Husky Business

Card draw simulator

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

journeyman2 · 24014

Gameplay Link


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I’m no stranger to Spider-Woman decks that use the opening “I’m no stranger to…” Because quite frankly, Spider-Woman is my favorite hero. Even 6 waves after release, she is still just a deckbuilder’s delight! No one in the game elevates aspect cards the way she does, and since aspect cards are the main deckbuilding hook in Marvel Champions, she has the most gratifying deckbuilding. Almost every aspect card has a combo that only her unique split-aspect focus can bring about, and she is frequently the best user of many aspect cards that would normally see little to no play. Her ability to tutor, pay for, and incentivize the playing of aspect cards with Jessica Drew's Apartment, Finesse, and Superhuman Agility, is second to none.

Ok, that was a big love bomb to a stellar hero, but what are we actually doing here? We are taking advantage of Spider-Woman’s access to Leadership cards and her ability to pay for aspect cards’ abilities, to elevate the new Husk ally! First, we should go over a couple key rules to keep the comment section light:

Husk cannot get the same resource icon boost multiple times on the same basic activation, she only checks if any of those resource types were spent, not how many. Finesse can pay for abilities in aspect cards’ text boxes, not just their numerical cost. This means that Finesse can be spent as any type of resource towards Husk’s ability. Likewise, The Power of Justice can duplicate itself for card abilities, and not just costs, meaning that spending The Power of Justice towards Husk can trigger two of her boosts. You can see where we’re going with this right?


Old Time Rock and Roll

Call me old fashioned, but today’s decks just don’t got the same soul. I want big, flashy combos and OTKs with unique mechanics and card combinations. I want each deck and game of Marvel Champions to be something new and distinctive, to keep the spice alive. We’ve had some good times together, you and I, so let’s see what’s cookin’.

The goal here is to get Husk out with Danger Room Training and Inspired, and pump her with as many 5 THW/ATK activations as you possibly can. I love that we get Danger Room Training here, because Husk's self-heal means the extra health from Mission Training is not as valuable as the flexible 3/3 statline that Danger Room Training provides. The extra attack here makes her a great win condition. Most games will end with 5-6 Husk activations for 5 ATK each.

This is usually accomplished with x2 Finesse, Quincarrier, Clarity of Purpose, 1-2 Band Together (Rapid Response Beast!), 1-2 The Power of Justice, and any remaining resources in hand. Towards the end of the villain’s health, the heal becomes less necessary, so the last 1-2 activations you only need to pump her with 1-2 resources (the final, only an to gain the plus stat!). So there we go, that’s the main thing going on, and you can stop reading here if you want, but I’m going to go a little more in detail on the strategy and all the card choices. If you continue on, you will be rewarded!

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Husky Business

Some quick detail of how to play Husk. Her ability is an interrupt so the heal will apply before any consequential. This means using her first few hit points without healing is relatively safe (for most scenarios), and then just always using the heal option while sitting at 1hp. Danger Room Training will get her to 4hp, which is a floor of 3x4 activations, and Rally the Troops will refund two more.

The ready option is the one that requires the most thought, particularly at the end of the turn. There are times where you might be drawing cards at the end of your turn, either flipping down and drawing off Wolfsbane+Jessica Drew's Apartment, or defeating a side scheme and drawing off Skilled Investigator+Mission Leader. This means, you might draw into 2 cards with no available plays, and being able to pitch those cards into Husk gives them a use, rather than holding them. This makes it usually worth while to spend a leftover resource to ready Husk, even with no other way to boost the last activation, banking on whatever you draw.

Rather than using Finesse, Quincarrier, and Clarity of Purpose all on the same activation, I like to spread around to even things out. If we have multiple in hand for instance, using all of our on the same activation gives us one great activation, and then one weaker one. Instead, use 1-2 hand resources and 1 for each activation. Saving a for the previously discussed late draw situation, can also help you smooth out whatever resources you randomed into. Just note that Finesse and Clarity of Purpose are hero form only.

Personal preference and scenario dependent, but I usually prioritize thwarting with Husk over attacking as long as Wolfsbane is left enough threat to also thwart. However, Leadership+Justice Spider-Woman can be fairly damage light, as Venom Blast is low damage and she only has basics and allies otherwise. Husk attacking for 3-5 is a great minion answer. Kaluu is great for popping toughs that Husk wouldn’t want to do. Our survivability is fairly high with Pheromones and Contaminant Immunity, so leaving minions out for a few turns also isn’t terrible.

When Husk is basically replacing our hero’s basic power with a much stronger and easy to replicate one, it leaves Spider-Woman free to DEF or REC. I try to boost to 3 THW/DEF turn 1, clear any starting threat, and then basic DEF, especially against villains with extra encounter card deals. This gives us pretty good leg room to build and set up, without being vulnerable. Always look at the top of the villain’s deck turn 1, to ascertain what boost you’ll be facing.


Allies

  • Beast tutors out The Power of Justice or Band Together (or very rarely The Power of Leadership to set up a Rapid Response). I usually go for whatever is in my discard, to get an extra use out of it that deck cycle, or just default to Band Together if 3 allies are out.

  • Wolfsbane combined with Jessica Drew’s top deck peek helps cycle the deck, and is especially valuable when you hit a double or triple. She’s also a The Power of Justice target.

  • Kaluu is in all of my half-blue Spider-Woman decks, he searches out events, particularly off-aspect events that will guarantee to boost her stats. Grabbing whatever you need to suit the situation and getting 2/2/2 (one from Kaluu and one from his event), is worth more to me than Maria’s blind draw and extra thwart. Being a The Power of Leadership target is noteworthy here.

  • Cypher is really nice with all of the confuse Spider-Woman throws around with Pheromones. More deck cycling is always good. He ends up being either 1 ATK, +1 stats, and a chump for 2ER or 2 ATK and +1 stats for 0ER. Usually the lowest priority ally in the deck, but the occasional extra card on your next turn or a chump this turn, makes him the best justice card left to grab, and of course he’s a The Power of Justice target, even if it is likely feeding Husk instead.


Player Side Schemes

With Husk’s ability to machine gun side schemes in solo or multiplayer, we are including more PSS than I ever have outside of Cable. In solo, her 3 THW neuters a majority of side schemes in the game, and in multiplayer getting off multiple 3-5 THW activations can clear threat for the entire table. Three of these PSS are also really cheap stat boosts, and playable with Finesse/tutor-able with Apartment.


Resources

Husk doesn’t really like the basic doubles, so we’ve cut those out and included aspect resources instead. Remember, Pheromones is a target for The Power of Leadership! Even if we don’t draw into a matching target (which is unlikely with our card draw), Husk is the best resource sink around, and resources are the best type to pitch! Only one Band Together, because we can get it back with Beast, and we don’t want to see it early. Being above 40 cards reduces the odds of seeing a dead Band Together in the early game.


Card Draw

Being above 40 cards, we want to cycle our deck really quickly to find Husk. Then once Husk is out, every additional card and resource just increases the upper limit of activations we get with her.


Other Things Tried

Spider-Woman requiring an even amount of each aspect makes her deckbuilding a balancing act, and partially why we’re above 40 cards.

  • Originally, I started out with x3 Chance Encounter and x3 Suit Up, with the intention of grabbing Husk and Clarity as early as possible. Turns out, that was entirely unnecessary. A few copies of Chance stayed in, and are great to setup a late game Beast, but Suit Up had too much competition from the other amazing Leadership cards, and ultimately I like the PSS and Jessica Drew's Apartment better.

  • Agent Coulson was in for the tried and true Rapid Response loop, but turns out we didn’t need the chumps as much, and I’d rather put The Power of Justice into Husk.

  • Maria Hill can be subbed over Kaluu in multiplayer, but when we’re triggering Mission Leader every turn with Husk, they can’t complain too much if we leave her out! White Tiger is always good, but I again prefer Kaluu's ability to give us a choice and the fact that he is playable with a single The Power of Leadership. Choices always advantage a strong player, who can gain more value out of more knowledge. We don’t need her comparative extra stats with Husk.

  • The Triskelion is worth a note, to be able to cycle Kaluu and Beast through even when the mega board of Husk/Captain Marvel/Wolfsbane are set up, but I’d rather just use Captain Marvel or Wolfsbane up.

  • Inspiring Presence and Game Time are both a little redundant with Husk’s ability. The latter does not give us a stat boost and is not searchable off Jessica Drew's Apartment. When our entire hand and board act as these, we don’t need to spend precious card slots on them. While Game Time technically saves a resource, so does The Power of Justice, while also providing doubles and a tutor from Jessica Drew's Apartment. Likewise, we have 4 board generators that give us whatever we need. X-Mansion can heal Husk, but she doesn’t need it.

  • More Voltron upgrades really aren’t needed, as Husk is already hitting 3 without any, and doesn’t require the extra health. Sidearm can be included for ranged, but being a basic is kind of a bummer. Lead from the Front and R&D Facility are cut but overkill. Innovation isn’t as necessary with Husk’s heal and Rally the Troops.

  • If you’ve noticed a distinct lack of Justice cards in this section, that’s because there aren’t many alternatives I’d consider. Overwatch is great with boosted Husk, but you can just ready her and go again. Float Like a Butterfly is good for the kill turn, but ends up as overkill more often than not. Cable or Clear the Area make any side scheme worth 6 cards, but space and ally slots are tight and Husk makes clearing side schemes easy already.


Since you've made it this far, here are some photos of my Husky as a reward for you!

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21 comments

Aug 09, 2024 tjjj · 237

woof

Aug 09, 2024 journeyman2 · 24014

@tjjj this was a thinly veiled disguise to share dog pics haha

Aug 09, 2024 N1GHTCRAW73R · 32

Gave it a try today and had a great time with it! Did you consider 3 steps ahead as well at all? Thinking, it could be great especially in multiplayer. I did have some troubles as I was playing Crossbones who ended up with double retaliate... Husk didn't want to stay on the table in that case.

Aug 09, 2024 Septuseth · 1

Good God! Wait, sorry, good dog!

Aug 09, 2024 corbintm · 1724

Very nice sir. 44 cards! Never thought I'd see the day

Aug 11, 2024 josseroo · 702

Good thing I made it all the way to the end for the reward. That Finesse + Husk interaction is so good.

Aug 11, 2024 MOSER319 · 82

Tried this deck last night, loved it, but would recommend adding triage for when the health starts to diminish.. could heal husk when she gets super low and take a hit next attack

Aug 11, 2024 andyr · 6711

dang, that was worth it for the dog pics. i mean, it was worth it for the deck too...

Aug 12, 2024 josseroo · 702

Tried it 3P vs Ebony Maw + Iron Spider's Sinister Six + Space Pirates (criminal time) and she did 27 damage + Rapid Response back in for another 2 for funsies on the final turn. Felt great. I do like Moser's suggestion of Triage though

Aug 12, 2024 journeyman2 · 24014

@N1GHTCRAW73R Thanks so much for giving it a go!! Husk is really all the threat removal we need! I've thought about posting a multiplayer video potentially, because she does go kinda crazy when she's thwarting for 20 in a turn, clearing PSS, and triggering Mission Leader for everybody. Dropping Cypher and Chance for Overwatch and more Skilled Investigators would be my move there. As for Crossbones, this deck is so rich we an easily remove retaliate attachments! His normal setup only has the 1 from Experimental Weapons right? If not, fight back with your own Sidearm!

@Septuseth Good comment!

@corbintm One of my last published decks was also 44 cards!! It's an epidemic! Then of course the 50 card one that gets flamed online :)

@josseroo @MOSER319 I'm so glad you guys got to try it!! Joss, that sounds so on point for this deck!!

I actually wouldn't run Triage for a few reasons. First, is that Husk heals herself before any activation you need her to! We also have Rally the Troops, that benefits our (and our partners') other allies as well. The ally slots in this deck are actually quite limited with how many stay-on-the-board allies there are, and when a spot opens up, we really want it available for Kaluu/Beast. I've thought about Trisk, but it is so hard to find space, and I don't want to go much higher than we already are. Triage being a basic is also tougher to swallow, since she doesn't give use the +DEF that we'll need for the villain phase. I'd prefer First Aid or Innovation instead, as they heal other non-Husk allies, don't take an ally slot, and are cheaper. Spending a resource on two Husk activations does the same as Triage, for less cost and without some of these other downsides

As always, for Voltron-ish decks, the ally doesn't need to survive the game to win! I see a lot of games where a Voltron ends at max hp, or close to it, which leaves a lot of value on the table. I'd much rather finish with "exactsies", winning on that very last hp!! Since we have such strong built in heal, we can use the deck spots towards efficiency instead!

@andyr Thanks for the comment friend, looking forward to your next concoction!

Aug 12, 2024 cbjuland · 8

Please explain how is Husk clearing 20 twart a turn (according to previous comments), and how Power of Justice triggers Husk twice. I’m not seeing that based on her card text. Please educate me on what I’m not noticing. Thank you.

Aug 13, 2024 journeyman2 · 24014

Apologies @cbjuland, I thought I did a good job of explaining in the write-up, but in my effort to be concise, I must have gone too light on the strategy.

Once Husk is out, potentially your entire hand and all of your resources become resources towards her ability (her ability is not max once per phase/round). This deck puts out 4x resource generators (2x Finesse, Quincarrier, Clarity of Purpose) that can all be used for any one of her triggers. Then you naturally start with 5-6 cards in hand, plus whatever the copious amounts of card draw get you. Sometimes you'll have 10+ cards in hand and can totally just pitch everything to Husk if you want. Even late turn card draw that might otherwise be dead, like Apartment after we flip down, is just another resource to feed her. She can even keep herself going by clearing side scheme and drawing 2-3 more cards to pitch to her from Skilled Investigator+Mission Leader+Generation X for example. On top of that The Power of Justice and Band Together can fulfill multiple of her triggers at once! The Power of Justice can be any of heal+ready, boost+ready, boost+heal. We can even tutor these cards to hand with Apartment. Finally, we have Danger Room Training and Inspired that pump her up to 4/4 (5 with her ability). With 4hp, 5stat, and 3 / that's a minimum of 20!

So even with just a hand of 5 cards, if you go boost+ready, heal+ready, ready, you've now thwarted for 3+2+2+2, or a minimum of 9 (though Husk is used up in a single turn in that case). Balancing when to ready/heal/boost is the main skill here. Once you get either Danger Room Training or Inspired, the boost becomes much less necessary. As you get richer and richer, hitting all 3 on every activation happens almost without trying. This is why we are not running the basic doubles, and rather, stocking up on wilds and things like Band Together/PoJ that will hit multiple triggers in a single card. Band Together alone is worth 9 in the end game (you get a boosted value of 5, then ready for 4).

I've really enjoyed playing this multiplayer (at all counts), and just telling everyone "don't worry, Husk has this", and then singlehandedly mopping up the board while everyone else is left with nothing to do but hammer the villain. And then leaving the villain stunned+confused on top of it because we are Spider-Woman :)

Aug 13, 2024 journeyman2 · 24014

@josseroo``@MOSER319 I do have Triage in the Bishop version of this deck, that I played first, before realizing how strong Spider-Woman would be here with Finesse, Band Together, DRT, CfB, Mission Leader, Rally etc. We actually got the Jubilee article before AoA released, so I proxied Husk for Bishop and pretty much have only played Bishop-J with her in the deck, where she is pretty redonkulous. Without Rally access, and with x3 Chance (first to find Husk, then to find Triage or Dazzler or whoever), Triage becomes much better (and of course can always heal Bishop if he had to take a big hit pre-Uniform, something she can't do here). Power in All of Us is a big factor, as the opportunity cost is much less (TPIAOU+Triage for 2 heal is basically heal+boost option if thrown into Husk, and the heal can be better than a +1 there). Playing Triage for 3 resources in SpW, gives up heal+boost+ready Husk, which will typically outpace heal+heal. Bishop also has much fewer floating to pitch for heals, making at least 1 way of healing her outside of Mission Training, a better swallow.

This is the deck I was running, but haven't touched it since building this one! marvelcdb.com

Aug 13, 2024 cbjuland · 8

@journeyman2 thank you for the follow up. Your explanations make more sense now. Sorry I was a bit slow on the uptake.

Aug 14, 2024 dr00 · 43766

what are we, some kind of husky business?

Aug 16, 2024 ChocoboBai · 1145

Every pack breaks Spider-Woman in new and exciting ways!

Aug 22, 2024 MOSER319 · 82

@journeyman2 ooh innovation would actually work better.. my issue is i kept getting widdled down by "deal 1 damage to every friendly character" effects

Aug 25, 2024 journeyman2 · 24014

@dr00 Yes, yes we are haha

@ChocoboBai Totally, she is so evergreen!

@MOSER319 Yeah, most ally based strategies will struggle against some of these, but they are so infrequent, I wouldn't want to undermine the core of the deck to tech into cards when not every scenario has those effects. Certainly a scenario-by-scenario basis. Replaying Husk off Chance, especially early game, is also an option!

Aug 29, 2024 Sluggie · 4

I restricted my Husk "Combo Queen" {Spider-Woman} to using just Avengers for other allies (Kaluu, White Tiger, Wiccan) which allowed an Honorary Avenger, Avengers Tower and Mighty Avengers.

Aug 30, 2024 Sluggie · 4

Would you also consider dropping a One Way or Another for Float Like a Butterfly? Since JD has exceptional Hero staying power, the Confuse status' hang around a fair time in 1up (possibly until game end)?
I know use of Jessica Drew's Apartment is nifty but...going home will also turn off Cypher's special.

PS: Great doggo pics and love your flavourful writeup :)

Sep 13, 2024 journeyman2 · 24014

@Sluggie Thanks for the comments! I did toy around with Mighty Avengers, but it really is just so slow and there isn't much payoff vs the low cost curve we can set up faster here. Leadership cards are very hard to find room for in Spider-Woman, but I don't fault anyone for going traited! Likewise with Float, I'd much sooner add Sidearm. OWOA is key for card draw, with Skilled+Mission Leader it is 5 extra cards (6 with Chance), which is huge. We need to cycle to our doubles, and with 5 doubles, if even one of those drawn cards is a double we are sitting pretty. Float is also much better in decks where you're confusing minions, which this deck doesn't do. Trading out any of the cards that tutor or cycle really slow things down, and for a deck built around a 4-cost ally, we need to regain as much tempo as we can!

As for Cypher, that is easy enough to play around, activate him before flipping. You get 3 cards (5 with Wolfsbane) from flipping, so even worst case scenario, that outweighs 1 card from Cypher.

I find it hard to see any card swaps that wouldn't change the deck function significantly. This is about as streamlined as can be!