Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
McMackey · 34
This deck was the result of a randomizer assignment and pairs with a Miles Morales Aggression deck {NAME TO BE PUT IN}. Together, we faced Sabertooth (Standard II / Expert II) with Hard Sound, Kree Militants, and Goblin Gear.
Seeing Standard II AND Expert II — plus a Goblin Glider somewhere in the encounter deck — didn’t exactly make me excited. But after three losses and some adjustments, this list really started to click.
Game Plan
SP//dr wants one thing: get her upgrades into play ASAP. Once they’re out, she wants to ready. And then ready again. And again.
Once the engine is running, she becomes a threat-removal machine with solid protection options on the side.
Allies:
Especially Spider-Man (Peter Parker Basic — I hope I grabbed the right one). is great, and get in play with Across the Spider-Verse or with the resources generated from your upgrades. Get him into play, and enjoy an extra ready for three turns. That value adds up fast.
The other allies help with thwarting, and against Sabertooth they were crucial for protecting both me and Robert Kelly at key moments.
Events & Resources
Limitless Stamina speaks for itself. So does Across the Spider-Verse.
One Way or Another is excellent here. With SP//dr’s small hand size, digging for upgrades is essential. This card accelerates your setup dramatically.
I included the extra resource cards, and they were surprisingly useful. Yes, sometimes you’ll draw three while in hero form — that happens. In that case, use SP//dr Command to draw a card, or flip down and draw two with Peni Parker.
Supports & Upgrades
No additional supports — and honestly, I didn’t miss them. That said, The Raft could be an interesting inclusion.
Besides SP//dr’s four core upgrades, I added:
1x Under Surveillance (a second copy could easily fit)
2x Heroic Intuition 2x Skilled Investigator One for you, one for your teammate.
Sonic Rifle helps control villains that scheme hard or may activate multiple times.
The Fun Combo
Operative Skill was included alongside Three Steps Ahead. After losing three games, I realized I didn’t really need the extra threat removal — but Operative Skill stayed.
Why?
If you play Rapid Deployment and use a counter, that’s 8 threat removed. With Heroic Intuition attached and Psychic Link in play, your basic activation can remove 6 threat. Ready with Host Spider. Use SP//dr Command to ready Psychic Link, remove another 6 threat.
If everything lines up, you’re clearing big amounts of threat in a single turn.
And honestly — pulling that off is just a lot of fun.