Card draw simulator
|None. Self-made deck here.|
|Spider Gwen - Directed Strike||0||0||0||1.0|
|Spider Gwen - Directed Strike||0||0||0||2.0|
VillainTheory · 20156
Some plans are complicated. Others? Mighty simple - and it don't get more simple than point 'n shoot.
Directed Force is a new card that adds +2 damage to attacks with a keyword such as Overkill. Most importantly it's an Hero Interrupt - so it can ready Ghost-Spider through her Dizzying Reflexes hero ability!
How do we reliably gain a keyword when we attack? Through Hand Cannon which gives our basic ATK Overkill. Through running three of these, we have reliably access to the keyword to play Directed Force! And the beauty of Overkill is it means no damage is wasted.
- Archetype: Basic ATK
- Difficulty: Medium
- Play Style: Fast (low setup)
- Recommended Player Count: 2+
- Ideal Aspect Partner: Justice
Try to ready once every villain phase and once every hero phase! This is done by playing Interrupt or Response events - and fortunately for us, we're packing 23 of them. Ghost-Spider is all about this.
The Best Defense lets you ready for cheap when defending - it works best once Combat Training is in play, and is great for George Stacy to hold. (Consider swapping this card for Warning against the heavy-hitting villains!)
Your allies are your cheap emergency blockers. Play one and keep it around with at least 1 hp to block if the villain activates for a second time that puts you in danger.
Plan B and Blade are great ways to dispose of excess cards, most notably drawn from triggering your second Web-Bracelet and then not having the resources to play that card directly. Don't underestimate them!
Two copies of Combat Training make it easier to find, but also make it easier to choose NOT to play it - safe in the knowledge you'll find the next copy again soon. Consider playing the spare on another identity in multiplayer if you have the resources.
The only essential cards in the deck come from Dr Strange (Skilled Strike), Galaxy's Most Wanted (Hand Cannon), Valkyrie (The Best Defense…), and Psylocke (Directed Force). And, of course, Sinister Motives for Ghost-Spider herself and the core set. Moment of Triumph and the allies can all be substituted for any of the below cards and/or the next cheapest allies you have.
Warning - A great, cheap way to ready in the villain phase. The problem is that, if no one ends up taking damage, you can't play it. In other words, this card is best against heavy-hitters and, against them, can outclass The Best Defense…. Swap this in against them.
Assess the Situation - This is a great card in general, but it is popular deckbuilder dr00 who I first talk about using it to boost the amount of cards you get from Ticket to the Multiverse. This is a super cool interaction and will do well here.
Moment of Triumph - We have one, but you could have more. Avoiding having to go alter-ego to heal with Ghost-Spider is a huge benefit. Consider swapping out 1-2 copies of Chase Them Down for this in multiplayer if you're confident in your team's threat removal.
Spider-Man Peter Parker - This ally is surely one of the most powerful in the game, and you know Ghost-Spider loves his readying. The problem is that this deck isn't good at meeting his resource requirements which can often leave him unplayable. While you can risk including him anyway, definitely add this guy if a friend is running Call for Backup in multiplayer!
Lock and Load - This side scheme is a great way to get a Hand Cannon into play through defeating it with Chase Them Down in solo play. With that said, Chase Them Down isn't always usable, this deck is intended more for multiplayer, and with three Hand Cannons you will usually be able to find and play one without issue!
Thanks for reading! Good luck!