It’s flippin Spider-Woman

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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fixeddice · 10

I played the Spider-Woman starter deck at my brothers house and I fell in love. I purchased the game and every hero and then from her starter I updated and changed cards here and there, and ended up with this deck.

The overall goal is to maximize base hand size by constantly flipping to Alter-Ego and back, and to draw extra cards via low cost events played via board resources, boosting Spider-Womans stats, while remaining at max HP and Tough via Contaminant Immunity, and keeping the boss held down as much as possible via Pheromones'.

This is accomplished by flipping almost every turn to utilize her Alter-Ego 6 card base hand size and Jessica Drew's Apartment for bigger turns when flipping back to hero side. Being able to choose whatever aspect card you need via Jessica Drew's Apartment allows a lot of choice to focus towards whatever you need. I use it at the very beginning of the turn if on Alter-Ego, as it instantly puts you at 7 cards in hand and you can somewhat manipulate what will remain in the deck for Hulk's discard or for Avenger's Mansion draw (because you can't grab Basic aspect with the Apartment). Or use it at the end of the turn if having started on Hero Side, to begin to customize your hand for the next turn. You can even just pull a card and discard it in that case, to thin the deck. The Power of Aggression can also be retrieved in this way if resources are the need. Often it will be a Clear the Area to remove threat and draw, or Press the Advantage, but it can also be Pheromones' to re-Stun/Confuse the boss or Contaminant Immunity for healing and to replace Tough.

When starting on Alter-Ego, a good choice to grab with the Apartment is Lay Down the Law, as Finesse can generate the 1 Science resource you need to make it a 1 cost, 4 threat removal card. That is the best cost-to-removal ratio I have seen, and it is easy to fulfill the requirements. I plan on figuring in the new Attack version of it from the Wasp, but haven't had time yet. It will probably take the place of a Piercing Strike. Totally different utility, but should be super strong in this deck.

I almost never defend, and almost never use Alter-Ego to heal. You will see your Contaminant Immunity's often, and are unlikely to get into the danger zone, especially splitting every other villain phase between Hero and Alter-Ego, and hopefully having him Stunned and Confused in both of those cases anyway.

Many of the cards allow you to draw under circumstances which are easy to meet when playing solo. Use Pheromones to Stun and Confuse the boss, then Press the Advantage to ping away HP or self-stun, and draw/cycle in addition to increasing character stats. Utilize Clear the Area to get rid of the last 2 threat to draw a card, and if you can wipe a side scheme with it you can draw 1 from Clear the Area and another from Skilled Investigator.

Once you have Combat Training and Heroic Intuition in play, you have base 2 Attack and Thwart. So once you play one aspect, you are up to 3. Most turns you will play at least 2 different aspects because of your card draws, and that gives you a 4 off the bat, with a maximum of 6 if you get all 4 aspects played. It happens, and if you manage to get Self-Propelled Glide in addition, there won't be anything left on the table when you're done!

Hall of Heroes and Tac-Team were critical for sets like Ultron expert where drones will fill up your drawing ability quickly via Hall of Heroes, and getting out Under Surveillance on any low threat main scheme will take a lot of pressure off. With HoH, a Mansion, and Jessica Drew's Apartment you’ll start with an 11 card hand on turns you begin Alter-Ego. Even sans HoH it’s an 8 card hand (after Jessica's Apartment and Avenger's Mansion), and you’ll draw more by clearing threat with Clear the Area.

Captain Marvel can also feed into this card draw, but as she is not an aspect card Finesse is no help, and so a flat 4 cost is steeper than some. But she is worth it if you've got the extra resources. If not, for 4 resources you can get more card draw via other avenues more often than not.

Jessica Drew should always be consulted before Hulk attacks, and he ONLY attacks when it is beneficial. A strength resource gives you the option of knocking out your nemesis in one attack, killing 2 small minions, or damaging the boss and killing a minion, amongst others. Sometimes it is worth it when it will be electric resource. You can wipe drones with it for instance, while using the big 3 point attack against the boss. However, don’t be afraid to sit on him the whole game or use him solely for blocking if the wrong card is going to pop.

Martial Prowess applies to 7 cards, and once your board is built it will be used every single turn. I like to start a turn burning Finesse to play Clear the Area for the card draw and threat to zero, followed up with a Press the Advantage paid for by Martial Prowess. You can wipe drones or ping at the boss, you can remove Stuns too. All for a 1 cost event that also adds to your character stat, AND draws if the enemy attacked was Stunned OR Confused, which is often the case. Another way to create that scenario is to bring in Spider-Girl to Stun/Confuse a minion, then basically a free Press the Advantage to kill the minion and draw a card, then use Spider-Girl for whatever your need is at that time.

Spider-Man can take advantage of Finesse, and when played he will wipe out almost any side scheme I've run up against, allowing Skill Investigator activation. His 4 HP and 2/2 stats come in very handy. Spider-Man and Hulk are both very hardy ally's and can soak up damage or have several activations each.

A single use of Power of Aggression with Venom Blast, is 2 cards for 5 damage. Power of Aggression with a single Finesse use will get out your Tac-Team, which gives you multiple turns of a small attack at your beck and call. I've often just moved the counter from Tac-Team to Hall of Heroes, which is a beautiful thing.

If the enemy wants to take one of your upgrades, Skill Investigator is an easy choice, as it has situational activation and costs zero to put down again. With your draw power, it will come right back to you.

I have removed the Hall of Heroes and a Beat Cop for scenarios without many minions. I only added Quincarrier this weekend when I got an copy in Wasp. If you wanted to drop back towards 40 cards, you might start there.

In multiplayer, this deck does not shine nearly as bright because the threat gets too high to clear with Clear the Area, and the boss is often not Stunned nor Confused as often, meaning little card draw with Press the Advantage also. It does play in multiplayer, but it is significantly neutered. You can add in an extra Combat Training and Heroic Intuition or Skilled Investigator to play on another Hero, allowing nice stat boosting from your 2 aspects in addition to theirs.

The purpose of doing all the little card draws and pings, is to boost character stats via Superhuman Agility, and to get her character Specific cards to stay Tough, full health, and keep the boss Stunned and Confused. The final turn usually ends up being between 15-25 damage because the board is built and you can get to your aspect cards, getting her base attack as high as 6, and she has cards that cost 1 to ready, as well as all the Attack Events.

I love this deck and think it is a ton of fun, and it is undefeated through Ultron Expert (the farthest I've played so far). The hardest match I had was normal Ultron, he Advanced before I got out Under Surveillance on turn 1, and that made it crazy hard. But this deck pulled it out.

2 comments

Jan 26, 2021 darthweasel · 1

I have seen this deck played four player twice, two player once and we text a lot when he is playing it solo. The first time he played it I thought it was really effective, made the game easier for all of us...and he felt it was underpowered because it did not give him his normal card draw and protection as the rest of us soaked up the near constant stun/confuse.

But it let my Ms Marvel flip every turn which turns her into an absolute monster, kept our other players able to do their thing, it was cool.

The second time, we had 1 guy playing a Hulk that kept flipping down with full health, making the game harder for rest of us...and someone playing Ant Man leadership who played like 3 allies...and Spider Woman was so effective that I often needed to do minimal thwarting and was able to do Black Panther Things (including a 5 Wakanda Forever turn...bwoohahaha)

Then in the 2 handed game, i was playing the Wasp deck out of the box. That deck...is not good. And we played Ultron. Part of it was I drew horribly. Even after full mulligan and using or dumping my hand every turn I never was able to get a board built so every turn was "do one thing, pass". This Spider Woman deck kept threat so low we never hit stage 2, kept Ultron stunned and confused and basically made a mockery of the game.

I see people complain that Dr Strange is too strong because he basically negates the villain. If you think that is true, you should add this deck to the list, it cuts villain time in half. I am a big fan of it, it is a fantastic deck.

Jan 27, 2021 fixeddice · 10

Thank you for the kind words, darthweasel. I definitely felt like it contributed more in our most recent 4-player, and yesterday’s 3 player vs Expert Klaw it felt like it did an exceptional amount, as my other 2 players were playing the Ant-Man and Wasp starter packs only. I do think it is most effective with the least players, but it does seem to be useable at any time.