Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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Stun and Gun | 1 | 0 | 0 | 1.0 |
Venom Stunlock Aggression | 0 | 0 | 0 | 1.0 |
Venom Stun Aggression... MORE GUNS | 0 | 0 | 0 | 1.0 |
Venom Stun Aggression... MORE GUNS | 0 | 0 | 0 | 2.0 |
Venom Stungression | 0 | 0 | 0 | 1.0 |
Venom Aggression | 1 | 0 | 1 | 1.0 |
Everything is going to be alright now (stun build) | 1 | 1 | 2 | 1.0 |
Venom - The Power of Aggression | 1 | 1 | 0 | 1.0 |
Venom - Aggression | 0 | 0 | 0 | 1.0 |
Venom Aggression | 0 | 0 | 0 | 1.0 |
Lockdown -- Venom Stun Aggression | 0 | 0 | 0 | 1.0 |
Saan · 3864
Venom's hero power is strait up nuts. It gives you a wild resource up to twice a turn, if you can activate it on the villain's phase as well. The only downside is that pesky damage. If only there were something to be done...
Stuns for days
So Grasping Tendrils is a pretty crazy card. It's a stun-on-a-stick for whenever the villain decides to attack. Sure, you only get the stun if you spend only physical resources, but guess what? You produce A WILD on demand! This means you need only one physical resource in hand in order to pull off both the attack cancel as well as an additional stun! The damn thing puts Webbed Up to shame.
But there's only 2 Tendrils in the deck. Venom's not below Drop Kicking a few dudes to make a point, though. With Venom's ability, a Martial Prowess, and a Helicarrier, Drop Kick costs 0 and replaces itself from the draw. Good times. Also, Mockingbird exists (and has a physical resource, should you need to chuck her away for a Tendril or a Dropkick). All things said and done, the deck has 8 attack-cancel effects.
Non-Stun Cards, Too
FFG has yet to print more stuns that I can use, so until then, we've gotta use this stuff.
With his Pistols, Venom is effectively a 3/4/4 hero. Combat Training makes that 3/5/4, which I enjoy. Skilled Strike is in the deck mainly because it features a physical resource and doesn't suck (looking at you, Uppercut). It's also free, which is a good price point.
Press the Advantage is a card I rarely use, but found quite good in this deck. The villain is often stunned (and thanks to Behind Enemy Lines, sometimes confused), so this draws a card fairly often. It's also a cheap attack to knock off tough if needed, and also is good for if you get stunned yourself rather than wasting your basic action to remove it.
Flash has the slight downside of yeeting away a good portion of his deck in order to find a gun, so I've included 2 copies of both Martial Prowess and Herlicarrier in order to increase the chances you'll see one on the first pass. These help you find those extra physical resources needed to make your stuns work, and have the upside of being physical resources themselves as well, so the extra copy doesn't feel bad in the future.
A Stunningly Good Hero
I just want to kind of go off on how crazy Venom is here for a minute. Firstly, in this deck, you just stun-lock the villain, using taking damage to create resources for you to do so. But when you flip to heal back up, not only do you have a REC of 4, you also have Project Rebirth 2.0. This card heals for 6 every time you flip to Alt-Ego: 3 for when you flip, and 3 the following turn before you flip back. Assuming you even want to exhaust to REC at this point, this means that you can heal for 10 every time you flip. The dude only has 12 HP, and you get to heal TEN. Most times I don't bother using REC; I'd rather just use a basic hero action instead. You still heal for 6. I mean... fuck, man.
As I said, his guns make him a 3/4/4 hero, but you also get Multi-Gun on top of that in order to do more damage or thwarting. I used to have Hand Cannons in this deck, because I really liked the Overkill and I was like "More weapons!" However, lowering the chance of finding one of his Hero weapons just wasn't worth having it in the deck. Also, when I removed them, what I realized I really liked was having more reasonable cards with physical resources on them in the deck. Upping the number of Helicarriers and Martial Prowess in the deck cured that, plus I got to take Side Holster out as well, since Hand Cannon means you need 4 slots dedicated for Restricted cards. Anyhow, his guns are insane. And then they give you a card to tutor one up on a silver platter as well.
Beyond that, it's relatively trivial to make powerful decks to make use of either Grasping Tendrils (which I've done here) or Behind Enemy Lines (which I'll leave someone else to do), given that Venom himself takes care of 1 of the resources in question. You get 3 cards to ready him and all his weapons.
He gets Spider-Man's hero ability as a card. An entire hero ability. Yeah, you don't get to draw with it if the villain is constantly stunned but you almost never get attacked, so that's a nice consolation prize.
Anyhow, this deck is pretty nuts, but Venom is pretty nuts, so it's hard to go wrong. Have fun, and happy hunting!
22 comments |
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Jul 18, 2021 |
Jul 18, 2021
But hey, by all means, try it out! It's not like I'm going to come to your house and knock the cards out of your hands =). If anything, the idea of hitting someone upside the head with a grenade makes me giggle. |
Jul 19, 2021
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Jul 19, 2021No holster? |
Jul 19, 2021Never mind just realized he only has 3 weapons |
Jul 19, 2021
Also, with the Hand Cannon and the Holster, it was quite often that I'd get a Cannon before I'd get a Holster, and I'd have to hold off on actually playing it because I didn't want to cap myself on restricted slots before drawing all my hero weapons. In these cases, it was usually better to use as a physical resource, so I was just tossing them away anyhow. |
Jul 19, 2021His symbiotic bond can trigger once per phase not twice a turn...the way you explain it can confuse people. Also, hall of heroes is a good card, but doesn't seem to fit in your deck if your promoting this more as a stun type of theme. Other than that cool deck. |
Jul 20, 2021looks like a fun deck! |
Jul 20, 2021
I usually kill minions and save the stuns for the boss, so Hall can get some value, but I honestly think in most games I toss it away as a resource for a better card. The issue is that I really want to run Power of Aggression in order to fuel Drop Kicks more efficiently, but I want enough Aggression cards that cost at least 2 in order to make them worthwhile beyond that. Without Hall, there's only 8 cards in the deck that Power can hit, which is already kinda low for justifying 2 copies of Power. Once Prowess and Combat Training are both out, that number drops to just 5 (since the second Prowess is dead, unless another hero needs it), and that's assuming I'm killing off Bug. Honestly, just a single copy of Clobber might actually be fine, since it's a little more damage, another Physical resource, and can come back to your hand in order to be used, but it's not an amazing card either. Previously, I had Hulk in this slot, just as a meat-shield, since you never really want to attack with him (don't want to discard him with a science, and I'd rather use my physical resources with Drop Kick and Tendrils). Maybe it's better to just use him? I think at one point I was also testing out 2 Combat Training, but it's just not an important enough card for me to want to justify 2 copies. Anyhow, that got kinda wordy. To sum it up: it's basically just there because everything else seemed equally uninteresting, and it has the benefit of potentially providing card draw, which I like. |
Jul 20, 2021
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Jul 20, 2021I’d probably run Gamora over Miles or 1 copy of Press the Advantage. With half your deck being events, she’ll be a free extra card for a few turns |
Jul 20, 2021
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Jul 21, 2021Just FYI Hellicarrier doesn't work for the Grasping Tendrils play. It's an action and you can't take those during the villain turn. If it were Quinncarrier then it would be fine. As it is you need at least 1 physical resource in hand. |
Jul 22, 2021
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Aug 26, 2021Man, oh man- this deck murders! Thanks! |
Sep 07, 2021Adding 3x Resourceful really makes all of Venom’s event cards active (easy to get their bonuses) from the start with no setup…I’ve never used the card before but it works wonders in any Venom build. Don’t pay the cost to have it on the table just play it out of your hand with the wild resource he creates. I even added 2x The Power in All of Us and 2x Power of Aggression for the wild resources…his kit is good enough on its own to warrant the investment. |
Sep 07, 2021Example deck from my comment above |
Sep 08, 2021Eh, I'd prefer to play cards that do things. |
Oct 02, 2022If you happen to have all 3 weapons in your hand or in your mulligan at the start, does the setup ability just.. cycle your entire deck endlessly and deal out encounter cards each time? |
Oct 03, 2022
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Jan 23, 2023Just beat Thanos with this deck. Even without possibility to stun and confuse him I controled whole game. Great very strong deck for very strong hero. |
Apr 06, 2023Wow. The 1st time running this deck. I think I only had to flip to Alt Ego once. And the Villain was stunned for half the game. I felt like a bada**. |
Nice deck, have to play Venom in Aggression. Looks a lot of fun!
I have a quick thought I would like to share. What do you think about replacing the Skilled Strike cards with 3x Mean Swing. So you could press the damage output a bit further. Some where I read about a nice combo of Mean Swing with Pulse Grenade (non restricted weapon). Maybe you could cut down to just one Martial Prowess and include a Pulse Grenade. Maybe it is a bit to much set up and you basically can just play one Mean Swing a turn.