Ghost in the Med Team ("Randomized" 4-Pack Challenge)

Card draw simulator

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AbisMal · 338

Ghost in the Med Team ("Randomized" 4-Pack Challenge)

Randomized 4-Pack Challenge: This deck was built with the limit of using the Core Set plus 4 other "random" packs, including Sinister Motives, Vision, SP//DR, and Gambit. Solo Marvel Champion outlines his randomization system that selected these four sets in the following video: Pack Randomizer 2.0 | Marvel Champions.

Note that this randomizer did narrow its choices to a pack in the same wave as Sinister Motives, plus one pack from a wave prior and one from a wave after Sinister Motives.

His spreadsheet selected the four packs, I selected the hero, and we're both building decks for that hero, Ghost-Spider. Afterwards, I will play test the two decks and post a 2-Deck Comparison video on them.

VILLAINS TESTED AGAINST: (in both standard and expert): Klaw; Taskmaster; and Magneto

Results: 5 victories and 1 loss (against Expert Magneto -- definitely a tough match up within the limits of the packs). The deck really could have used The Night Nurse in this battle since the barrage of Stuns and Confuses really dampened Ghost-Spider's effectiveness versus Magneto, but, overall, the deck was generally fun and effective against the other two villains.

NOTABLE ELEMENTS OF PLAY:

Selective Stunning and Confusing: With two copies of Thwip Thwip! and then the Protection version of Spider-Man Miles Morales and Professor X, there are a decent number of opportunities to Stun and/or Confuse the villain, or even Stun two enemies in the case of Thwip Thwip!

It isn't always necessary to take advantage of those cards, and they can be used selectively, though one is likely going to choose to Confuse the villain whenever possible. When needed, though, these can be powerful tools to delay the villain's activation and give Ghost-Spider the chance to gain her desired attack or thwart cards.

Keeping Key Allies in Play: Two particular Allies could give one a decided advantage if kept in play -- Spider-Man Peter Parker and Spider-UK. With two copies of Med Team available, it is possible to keep both in play indefinitely or bring one or the other back into play with Across the Spider-Verse.

Spider-Man Peter Parker allows Ghost-Spider to attack twice each round, while Spider-UK can take out most any minion when enough Web-Warrior cards are in play (or help defeat the villain in a final push during the villain's turn, which is a pretty cool way to finish the villain before it can even complete its attack).

Regular Card Draw: Card draw comes from playing Nick Fury, utilizing Ghost-Spider's Web-Bracelets, and from the Web of Life and Destiny as Web-Warrior allies leave play, though the latter doesn't happen as frequently in this deck as it does in most Web-Warrior builds. Still the regular card draw allows Ghost-Spider to draw the cards needed for a given situation the vast majority of the time.

Being Productive on the Villain Turn vs. the Hero Turn: Since this build includes inexpensive defense cards like Defiance and Jump Flip, along with some card draw, one will often have the opportunity to play most of the cards during the hero turn, but because Ghost-Spider readies regularly and has her own response and interrupt cards, she will also frequently play most of her cards during the villain turn, so one must plan ahead to determine which is going to be most effective at the time based upon what cards have been drawn.

Conclusion: Despite the randomly selected constraints on the deck build, this is still very much a fun and effective deck that can perform well against most villains. If one also has access to Unflappable and The Night Nurse, this deck could easily be taken up a notch, and, I'm guessing, do well even against villains such as expert Magneto. Protection was the obvious choice from within those limits, and I do recommend trying this deck for its flexibility and effectiveness. :-)

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