Card draw simulator
|None. Self-made deck here.|
M3t4lB0x (TLM) · 337
So a user over at the Marvel Champions Facebook group proposed a deck idea of using Call for Aid to burn through the deck trying to find Captain Marvel and then setup a Reinforced Suit and Med Team to keep her alive and fuel Spider-Woman. I loved the idea! The deck concept featured Goliath as well and the discussion quickly went down the road of replacing him with Iron Man, loading IM up with ally attachments and running it that way. For me, the original idea really sparked an interest in playing Leadership for the first time. Using Carol has a support card that fuels Spider-Woman as the hero, as opposed to using Spider-Woman as the platform for yet another ally rush/ally centric deck.
The idea in the early game remains the same, get Captain Marvel out as quick as possible using Call for Aid. This can usually result in your burning through almost your entire deck in the first turn or two of the game, but the penalty for that is 1 encounter card. I think any hero would gladly pay 1 encounter card to pull a key card for their deck and put it into hand. Once she's setup, you'll flip over, shuffle up and be playing it on a fairly normal speed. In my build, the only other ally I use is Nick Fury, this is to avoid him triggering Call for Aid, and because he's just a really good ally, that has a load of versatility. Once you've got Captain Marvel out, you want to get her a Reinforced Suit and a Med Team to keep her fresh. After that, it's attacking and thwarting with Carol so she feeds Jessica cards, allowing Spider-Woman do Spider-Woman things!
What's nice about playing her with Protection is that she's got a load of tools to stand up, which makes defending with her a joy. Using her game text to power up her THW and ATK stats is great, but being able to utilize all 3 stats is fantastic! When you add in Desperate Defense and Armored Vest, she's comfortably blocking all damage, drawing cards for Unflappable and still able to swing for big damage the next phase! Also, after powering her up and getting a swing off, you can swing a second time with that beefy ATK stat with Counter-Punch.
On the Leadership side, the aspect is already heavily dependent on allies, and much of the aspect here is devoted to getting the battlefield setup and then keeping Captain Marvel in the fight. The obvious non-ally MVP is Morale Boost which is basically a +2/+2/+2 for 1 cost.
After that you are relying on your signature cards, and Spider-Woman's cards are pretty stellar. Pheromones is great and buys you turns on both sides of the coin, Venom Blastis a great minion clear card, that also powers her up, or just heaps some damage on the villain. Inconspicuous is a standard thwart card, but coupled with her beefy THW stat and Captain Marvel, you have a pretty solid thwarting package for a non-Justice deck. Contaminant Immunity is just like a stand up card in that you can take a full hit and unless they're hitting you with something sharp and pointy, you take no damage. Lastly we have the star of the show, Self-Propelled Glide, which lets Jessica ready. This affords you lots of turns defending and readying, or being able to attack or thwart twice.
Overall, this deck has been a lot of fun for me because it's not your standard ally build that all Leadership decks seem to devolve into. It relies on the hero's strengths and signature cards and makes for a very interesting and fun play experience. So far I only ran it against Expert Rhino, and was able to take him down pretty easily. I will post updates as I play more games with it!