Card draw simulator
|None. Self-made deck here.|
Theberg123 · 845
After a Gaurdians and Avengers team up, Spider-Man is called to help a group of Web-warriors, but Star Lord trips through the portal instead! Can he lead this group to victory?
"Didn't know what time it was, The lights were low, oh, oh"
I really like this deck because it marks off two items I've had on my deck building checklist for a while, find a fun and competent Star Lord Protection deck, and find a fun and competent Web Warrior deck with a non-Web Warrior hero. Obviously not the best deck on the planet, but it more than holds it own and is fun to boot!
Star-Lord The protagonist for this story is the leader of Gaurdians, who through his hero abilities makes the foundations of this deck work. The gameplan is going to be to set up Knowhere and Web of Life and Destiny so that each ally we play will gives us a 2-card refund over their time in play. Star Lords hero ability makes all of our web warriors count as Gaurdians while he is up letting them proc both our powerful draw supports, an idea many people have dwelled on before. What could go wrong? Let's us play our allies for cheap or free, and between chump blocking, thwarting/attacking, drawing 2 cards, and other benefits I'll go more into later, these are more then worth the encounter card. Leader of the Gaurdians also gives all our allies +1 THW, which is nice considering our Web Warriors struggle slightly more in the threat department then damage. Web of Life and Destiny is our big "mulligan literally everything but this card" as it gives us a constant web-warrior trait and starts our draw engine. Knowhere is about the only card I wouldn't mulligan for it, and we'll touch on other cards that can help us get the trait on board if we can't find it early.
Our Web Warriors fuel the engine by triggering our card draw, but many actually have micro-synergies with Star-Lords kit. Ghost-Spider gives us flexibility by tutoring our hero cards, but still gives us great value with an extra card if we already use Knowhere or don't have WoLD up. Scarlet Spider's card draw is more relavent here since we aren't spending full resources to play him, so looking at more cards is very nice. Ham is cheap and has some sustainability on board, though he's probably one of the first allies getting cut since we actually have times we want to reliably have a Web-warrior leave play. SP//dr is awesome here, reliable access to a consistent cheap proc for our supports is an awesome piece of the puzzle here.
Our protection allies are all valuable in that they get us a Web-warrior trait on board (None require another Web-warrior to play), so we can play our basic allies even if we haven't seen web of life and destiny yet. Noir and UK both have affects that can wait till we get another ally out to use, and Silk is pretty cheap to use even if we don't proc her enter play. Silk and Noir both can help reduce risk from Star Lords ability by managing problematic treachery cards too. Miles triggers his enter play ability pretty regularly actually, this deck is really good about getting allies down, and the extended ally limit keeps our board full for him. Octavius is pretty cheap, and we can get his card draw kicker pretty easy with our awesome Element Guns.
Thwip Thwip offers a lot control in a single card, and Spider-Tingle tingle helps mitigate the consequence of our hero ability(especially good when used with Kaine's ability). We don't mind damaging our allies for either of these as we want to churn and burn them for card draw, and we're playing them so quickly.
C.I.T.T. is here so we have something to spend our excess resources on from all of our card draw. Gives us flexibility whether we feel the need to Thwart, Attack, or recover.
"Hang on to Yourself"
What would we change? C.I.T.T is not necessary to function at all, Ham can be more unwieldy then we like, and Hobby is so-so compared to other allies. Versions I play tested before the Ham and SP//dr allies were revealed ran Assess the Situation, which actually was really nice as a way to fix efficiency problems with our hand when we want to use element guns and C.I.T.T. easily. Early deck versions did actually feel very low on Web-warriors in that state, especially going through your deck and not letting some allies get defeated before the reshuffle, but SP//dr might go a ways to fix that issue. Spider-Tingle is also a potential cut, especially if you don't want to run Kaine.
"There's a Starman, waiting in the sky!"
Enjoy everyone! I've had a blast with this deck both solo and Multiplayer, and think it is definitely something quite unique to try.
Oh, and here's some recommended listening while playing the deck: