Web of Control

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

goldi90 · 3

Play pattern

In the early game, focus on getting one economy piece down and one control piece down, then use Spider-Man’s naturally safe kit to keep the villain from snowballing. If you are on the Quincarrier version, it is especially good in solo because it can generate a wild resource during the villain phase, unlike Helicarrier’s action-based discount.

Your midgame goal is to stay in hero form when pressure is high and only flip when you already have breathing room. Heroic Intuition raises Spider-Man’s base thwart permanently, and Skilled Investigator rewards you for clearing side schemes, so the deck gets stronger once your board is set up.


How to play

Use Spider-Man’s kit to absorb pressure efficiently: defend when needed, cancel nasty treacheries, and let Justice handle the scheme math. Agent Coulson is one of your best glue cards because he turns into the exact Preparation effect you need, usually Counterintelligence for safety or Spycraft for encounter protection.

Once stable, pivot into a rhythm of “remove threat, draw extra cards, then hit back hard.” That rhythm is why the deck feels strong even without flashy combo turns: it keeps the villain contained while Peter’s premium events finish the job.


Starting hand

These are the cards I would be happiest to see first:

Web-Shooter, because it smooths your first few turns and helps you play multiple useful cards in one round.

Clear the Area, because cheap threat removal helps you avoid falling behind and pairs well with side-scheme payoff lines.

Agent Coulson, because he finds the control tool you are missing and improves your setup turn.

Counterintelligence, especially in solo, because it makes future flips and weaker villain scheme turns much safer.

Avengers Mansion or Quincarrier, because one strong economy card early is usually enough to carry the rest of the game; Quincarrier is the better solo option if that is the version you settled on.

Heroic Intuition, if the rest of the hand is already playable, because it upgrades Peter from “emergency thwarter” into a reliable scheme manager.


Mulligan plan

Mulligan hard for economy plus control, not for damage. In practice, that means throw back expensive finishers and situational cards unless the rest of the hand is already excellent.

Keep: Web-Shooter, Clear the Area, Agent Coulson, Counterintelligence, Quincarrier, Avengers Mansion.

Usually keep: Heroic Intuition, For Justice!, Skilled Investigator if you expect side schemes early.

Usually mulligan: big damage cards, duplicate defensive pieces, and reactive cards that do nothing on turn one.

Keep Aunt May only if your hand is already stable or you expect an early flip line; otherwise, your first priority is making sure threat never gets out of hand.


Opening mindset

A good opener for this deck is not the most explosive one; it is the one that makes turns two and three feel easy. If your first hand gives you one resource engine, one threat answer, and one safety piece, you are exactly where Spider-Man Justice wants to be.

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