Rogue Champions- Spider-Man Review (Again)

Greetings! Our journey through the plethora of heroes available in Marvel’s Champions LCG. Last month we reviewed a core box hero, Spider-Man. This month we’re going to do something a bit different by reviewing…um…Spider-Man…


Hero Summary

Spider-Man (Hero)

  • Champion. Web-Warrior.
  • Thwart: 2. Attack: 2. Defense: 2. Hit Points: 9. Hand Size: 5.
  • Venom Blast – Special: Deal 2 damage to an enemy. Stun that enemy.
  • Spider Camouflage – Special: Give Spider-Man a tough status card. Confuse an enemy.
  • Comments:
    • 2/2/2 Heroes are always a good baseline for an all arounder.
    • His hero abilities are essentially a blank. They are both good, but only trigger when a card is played, making them more like extra text on those cards than his unique ability.
    • That said, they are both good abilities.
    • Venom Blast is not an attack, so great to use against retaliate or targets with similar affects that trigger off attacks.
    • Nine health hurts, especially for a super powered person. They has typically been reserved for regular ole’ humans like Black Widow and Hawkeye. His ability to get tough and pass out stun makes up for it though.

Miles Morales (Alter-Ego)

  • Civilian.
  • Recover: 4. Health: 9. Hand Size: 6
  • Response: After you change to this form, shuffle 1 Spider-Man card from your discard pile into your deck.
  • Comments:
    • That his ability is an auto-trigger whenever you switch to Alter-Ego is nice. That means it happens if you are forced down from some card affect.
    • Four recovery helps balance out his nine health.

Hero Deck

Ally

  • None

Upgrades

  • Defense Mechanism (1)
    • Cost: 1. Resource: 1 Mental.
    • Superpower.
    • Hero Response: After your hero uses a basic power, discard Defense Mechanism–> Resolve Spider-Man’s “Spider Camouflouge” ability.
    • Comments:
      • Using Miles’ hero abilities can be convoluted but this card has a lot of things going for it.
      • It triggers after using any basic power. That means he can attack, thwart or defend. Because he can trigger it off of defending, he can trigger it during the villains phase.
        • If you trigger it off defense, anyone who goes after you is free to drop into Alter-Ego because you’ll have thrown a Confuse onto the villain.
      • It is a response, not a forced response, so you can decide when to trigger it.
      • It is also a superpower, and one you’ll want to play any time you draw it, so Deft Focus is a consideration.
  • Power Within (1)
    • Cost: 1. Resource: 1 Energy.
    • Superpower.
    • Hero Response: After your hero uses a basic power, discard Power Within –> Resolve Spider-Man’s “Venom Blast” ability.
      • Much like Defense Mechanism, you have control over when you trigger this.
      • They can both be triggered off of the same basic power use.
      • These are the cards you want to shuffle back into your deck anytime you flip down to Alter-Ego.
  • Web Shooter (2)
    • Cost: 1. Resource: 1 Physical.
    • Item. Tech.
    • Uses (3 web counters). (Enters play with 3 counters. When those are gone, discard this card)
    • Hero Resource: Exhaust Web-Shooter and remove 1 web counter from it → generate a Wildcard resource.
    • Comments:
      • These are identical to the Web Shooters from Peter Parker Spider-Man’s kit.
      • Wildcard resources are always handy to have.
      • Unlike a lot of heroes who have upgrades that generate resources, these are temporary.

Supports

  • Jefferson Davis (1)
    • Cost: 2. Resource: 1 Physical.
    • Persona. S.H.I.E.L.D.
    • Alter-Ego Action: Exhaust Jefferson Davis –> remove 1 threat from the scheme with the least threat.
    • Comment:
      • Threat removal is always nice. Especially on Alter-Ego side.
      • That you don’t get to choose where the threat is removed from can be problematic. Sometimes, you don’t want to remove threat from a particular scheme.
      • It is not a Thwart though, which means it can remove threat even when there are things like Crisis or other limiting affects.
  • Ganke Lee (1)
    • Cost: 2. Resource: 1 Wildcard.
    • Persona
    • Action: Exhaust Ganke Lee –> draw 1 card. If you are in hero form, choose and discard 1 card from your hand.
    • Comment:
      • That this is an Action, rather than a Hero/Alter-Ego action is great.
      • You are penalized on Hero side but that’s not a major deal. You get to pick the most useless card to get rid of. If you like your hand already, just don’t use him.

Events

  • Arachnobatics (2)
    • Cost: 1. Resource: 1 Mental.
    • Attack
    • Hero Action (attack): Deal 2 damage to an enemy. If that enemy has a stun status card, deal 3 additional damage. If that enemy has a confuse status card, deal 3 additional damage to it.
    • Comment:
      • This card starts off at a reasonable cost. Two damage for one resource. Not the best but acceptable. But it can go from that okay to amazing.
      • Eight damage for one resource is the best damage valuable possible.
      • It is hard to pull off though. You only have a few ways to trigger his hero abilities.
  • Double Life (2)
    • Cost: 1. Resource: 1 Energy.
    • Max 1 per round.
    • Action: Change your form. If you paid for this card using a Physical resource, ready your identity.
    • Comments:
      • Flip and ready is an amazing combo. Especially for one cost.
      • The resource requirement can be restrictive, but if start on Hero side, you do have Web Shooters.
      • It is a shame its an Energy resource. Since you can only use one a turn, if you did draw both, you can’t pay for one with the other.
      • Because you flip, if it’s to Alter-Ego, you get to resolve Miles ability to shuffle a card back into his deck. Possibly even this one.
  • Swing In (2)
    • Cost: 2. Resource: 1 Energy.
    • Thwart.
    • Hero Action (thwart): Remove 4 threat from a scheme. If you paid for this card using a Mental resource, resolve Spider-Man’s “Spider Camouflage” ability.
    • Comments:
      • Four thwart for two cost is a good value. That you can gain Tough and Confuse the villain at the same time is stellar.
      • The resource requirement is a bit more annoying than with Double Life, simply because it costs two, which if you wanted to use a double resource card for limits you.
  • Web-Shot (3)
    • Cost: 2. Resource: 1 Mental.
    • Attack
    • Hero Action (attack): Deal 4 damage to an enemy. If you paid for this card using an Energy resource, resolve Spider-Man’s “Venom Blast” ability.
    • Comment:
      • Same basic value as Arachnobatics for damage. But also can be more valuable as it can do 3 damage per resource with Venom Blast. Plus a stun.
      • The damage from Web-Shot and Venom Blast can be against different targets.

Team-Up Event

  • Young Love (1)
    • Cost: 1. Resource: 1 Wildcard.
    • Team-Up (Gwen Stacy and Miles Morales). Max 1 per deck.
    • Alter-Ego Action: Heal 3 damage each from Gwen Stacy and Miles Morales.
      • Unlike the other Team-Ups we have so far, this one works on Alter-Egos, which you are far less likely to both be flipped down to at the same time.
      • It’s not a very good card. Three heal is nice, and you are likely to flip down when you need to heal, but both characters at the same time?

Nemesis Set

  • Obligation: Keeping Secrets
    • Boost Icons: 2
    • Give to the Miles Morales player.
      • You may flip to your alter-ego form. Choose:
        • Exhaust Miles Morales → remove Keeping Secrets from the game.
        • Discard Ganke Lee and Jefferson Davis from play. If neither was discarded this way, this card gains surge. Discard this obligation.
    • Comments:
      • This isn’t the worst Obligation but since it does remove two cards from play, it can be quite annoying. But you don’t care much about Jefferson Davis so Ganke is the main loss.
      • If you never play either of those cards, a surge is not a major downside.
  • Nemesis: Prowler
    • Criminal.
    • Attack: 2. Scheme: 1. Health: 5.
    • Boost Icons: 2
    • Stalwart.
    • When Revealed: If you are in alter-ego form, give Prowler a tough status card.
    • Comment:
      • Stalwart isn’t a big deal for a minion to have. You usually want to throw Stun and Confuse on the villain anyways.
      • Gaining tough if you’re in Miles form is annoying and with your desire to flip, has a fair chance of triggering.
      • Not a major threat with only 2 attack and 1 scheme.
  • Side Scheme: Tracking Prey
    • Threat 4
    • Boost Icons: 3
    • Acceleration Icon
    • When Revealed: If you are in alter-ego form, place 1 acceleration token here.
    • Comments:
      • This has the potential to add two acceleration icons to the game, which could be annoying.
      • However, at only 4 Threat it’s a relatively easy side scheme to get rid of.
  • Slice and Dice (2)
    • Treachery
    • Boost Icons: 1
    • When Revealed: Prowler attacks the player with the fewest remaining hit points (even if that player is in alter-ego form). If that attack defeats a charatcer or no attack was made this way, this card gains surge.
    • Comments:
      • Up until now, Miles nemesis set has been pretty lackluster. This card, however, is a real threat.
      • Prowler’s attack is only two, but if a hero has flipped to Alter-Ego, there’s a good chance they are very low on health. And as an alter-ego, they also have no chance to defend, so could just die.
      • Best defense is to just make sure Prowler never stays in play long.
  • Razor Claws (1)
    • Boost Icons: 2.
    • Attachment. Weapon. +2 Attack*
      • *Attached minion’s attacks gain piercing.
    • Attach to the minion with the highest printer hit points. If you cannot, this card gains surge.
    • Comments:
      • This could be very annoying with certain villain sets, such as Zola and their buffed minions.
      • Not a card you want to draw when Prowler is out and then draw Slice and Dice.

Sample Decks

Spider-Verse Swarm

  •  Allies
    • Gamora
    • Ghost Spider
    • Ironheart
    • Kaluu
    • Maria Hill
    • Nick Fury
    • Spider-Man (Peter Parker)
    • Spider-Man (Hobie Brown)
  • Events
    • 1x Across the Spider-Verse
    • 3x Make the Call
    • 3x Meditation
  • Resources
    • Energy
    • Genius
    • Strength
    • 2x The Power in All of Us
  • Supports
    • 1x Avengers Mansion
    • 1x Helicarrier
    • 1x Web of Life and Destiny
  • Upgrades
    • 2x Rapid Response

I take no credit for the creation of this deck. But I did want to highlight because it plays to Miles strengths. His event/upgrades cards are essential to getting his abilities to trigger. To play them, you need to cycle his deck quickly and/or have ways to recycling events. Everything in this deck feeds into that goal. Almost all of the allies help you draw more cards. Web of Life and Destiny gives your three web-warrior allies extra power when they leave play. And Rapid Response helps bring them back into play to do it again.

The first time I looked at this list, I thought it was a mistake. You can’t play Gamora. But that’s where Make the Call comes in. That card bypasses her Guardian restriction because you’re not playing here, merely putting her into play. Semantics maybe but an important one. I’m not sure the original creators argument that it also bypasses the one of each resource requirement for Spider-Man (Peter Parker) are also true though. But I can see the argument.


Bug Army

  • Allies
    • Bug
    • Spider-Girl
    • Ghost Spider
    • Mockingbird
    • Wasp
  • Events
    • 2x Plan of Attack
    • 2x Drop Kick
    • 2x Press the Advantage
  • Resources
    • 1x Audacity
    • 2x Power of Aggression
    • 2x The Power in All of Us
  • Supports
    • 1x Boot Camp
  • Upgrades
    • 1x Combat Training
    • 1x Down Time
    • 1x Endurance
    • 1x Energy Spear
    • 1x Martial Prowess
    • 1x Plan B
    • 1x Ready to Rumble
    • 1x Resourceful
    • 1x Sidearm

This Spider-Man works with his bug themed friends to kick ass and take names. The main goal is to ensure status affects are active as often as possible. Spider-Girl has your minions covered, while Mockingbird, and Drop Kick focus on the villain. While those status affects are up, Press the Advantage meshes with Miles character events to give extra benefit to attacking them while they’re down. Wasp and Bug dish out heavy damage on their own. Energy Spear, Sidearm, and Boot Camp bring Bug up to a 5 attack with Piercing and Ranged. Wasp won’t be around as long but she’ll still deliver a 4 attack with Boot Camp.

One of the trickiest parts of pulling off some of Miles cards is the resource requirement. He needs access to Physical, Energy and Mental resources for different cards. You can get around that with ready access to Wildcard resources. Instead of the usual array of double resource cards, Miles brings six Wildcard resource cards so he always has what he needs.

Between Spider-Camoflauge and ready access to several sources of stun, Miles probably won’t be taking a lot of damage. But Endurance will help shore up his weak 9 health and Down Time enhances his strong recovery, getting up to 6. With Double Life, he can drop town, ready, heal, use Ganke to draw a new card, play Plan of Attack to find the perfect attack event from among his top 7 cards, and then flip back over to play it, using Ready to Rumble to ready yet again. When he runs out of cards and can’t play the last one in his hand, Plan B lets him dish out a final bit of damage.


Spider-Man is Always Ready

  • Allies
    • Spider-Man (Peter Parker- Justice)*
    • Spider-Man (Peter Parker- Basic)
    • Spider-Woman
    • Ghost-Spider
    • Eros
    • Jessica Jones
  • Events
    • 1x Across the Spider-Verse
    • 2x Lay Down the Law
    • 2x Making an Entrance
    • 2x Multitasking
    • 2x One Way or Another
  • Resources
    • 2x The Power in All of Us
    • 2x The Power of Justice
  • Supports
    • 1x Web of Life and Destiny
  • Upgrades
    • 1x Heroic Intuition
    • 1x Justice Served
    • 1x Ready to Rumble
    • 1x Sense of Justice
    • 1x Skilled Investigator
    • 1x Sonic Rifle

This justice deck borrows some ideas from the Leadership Spider-Verse version. You have a few Web Warriors along with Across the Spider-Verse and Web of Life and Destiny aiding you in your fight. In addition to Spider Camouflage, Eros and Sonic Rifle helps Spider-Woman coming out for free or cheaply.

The main idea here to buff Miles with Heroic Intuition so he thwarts for three and then ready him repeatedly. Spider-Man (Peter Parker- Basic), Ready to Rumble, Justice Served, Double Life all give you ways to ready him. One Way or Another helps you get mega turns with extra card draws. Lay Down the Law, Making an Entrance, Multitasking, Jessica Jones help you with additional threat on those extra side-schemes.

Final note, Spider-Man (Peter Parker- Justice) is listed in the deck. He’s useful in a side-scheme heavy deck so worth bringing to purge those mega side schemes. But, if you wanted to house-rule that he had the Web-Warrior trait than he is extra good without being busted. Notice, his ability to purge a lot of threat only triggers when he is played from your hand. Using Across the Spider-Verse to play him only makes him cheaper but won’t trigger that ability. You’re better off using Across for the Basic version of Peter Parker. Giving him Web Warrior just lets you draw a card when he dies from Web of Life and Destiny, which isn’t over-powered. You can also just drop him to be exactly at 40 cards.


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Wayne Basta

Editor-in-Chief at d20 Radio
Wayne is the managing editor of d20 Radio's Gaming Blog. He also writes Sci-fi, . If you enjoy his work, you can support him on Patreon.

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