Spider-Woman Stun/Confuse Lock | Best of Both Worlds

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
Spider-Woman Stun/Confuse Lock | Best of Both Worlds 0 0 0 1.0
Spider-Woman Build 0 0 0 1.0

Zacharuni · 355

I've been trying since release to get a Spider-Woman deck that can both stun AND confuse the villain often enough to nearly negate their entire phase. With Venom releasing, the Sonic Rifle has finally sealed the deal.

With eleven stuns and eleven confuses, you'll usually have both on the villain at the same time, especially with the new Steady keyword.

How-to

You'll normally lead with your heavy hitters in Tackle and Concussive Blow, guaranteeing the kicker damage (or making them free) with Finesse and Quincarrier. Of course, you can manage both with Pheromones, though you won't get the damage output.

Never Back Down is included to help with keeping stuns set on the villain either for the next turn, or for continuing to stun for other players. This'll also trigger Unflappable.

Finally, Iron Fist and Sonic Rifle are included to remain on the table for turns when you can't find a card or setup to keep both stuns running at the same time.

Captain Marvel, Ironheart, Clear the Area and Unflappable assist in card draw so you'll always have an option available.

Why so many confuses?

Characters like Iron Man require time to set up, and having enough confuses allows him to build. Characters like Ms. Marvel that rely heavily on flipping from alter-ego to hero will blend perfectly in multiplayer with this deck.

It's as much a proof of concept as it is for games with three-four players where locking the villain becomes your role. That said...

Cards To Add

There's a lot of room for experimentation here! If you're playing solo/duo, you can very likely drop a few stun/confuse cards to balance out some other areas. I normally like to push a bit past 40 cards anyways, so here are some ideas I've had:

Why not focus Tough as well with Hard Knocks and Perseverance?

Push your damage further with Stealth Strike, Scare Tactics and Turn the Tide?

Get flip happy like you're both Ant-Man and Wasp with Perseverance and Lay Down the Law?

Shut down the villains entire turn with Preemptive Strike, Counterintelligence and Get Behind Me!?

Drop the double resources for Assess the Situation to really max out the card draw?

Having Cosmo with her alter-ego ability is basically an auto include 41st card!

Shoot me more ideas! I'd love to see where else this deck can go.

4 comments

Aug 19, 2021 SoloMarvelChampion · 903

With so much Confuse, Swift Retribution might be a good include. Concussive Blow followed by Swift Retribution is a nice combo if you're not going to flip to Alter-Ego right away. If you are, shoot them with a Sonic Rifle before flipping.

Aug 20, 2021 adsarf · 321

I love Sonic Rifle too, but I'm not convinced you need more than two, or the Concussive Blows. The joy of the rifle is that it is there in play when you need it, so you don't need as many as when you are relying on an event being in hand at the right moment.

You might prefer Crew Quarters over Down Time as you don't have to exhaust when using it.

Aug 25, 2021 Zacharuni · 355

`@AvengersAssembleI'd completely blanked that card! It didn't occur to me to purposefully use the Confuses against the villain.

@adsarfJust in case, I normally play 3-4 player games, and although this is technically an extreme example of how many you can fit in a game, I find that I go through confuses quite a bit, especially with high-level minions (think Zola). Two is probably perfect, but I use them constantly!

Sep 10, 2021 Telcontar · 400

By the same token as @AvengersAssemble's suggestion you could include Bait and Switch, which is the 'stun' equivalent of Swift Retribution.