Red Martyr

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Ready the Hangar Bay! 1 0 4 1.0
Inspiration for
Blue Martyr 0 0 0 1.0

adsarf · 440

Deck concept

This is the first of two decks I'm publishing which combine Martyr with Hangar Bay. The other one is at https://marvelcdb.com/decklist/view/40622/blue-martyr-1.0. The concept of both decks is that as Martyr will ready after defending an attack due to Hangar Bay, she will be able to defeat another minion and get a new tough card the very next turn, completely locking out the villain's attack. This doesn't seem wildly innovative to me, but at the time of writing there are less than a dozen decks combining these two cards here on MarvelCDB, and none of them involve Spider-Woman.

Martyr and Hangar Bay are obviously both green cards, but with her native 2 ATK Martyr can't really expect to knock out many minions in a single attack without help. Spider-Woman can bring an Energy Spear, which completely changes the picture. Unlike Adam Warlock, she can also bring more than one Med Team.

Card choices

So this deck is all about Hangar Bay, Energy Spear, and Martyr. Obviously we need some healing to keep Martyr in play, and a source of timely minions through Looking for Trouble (which is also a classic Spider-Woman-friendly low-cost aspect card). Ideally we also want to get Captain Marvel into play and heal her too, since she adds very valuable card draw.

A deck with two 4-cost allies, some 3-cost supports and other bits and pieces to get into play obviously isn't a quick starter. Assess the Situation gives a little extra card draw (and I tend to prefer it to double-resource cards for Spider-Woman anyway). There are also a bunch of cheap allies here to keep us in the game until we have set the whole thing up. Brother Voodoo and Nick Fury add some card draw too.

Playing the deck

The aim with this deck is to take as many hits as possible with Martyr. Bear in mind that if she uses a tough card to absorb consequential damage, her response can't go off even if she has defeated a minion, so while you can attack the villain with her while she is tough, it is usually a waste to leave that card on her at the end of the villain phase. Captain Marvel removes four threat and draws 2 cards for every medical counter you use on her so she also adds a lot of efficiency if you can get her into play.

Muster Courage and Contaminant Immunity add extra tough cards when there isn't a handy minion around.

In Hero form, any of your key pieces takes effectively your whole hand to play, and Captain Marvel can't even benefit from Finesse, so early in the game it is helpful to get into alter-ego as much as possible to draw extra cards from Jessica Drew's Apartment and accelerate your way to getting both main allies down. Spider-Woman is great at confusing the villain (unless they're stalwart), so you should be able to do it without too much risk.

Once you've gotten set up, play every Med Team you see, and use Spider-Woman to chip away at the villain. With her readies and Venom Blast she can do quite a lot, and with Muster Courage available you can also use Martyr to hit the villain for 5 if there's no minion around.

How to lose with this deck

I think the way to lose with this deck will be pretty clear to everyone, as there are a number of big pieces to get into play which can really hurt your tempo early in the game. You can address that somewhat by playing 2-player, or the other alternative is a green/blue deck for stronger card draw. I've experimented with one of those and will publish shortly for comparison purposes.

Conclusion

This deck is viable in true solo, but I think it is better 2-handed or 2-player as that gives Martyr more minions to target, and Spider-Woman more time to set up. Moreover Martyr can defend for the other player when Spider-Woman is in alter ego, or after Pheromones has been played. For solo I think the green/blue version has a higher floor, even if it maybe has a lower ceiling.

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