Welcome to the Web-Warriors (Solo, Expert)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Web-Warrior Genius - Aggression 1 1 0 1.0
Welcome to the Web-Warriors - JM Tweaks 0 0 0 3.0
Spider-Man Justicia Campaña 0 0 0 1.0
Welcome to the Web-Warriors (Solo, Expert) 0 0 0 1.0
Spider-Man - It's good to have Friends 1 0 0 1.0
Spider Lider 1 1 0 1.0

VillainTheory · 22986


With great power, comes great responsibility — but Great Responsibility would never make it into THIS deck!


Since Warrior of the Great Web came out, we can finally turn our boy Peter into a Web-Warrior! While this approach has not proved popular, Warrior of the Great Web IS a good card and Spidey loves access to the Web-Warrior cards!

Spider-Man has amazing defensive potential and strong economy with resource generation/card draw - but he has huge flaws when it comes to damage and thwarting. This deck gives him great damage and thwarting while pushing his card draw up to 11!

This deck has yet to lose for me, winning consistently against scenarios such as Expert Nebula.


If you like this deck, I'd really appreciate a ❤ !



Strategy


Step 1: Weaving a Web

Your first priority is to get Warrior of the Great Web. Once you're a Web-Warrior, everything falls into a place in a big way. This is fairly consistent in the first 2 turns with an aggressive mulligan, but Web of Life and Destiny can be played straight for 3-resources if you find it first and enable the deck to take off as well.

Your top cards to mulligan for are Ingenuity, Quincarrier, Web of Life and Destiny, Moon Girl, and of course Warrior of the Great Web.

Moon Girl does a LOT of work if you find her in your opening hand, helping you find setup cards and covering the early threat! Your alter-ego Scientist ability helps to provide a mental resource, and she is worth playing even if you only have two mental resources to put toward her.


Step 2: Spider-Versatility

Plan B is rarely talked about but it is such a good card for Spidey. With a basic ATK of 2 and Swinging Web Kick dealing 8, he doesn't have efficient ways to deal 4-6 damage — a common amount of hp for minions to have. Plan B solves that handily and helps clean up turns where you have a spare card.

If Plan B brings the damage, SP//dr brings the thwarting. Once you have her in play, every turn she will thwart for 2 and damage for 1. With Web of Life and Destiny, that's 1 effective resource for 2 thwarting and 1 damage. And, with Warrior of the Great Web, now Spidey has at least 3 ATK every turn.

Combining both Plan B and SP//dr with the Web-Warrior support cards, you have the potential to do 6 damage and 2 thwarting guaranteed every turn along with a card drawn. With Spider-Man's Spider-Sense ability, you are going to be seeing at least 7 cards every turn - with this kind of foundation, you're going to find a solution to almost every problem.


Step 3: Spider-Plan


There is no fancy gimmick, no special game-breaking combo. This deck is all about excellent value and making sure you always have the right answer to any problem. All that is left is to play smart.

If you are attacked and have Backflip? Use it. If you reveal a treachery card and have Enhanced Spider-Sense? If it would take more than 1 resource/card to deal with the result, use it. If you have Webbed Up in hand? Do NOT use it - stopping the villain from attacking twice costs you two future cards from Spider-Man's Spider-Sense, it's much cheaper to simply block two attacks with allies or your 3 DEF.

Spider-Man (Pavitr) is amazing. This one underrated ally can delete a side scheme and hang around to deal 2 damage/thwarting then block a villain attack! With Warrior of the Great Web, Web of Life and Destiny and SP//dr, he thwarts for a minimum of 4. That's a For Justice! on top of getting a 3 hp ally! He is one of the best Across the Spider-Verse targets.

Spider-Man (Hobie) can thwart for 2, then block and deal his damage, sure. But he can also thwart twice, for a total of 4, then deal his damage. It's not as good in a vacuum but, if thwarting is what you need, don't hesitate.

Moon Girl can thwart for 2, block, and draw up to 3 cards! As mentioned near the beginning, she's worth playing even if she only draws you 2 cards, but with your alter-ego Scientist ability, Ingenuity, and Quincarrier, you should always be drawing 3!

Under Surveillance is an amazing card. You can safely go alter-ego without losing the main scheme! Use this and tracking your discard pile to make smart form swaps. Few cards left in your deck, but you have yet to see Spider-Man (Pavitr), Moon Girl, or Across the Spider-Verse? Take the villains attack on your hp, then go alter-ego and heal up to full with Aunt May, and next turn use Spider-Man (Pavitr) to clean up all the threat or bring in Moon Girl for cards galore!


Alternative Cards


Justice and Peter have a lot of great cards to take, but deck space is tight and I couldn't include everything that deserved a place. Here are some other options you may wish to include:

  • Wiccan - always great value, able to provide a good trickle of thwarting and potentially great damage. Helps to cover for you when your Warrior of the Great Webs are buried.
  • Eros - the same as Wiccan, he helps cover for you when your Warrior of the Great Web cards are hiding.
  • Ingenuity - although you can only play one, putting in a second copy not only boosts your chances of finding it early (such as starting Turn 1 with it), but means that you're more likely to find it at a time you can go alter-ego.
  • Turn the Tide - 1 card, 3 damage. This card is amazing, and that's about all there is to it. Add another if you find yourself lacking damage.
  • The Power in All of Us - With SP//dr always in hand each turn, this card always has a great target and can help you set up cards such as Quincarrier in the early game. Another copy is still almost always going to find a good target.
  • Avengers Mansion - More cards. MORE CARDS. I chose not to include for the purposes of tempo, but this card really pays off if you can find it early. Drawing cards leads to cards that draw you more cards. And this is a card game, you win through cards. It's very good.

Good luck and have fun!


9 comments

Sep 25, 2022 Allain · 1

I played two multiplayer games with a slightly modified version (swapped out turn the tide and clear the area to be able to remove more threat) and I must say that this was the most fun Spider-Man deck I have ever played! It really clicked for me - lots of card draw and stability. Thank you for posting!

Sep 25, 2022 VillainTheory · 22986

@Allain Awesome! Glad you enjoyed it! This deck is the most fun I've had with Peter too, it's really made me want to play him again

Sep 25, 2022 Saan · 3518

I'm kinda surprised at the Turn the Tide inclusion, mainly given that it's the hero that needs to thwart and remove the threat in order for it to be able to go off. I guess you could architect situations using allies plus Spidey's thwart to clear the threat, but that's only 1 more damage than him just swinging for his ATK instead. It's probably nice the turns you draw Clear the Area, but I'm wondering if it's not better just to have another copy of Power in All in order to really spam out them allies. Don't know what the other copy might be. You're right on Justice not having great damage events beyond this one =\

Sep 25, 2022 VillainTheory · 22986

@Saan Another Power in All of Us is a great option. I just find damage such a big weakness on Spidey that it helps to have even just a couple of Turn the Tides. Once you have Warrior of the Great Web, Plan B and SP//dr going it's fine, but I've found Turn the Tide really helpful before then. It's not guaranteed to find it with Clear the Area but it's not rare either and that only becomes more common as you build up card draw and thin your deck.

If Justice ever gets a competitive attack that doesn't require your hero to thwart first, it'll easily get swapped in instead 100%

Nov 29, 2022 Raelyn · 1

Where every other hero and deck failed, this deck reared it's beautiful head and finally let me beat expert Venom Goblin. Tons of resources, was getting out a lot of allies, felt really stable and a lot of fun.

I was utterly flooded in resources, to the point where I actually had a couple turns I ended up not being able to use them for anything due to a bad draw. Biggest problem the deck has I'd say is potential of drawing a terrible hand. An over-abundance of resources combined with cards like Webbed Up, the extra copies of Warrior of the Great Web, Spider-Tracer, and his response cards like Backflip and Enhanced Spider-Sense lead to the possibility of having nothing to do on your turn. Turn the Tide can fall into this category half the time as well.

When that happens, your extra economy on the board is all for naught. Part of me feels it might be better to remove Quincarrier for Avengers Mansion. You can afford the extra resource to get it on the board, and drawing into a more useable hand is preferable to having a resource you can't do anything with.

Jan 04, 2023 VillainTheory · 22986

@Raelyn I'm glad this deck worked well for you! Great feedback too, very well-written.

There are various pros and cons of Quincarrier vs Avengers Mansion, and based on luck and the situation, either could potentially be better than the other. Here I went with Quincarrier due to its synergy with Moon Girl, it being a resource cheaper for the purposes of tempo, and the deck already having a lot of card draw. But I can definitely see that - especially in the late-game - Avengers Mansion performing better.

Jul 06, 2023 mjjdge · 1

This deck has just teared through sandman and venom (standard) with such ease that I feel I've got to be forgetting a rule or two. The card draw is absolute madness!

Sep 02, 2023 w1ldabeast · 1

QUESTION so this cards response is when "spider-man" enters play from your hand, does this trigger when other "spider-man" cards enter play from your hand?

Sep 02, 2023 w1ldabeast · 1

sorry meant to comment on otto octavious ally ^