SuperSonic the Hedge Lord

Card draw simulator

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

Game Design Raccoon · 2800

shadow-venom.jpg

"He's so fast...yet so edgy!"


Overview:

  • Play Style: Rush your setup! Curl up to defend! Spike out to retaliate!
  • Fun: Very High (find key cards fast, draw a lot, solve the defense puzzle).
  • Difficulty: Low to Medium (you need to know the defense rules).
  • Power level: Very Strong.
  • Recommended Player Count: Any (designed to defend for 1-3 players, but great in solo too: you can always convert into more damage/thwart).
  • Number of cards: 40. Don't go higher ;)

This deck won against multiple Expert villains, including Mojo, Red Skull, high-ATK Juggernaut, Loki 1 & 2, and more.


Concept:
Venom's Spider-Sense, Multi-Gun, Venom's Pistols and Project Rebirth 2.0 are so good! Our Protection support/upgrades are incredible too. We want to find and play all of them as FAST as possible!

I can't stress enough how fun this deck was for us, playing Defensive Energy, Flow Like Water, supercharged Taunts and Angel's Aerie especially!


“My past is so dark, you can't see it coming.”

 

How to play this deck / combos:

1. Early game

 

“Speed is just another way of disappearing.”

 

2. Defending

  • Venom's resources being once per phase, it synergizes pretty well with DEFENSE events :)
  • During the villain phase or whenever you use a Taunt, draw with Spider-Sense (it does NOT exhaust). Sometimes this will get you the perfect DEFENSE event to immediately play!
  • Then play a DEFENSE event + Defensive Energy. That's another draw before the "defend step" is resolved! You can even draw another DEFENSE event and play it immediately if you feel the need to.
  • After every attack you defended with at least 1 event or your basic defense, deal 1 damage with Electrostatic Armor. But after each DEFENSE event you play, immediately deal 1 damage (sometimes before the attack ends, which could kill it and cancel the attack!).
  • After the attack resolves, draw 1 card with Unflappable, or +3 with Taunt.  
  • You can easily defend 1-2 more attacks for the group (just remember Spider-Sense does not trigger for attacks against others).
  • Grasping Tendrils is very good, and Strength, Defensive Energy and Venom's help us paying for it. Be mindful that a stun will prevent you from drawing with Spider-Sense. Sometimes it's ok, but it's clearly better in multiplayer when it prevents the villain from attacking another player instead ;)
  • Taunt also helps us reshape our hand when it's full of DEFENSE events!
  • Jocasta is another copy of any DEFENSE event.

 

“Getting close to me always ends with scars.”

 

3. Alter ego / healing

 

“The symbiote thought it could fix me. I broke it.”


Other cards to consider:

  • You could swap 1-2 "I Can Do This All Day" for 1-2 Preemptive Strike if you prefer. Actually it could be better for solo, depending on the villain. In multiplayer, you could even go above 40 cards if you really want to defend even more. Still don't go above 42 I think.
  • Superpower Training to find Multi-Gun is obviously great. But it was removed because Flash's Setup ability can easily discard it and/or give you the Multi-Gun anyway. If one of your teammate can play it, it's very good though!
  • Change of Fortune wasn't really worth it in solo. In multi, it is wonderful, as long as no teammate already is a minion-killer of course :) Definitely worth a 41st card, but 1 Defensive Energy would be swapped out.

“Heroes save the day. I survive the night.”

 

Anyway, enjoy, have fun,
and don't forget to drop a like / fav, it's always appreciated :)

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