Always Ready Spidey

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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MWoodring72 · 2

This is my take on the classic Spider-Man 'defend the table' protection deck:

With the Upgrades Armored Vest and Defensive Conditioning, Spidey defends on a 5. With Electrostatic Armor and Unflappable out he deals back 1 damage each time he defends and gets an extra card draw the 1st time he takes no damage from the attack. Ingenuity, Nerves of Steel, & his Web-Shooters can help pay his defense cards that then get replaced with his ability. With Ready for a Fight down, you could drop down to alter-ego and not have to worry about the villain scheming on you.

The event suite is tailored to Spidey fending off multiple attacks in a round. I Can Do This All Day lets him defend on that 3,4, or 5 (depending on your upgrade status) without exhausting...and he still draws a card and can trigger Electrostatic Armor and Unflappable. Same for Backflip. Defiance costs 0 to play, but only cancels the boost card, so you know you'll only take the damage from the Villain and any upgrades he might have. (As a nice bonus, it cancels any nasty boost effects too.) Desperate defense is great to boost your defense to 7 and ready you back up if you take no damage, which can also help trigger Unflappable. (I just played a game 2 handed where he took 5 attacks one turn and drew 6 cards, dealt back 5 damage with Electrostatic Armor, and only ended up taking 3 total damage.) What Doesn't Kill Me can give you a ready and a little healing for damage that sneaks through. You're not really here to do damage with this deck, but the occasional Swinging Web Kick sure feels nice.

Your only 2 allies are here for very specific reasons. Black Cat does not take consequential damage when she attacks on a 1. She is very useful for pinging Tough off enemies. Patriot just sits there to take more hits...he gets a Tough every time you engage a minion, so he can provide yet another blocker for the table.

Aunt May is one of the most overpowered Supports in the game. 1 cost, and she heals you 4. Get beat up, drop down to alter-ego, trigger Aunt May, heal 4. Start your next turn in alter-ego, trigger Aunt May, heal 4 more. Heal 8 without ever having to do a basic recovery. Bonkers good. Night Nurse can provide a little more, but her real power is removing status effects.

Now I built and played this at 40 cards, and it works. However if you want to add a few more or flavor it to your own tastes here are a few suggestions:

  1. You could add more resource cards
  2. Add Powerful Punch or Stop Hitting Yourself and punish enemies when they attack you. (PP will still trigger your ability, but SHY will not)
  3. Come Get Me Bub if you want to pull a minion to give you Tough (and Patriot)
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