Card draw simulator
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None. Self-made deck here. |
Inspiration for |
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None yet |
srubin · 7
I'll turn him into a flea... and then I'll put that flea in a box, and then I'll put that box inside of another box, and then I'll mail that box to myself. And when it arrives, [ah ha ha ha] I'LL SMASH IT WITH A HAMMER!
The goal of this deck is to smash things with a hammer. A huge wooden hammer. A huge 10-damage-with-overkill wooden hammer. The combo here might not be the most efficient to set up, but it's quite satisfying when it's fully rolling.
The optimal version of this is getting out Giant-Man (potentially via Call for Backup) with Inspired and Sidearm. Then, instead of attacking with Giant-Man, and to keep his hit points above the necessary threshold, use Teamwork to add his 6 attack onto a Spider-Ham basic attack (+1). The Huge Wooden Hammer is another +1, and +2 with overkill if you pay a toon counter and exhaust it. 10 attack with overkill for a basic activation and 2 effective resources (Teamwork + the toon counter). I'll take it!
Organic Webbing gives you an opportunity to ready Spider-Ham and drop another Teamwork. After all, Wonder Man is waiting in the wings, inspired with another +4 attack to contribute!
Of course setting it up takes time, but the nice thing is that it doesn't need to be fully set up to be useful. Then, by the time everything is set up, you have a good chance of finding a Teamwork because your deck is thinned to 25-27 cards. And, regardless, Spider-Ham's high base power level makes him a perfect platform to try to pull off silly combos.
Odds and ends
- Clarity of Purpose: the only resource generator Spider-Ham needs! Keeps you flush with toon counters.
- Kaluu: find a Teamwork!
- Maria Hill, White Tiger, Ant-Man: generically efficient Leadership allies (sorry, I know that's boring)
- Make the Call / Rapid Response: in case you get in a sticky situation and have to sacrifice Giant-Man or Wonder Man, you won't have to wait a whole deck cycle to bring them back.
- Strength In Numbers: In case you can't play a Teamwork (e.g., if Spider-Ham is exhausted), a useful backup utility for the allies. Honestly, though, it doesn't feel that great in this deck. Adding some additional thwarting might be a better call.
- Superpower Training: grab the Hammer or the Webbing, whichever you don't have yet.
- Innovation: a spritz of ally healing, just in case Giant-Man isn't feeling like a team player.
Deck looks awesome! Hammer is such a cool card, wish there were more like it.