matchet · 20
(WW = Web Warrior. Gotta read that word a lot)
I saw a deck that combined toons and pool for an unbeatable combination (in a scale of nonsense). Spotted a lot of possible changes for it that may make a different deck, so I started tweaking and several versions and 12 hours later this is the result: a cartoon for adults only.
Introducing Pooler Porker
★★★★☆ - Easy to use
★☆☆☆☆ - Team Support
★★☆☆☆ - Attack
★★★☆☆ - Thwart
★★★★☆ - Survival
★★★★★ - Awesomepool
1.- The experiment and why 42 cards
This deck added two experimental cards that I want to check with Spider-Ham on a 2-3 player scenario. You can easily remove one or both of them (alternatively, you can remove x2 copies of multitalented:
- 1.1 Plot Convenience is usually a not worth card except if planning in advance with other players, to let them share you a card. Get in Front of Me and Not my Responsibility can be interesting for a Protector. Self Confidence and the other two resource cards are painful to share for you, but can become very powerful at helping your teammates at fastening their setup. Do not share Healing Factor, you need it to survive. On the other hand, since Blackout and Tic-Tac-Toe both works as a resource sinks (see 4.-), you may spare one to a teammate. Plot Convenience can also be used as a "storebox" for you and your teammates. Just remember that it cant store and retrieve a card in the same turn; and the limit of cards are three.
- 1.2 Break Time, the main experimental card, has Spider-Ham as one of the very few Heroes that can more or less consistently pay its high cost, giving a potentially great benefit. In short: you get 6/9 or more Toon counters by getting yourself hit, then you can pay it "for free" in a 2/3 player's game. Both cards synergizes since you can use Plot Convenience as a storebox for Break Time, recovering it for the time your team exactly needs it to be played.
2.- The point of this deck...
Is to take the maximum advantage of the high Rec (5) of Peter Porker (that we can also increase with Down Time (+2)), to endure a lot of damage by either tanking the villain for your teammate and yourself (or other sources of damage, see below), then generate an astronomical amount of [TOON] counters and heal yourself back to full (or almost) in one single Alter-Ego Rec.
- 2.1 Pool's Healing Factor will also help you a lot in this gameplay style. Get it ASAP
If villain's damage isnt avaiable for you, you have some cards that will help you convert your bleeding into :
- 2.2 Get in Front of Me is a powerful card that can cancel any nasty treachery card like Advance or Shadow of the Past. Special mention to Spider-Ham's "I Dont Think So!" which act as another yet more powerful card that can null ANY encounter card, not only treacheries.
- 2.3 Not my Responsibility is another great card to prevent sudden plan-advancing or surprisingly high planification, becoming a potentially great card to stall the game a little (and get yourself rewarded [TOON] counters for your effort)
- 2.4 Petulant Pig is oftenly situational/not worth yet and can help you get extra cards to be paid with the [TOON] counters you gonna generate by taking a villain attack. Just be sure you can survive to villain's phase and perhaps would be good to have your safeguard at hand (mostly, Cartoon Physics, Madame Web's manipulation or a WW ally to sacrifice)
- 2.5 War is a subpar card from its own BUT, used after Madame Web's foresee can yield great results. That way you can choose and discard, from three to up to five cards (Web of Life and Destiny and Spider-Ham both counts for her), up to TWO dangerous encounter cards that you dont want it to trigger neither as augments or as encounters. And will also let you control the amount of icons that War will inflict to you, thus the exact amount of resources you gotta gain for it.
- 2.6 Warrior of the Great Web exists for a great purpose (and another situational extra): to make your Alter-Ego a WW so Spider-Man's ability can target Peter Porker, allowing you to flip twice in a turn to recover TWO TIMES 5 HP (or 7 with Down Time)...
[DISCLAIMER, UNNECESSARY MATH] ...And in a very situational & grim moment where you were able to send two of your WW to the discard in the same turn, you can attack with Spider-Ham's enhanced attack of... 3, and then send Spider-Man to death, flipping you back for another round of enhanced attack of 4, for a total of 7 damage at the cost of your whole ally board. Just, try to do that with Web of Life and Destiny on the board to take some compensation for such disaster and Across the Spider-Verse in an attempt to recover them immediately after (note that the total damage will increase by 2-6 if wearing the Huge Wooden Hammer, for a respectable total of 9-13 damage plus allied WWs).
3.- Meatwalls and mitigations (I mean allies)
Your small WW group is here to support you in very rare cases in which you cannot by yourself alone, but they can also take a bullet for your allies or round a damage/thwart to efficiently take down a minion or a scheme. Yes I know, thats Allies' knowdelge #101.
THE ORDER of which ones you want to get sacrificed (I mean valiently face the danger), is in this next list: from first being the most desirable one to the last being the least desirable one. Also note that would be most benefical to wait for Web of Life and Destiny to more actively sending them to the discard pile.
- 3.1 Captain Americat is our "In'n'out" ally that while his stats are impressive, you want to let him go, and free the ally space for WW allies. The better target for his ability are "I Dont Think So!" or Cartoon Physics, but Ham It Up or even Hogwashed are decent ones in case the first ones arent avaiable for Americat
- 3.2 Madame Web's gimmick is useful for controlling the odds of three cards (War - see 2.5 / Petulant Pig - see 2.4 / Scarlet Spider - see 3.5), and also requires a decent assembled WW team. For that reason, she is good target for Across the Spider-Verse to fill your last spot, therefore she must be the first one to hit the graveyard (I mean... the discard pile)
- 3.3 Ghost-Spider can be used to search for pool events, of which I may recommend Get in Front of Me or Not my Responsibility. Both are powerful events that can save your party's ass from nasty surprises (see 2.2 & 2.3)
- 3.4 Spider-Man is here just be a WW for Scarlet Spider, and his stats are great for a cost requisite that you can overcome with your [TOON] Counters. To take real advantage of his ability, you might want to have Organic Webbing to Thwart for 3, 2-3 times in a turn. See also 2.6.
- 3.5 Scarlet Spider Synergizes with Madame Web because you might be in control by knowing the type of the card that is gonna be revealed, but in practice that is even oftenly a (free) blind pick since the villain will use the first encounter cards you saw to boost their plan/attacks before revealing encounter cards. IF, the villain cant act because he is stunned or confused, so he cant move the encounter deck; then yes, you can 100% activate Scarlet Spider's effect and draw up to 3-4 cards in a single round.
- 3.6 Cartoon Physics (x2) is a very, very good one-time lifesaver that pays itself thereafter... and also the only one you have. Use them wisely; especially if you are planning to returning them to the deck via Captain Americat or if your deck has been thinned enough and is going to shuffle soon (so it can return to you ASAP). With it in play, you can risk a hit for [TOON] counters, while being at half or less life.
4.- Card and resouce sinks
Pool aspect also excels at giving uses to your hand even if you cannot pay or play it (which is rare but can happen despite your [TOON] counters since ~14 cards are of 3-cost and higher). Also note that both upgrades does not exhaust so they can be used any amount of times per turn as you need.
- 4.1 Blackout is subpar for a thwarting role therefore you should be using it just as a sink. In a pinch you can massively convert your [TOON] resources which are , to remove as much threat as you can and confuse the villain.
- 4.2 Tic-Tac-Toe is similar to the above and you can get up to 7 damage by avoiding the array (see that card's commentary section to learn the pattern). Just remember that these are a resource sink and shouldnt be used unless nothing else avaiable or in a serious pinch at trying to defeat something. Also remember that you can do any amount of damage from 3 to 7: you dont need to spend all the resources if want to take down, by example, a 5-health minion.
5.- Card combos and discounts
Even if your main source of resources are the [TOON] counters, some investments in discounts can help you at increasing the amount of actions you can pay or play, especially in a cost heavy deck like this:
- The points 1, 2.6 and 3.2 fills this list. Read them again if you need
- 5.1 Team-Building Exercise works with WW when in Hero (and with Alter-Ego once you get Warrior of the Great Web), but will also work with [CARTOON] cards at any time! This effectively reduces the cost of EACH of your 15 Spider-Ham cards. It will pay itself very quickly and give you good revenues thereafter.
- 5.2 Multitalented is great with the that your [TOON] counters produces, triggering all their effects. In short, if you get damaged by 3 points, with a single card which net cost gotta be 0, you will heal 2 of that damage, thwart 2 and deal 2 dmg.
- 5.3 Ham It Up is worth to be noted here. While self explanatory and moderately situational yet free to use, just a remind that it will scale up with your [TOON] counters and wont spend any of them. A zero-cost card that can potentially reduce any scheme to 0 from 10+ if the time is right. But dont be greedy: use if you can get ~3+ threat, and NEVER use it for your resource sinks.
- 5.4 Web of Life and Destiny / Across the Spider-Verse explains itself too. The first Costs 0 as long as you are on Hero or have another WW on the field, and will trigger for an extra card, for free (also thins your deck). And the Second one can use the first as the exhaust requirement since it counts as a WW card. Remember that Across the Spider-Verse let you name yourself again forever after, letting you play up to 3 WW from your discard as long as you can pay for it (2, 5 or 8 resources to trigger it 1-3 times). This way will also net you a discount on Scarlet Spider, or ignore the resource types requisite of Spider-Man
- 5.5 Madame Web's foresee abilities are useful for controlling the odds of three of your cards, especially War (see 3.2). Even if none of them are avaiable, you can still use her to control part of the villain phase for she lets you manipulate the order of up to 5 cards and even (not obligatory) discard one.
6.- Events and actions to note
- 6.1 Cutupper is expensive and shouldnt be used over other options unless (our only avaiable) Stun is crucial for the immediate future. Multitalented and Swinging Web Pig are expensive but does not require [TOON] counters and can do decent things for its cost (incl. our only source to confuse an enemy). All these 6 are "luxury" cards that are best used in mid-late game.
- 6.2 Get in Front of Me and "I Dont Think So!" have high priority to stay as safeguard on our hand and reserving ONE of them is oftenly more a boon than a burden.
- 6.3 Ham It Up is explained in 5.3. Not my Responsibility is noted in 2.3
- 6.4 Hogwashed is efficient enough for its cost. You might want to play it whenever's avaiable since its flexible enough to fit any situation.
7.- Mulligan and the opening hand
- 7.1 SHOULDN'T: Except in scenarios where its required that you start very agressive, u might want to avoid having any [EVENT] card in your hand except "I Dont Think So!" and in a lesser extent, Get in Front of Me or Hogwashed.
- 7.2 DONT: Blackout, Huge Wooden Hammer, Tic-Tac-Toe, War, and probably The Daily Beagle are TRAPS for a starting hand, providing almost no value for an opening game.
- 7.3 SHOULD: Team-Building Exercise is one of the BEST cards you can get for an opening. It will impact your game in a very noticeable way, yet it might not worth a hard mulligan. Organic Webbing lets you basic thwart for respectable 3 from the beginning (or 3Thw + 3Thw, or 3Thw + 5-7 Rec with a [TOON]) .
- 7.4 MUST: Healing Factor is a GAME CHANGER. Even if you reserve to pay after the first turn with the [TOON] counters, will help you greatly at doing what you should do. Does it worth a hard Mulligan? thats up to you
- 7.5 MAYBE: Captain Americat, Warrior of the Great Web, Plot Convenience, Down Time, Cartoon Physics and Web of Life and Destiny are decent for starting as long as you can pay most of them, and the rest with [TOON]s and cards on next turn. Stick-To-Itiveness is decent if you also started with Organic Webbing. Remember to pay Americat with a card that he can shuffle back in the deck.
8.- Closing notes
This is my first published deck, be kind when suggesting changes in the commentaries. I'll be listening it with great interest <3
Pooler Porker's: Out! (drops microphone)