Card draw simulator
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None. Self-made deck here. |
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Ghost-Spider - Active Villain Phase Vol. 2 | 2 | 2 | 0 | 1.0 |
RavenRabbit · 19
I am an inexperienced deck builder looking for advice. I played this deck in a three-player Sinister Motives campaign, but we were defeated by Venom. I recommend pairing with a high-thwarting hero. Also, this deck has way too many cards, but I don't feel like I can remove any.
2 comments |
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Aug 24, 2023 |
Aug 25, 2023Honestly, I was hoping for a comment like this. Thank you! I'll definitely try to learn from this. No wonder I barely beat Sandman! PS- I'm soon posting an Agent Venom deck which I will use for another three-player campaign. If you enjoyed this, I would appreciate some feedback on him. |
Hoo boy. I'm not an expert at this game, but I can see a ton of problems with this deck. Judging from the title, this should be a defense event focused deck, but you're missing some key upgrades for that (unflappable, armored vest). Also, a lot of these events seem suspect. I'm just going to cover every card individually. I'd feel bad, but you asked for it...
Silk - Good card. 3 is a low number of allies for a Protection deck (especially in multiplayer, since they should cover your teammates), but that's okay.
Spider-Man - Too few web-warriors to make use of his ability very consistently. I would drop and pick another non-web warrior ally.
Spider-UK - Same problem, although I think this is more playable without synergy due to lower cost and higher health. He can tank hits at least. A pretty good card.
Across the Spider-Verse - Again, there aren't enough web-warriors here, just drop the web warrior synergy entirely.
Athletic Conditioning - Bad card. You can just attack/thwart to rid yourself of stun/confuse, so this card is rarely useful, especially with Gwen's ability to ready herself.
Bait and Switch - Good card. Thwart and then trigger another defense event, good concept.
Expert Defense - Good card. You need 3 of them.
First Hit - Not the worst card here, but it can't be given to George Stacy, and Gwen's response can only be triggered once per phase. You should be triggering it on defense, this card can be cut.
Jump Flip - Pretty good card, mostly because Gwen's 1 thwart is pretty useless.
Perseverance - Toughness prevents you from taking damage, which means you can't play Jump Flip if it's in your hand. You should avoid anti-synergy like this.
Return the Favor - Bad card. Discarding from the encounter deck is risky in multiplayer, that deck runs out fast. Also, 5 damage is probably not worth the treachery.
Second Wind - 3 cost is too much for this. You should just flip if you really have to heal, or maybe run First Aid which is much cheaper.
True Grit - Bad card for Gwen, she only has 1 thwart! Not useful.
What Doesn't Kill Me - Not a bad card, although Gwen has enough readies. I'd drop it.
Young Love - Unless your teammate is playing Miles, drop this card. The Miles ally is unlikely to be out for this, and even if it is, he only has 3 total HP, so you're likely wasting its effect.
Crew Quarters - Can only be used in alter ego, making it pretty useless unless you flip every turn, while Gwen should stay Ghost-Spider as much as possible. Drop it, run medical team or night nurse instead.
Defensive Training - Kinda redundant with George Stacy, you shouldn't have problems finding your defense events anyway.
Web of Life and Destiny - Not enough web warriors for this, just drop it.
Defensive stance - Bad card for Gwen. This doesn't trigger Gwen's ability because it's not an event.
Electrostatic Armor - Good card, even though it also doesn't trigger Gwen's ability. But why 2 of them? Gwen only needs 1.
Enhanced Awareness - Presumably this is here for Second Wind, drop both of them.
Enhanced Reflexes - Okay card. Presumably this is here for Jump Flip, and that's fine. Most of the time you'll have the energy resource, but I can see this being helpful for consistency.
Plan B - Okay, but probably not super necessary.
tl;dr - Just play marvelcdb.com