Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet |
Castlefrank47 · 3204
Agent Venom got an upgrade well actually an enhancement FOR his upgrades. His kit is focused on weapons and with the new card Firepower we can enhance his weapon abilities, even John Wick will be in awe of his newfound power.
Firepower allows us to exhaust up to 3 weapon upgrades and choose an enemy for each one to deal 3 damage. This means you can target one enemy for 9 total or hit 3 minions and clear the board (looking at you nemesis set).
What makes Venom such a great fit for this card is that his setup allows him to discard until he gets a weapon upgrade and he also has a copy of Locked and Loaded that lets him search for a weapon upgrade.
The fun part is grabbing Energy Spear or a Sidearm for an ally and being able to use it with Firepower. Bug is the best choice as we can keep him alive by attacking which heals him.
Lock and Load can also grab any weapon upgrade meaning we can grab an energy spear or sidearm with that if we're already set up and get one on an ally.
Setup:
Multi-Gun is Venom's best card and the one we prioritize most.
Venom's Pistol these are also really nice as we can boost up Venom's base stats.
Side Holster allows us an extra restricted upgrade.
Jarnbjorn allows us to deal 2 damage to an enemy after we attack by spending a resource which Venom's ability can pay for. This can also be exhausted with Firepower to deal 3 damage and then you can pay for its ability when you attack with Venom.
Combat Training boosts Venom's attack by 1.
Boot Camp gives our allies +1 attack.
Project Rebirth 2.0 provides either healing 3 from Agent Venom or drawing a card. I love double dipping on this by flipping down to heal and then on the next turn using it to draw a card giving us a 7 card hand going into our turn.
Helicarrier makes the next card we play cost 1 less resource. This is really nice to use with his Signature upgrades that require specific resources to get the secondary effect. Use Heli to make them cost one and then his ability to generate the resource you need fulfilling the requirements.
Energy Spear can be equipped to a Guardian ally providing +2 attack and piercing. This can be exhausted with firepower and still be used for their basic attack.
Sidearm can be equipped to any ally goving them +1 attack as well as ranged.
Gameplay:
The strategy is to get as much of our armory onto the board as possible and nuke the enemy into oblivion.
Venom fully built out with both pistols and combat training means he can hit for 5.
Jarnborn allows him to deal 2 damage by spending a resource which his ability can take care of.
Multi-Gun allows him to deal 2 damage if you choose as well.
With all that Venom can deal out 9 damage per turn through basic activations and his Multi.
Our best setup is to get Bug and Drax in play with both Energy Spear and Sidearm attached to them as well as boot camp. Bug would be at 5 attack while Drax would be at 7 with both having piercing and ranged. The beauty here is you can exhaust the spears and Sidearms for Firepower and still get the effects of them when basic attacking!
Even just one ally with both a spear and Sidearm can fulfill 2/3 of Firepower with Jarnborn providing the last which still allows us to use Multi-Gun for threat removal and our pistols to boost Venom's basic power.
Our nemesis set doesn't stand a chance against this setup. Exhausting 3 weapons and paying for jarnborns effect can clear all the nemesis set.
With as many upgrades as we have on the table you're going to mostly be drawing into events meaning we are going to routinely see Firepower and Run and Gun.
Keep Up the Pressure lets us find firepower when we want to set up massive damage turns.
Multi-Gun helps us manage thwart especially in solo and with us being able to deal tons of damage with Firepower we can afford to use Venom's pistols to help his thwart game if need be also.
Behind Enemy Lines can provide threat removal as well as a confuse if we pay for it with resources. This is especially useful in solo for a safe flip when we want to draw from HoH.
All of our allies are guardians meaning we can equip any with the Energy Spear to buff damage as well giving targets for Firepower
Groot is here to block some attacks and hopefully stay on board for a couple turns. He's also solid to attack a spear to and get some damage out of him from Firepower while saving his HP.
Rocket Raccoon helps with thwarting but getting an energy spear on him also boosts him up to 3 attack which jumps to 6 if he's attacking a minion.
Gamora lets us discard until we see an event and then add it to our hand. Mid to late game when we're set up that's what most of our deck will be.
Marvel Boy is cheap damage at 2/2. Putting upgrades on him pumps it up even more.
Other Considerations:
Hand Cannon is great however it requires exhausting to get its effects. This would mean to trigger it for our basic attack and firepower in the same turn we would need a Run and Gun.
Godslayer is another really solid choice however it also requires exhausting to use its basic function meaning you'll need a Run and Gun to double dip on those Firepower turns.
This deck also performs extremely well as a minion Slayer and I'll link what i had:
https://marvelcdb.com/deck/view/971303?deck_name=Minion%20Mayhem
This deck has been tested in solo and 2 handed performing extremely well in both. I'd love to hear any feedback or experiences with it!
6 comments |
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Jun 22, 2025 |
Jun 22, 2025Venom is exactly where my mind went when Firepower was spoiled, this looks sick! |
Jun 22, 2025
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Jun 22, 2025Oh yea looking good! Love energy spear and fire power makes it even better |
Jun 23, 2025Whooo! I was going to execute on this idea but lo and behold you already had it done! And better than what I was going to do! |
Jun 23, 2025
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Looking good sir! Excited to try this out and bring some much-needed life to Venom.