Card draw simulator
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None. Self-made deck here. |
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None yet |
hootorama · 132
Deck centered around Laser Swords and Symbiote Suit synergy. With a fully buffed up Laser Swords and Symbiote suit out, you have 7 Attack. With the abundance of readies in this deck, a turn where you deal 65+ damage from just SP//dr's basic attacks in one turn isn't out of the question. I've done over over 80 with some help from teammates (Exploit Weakness combos great for example). Add in Allies and other cards, and breaking 100 is definitely doable!
- Her SP//dr Upgrade counts as an INTERFACE and can be used as a resource any time she's in Hero form. Easy thing to miss if you've never played her before.
- Make sure to read both sides of two main cards! The Alter-Ego ability on Peni-Parker says to exhaust SP//dr Suit to draw 2 cards, NOT the Peni Parker card. If you use that ability at the start of your turn and then flip to Hero form using Suit Up!, your ACTIVE SP//dr Suit will be Exhausted, not your PILOT INTERFACE.
- All Systems Go! can be used to grab your INTERFACE Upgrades, so Superpower Training isn't required, but can be added to this deck to help your team.
- Symbiote Suit bumps her stats, gives her +10 hit points, and most importantly, helps with her painfully small hand size in both Hero (3) and Alter-Ego (4).
- Use Pool aspect allies to help bump Laser Swords if needed. Also note that they do NOT take consequential damage, so the only way to defeat them to clear their Acceleration Icon is to either replace them with another Ally once you hit the cap of 3, or to have them defend for an attack so that they die. Otherwise, you can keep them on the board the whole game potentially.
- Once you get Web of Life and Destiny in play, Get In Front Of Me! becomes reliable multi-card draw plus treachery cancellation. Comes in SUPER handy if you have it hand if you reveal Crisis of Infinite Deadpools.
- Plot Convenience can be used to essentially give other players their own copy of Healing Factor after you get yours out, keeping your team nice and healthy!
- SP//dr can end turns with quite a few spare resources due to how her Sync Ratio ability works. You can Exhaust unused INTERFACE cards to move threat or damage to Blackout and Tic-Tac-Toe respectively before you end your turn. Tic-Tac-Toe, if maximized, can deal up to 7 damage when it is triggered. See below:
Any variation of the above will work, but make sure not to put 3 damage tokens in a row either horizontally or diagonally until you're ready or else the rest of the card will trigger.
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Self Confidence, Self Control, and Self-Preservation are all the resources that you need when combined with her Sync Ratio ability. Once you get Healing Factor out, keeping her at full health isn't very difficult, especially when she can defend for 5 DEF in an emergency (3 base, +2 from Speed-Metal Alloy) This should allow you to use these as either double resource cards, or even triple resource cards if you have a friendly Protection player taking hits for you.
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Keep in mind that attacking/thwarting with Spider-Man when he has 2 damage on him will kill him from consequential damage before his Response triggers, so you won't be able to ready.
Potential Combos!!
- Having Ghost-Spider defend an attack to defeat her during the Villain Phase, allowing you to search your deck for All Systems Go! for your next turn!
- Spider-Man can ready Host Spider to give you a ready, which also gives you a card draw.
- VEN#m only needs 3 of your main INTERFACE Upgrades out to reach her full potential of +5 THW and +5 ATK. Get Rage-y can ready her and let her attack for +6 ATK. Unfortunately, she's not a WEB-WARRIOR, so she can't be readied with Peter Park, or trigger Web of Life and Destiny if she leaves play.
That should be about it. I've piloted this deck (and suit!) quite a bit and she's a ton of fun! Please let me know how she works out for you in Pool aspect, or if you have any suggestions!
+1 for the name! Can’t wait to see it at the con!