Card draw simulator
|None. Self-made deck here.|
|Calling All Cards! - Ready Spider-Woman and Captain Marvel||2||0||0||1.0|
|Spider-Woman Collector Tuning||1||1||0||1.0|
|SpiderWoman - Potenciar a Carol - Juncal - [LMDT]||46||36||3||2.0|
lupercal30 · 499
Recently I have been setting myself a challenge of building a deck for a hero and taking them through every Encounter on Expert difficulty with the recommended Modular set. Mostly, I end up drawn to my favourite aspect, Aggression. It has been a fantastic way to learn about deckbuidling, new heroes, and new cards. Usually losses in certain scenarios lead to alterations and a fine tuning of the deck. But this week I found myself returning to an archetype I've been tinkering with on and off since the release of the Rise of Red Skull set. Enter Captain Mar. . . errr, Spider-Woman and her undefeated run through every villain.
Higher, Further, Faster Baby
The crux of the deck is getting Captain Marvel ally into play as early as possible, buffing her basic powers with upgrades, and keeping her in play for the whole game by healing her. Several cards in the deck are key to this strategy and the Ant-Man pack tipped this deck over the edge;
Call for Aid: This card is the main reason I wanted to return to the deck. One of the weaknesses of the deck prior to Ant-Man was consistency. Sometimes Carol is stubbornly clinging to the bottom of your deck and you are forced to watch forlorn as you draw your upgrades with no superstar to play them on. Other times an encounter card can force you to discard Captain Marvel from the top of your deck or with the arrival of Kang, from play. Call for Aid fixes this issue. By ensuring that the good Captain is the sole Avenger ally in the deck, Call for Aid is guaranteed to find her whenever you play it. Needless to say, with so much of the deck focused around one card you should aggressively mulligan for it. With the inclusion of 2 copies of Call for Aid the probability of Carol (or a way to find her) being in your opening hand (assuming you mulligan your entire first hand if this isn't the case) is ~67%. Two thirds of the time you should see the card your deck hinges on turn 1, but if you are unlucky enough for this not to happen then the chances increase to ~82% turn by 2, ~92% by turn 3, ~97% by turn 4, and an impressive ~99% by turn 5. This consistency however comes with a price, often you will deck yourself the turn you play Call for Aid if not very shortly after. An extra encounter card is a price I'm willing to pay for the impressive Captain Marvel.
Inspiring Presence: As magnificent as Captain Marvel is the deck doesn't really gain momentum until you can get her activating multiple times in a round. Captain Marvel's ability to draw synergizes with this event to give you a 2 THW or 2 ATK activation and allows you to cycle through cards you don't need right now to find additional combo pieces.
Med Team: This is your prime combo piece, without a copy of this on your board your turns can feel glacial. To steal a phrase from a prominent community member without the healing this card offers Captain Marvel becomes merely . . . "An Avenger's Mansion with uses." This support offers 6 Captain Marvel activations and 6 draws to keep your engine going.
Inspired: Raising Captain Marvel's Thwart to 3 allows her to deal with the majority of Side Schemes in solo.
Power Gloves: Coupled with Inspired, Power Gloves makes Captain Marvel's activations incredibly versatile. Threat piled up on schemes but you need to remove a 1-2HP minion, no problem. Power Gloves helps to push Captain Marvel into your late game closer. The fact that damage from Power Gloves isn't an attack allows you to get around one of her weaknesses, retaliate.
Reinforced Suit: As said previously, giving Captain Marvel more activations is key to the success of the deck. This card is pretty straight forward, for 2 resources you get 2 additional activations and 2 extra draws. But this card also can act as a HP buffer for encounters in which the Villain or minions have retaliate, and more crucially against encounter decks containing the Under Attack modular set.
Sky Cycle: Outside of some Strength In Numbers / Earth's Mightiest Heroes combo decks I have never really liked this card. For 2 resources you get 2 activations out of your ally at the price of your board presence. Outside of multiplayer efficient ally healing is non-existent for Leadership, but all that may change with the introduction of United We Stand, so I may return to this card in other decks. Spider-Woman's ability to run Sky Cycle and Med Team in the same deck makes up for this downside and with both cards on your board your tempo accelerates to a pace the Villain can struggle to keep up with. A combination of 2 3-4 power activations and 2 card draws every round is fantastic. Increasing the draw from Captain Marvel boosts your chances of seeing the next copy of Med Team and keeping your momentum going.
Don't Get Dead!
The rest of the cards in the deck, along with some of her signature cards, are dedicated to keeping Spider-Woman from being defeated by damage and to make up for the loss of tempo in the early game because you are either waiting for Carol to answer your page or are assembling her Voltron gear.
Note that none of the allies in the deck have the Avenger trait. Clea is the cheapest Protection ally and used simply as a small activation and a defense. I very rarely shuffle Clea back into the deck with her ability as she slows your ability to draw the combo pieces you need, but sometimes its the right call. Ironheart and Maria Hill are both incredibly cheap defenders and add to your ability to cycle through your deck. The only downside to Ironheart is that she isn't an aspect card for Spider-Woman's ability. I've tried several allies in the Lockjaw slot, but the deck needs what the best boy has to offer. Every few games or so you can find yourself in a position where you haven't locked the round up with status cards, your HP are too low to defend, you have no ally in hand, and you cannot quite remove enough threat to risk an alter-ego turn, enter everyone's favourite teleporting pooch to save the day. Having a defender on call can be clutch, even it takes a lot of your turn to make happen.
The Night Nurse and Energy Barrier offer hero form healing and damage prevention. The main benefit of these cards is that they keep you in the game whilst also allowing you to advance the board state to one that favours you. The damage from Energy Barrier can lead to situations in which you defeat a minion before it can attack you, tidying the table and preventing more damage. Between Energy Barrier and Power Gloves this deck has a surprisingly straight forward time against Ultron. Night Nurse's ability to remove negative status effects can keep you in the early game against villains like Crossbones and Zola when you can be more reliant upon your Spider-Woman activations.
Contaminant Immunity, Pheromones, and Self-Propelled Glide all give you the ability to take attacks directly with Spider-Woman, which can provide you the much needed breathing room to build your board and assemble your combo pieces, or on turns when you cannot find a defender or your HP total is looking ropey.
I've Been Fighting With One Hand Behind My Back!
The deck has an incredibly strong end game through a combination of multiple Captain Marvel activations, Venom Blast, Spider-Woman's ability, and Self-Propelled Glide. The majority of games were finished by taking the Stage II villain down to 1-2HP and then defeat Stage III on the next turn.
Anyway, there you have it, this is the first deck I have published, and it has been as enjoyable to write about as it has been to play. Hope you enjoy it. If you give it a go leave a comment and let me know how you got on.