Spider-Woman - Sixteen Ways to Stun-Day

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
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D.M.Tip · 2410

The phrase “six ways to Sunday” is a common idiom used in English language. It refers to something that has been done thoroughly or exhaustively, leaving no room for doubt or uncertainty.

Hello my friends! I continue to love Spider-Woman's enticing deck-building possibilities. Here we've got a deck fully devoted to locking down the villain thoroughly and exhaustively, leaving no room for doubt or uncertainty to who is in control of the game.

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Warning- This might not be fun solo because it's so controlling, so feel free to try it in multiplayer or against a Stalwart Steady villain!

The Sixteen Ways to Stun

1- Iceman drops a barrage of stuns on minions

2 & 3- Iron Fist TWO villain stuns!

4- Mockingbird And another from our dear Core Set friend

5- Spider-Girl More minion stun support (and confuse!)

6-7- Critical Hit is dependent on the PSS in the victory display, but not a bad way to stun in a pinch and becomes more accessible in multiplayer where a PSS is more likely to come out and land in the victory display.

8-10- Drop Kick is just fantastic, bringing damage, control, and a card! The kickers are easy with Finesse and Quincarrier.

11-12- Pheromones is pretty stellar too!

13-15- Tackle is pretty solid. Easy kicker too.

16- Astonishing X-Men stuns/confuses the entire board!

Other Deck Tech

3x Taunt really help you make use of your excessive stuns while also getting more Superhuman Agility triggers.

3x Press the Advantage also takes advantage of the unending supply of stun and confuse you can dish out.

Confuse support from Professor X and Psylocke takes this concept even further. We've also got the Night Nurse to limit any stun/confuse conditions that might eek through all of this control, such as those resulting directly from treacheries or villain flipping effects.

After some intense testing, I can say that I could digress from the theme a bit and swap out a few cards to shore up the glaring weakness of dealing with high HP minions. I'd probably remove 2x Tackles for 2x Hard Knocks and exchange the 2x Critical Hits for either 2x One by Ones or 2x Relentless Assaults. I didn't have problems with threat at all and was even able to clear Red Skull easily without making these changes.

Let me know what you think, if you give this deck a try, or if you have any suggestions to make it even better.

Peace!

4 comments

Mar 02, 2025 SDx · 310

Played this deck and had a really great time. The real sleeper card in this deck was the press the advantage. I loved getting the +1 Stats in addition to hitting the normal card draw kicker.

Mar 02, 2025 D.M.Tip · 2410

@SDx Awesome, I'm glad you enjoyed it! Press the Advantage is so much fun. I sort of gloss over it and didn't give this one a very stout write-up, but I've probably tested this deck more thoroughly than some of my other recent creations.

Even in the 3-player games I've tested it still felt pretty solid because of how consistent the control was. When you combine that with Contaminant Immunity, the staying power is pretty high. We had heroes flipping in that game just to take advantage of confuse but they didn't really need to recover so they were able to take advantage of the extra cards.

Mar 14, 2025 Alarion · 1

This deck feels broken in solo. The villain will just never take a turn. Sure, minions might sometimes sneak in an activation, but so what. Great deck! :-)

Mar 14, 2025 D.M.Tip · 2410

@Alarion Thank you! Yeah, it's really strong in solo. I also found it was effective in 2-player games because you can still sometimes cancel out entire turns (if you or your hero friend flips down if you have both Stun & Confuse on the villain) or at least half of the activations.

After I did some more testing in solo, I actually dropped 2x Critical Hit and 2x Tackle (cards I rarely played) in order to add 2x Hard Knocks and 2x Relentless Assault. I found this extra minion destruction to be helpful because the villain was well under control and against those stronger minions I needed some more firepower. I technically broke the name of the deck by taking out 4 sources of stun, but it was REALLY effective.