Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Beekayboy · 53
Why wait for the player phase when you can play half your turn during the villain phase?
This deck is built around what Ghost-Spider does best: turning enemy attacks into opportunities. With a huge density of events, Gwen is constantly reacting, defending, attacking, thwarting, and readying while the villain is supposed to be taking its turn.
Powerful Punch starts the punishment before the attack even lands, dealing 4 damage while counting as both an ATTACK and a DEFENSE event. Jump Flip and Not Today! help achieve perfect defenses while simultaneously controlling threat, and Hard to Ignore rewards those defenses with even more threat removal.
Then comes "Stop Hitting Yourself!". After Gwen defends and takes no damage, the enemy gets hit for damage equal to her DEF. With Armored Vest and Defensive Conditioning improving her defensive stats, becoming harder to hurt also means hitting back harder.
Web Binding is the emergency brake. Cancel an enemy activation entirely, and if it was a minion, punish it with 4 damage for trying.
Meanwhile, Ghost-Spider's signature events — Ghost Kick, Phantom Flip and Pirouette and Punch — give her plenty to do once her engine starts cycling, while her hero ability lets defensive events become part of her readying engine instead of simply keeping her alive.
This isn't passive Protection. Gwen doesn't sit behind a wall waiting for the villain to finish. She plays during the villain phase almost as much as she plays during her own.
Go ahead. Take your turn. Gwen will take hers too.