Card draw simulator
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None. Self-made deck here. |
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CaptainJin · 416
Introduction
Jessica Drew’s game plan is simple: keep the villain locked down, then hit them while they’re dizzy. With access to both Justice and Aggression, Spider-Woman thrives on using status effects to stall the enemy before unloading damage or clearing schemes.
Every turn is about balance: play one Justice card, play one Aggression card, and suddenly Jessica’s stats spike. Add in Pheromones, Spider-Girl, and Inconspicuous to keep the villain stunned and confused, while events like Press the Advantage and Venom Blast make sure they regret standing still.
It’s not glamorous spy work; it’s more like stun, confuse, repeat but it gets the job done, and it’s exactly what makes Spider-Woman such a powerhouse.
Core Strategy
Early Game
Mulligan hard for Finesse, Sense of Justice and Avengers Mansion. These economy cards are vital to make her double-aspect engine smooth. Jessica Drew's Apartment is also excellent for finding the right tool.
Mid Game
Rotate between Aggression and Justice events every turn to keep her stat buff consistent. Clear the Area and For Justice! keep schemes clean, while Press the Advantage and Venom Blast push damage and card draw.
Late Game
Once you’ve built out supports like Boot Camp and Avengers Mansion, your allies become strong secondary attackers. Spider-Woman herself can chain Pheromones into Inconspicuous, leaving the villain locked down while she glides across the battlefield.
Events: Double Duty
Clear the Area: Cheap thwarting, triggers Skilled Investigator, and keeps Jessica’s stats boosted.
For Justice!: Heavy thwart when you need it.
Press the Advantage: Damage + card draw whenever the villain is stunned or confused — which is most of the time.
Venom Blast: Direct damage, great for burning down a villain.
Pheromones: Stun + Confuse. Possibly the best tempo card in the game.
Inconspicuous: Keeps Jessica safe from minion chip damage and buys breathing room.
Contaminant Immunity: Healing + tough. Perfect for resilience.
Self-Propelled Glide: Keeps her ready for multiple uses after she buffs her stats.
Allies: Strike Team Support
Captain Marvel: Great draw engine, especially in a pinch.
Tigra: Excellent at cleaning up minions without consequence.
Brawn: Flexible, removes threat or pushes chip damage.
Spider-Girl: CC queen — her stun/confuse on entry is perfect for tempo.
Sentry: Expensive but efficient, especially with Boot Camp boosting his stats.
These allies complement Jessica’s control style, stabilizing the board while she flexes between thwarting and attacking.
Supports & Upgrades
Finesse: Core engine - resource smoothing that pays for any aspect.
Sense of Justice + Skilled Investigator + Heroic Intuition: Justice package that makes thwarting effortless.
Combat Training + Boot Camp: Aggression package that pushes both Jessica and her allies into serious damage range.
Jessica Drew's Apartment: Themed and powerful — dig for your events and set up your aspect balance.
Interrogation Room: Turns minion defeats into extra threat removal.
Avengers Mansion: Standard powerhouse draw support.
How It Wins
This deck wins by locking down the villain with status effects while flexing between:
Justice → Clear threat, dig cards, prevent loss conditions.
Aggression → Burst damage via Venom Blast, Press the Advantage, and ally strikes.
By the late game, Spider-Woman’s turns look like:
- Play a Justice event to clean up schemes.
- Play an Aggression event to trigger her stat buff.
- Ready up with Self-Propelled Glide.
- Attack, thwart, or both with boosted stats.
- Use Pheromones or Spider-Girl to keep the villain helpless.
Every round feels like Jessica is juggling spy missions while knocking heads, true to her double-agent theme.
Final Thoughts
This build is flexible, thematic, and fun. You’re never locked into just thwarting or just attacking. Spider-Woman does both, and she does it better the longer the game goes on.
With status-lock tools, threat control, and steady damage, the villain often ends up in the same state as Hydra agents when Jessica walks in the room - stunned, confused, and very, very worried.