Card draw simulator
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None. Self-made deck here. |
Inspiration for |
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None yet |
GodEmperorDoom · 30
Deck Summary:
The primary win condition of this deck is go get a stacked VEN#m and then proceed to do very busted things with all of the decks ready effects and All Systems Go!
Example of Play:
(Assumes all 4 interface cards are in play, and you have a VEN#m with 4 stacks and Sidekick in play)
Attack with VEN#m (5 attack)
Attack with Sp//dr using Web-Fluid Compressor (4 attack)
Ready Sp//dr with Host Spider
Attack with Sp//dr (2 Attack)
Play All Systems Go! ready all of the interface cards
Play Side-by Side and give Sp//dr and VEM#m +1 attack/+1 thwart
Attack with VEN#m (6 attack)
Attack with Sp//dr using Web-Fluid Compressor (5 attack)
So that's about 22 Attack (or Thwart if needed) off a game state the deck can frequently get to, that can be extended to absurd lengths if you have the cards needed to make additional plays (namely via multiple Side-by-Side, or All Systems Go!)
The deck also features cards like Go All Out to blow things up prior to the deck coming online, and additional ready for VEN#m via Command Team and Go All Out.
Early to mid-game don't be afraid to use your interface cards to stabilize, but most of the time we are using these to accelerate setup until we hit critical mass.
Mulligan Strategy:
Hard mulligan for either an Interface Card or All Systems Go!
Key Cards
All Systems Go!: This is Peni's best card and it's not even close. We use this to accelerate our setup early game, and super charge our economy mid to late game.
VEN#m: Addy is about as OP as identity specific allies can get. When she enters play she has a ceiling of 5/5 when played using the full Interface suite. If you can wait for all 4 to bring her out that is ideal, but she is still solid with only 2-3 interface cards.
Sidekick: Gives VEN#m needed sustainability and needed to activiate Side-by-Side.
Suit Up: We are usually using this to tutor for VEN#m and Sidekick. It can also get Ghost-Spider who is a solid utility piece that can tutor for All Systems Go! and buy us some more time to setup.
Side-by-Side: Enables some truly explosive turns late game especially in combination with other pieces.
Limitless Stamina: SP//dr has 14 health, so the question than becomes why wouldn't I want a cheap way to ready Sp//dr?