Card draw simulator
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None. Self-made deck here. |
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None yet |
ChocoboBai · 1200
See updated version: https://marvelcdb.com/decklist/view/21791/ready-again-50-damage-turns-2.0 (just removed Assess the Situation, was not needed)
Most Ghost-Spider decks I have seen have been using Protection, which does provide plenty of ways to prepare your hero again. However, I wanted to take this further using the Spider-Man ally in Leadership.
The idea is to keep preparing Spider-Man, and therefore Ghost-Spider. To set this up you need Web of Life and Destiny and Warrior of the Great Web on the field as well. With that, whenever a Web-Warrior leaves play, you gain 1 attack and draw a card. Once everything is in place, you can deal over 30 damage in one turn! I'll explain below.
Preparation is key
Early on focus on getting out your upgrades and supports. It is ok to let the villain progress a bit on their plan, but use the hero cards and allies to stay in the game. Don't be afraid to use up your key allies to keep the game under control. Make sure you get the supports and upgrades you need on the field the first time you go through the deck, and get the allies back next time around. As leadership does not provide many useful interrupts or response, it is best to save Ghost-Spider cards under George Stacy to keep the game under control at the start.
If you are able to switch to alter-ego mode, don't be afraid to spend Ticket to the Multiverse and put it back into the deck for later. Try to get it on the field after you have Web of Life and Destiny and Warrior of the Great Web in play.
Scarlet Spider worked better than expected, keeping threat down a bit and often giving me an extra draw or two. With so many basic allies, The Power in All of Us is great. One thing you can do with SP//dr once you have Web of Life and Destiny on the field: First turn play her and attack. Next turn, intervene for 2, she returns to your hand, which lets you draw one. Then you can play her again and attack. Which sets you up again, letting you repeat it each turn.
Later on you can build up for big turns by storing events on George Stacy. I find the best events to save are Across the Spider-Verse, Get Ready, or Assess the Situation. You can put Command Team and Rapid Response in play in advance too.
Note that you can avoid the requirement on Spider-Man using Make the Call or Across the Spider-Verse. And, you can exhaust Web of Life and Destiny for Across the Spider-Verse.
Ready?
Once you have Web of Life and Destiny, Warrior of the Great Web, and Spider-Man in play you can deal huge damage. Ideally you want to have another web-warrior or two on the field, with a bit of damage already.
Start by using the other web-warriors to attack or intervene, so that they die from consequential damage. This gives you some extra cards and 1 or 2 extra attack already. If you had SP//dr with 1 damage already on her, you can intervene to return her to your hand, play her again, then intervene for 2 to trigger the web warrior cards once more. At this point you should already be on at least 4 attack, so go ahead and swing once!
The next step is to keep attacking and thwarting with Spider-Man, using Command Team and Get Ready. If he dies, you can bring him back with either Rapid Response or Across the Spider-Verse. This nets you an extra attack point too. If you are able to ready Spider-Man twice, that gives you three extra Ghost-Spider attacks. That is at least 16 damage from Ghost-Spider alone at this point. Don't forget you can prepare once more using Ghost-Spider's ability by playing either Ghost Kick or Phantom Flip. With Ghost Kick that nets you another 4+6 damage, bringing the total up to 26! And, I haven't included any damage from ally attacks in that number.
So, that is a quite conservative estimate, assuming only +2 attack from Warrior of the Great Web and readying Spider-Man twice. You can get even more damage with extra allies, or even more readies. With the card draw from Web of Life and Destiny and possible events stored under George Stacy, it isn't too difficult to pull off over 40 damage.
Lastly, if you even need to, you have Ticket to the Multiverse to reset at least once more. Make sure to use Assess the Situation beforehand to draw even more cards! At this point it is probably overkill...
Concluding Remarks
I have tested this in true solo and as long as you don't take too long to set up it works. Once you have enough of the combo it can kill most villains in one turn. Sometimes you can chip away some health earlier on, so then you do not need to set up too many cards to deal enough damage to win. Alternatively, play it with two players and have the other deck keep everything under control at the start while you set up. You can easily have enough damage to kill the 2nd villain stage in one turn, even with the extra health.
That ended up being long, but I really wanted to go through the combo. Hope you like the deck! It is very satisfying when you are able to pull off the combo and win the game in 1 turn. A similar idea might work with the Sp//dr hero and Limitless Stamina, so I might try that soon.
Oh, and it doesn't need 23 packs. Most of it is in the Core Set and Sinister Motives.
Besides that the 6 hero packs required are: Spider-Ham (Sp//dr and Scarlet Spider allies, Warrior of the Great Web) Sp//dr (Spider-Man: Otto Octavius ally) Wasp (The Power in All of Us, Ironheart) War Machine (Command Team) Black Widow (Rapid Response) Ant-man (Assess the Situation)
Assess the situation could probably be replaced if you don't have that one, others are pretty essential.