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| Spider Swarm; 60-card Spider-Swarm deck | |
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| Tweet Topic Started: Feb 18 2012, 10:54 PM (843 Views) | |
| Bruce Leenomorph | Apr 9 2013, 09:49 AM Post #16 |
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A bump here because I am looking to rebuild the Spider-Friends after a long time not playing them. I'm not sure if I should go with a mix of evasion and curve, or go for a swarm-style deck that doesn't bother with the late-game guys, or what. I want this to be mono-SF (I always go mono decks, just like I do tribal in Magic) and I want to make it effective. I have lots of cards all the way down the curve, up to the 8-drops, so I can definitely go that way if need be. I've had pretty good results with the Amazing and Cosmic, and early game stuff with Armored Spider-Suits and evasion characters, but I'm willing to go whatever direction will be most potent here. If you have suggestions, I just hope they include Spider-Woman (Jessica Drew, though I do have a couple Julia Carpenters), since she's my favorite. |
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| Number6 | Apr 9 2013, 09:47 PM Post #17 |
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Senior Member
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I'm not much for control decks, so Spider-Swarm has much more appeal to me. Here's the basics of a reasonably-successful build I've used casually: 1) Friendly Neighborhood Spider-Man. VIP, must-have 4-of. He's also the only character in the deck without Evasion or Concealed. 2) Everyone else has either Evasion or Concealed, giving you a great deal of control over who your opponent can or can't attack. 3) Concealed: the overstatted Savage Landers are all good, I never bothered with any of the others. 4) Evasion: Jessica Drew (MSM) is another VIP since she gives that ATK bonus to all the Evaders you'll field. Speedball is great as a "backup" for Friendly Spidey, Black Cat (MTU) cycles cards for you, and Spider-Girl zaps character powers...these 3 characters are very good inclusions as well. There isn't much else to pick from between cost 1-3, but feel free to add whoever you like; I also like to have a cost-4 and cost-5, so I included Will O the Wisp, who gets bigger over time, and White Tiger, whose invulnerablity can be handy. 5) Armored Spider Suit: with the swarm, it's basically a free permanent +2/+2 and reinforcement, which is great since you can pretty well control where your opponent attacks. 6) ESU Science Lab: when you're Evading on the defense, this can help you scoop up a couple of extra cards for your next attack. 7) Going My Way: sadly there's a general lack of flight/range with this group, but thanks to this plot twist you're good (and it even gets around flight/range-stripping effects, though you don't see those often anyway). And of course the extra boost to Friendly Spidey's ATK is nice. I may be overselling this though; if you prefer other ways to airlift the team (Thanagarian Invasion comes to mind) you might want to use those instead. Anyway, that's the basics. Mix in some pumps, maybe stuff like the aforementioned Thanagarian Invasion to give you a way to spend unspent resource points (unless you include some search cards and don't think that'll be an issue), select the rest of the teammates to take advantage of the Concealed/Evasion vibe. Spider-Swarm can actually sustain a fairly large field of characters, but you have to use the Concealed/Evasion tricks to do so, and that opens you up to some endurance bleed, but they're not as aggressive as SinSyn to compensate. So keep that in mind...but if all goes well, your team attacks will be pretty overwhelming at virtually no cost to you, so make them count. And of course, have fun! :D |
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6:48 PM Jul 11