Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
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:
- You could add more resource cards
- Add Powerful Punch or Stop Hitting Yourself and punish enemies when they attack you. (PP will still trigger your ability, but SHY will not)
- Come Get Me Bub if you want to pull a minion to give you Tough (and Patriot)