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| Spider Swarm; 60-card Spider-Swarm deck | |
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| Tweet Topic Started: Feb 18 2012, 10:54 PM (842 Views) | |
| Bruce Leenomorph | Feb 18 2012, 10:54 PM Post #1 |
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Senior Member
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Say I want to go with a Spider swarm, as I have seen suggested here, rather than a standard curve deck. Do you think it will be effective? Would it be more or less effective (or about the same) as a standard curve that involved the likes of Scarlet Spider, Amazing Spider-Man and Cosmic Spider-Man? What would be the strat here? Lots and lots of evasion, I gather. What else can we do in 60 cards of pure arachnophobia? |
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| vs_savant2 | Feb 22 2012, 08:33 AM Post #2 |
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Zen Master of the Versus Arts
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The Savageland gang of Zabu, Shanna, and Kazzar work well in rush. Add a dash of The Spider and the free Auntmays and you got some good search to flesh out the rest. |
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| ukyo_rulz | Feb 24 2012, 11:46 PM Post #3 |
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I would go with Wild Pack army guys for Spidey-Swarm. |
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| Bruce Leenomorph | Feb 25 2012, 09:06 AM Post #4 |
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Great! Thanks. Do you guys have any suggestions on a particular deck list, or a basic recipe, anyway? What's a good ratio of characters to plot twists/equipment/locations? |
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| ukyo_rulz | Feb 25 2012, 01:05 PM Post #5 |
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For swarming Wild Packs, I would start with something simple like this: 16 Wild Pack 4 Mary Jane 4 Silver Sable 4 Friendly Neighborhood Spiderman 4 Scarlet Spider, Ben Reilly 4 Savage Beatdown (or any pump, really) 4 Nasty Surprise 4 Mobilize 4 Omnipotence 3 Death of the Dream 3 Fun and Games 3 ESU Science Lab 3 Birthing Chamber The idea is to play out lots of little guys and team-attack with them. With Scarlet Spidey, you can recruit multiple copies of Spiderman so that your attackers don't get stunned. When he comes down on turn six, your army will have a global +2 attack pump to finish the opponent. Savage Beatdown keep you from getting blown up by a defensive pump, and Nasty Surprise keeps the opponent nervous about attacking into your little guys. Mary Jane, ESU and Birthing Chamber keep the cards coming. Omnipotence, Death of the Dream and Fun and Games keep the opponent from doing anything too tricky. I like this deck build a lot, but overall Spider-Clones is just stronger. Not that this is weak, mind you, but curve Spider-Friends is one of the best decks you can play in Golden Age. |
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| Bruce Leenomorph | Feb 25 2012, 10:46 PM Post #6 |
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I very much appreciate it. And what would be a Spider-Clones deck? In fact, what is the most effective possible Spider-Friends deck evar? Edited by Bruce Leenomorph, Feb 26 2012, 01:47 AM.
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| Wolflord | Feb 26 2012, 11:03 PM Post #7 |
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I'm trying a Spider Clones deck, and it works fine. The main idea is to play Scarlet Spider (6) to make your Spider-Man non-unique. I add some team-up with Marvel Knight so that I can play Spider-Man (6) from the Marvel Knight. In the last turns you can have Spider-Man (6) (7) (8) together and totally control the board. Costume Change is a must have as far as plot twists go, and Aunt May/Empire State University to fasten the deck. |
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| ukyo_rulz | Feb 28 2012, 12:32 PM Post #8 |
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This is what mine looks like. Has an OK match-up against some decks, and absolutely dominates some others. No auto-loss match-ups, AFAIK. 4 Aunt May, Golden Oldie 4 Puppet Master 1 Black Cat, Nine Lives 1 Caliban, Pestilence 3 Cardiac 1 Spider-Man, Webhead (or the Ultimate, both will do) 4 Sensational Spider-man 2 Spider-Man, Secret Avenger 1 Michael Collins, Deathlok 1 Mr. Sinister, Visionary Geneticist 2 Scarlet Spider, Ben Reilly 1 Spider-Man, Outlaw 1 Human Torch, Herald 1 Amazing Spider-Man 1 Spider-Man, Stark's Protege 1 Sentry 1 Galactus 4 Empire State University 2 Slaughter Swamp 2 Avalon Space Station 4 Indebted 4 Straight to the Grave 4 Gift-Wrapped 3 Meltdown 3 Death of the Dream 2 Omnipotence Basically if it works right your opponent should never be able to attack unless you want him to. I've gone to turn nine without letting my opponent attack even once with this deck. |
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| OMB | Feb 28 2012, 09:20 PM Post #9 |
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That's only 58 cards btw... I always kind of liked Firestar on 5 against rush decks, but you kind of want evens so she's not great. |
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| ukyo_rulz | Mar 1 2012, 01:59 PM Post #10 |
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You get two slots to tinker with and adjust to your local meta. Without knowing what decks you will likely face, you should go with the full set of Omnipotence. |
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| Titustc | Mar 5 2012, 01:50 AM Post #11 |
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You cant play the cards from Coming of Galactus, in a regular game. |
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| TOE-NEE | Mar 5 2012, 02:01 AM Post #12 |
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um, yes you can. |
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| Titustc | Mar 5 2012, 04:42 AM Post #13 |
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It says that in the box set rules. I guess if your opponent doesn't care than it doesn't matter. |
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| OMB | Mar 5 2012, 04:48 AM Post #14 |
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Elite Member
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From the Coming of Galactus FAQ:
This is why Pathetic Attempt and Omnipotence are in everything. EDIT: I looked at the rulebook you may have been confused by the fact that you cannot include "Normal" VS system cards in the Galactus deck. But that restriction doesn't go both ways. Edited by OMB, Mar 5 2012, 04:55 AM.
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| Titustc | Mar 7 2012, 07:23 AM Post #15 |
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Ah that's where I got mixed up, thanks for the info. |
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6:48 PM Jul 11