Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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SP//dr recursion | 1 | 0 | 2 | 1.0 |
SortofBoard · 137
Deck Pitch:
Use Rogue to help bounce SP//dr for economy and power once you have a bit of set up completed.
At the time of posting this is just a theory crafted deck and I haven’t had a chance to do any testing. This was inspired by the most recent episode The Winning Hand’s Podcast on the Rogue ally. I took their message to heart about trying to build this with a hero they don’t normally use and Adam Warlock was Boomguy’s #39 so I’m building this deck using my #39.
The tangent for the deck is that I didn’t realize Rogue was sort of a hometown hero for me. She’s from Mississippi, but for decades (I don’t keep up with much comic lore until it matters to me) I’ve thought she was from Alabama. She’s from a fictional county (they don’t say a fictional town), but knowing the area I could likely identify the area where she’s from based on the description they give. If I had to guess she would be from a small town outside of Greenville or Natchez. The X-Men movies do say she’s from a real city, but it’s on the wrong side of the state based on the usual descriptions. /end tangent
Primary Deck Strategy
SP//dr will bounce back to your hand if she takes excess consequential damage, which means she has to thwart to take two consequential. I realized a decent way to set this up is to have Rogue use her action to touch SP//dr, deal one damage, SP//dr thwarts and jumps back to your hand, then you can play her again and get her set up for next round by attacking again. Then the round after she’s already at one damage, she thwarts, bounces back to your hand, play her against, Rogue touches her, thwart again, bounce back to your hand, play her again and set up for next turn. All this jumping spider nonsense is mostly worthless without some additional benefit so that’s why we have Web of Life and Destiny and Warrior of the Great Web. Each time SP//dr leaves play with those two cards in play you draw a card and gain +1 attack for the phase. It’s a dumb combo that might be overly complex in the long run and ultimately not worth the effort but sometimes that’s exactly my favorite type of combo.
Mulligan Priorities
1st - Rogue, Warrior of the Great Web, or Web of Life and Destiny. Rogue is required to really get this loop going and these two are the big payoffs for the loop.
2nd - Economy Cards (Web-Shooter, Ingenuity, or Quincarrier. Gotta be able to pay for the loop.
3rd - SP//dr if you don’t get any of those three and you get SP//dr you can atleast get her out to be ready for the next ones. Don’t be too afraid to throw her away too early because you can always get her back out of your discard with Across the Spider-Verse.
Early Game
Try and get your set up done to get your payoff engine on the field and your economy going so you can have an easier time paying for the cards. Mulligan hard for Rogue or some of your Utility. This deck has some weak threat removal earlier on, but once you get the loop going you should be able to manage threat pretty well with Rogue’s boosted stats and thwarting for two almost every time you play SP//dr. To help keep threat lower we have Ready for a Fight so you can be comfortable flipping down and this also draws you cards from Spidey’s hero ability. Use your allies to help keep the game under control while you’re getting set up.
Finishing the Game
In a great theoretical position, you can play SP//dr three or four times a turn, but with a baseline of twice per turn. You can keep threat at bay with your allies and chip away at the villain. Get Behind Me! is here to let you avoid bad treacheries and get some more cards during the villain phase. While it’s doesn’t cleanly replace itself, it does get you a slight refund with Spider Sense. This deck has a ton of additional card draw so we should be cycling our deck regularly. Take a hit with Taunt to draw four cards, flip down and heal a couple times with Aunt May, change back up when the villain would scheme. Continue this until you’ve draw enough Swinging Web Kicks and done basic attacks for five damage until the villain can’t get back up.
Ways to hurt SP//dr for the loop
SP//dr basic attack (save this for the end up the turn to set yourself up.
Rogue’s Action to steal traits.
Thwip Thwip! to also stun the enemy.
Keeping Rogue alive
Protective Training gives her three more hp as a one time boost since she is hopefully not leaving play once she’s on the board.
Med Team heals her.
Scarlet Spider can take consequential damage for Rogue.
—- Munkey