Wearing black with style

Card draw simulator

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YourFriendlyNeighbor · 8

I've always wanted to build a Spider-Man black suit deck that felt powerful, in order to use the power the symbiote offers, we have to have a lot of self control, precision is the key of this deck, keeping Spider-Man above 9 health is crucial to keep the retaliate Dauntless gives us, I chose the Symbiote Suit because it gives a perfect blend of the things you'd want in a protection hero:

  1. Symbiote Suit is the foundation of this deck, it can work without it, but this deck is made around making the most out of the buffs, and mitigating the encounter card as much as possible
  2. It is a great card, since it can buff all of your stats without having to search for multiple upgrades, and permanently, other permanent stat buffs are locked behind an aspect
  3. It gives you +1 hand size, in theory, it is the same as Avengers Mansion, but it is better in this deck since you want to defend as much as possible, so drawing the card BEFORE the villain phase increases the chances of getting a defense event which can only be used in the villain phase
  4. It buffs your health, that is the biggest thing since it gives you a lot of room to keep Dauntless active without having to flip too much.
  5. In extreme cases, one of the most overlooked facts is that it also buffs your recovery, since that is a basic power, so you can heal 16 hp with Aunt May and your recovery in just one flip if needed

All of this is great, but there is a price to pay for the power, that extra encounter card is really difficult to deal with, unless you have the self control to avoid any bad effects:

-Enhanced Spider-Sense is your key card, other heroes like Quicksilver get to use the buffs much more, but have no way to avoid the encounter card, Spidey on the other hand, has 2 copies of a very strong card, on lower difficulties I often use it as a resource, but on higher difficulties and with the suit there are more changes of getting value out of it

-Get Behind Me! is a close second, with Spider-Sense, it is basically a 0 cost, and you benefit of defending villain attacks since you can use more defense events, which means more damage to the villain, but it comes in second because sometimes you can't afford to take a hit, in extreme cases the extra hp should help you survive

-Black Widow is a good way to reliably cancel encounters, it is by far the best option for a single reason: it can be used in alter-ego, and with Peter resources should not be a problem

Now for some gameplay strategies:

-it is a good deck when it works, but it has way too many moving pieces to reliably have everything set up, most of the upgrades are 1 cost, but I only included one of each due to deck space, so the first thing you should look to set up is resource generators like Web-Shooter, Ingenuity, or Quincarrier, the Quincarrier is particularly good for What Doesn't Kill Me and Side Step, and with ingenuity, scientist, and a mental resource you can use moon girl to reliably draw 3 cards, I know it seems to not fit the concept, but those 3 cards help set up key upgrades

-in your first deck cycle I don't recommend playing the black suit, it certainly can work, but if you like to play it safe, the second deck run is perfect to play it

-you should prioritize the 6 "utility" upgrades that make the deck be able to handle almost everything

-Dauntless is the card that made me make the deck in the first place, for 1 resource you get retaliate 1, if you have more than 9 hp, if you compare the suit to other alternatives like Endurance, you can get some big hits without disabling the retaliate, which helps with swarms, minions can be a problem without the retaliate

-Electrostatic Armor works with defense events too, so it fits perfectly in our aggressive defense

-Flow Like Water is more of a niche choice, the deck does lack an abundance of defense events, but when it pays out it is really nice, you can change it out if you find a better alternative

-Hard to Ignore was one of the cards that exited me the most on release, it gave that much needed reliable thwart to defending, and I think 3 copies really help in many scenarios, they are also cheap

-Backflip is the main combo for the upgrades, it can trigger all of them for 0 cost, letting you avoid huge ammounts of damage, deal 3 damage to the enemy (often the villain) and remove threat, also keeping you ready to use your buffed stats on your turn

-Side Step is included for emergencies or minions, this deck can handle tanky minions in many different ways, but this one keeps you ready (since most minions have a maximum attack of 3) and it can deal 4 damage back, this deck lacks printed resources, but Web-Shooter and Quincarrier are mainly to meet the requirements in these cards, plus it has a

-Not Today! was included for side schemes, it can be changed up for another card the specific scenario might need more

-What Doesn't Kill Me is our only ready, it can heal you up a bit if you can't flip, and gets more value with the buffed stats

-Fighting Fit is one of the most overlooked cards in the game, but I feel it is really good as a second option to deal with minions, the middle level minions often have 5 health, so it can be of value, but it grants you an alternative source of burst damage, 3 resources for 5 damage is better than an aggression card (Uppercut)

-Professor X has a very specific job and that's keeping the combo active, by letting us filp, we can heal with aunt may and keep the retaliate, he also has 3 thwart, which is often the threat in a side scheme, since Jocasta, Moon Girl, and buffed spidey thwart of 2 sometimes it is not enough to clear a side scheme

-Jocasta helps you get a backflip on demand, and can also thwart (edit): I forgot to mention, this deck struggles with status cards, since most events are burst damage and you are often exhausted, there aren't many ways to deal with tough or stun statuses, there are 2 solutions for that:

-The Night Nurse is cheap, heals, and removes a stun or confuse, good to be able to burst down the villain

-Black Cat can take care of tough enemies, and chip away at minions

Toward the end of the game, you can focus your resources on cancelling encounter effects, healing, and dealing damage, after reaching stability the villain can be defeated pretty fast, and most turns you will take no damage, deal 2-3 damage back, and keep the main scheme under control to achieve a dominating and aggressive victory, I hope you enjoyed my overexposed points and feel free to leave feedback on possible challenges, I think this deck is able to defeat some of the most difficult villains with a few teaks, so try it out!

4 comments

Nov 24, 2024 Pedroq · 217

Black widow with the AE mental resource is very neato synergy. I like this deck a lot. Im a big fan of Jump Flip and Nerves of Steel to meet the kicker, so will fit that in somehow, but want to try this deck. Good stuff

Nov 24, 2024 YourFriendlyNeighbor · 8

Hi @Pedroq I considered Jump Flip but since it doesn't have a and is locked to the main scheme I chose Not Today!, however in harder scenarios I would switch them and if you want to go full on defense add another copy of Side Step too instead of What Doesn't Kill Me, and replace Ingenuity for Nerves of Steel or another non essential card since you won't flip as much, just watch out for Black Cat discarting jump flip

Dec 08, 2024 boomguy · 1424

Nice first deck! Thanks for sharing.

Dec 11, 2024 YourFriendlyNeighbor · 8

@boomguy thanks, I had the idea for quite some time but I didn't know how to share a deck, so it was a fun expirience, hope you can get some wins with it