat. It may seem overkill sometimes, but it's better to be safe than sorry. On top of this, removing all threat will heal any damage that will mostly be dealt from Symbiotic Bond, and it will open up the Turn the Tide combo for some easy damage.
- "Think Fast!": An easy confuse at the cost of 1 HP, which can be easily healed up from either Making an Entrance or in alter-ego.
- Consider swapping this out against steady/stalwart villains.
- Project Rebirth 2.0: Sort of like Spider-Man's Aunt May but with some options.
- Endurance: Adds more HP so we can use Symbiotic Bond even more before needing to heal up.
Draw your Cards: With these upgrades and supports, you can cycle through the deck fairly quickly, and build yourself out efficiently. Some allies also provide card draw, see Squires above.
- Knowhere: I mentioned it earlier, but playing GUARDIAN allies will refund you with one card, and will give you an extra ally slot. Mulligan for this.
- Project Rebirth 2.0: While I found myself mostly using it for healing, if my HP is almost topped off, I'll go for the card draw before flipping to hero form.
- Skilled Investigator: You will face side schemes.
- Spider-Sense: Your main source of extra card draw, and even more if you get an Assault or Gang-Up or some equivalent. Mulligan for this.
Card Barracks: Some alternative cards to consider.
- Scare Tactic, maximize confusion to deal easy damage to enemies, but is limited to only confused ones.
- Counterintelligence + Agent Coulson: An alternative combo when facing a stalwart villain.
- Waylay: Turn the Tide but bigger damage and a bigger price.
- Quasar: Can clear some threat from multiple schemes.
CLOSING THOUGHTS
One last tip is whatever you do with Venom's basic powers, your Multi-Gun can cover the rest. And with all of that said, I hope someone from FFG sees this so they can remember the SPACE KNIGHT trait exists so we can get more. I have no clue who qualifies as a space knight but it sounds cool anyways.