Card draw simulator
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Dazed and Confused: “Attack! Draw! Thwart! Attack?” | 24 | 21 | 7 | 1.0 |
Inspiration for |
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None yet |
jplante · 15
My name is Cindy Moon. Intern by day. Superhero by night. Actually, I fight crime by day, too. And I also intern by night—you get the idea.
Silky Card Access
Cindy Moon gets what she wants. The deck is about a lot of Card Drawing and Pulling getting you in position to have high-value turns based on what you need.
Silk has 7 support/upgrades of her own and a Side Scheme. That's a lot of preparation cards before you've even added your own. In an ideal world she'd have 10 to 15 support/upgrade/schemes on the table. Once she has her cards in play she becomes very effective and you want to do that as soon as possible. Which means she'll need a lot of resources and access to her preparation cards - and this deck is designed to do that. She'll also need to tend with board state just enough to keep getting herself prepared.
Once she's set up then we use the high Card Draw/Pull as resources for her key events which she'll likely have in hand because of the amount of cards she'll have.
If in a turn starting in Alter Ego you have 6 cards, +2 from identity ability, +3 from One Way or Another, +3 from Moon Girl, +1ish from Web of Life and Destiny and perhaps 1 from Clear the Area and/or Skilled Investigator you can be running with around 15 cards in one turn.
Access to Card Draws/Pull
- Web of Life and Destiny - and any Ally that leaves play
- Ghost-Spider - gets you an identity event
- Moon Girl - draw 3 for each mental resource
- Clear the Area - draw 1 for clearing a scheme
- Skilled Investigator- draw 1 for clearing a scheme
- SP//dr - returns to your hand
That's on top her innate Alter-Ego ability to discard a tucked card and Draw 2-more.
Worth Considering
- Avengers Mansion - draw 1 every turn
- Nick Fury - draw 3 when he enters play
- Scarlet Spider - draws for damage when guessing encounter card
Thematic
I also tried to stay on theme with Web Warriors and similar - including Quick Quip since it came with her hero pack just seemed fun and flavorful when you get the chance to play it and obviously it helps keep threat down. Moon Girl makes it into the deck since we are both a Genius.
Setup Prioritization
Obviously play things as you come into hand and you have the resources to play them, but these are the patterns you'd like to go towards to get setup.
Preparation
1 - Albert Moon provides you constant access to cards you can tuck under (or heal) allowing you to get 2-more cards per turn from your Alter-Ego action
2 - Web of Life and Destiny ensure you get a card every-time an ally leaves play
3 - Ingenuity gives you early access to more resources to keep setting up and eventually play events
4 - Skilled Investigator ensures you get a card for every side-scheme that gets closed (as long you are on hero-side)
5 - One Way or Another gets you both 3-cards and a Side Scheme to tuck (and draw off of Skilled Investigator)
6 - Moon Girl gets you up to 3-cards for each mental resource spent, there are a lot of mental resources in this deck to help
7 - Under Surveillance gives you space to setup without the main scheme spilling over
Upgrades
8 - Organic Webbing improves Basic Thwart and allows you to re-ready
9 - Outwit really bumps up one of your Thwars
10 - Eidetic Memory keeps you safe from bad cards
11 - Spider Claws now you can start doing damage when you need to
12 - Heroic Intuition do your primary job with even more effectively
Action & Allies
By now you'd want to start getting your allies into play and performing your actions. The board state will demand that you prioritize Thwart or Damage and you'd need to play the allies / events that help with that.
Thwart
When you need to thwart you'll want to use a combination of allies, Wallcrawl, and ideally setting up either Clear the Area to draw another card or Overwatch to double-dip your higher thwart on this turn. Use Quick Quip as you're able to deactivate the villain and a minion. Combo: Some turns you'll be able to thwart for 7 on your basic with the upgrades in place and Overwatch will trigger for another 7, ready from organic web and thwart for 3 more, then spiderman thwarts for 2 and your thwart for 3 more, then you use Clear the Area for another 2 and then either an ally will do more or you using your wallcrawl giving you a range fo 20 to 30 thwart depending on what's in play.
Damage
Once you've got Threat under control you'll want to use Swinging Silk Kick as much as possible, using Ghost-Spider to pull it if you can along with your Spider Claws. Combo: Some turns you'll be able to do 6-damage from your Basic, 9-damage from the silk kick, 2-damage from Spider-man readying you for 2-damage, readying from the organic web and another 2 and then either another ally or a second silk kick getting you to a range of 20 to 30 damage depending on what's in play. And this was a Justice deck.
Thwart & Damage
Using either Spider-Man or Outwit to ready yourself then you can do BOTH thwart and damage in single turn using Outwit for high thwart and Spider Claws for high damage.
Notes on Cards
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J. Jonah Jameson is a "nice-to-have, when you can get it". Yes he's removes 2-threat per round and that has more value the earlier on its in play - but there are more things to setup before him that get you "cooking" so play him when you can.
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Spider Reflexes is nice but ideally you wouldn't want to use it. Its best benefit is get you a card but if you use Smooth as Silk as often as you get it, Albert Moon and prioritize minions and side-schemes you hopefully won't need it.
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Lay the Trap is a great way to deal high damage using your best abilities - Thwarting (and its another side-scheme for tucking under and drawing cards). You are better to finish this off late-game to prevent the villain from healing up much of it (or to get the villain to flip).
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Get the Scoop is a low-threat cost that gives you both a tucked card and triggers Clear the Area and Skilled Investigator, but you'd want to play it if you don't have other side-schemes to deal with and/or you have need more cards tucked under - meaning you don't always need it.
Anyone can win a fight when the odds are easy! It's when the going's tough where there seems to be no chance—that's when it counts.
Villains defeated so far
- Kang at a 2-handed table
Cards that didn't make the cut
- Specialized Training As nice as this card is (and being another side-scheme) its one more upgrade for you to deal with. Ideally on a multi-handed table she can help thwart it down for its benefit - and the +1 Thwart is nice but really you want the extra card draw once per turn when you use your Basic Thwart. Perhaps in a Solo deck this makes more sense since the 5 threat is easier to do by yourself.