Daring Lime · 4924
Player Count: 1-4 players
Power: Omega Level
Difficulty To Pilot: Hard
Silk's pack added a brand new WEB-WARRIOR to the roster. Spider-Man 2099 allows you to return a WEB-WARRIOR ally to your hand after he uses a basic power. At first glance, this may seem kind of weak for a 4 cost ally. But WEB-WARRIOR's come with special tools to make use of his ability! Ghost-Spider and Hobie Brown triggering there leaving play effects in addition to drawing a card from Web of Life and Destiny. This deck is built to make use of that combo.

WEB-WARRIOR Shenanigans
If you've played a lot of WEB-WARRIOR's before, you already know how this work. If you haven't, then let me explain. They are a conglomeration of broken cards with Web of Life and Destiny at the core. Every time a WEB-WARRIOR ally leaves play, you get to choose a player and let them draw a card. This isn't limited to once per phase, and on top of that, it's free to play! The allies themselves are also crazy strong. Peter Parker let's you ready another WEB-WARRIOR character after he uses a basic power. That can be yourself, or an ally. He has a rough resource requirement to play, but that's nothing that Across the Spider-Verse and Make the Call can't solve. Ghost-Spider let's you search for an identity specific event when she leaves play. This can really come in clutch with letting you search for Wallcrawl if you need some threat removal, Smooth as Silk if you need to tuck a card, or my favorite, Swinging Silk Kick to eviscerate minions with overkill or bop the villain. Also, SP//dr has a nice hand loop letting you draw a card every other turn. And Hobie Brown is great at getting a bit of extra damage for your final pushes. Madame Web is a cool new addition to the roster. She gives you a ton of control of the encounter deck with her ability to order the cards, and also has a good thwarting stat. Now that we've gone over the basics, let's move on to the stars of the show.
Spider-Man 2099, Ghost-Spider, and Hobie Brown
The basic idea is to use Spider-Man 2099 on the second deck pass. On the first deck pass you're just trying to get your WEB-WARRIOR setup online and a few of your identity specific upgrades. My two favorites are Spider Reflexes and Organic Webbing. Spider Reflexes is fantastic because it tucks a card when you defend as well as letting you get up to 7 DEF. That means once you get a few cards under silk, she will barely be taking any damage at all, freeing up your allies to get full value before they block. Eidetic Memory is great as well, but don't feel bad about skipping it if you need to play something else instead. The rest of her upgrades can wait and are secondary to the WEB-WARRIORs.
Now that you're set up, Spider-Man 2099 is ready to create some crazy value. The primary targets for his ability are Ghost-Spider, and Hobie Brown. Let's go over each of them individually.
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Spider-Man 2099 + Ghost-Spider
- Ghost-Spider attacks for two, Spider-Man 2099 attacks or thwarts for 2, then returns Ghost-Spider to hand, allowing you to draw a card and search an event. Play Ghost-Spider again. She attacks for 2. Ready Spider-Man 2099 with Command Team or Make the Call. He attacks for 2. Returning Ghost-Spider to hand, drawing you another card, and searching another event. At this point, you likely can afford to play 2 Swinging Silk Kicks. Combine that with your basic activations for 2-5 (Spider Claws) and a ready with Organic Webbing, and you're easily outputting 25-30 damage. Not only that, you just as easily could have chosen to do minion and side scheme control. It's extremely versatile and powerful.
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- This combo is not as powerful, but it's a great secondary target to add consistency to the deck. When Hobie Brown leaves play, you can expect about 3 damage. By following the same combo from before, you can get around 10 damage and 2 card draw just out of these two cards. You very likely have at least 1 Swinging Silk Kick in hand with all this card draw. So doing 20+ damage is very easy even without seeing Ghost-Spider
Some Notes on Strategy
Rapid Response adds a lot to this deck. The primary targets are Peter Parker, Ghost-Spider and Spider-Man 2099. Peter is amazing at getting you through the early and midgame unscathed with all of his readies, and Gwen let's you find the answer to any problem you may have. Since Spider-Man 2099 is so expensive, it's nice to get him back into play without having to pay full price. And don't forget, Rapid Response puts the allies into play from the discard pile, so you still get to draw off of Web of Life and Destiny.
Don't worry too much about missing out on cards. Never skip Web of Life and Destiny, but other than that, all these cards are so good that as long as you're playing something you'll be okay. When you get the chance, thwart the main scheme down to 0 (which is easy to do with these allies) and go to alter-ego to make use of your alter-ego card draw. It can make a huge difference. Playing an extra setup card or ally in the early on can turn the tides of the whole game. Also Albert Moon is a great card as well.
What If I Don't Have All These Cards?
The only expansions you really need to play a version of this deck is the Core Box, Sinister Motives, and Silk. Get Ready is in the core box, and you can use that in place of having a couple Command Teams, you'll have the Ghost-Spider, Peter Parker, Madame Web and Spider-Man 2099 allies as well as Across the Spider-Verse. Fill in the extra slots with some of your favorite cards in your collection and the deck will be totally playable!
Community Suggestions
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Moon Girl - She is very powerful and can easily fit into the deck. I didn't include it just because it's off theme and adds an extra layer of complication to an already decently complicated strategy, but that's not to say I don't think she would work. In fact, the deck is likely stronger with her in. My goal was theme first and foremost, closely followed by functionality and strength so that you all crush your games and have fun! Moon Girl just barely missed for me.
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Otto - He is an ally that I missed when constructing the deck. Because there is no tech in this deck I filtered him out in my head. That was a mistake though. He still works great with Silk because he can ready up Spider Claws and Organic Webbing. Missing out on the tech kicker isn't a big deal, and he still has a big payoff. It's not necessary to add him, but it certainly works well and if you want to add him in, I would consider cutting Nick Fury for theme, or 1 copy of Command Team/Get Ready. Or if you want to, just play a 41 card deck! It won't bite.
Hopefully this deck serves you well! Let me know if you try it out. It gives me motivation to keep posting deck write ups.
Stay Zesty!
14 comments |
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Apr 30, 2025 |
Apr 30, 2025
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Apr 30, 2025You ever consider using Spiderman 2099's response on himself in order to get him back to hand? Use Organizational Support to exhaust your two web warrior allies AND WoLaD to make it generate 4 resources, and then use the brand new 2099 to then kick an exhausted WW ally back to your hand? |
Apr 30, 2025
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Apr 30, 2025
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Apr 30, 2025
What can end up happening is you end up in a combo loop where you use 2099's second HP to bring himself back to hand, and play him again every turn. Then you use the new 2099 to bring a different WW back to hand. Every turn you need to end with 2099 with 1 damage, but you'll have to 'refresh' him each turn. Just to make sure I have the timing right though, 2099 can't use his response if he is currently on his last HP, right? As a response to his activaction, he'll be dead and in the discard pile first due to the consequential, correct? |
Apr 30, 2025
Simultaneous Timing Priority — Some abilities have timing priority over other abilities. In order, the timing priority of abilities with the same triggering condition is:
So for Spider-Man 2099's ability, "Response: After Spider-Man 2099 uses a basic power, return a Web-Warrior ally in play to its owner's hand." It has simultaneous timing priority with consequential, but is step 7. So you can actually use his last hp and still trigger his ability. Interestingly, this sometimes goes the other way Tigra for instance can't heal the consequential damage from her first activation because of this. At the time it would trigger, there is no damage to heal. So she doesn't heal until the second activation and will just hang out with 1 damage. Spider-Man 2099 seems to be a win for the players in this case! |
May 01, 2025
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May 01, 2025I love the idea of Organizational Support for the web warriors, but if you don't like exhausting, Band Together hasn't gotten much love lately. It's not a numerical benefit unless you have an extra ally slot or are using it to play Swinging Silk Kick after replaying Miguel |
May 01, 2025
And thanks to both of you for letting me hear your thoughts! That's my favorite part about posting decks and making writeups on the site. |
May 01, 2025Great ideas here, but it's still a shame to have to do without "warrior of the great web". I think your deck will work even better with real "spiders". |
May 01, 2025
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May 04, 2025Started playing this list through Rise of the Red Skull and I'm having a blast. First off: This deck is fun. Love the web-warrior shenanigans. Seeing about a 60% win rate so far in solo. That said… Spider-Man is still a tough one for me to pilot cleanly. Maybe it’s just my playstyle, but I haven’t found the rhythm with him yet. That said, Moon Girl is clutch—she smooths out some rough turns and helps me stabilize faster. Definitely worth slotting in. |
May 04, 2025
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Nice deck! Dis you consider Spider-Man in this deck? Personally, I’ll switch Nick Fury or one Command Team with Spider-Man. Spider-Man readies an upgrade. So potentially you can use Spider Claws or Outwit twice, or on of each if necessary!