Deck Description
The objective of this deck is to make one, very strong venom, and on turn 6 change the plan and get that venom into the other lanes
The general purposes of cards:
Psylocke - Extra energy doesn't hurt, and makes it easier to feed venom red skull if you play it right
Angela - A good turn 2 draw will be able to build up to 7 power
Sinister - Carnage Food
Carnage - can build up to 8 power, and good for clearing up anything annoying in a lane
Venom - The star of the show, they get all of the benefits of the strong cards they eat, without the downfalls
Groot - A good curve for a 3-cost card
Typhoid Mary - A lot of power, for not a bad price, I usually use rescue if I have them both, but if you got venom it's a stronger bet (also confuses components)
Rescue - Very strong, not any downsides since at this point you want to be playing venom in this lane next turn anyways
Enchantress - for emergency situations, incase you didn't get to eat typhoid, skull is annoying, or just to mess with the enemy
Taskmaster - An alternative if you didn't draw Zola, or can't access a location, they can copy your venom
Red Skull - A lot of power, more useful for cases where you have extra energy, but still very useful
Arnim Zola - The endgame play where you switch it up the lanes by copying your up to 34 power venom in the other lanes
The deck needs a lot of lucky draws, but it's so much fun when it works, and there's quite a few fall backs.
Angela or Psylocke or venom could be swapped out with someone like zero, and because I don't have taskmaster yet, I've been messing around with magneto, or odin
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