Spider-Woman Superhuman Agility

Card draw simulator

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Crabhand · 7

This is a Spider-Woman deck that I have been toying around with for the last couple weeks. I have defeated all scenarios leading up to Galaxy's Most Wanted on solo expert with relative ease (and a few on heroic 1).

The Goal:

Utilize Spider-Woman's Superhuman Agility and readying effects to make versatile and consistent plays using her basic attack and thwart, with the capability of pulling off large performance turns with the right setup.

The Method:

Bring in low cost Avenger allies who can be used for Strength in Numbers and Earth's Mightiest heroes, trigger Superhuman Agility, and provide extra protection in dire situations. A lean selection of important upgrades/supports keeps the setup cost low, allowing Spider-Woman to begin executing her game plan early. Whenever threat is low enough, or the villain is confused through Pheromones, I like to swap to alter-ego to use Jessica Drew's Apartment to set up for the next turn, and if Hall of Heroes has sufficient counters, get ready for a very impactful turn.

The Standout Cards (not in her 15):

Morale Boost: This card is absolutely fantastic with Spider-Woman. For 1 resource, you get +2 to all basic powers for the turn. Easy to play with just one Finesse on the board, I'm never sad to see this card in my hand.

Brute Force: This is a bit of a weird choice, I know. I had originally played Skilled Strike and Piercing Strike in this slot, but neither card was hitting the niche I needed to fill. Piercing Strike is obvious, since both cards are meant to deal with tough status cards, but it's higher cost could make a meaningful difference on the flow of a turn. Skilled Strike is cheaper than Brute Force, but I often found myself wanting to thwart with Skilled Strike as my only aggression card in hand. Brute Force allows me to drop it in for a thwart boost and use its attack boost when I am ready to attack, and have an answer for tough enemies, all while maintaining the low cost necessary for the deck to function.

Earth's Mightiest Heroes: It goes without saying that any card that can allow Spider-Woman to ready for a low cost is good in my book. I found in my early games that the 3 copies of Self-Propelled Glide were not sufficient to make full use of Superhuman Agility and wanted something to give me more explosive turns. I initially tried Tenacity, believing I could make it work, but you can probably guess how that went. After re-configuring my ally makeup (notably replacing Maria Hill with Ant-Man), I gave Earth's Mightiest Heroes a run and it turned out to be exactly what the deck needed.

Team Training and Quincarrier: Both of these cards essentially serve the same role; allow me to play Ant-Man and Wasp however I need to at any given the time. Team Training allows both to come in at 0 cost to trigger Superhuman Agility, ready Spider-Woman with Earth's Mightiest Heroes, or attack/thwart/defend in a pinch, all while still giving the other allies more turns to attack/thwart. I would typically play Helicarrier in Quincarrier's slot for multiplayer since Spider-Woman doesn't have any innate resource requirements, but Ant-Man and (especially) Wasp need actual resources for health, so if nobody else at the table needs Quincarrier, I prefer to run it.

Strength In Numbers: The benefits to this card are obvious, turn your allies into more card draw, and trigger Superhuman Agility while doing it. After I added Earth's Mightiest Heroes, I found myself keeping as many allies in play as possible to make full use of any I drew, and Strength in Numbers fit into that game plan perfectly. I initially ran Moxie in this slot since I was going down to Alter-Ego frequently, but the play restriction kept on getting in the way more often than finding the trigger (much like Skilled Strike).

Other Notes: Captain Marvel is very difficult to play with this setup, since it relies a great deal on Finesse for resource generation. I only play her if my hand has very few aspect cards, or multiple double resource cards.

On that note, early drafts also did not include the 3 double resource cards since it was using more 0 cost cards. I reasoned that I wanted more aspect cards and the resource cards weren't going to get full value. However, after making some tweaks, reevaluating the cost curve of the deck, and the benefits those resource cards gave me in setting up, I found room for them and they perform well. This is probably very obvious to anybody reading, but it was an interesting experiment is a noteworthy change in the history of the deck.

You probably think I'm crazy for not playing Rapid Response, but hear me out. Only two allies in this deck truly benefit from Rapid Response, Captain Marvel and Squirrel Girl. As mentioned above, just playing Captain Marvel is a big ask, and while Squirrel girl has a great effect in minion heavy scenarios, fitting Rapid Response into a fairly tight 40 for one ally is tough. Ant-Man, Wasp, and Spider-Girl all want to come in from the hand, and Stinger is lower cost than Rapid Response, so if she dies, I would rather just play her again for the Superhuman Agility boost after the deck shuffles.

The true strength of allies typically lies in their ability to defend an entire attack, but the deck really wants as many allies on the field at a given time for Strength in Numbers and Earth's Mightiest Heroes. I reasoned, that between the Stun from Pheromones and the tough/heal from Contaminant Immunity, Spider-Woman could forgo using her allies for defense and keep them around for utility. In all of my solo games, I have rarely felt that I needed my allies for defense. This attitude may change in multiplayer, where I have less experience with the deck.

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