SPIDER GUNDAM

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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Leondero · 41

I haven't played any other hero in Marvel Champions as much as SP//dr. She is one of my favorite heroes in the game. She has such resource generation and multiple basic actions when played correctly. Her main weakness is her limited card draw until you get the engine going. Which is why this deck prioritizes getting as much draw out as possible to get everything you'd need.

-=Allies=-

Like all Web-Warrior Decks, the essentials are there:

Spider-Man (Harvie Brown): Excellent defender and high thwarter. He takes the hit, dies, deals a range of damage to villain, then grants a card draw if Web of Life and Destiny is in play.

Spider-Man (Peter Parker): Attack, untap SP//dr or another web-warrior you want to get rid of quickly.

Ghost-Spider: Search for your essentials, either All Systems go for acceleration or finding Interfaces. Rapid deployment for heavy threat, or Web-Trap for a spike of damage and stun.

Spider-Man (Otto): Hands down the best Spidey for SP//dr. Pay with interface, untap interface, draw 1. Attack, die to excess damage, draw 1 (Web of Life and Destiny)

Along with the Web-Warriors, we get support from Shield and the Professor for utility, primarily drawing more cards to get to the stuff to boost your acceleration.

NICK FURY: Three Card Draw. +2 Thwart.

NICK FURY SR.: Two Card Draw. +2 Thwart

MARIA HILL: 1 Card Draw, +2 Thwart

PROFESSOR X: Confuse to return to AE for Card Draw, +3 Thwart.

-=Events=-

SP//dr's core events are amazing, especially when used in conjunction with her Interfaces.

ALL SYSTEMS GO - Find the interfaces your missing, or Ready all your Interfaces. So either double your readily available resource generation or find the pieces you're missing.

WEB TRAP - Pretty much free 5 damage in most cases (with for most bosses in solo, deals either 1/3rd to 1/4th a boss's health) and, if you play with even one interface which you should always do, inflict Stun.

RAPID DEPLOYMENT - Either remove 3 threat from two schemes or 6 threat from one. What can I say more, that's amazing.

The rest of the Events are there to support bringing allies back.

MAKE THE CALL - Bring back Web Warriors or Nick Fury for card draw.

ASSESS THE SITUATION - Provides desperately needed card draw in either AE or Hero form.

-=Player Side Schemes=-

CALL FOR BACK UP: The primary ally I usually go for when using this side scheme is Nick Fury for the card draw. It's pretty easy to get rid of the threat.

(Potential) BUILD SUPPORT: This could come in handy if either you accidently send Web of Life and Destiny into the discard with a badly timed Aunt May & Uncle Ben. But in most games I had this it often came too late so haven't had options to test it out.

-=Supports=-

SP//DR COMMAND - This is a lot better than it looks on the surface. Say you have an interface that's just taking up space, exhaust it and Command and draw a card. Or if you have a dead card in hand, discard it, exhaust, and retap an interface (Especially Host Spider, get another Basic Power that turn).

EJECTION PROTOCAL - Good old fail safe you can use any time. Don't fret over that "Exhaust each interface", because you can just use them all before activating. This can be used to save you if you get beat up too hard early on to get back to six. It can also be used to give you Tough. One thing to note, because this flips you into AE. You can also immediately switch back to Hero Form if you hadn't already changed forms that turn (or alternatively, enter Hero Form then switch back).

AUNT MAY & UNCLE BEN - Use in AE primarily, but this basically serves as a gamble. But you get a good hand, you can easily refill your hand with more card draw.

WEB OF LIFE AND DESTINY - This is the core of any web-warrior deck. If you draw it, you play it. Nothing else takes priority. This is foundational for accelerating card draw.

AVENGER'S MANSION - Free Card draw, what's not to like. And seeing as we're having so many Gray cards already to play off The Power in All of Us (or through our Interfaces) it's not a difficult card to get out.

-=UPGRADES=-

I won't go into details with each Interface, as each serve to bolster one basic power (But only for that one use). It's tempting to just see them as resource batteries, but those boosts to single powers go a long way (like if you need to take out a side scheme in a single strike).

The only one I will provide more details on is HOST SPIDER

HOST SPIDER - Host Spider is the primary way we ready SP//dr. But don't feel that is the only use you can make of it. Like Penny, tapping this provides a wild resource. So you can use it in a variety of combos or if you want to pay for a nice big expensive thing. Regardless, this is the main interface you want to get out ASAP.

CLARITY OF PURPOSE - Put on SP//dr and nothing else. Basically another interface that hurts us and doesn't untap, but has a ton of utility as it provides a wild resource.

SYMBIOTE SUIT - Ever SP//dr deck takes this for good reason. She already suffers from low card draw and this gives her that additional one she needs. It also provides +1 to each of her basic powers, and you really get to capitalize on that with how many times you can ready her.

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