Madame Web

Is it just me or is this actually insane if you can get it out with Spider-Man 2099 in solo? Assuming you're playing as a Web Warrior, you will get to look at the top 3 cards of the villain deck every time you play Madame Web. You can arrange them in any order you want, and discard one you don't want to deal with at all, and will know exactly what the boost card is when deciding whether or not to block. And you get to Thwart 2. Then the next turn, Miguel can bounce her back to your hand.

The next turn, you can repeat this again. And again. Fixing every villain turn in your favor until Miguel runs out of health.

It might be a bit costly, but you'll probably have Web of Life and Destiny out too, making this only 2-ER per turn, and allowing you to look at the top 4 cards.

And since this is leadership, Team Training lets you get a whole other activation out of her each turn.

Since she only has 2 life, the normal cycle with Miguel is going to be: Activate Miguel to bounce Madame Web → Play Madame Web and fix the encounter deck → Thwart 2 with Madame Web → Wait until next turn → Return to step 1.

With Team Training, the pattern is now:

Activate Miguel to bounce Madame Web → Play Madame Web and fix the encounter deck → Thwart 2 with Madame Web → Wait until next turn → Thwart 2 with Madame Web AGAIN → Return to step 1.

With these in place, you are able to consistently fix the deck in your favor by looking at the top 4 cards of the encounter deck, rearranging them how you want, discarding 1 that is just too nasty to deal with revealed OR as a boost, AND still be able to thwart 4 with her each turn! For functionally only 2-ER (because she's being bounced to your hand and because of the draw from Web of Life and Destiny). And this deck will probably have Team-Building Exercise too to make this even better. With a third Web Warrior ally, you're rearranging 5 each turn. Spider-Ham is usually a pretty bad ally, but this setup should make him practically invincible while letting you rearrange the top 5 cards.

And yeah, by the time you get this much setup on the board, you've usually already won anyway so there isn't anything too impressive in pointing out how powerful a 5-card combo is. But there is something deliciously evil about this one. It is just so oppressive.

You enter a state where you can predict and control everything the enemy is ever going to do. There are no surprises because you're operating 5 steps ahead of them the whole way.

The battle, from that point on, is predetermined. There may be brief moments where you lose a bit of tempo every few turns because you need Miguel to bounce himself instead of Madame Web, but that's not even much of a problem if you arranged the top 5 cards since you can fix 2 turns in a row.

The villain will never be able to reveal a card with surge, they can never reveal a Shadow of the Past. Their boosts will always be low unless you have a chump blocker lined up to take the fall. They'll reveal lots of side schemes that Madame Web can easily thwart away.

It's not just winning. It's the cruelty of the villain having no chance and not even realizing they're caught in your web.

One by One

With Winter Soldiers Cybernetic Arm, this is a really efficient minion removal tool. This effectively reads as "kill a 3 health minion --> deal 2 damage + remove 2 threat (with Winter Soldiers ability) and is quite consistent to trigger

In other heroes you can run Aggressive Energy and get more value from this, but that's hardly reliable

I'm guessing you meant this and mistyped, but you get 3 damage the second time too — Stretch22 · 1593
Venom

Something to consider with this card is "win conditions." A lot of Justice decks are able to build a board state that keeps threat down, but transitioning from controlling the main scheme into winning the game can be a tricky proposition in Justice. What cards do you have that let you start converting your thwart engine into a damage engine late game? Answers to this question include Husk, and Lay the Trap. They also include Venom here.

Turbowombat · 123
Dr. Sinclair

Fits well with She-Hulk. High REC, leans to mental resources, really hates to get stunned, and dances into alter-ego often. Can further benefit from ‘Down Time’ without needing to actually exhaust.

wilyninja · 2
Under Control

Under Control seems like a worse version of Powerful Punch, First Hit, and the like. This could work with Nightcrawler, who can defend without exhausting (with Bamf), so he can defend against the villain and a minion. It can also work with Change of Fortune. Under Control is worse because you can’t activate it without defending against a minion, but all the rest you can just activate. It can activate multiple times –that’s nice. So if you’re up against the Dragon (Mojo Mania) you could defend a bunch and eventually take it out.

In multiplayer, you mostly want to defend the team against the villain, so it seems more of a solo card, though I’d love to see Valkyrie play it.