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Web Of Spider-Man - Common Locations
by Scott Smith
What no nifty Heading? No catchy Tagline? What’s going on? I must be in my ‘bored as hell’ phase at uni and
can’t be bothered thinking of anything witty. Oh well, cry me a river, because I
actually have something useful to say today.
Web of Spider-Man has introduced a number of new and
exciting Locations for us to paw over in a vain attempt to win a few more rounds
on our long and gruelling journey to the top 8 and beyond. The absolute
brokenness of the Avalon Space Station/
Lost City combo as well as other
fantastic location staples such as Doomstadt and all the Teen Titan goodness
makes running location hate a necessity in almost every deck that intends to win
(there are always exceptions). Does WOS give us anything new to worry about?
Let’s take a look and see.
I did these common locations first because you are more likely to see them in a draft. That and
there’s only 3 of them =)
(NB: I wrote the
article with all the locations reviewed but it was infi-long so I cut the
review into 3 articles. This way I get more packs for writing, and you’ll actually read the article. Bong.)
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Midtown High School - 1
Whenever you recruit a non-army
Spider-Friends character, you may pay 1 resource point. If you do, draw a card.
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Constructed: In a weenie SF deck this could be
useful but I wouldn’t run it in a curve deck (one in which you wish to hit each
drop of your curve). You shouldn’t run
it on the off chance you will miss a drop because if you are, the extra card
you draw won’t be worth it. You should
never ‘plan’ on missing a drop. Weenie
decks right now seem to be better off left to Teen Titans and maybe Sinister
Syndicate. Only time will tell though. (I say 'seem' a lot with this set because as of writing this article I
have drafted twice with the cards, so most of my observations are based on
speculation…. To the X-TREME… got a little boring there… sorry)
Limited: This card has some definite possibilities
in draft only because you can’t guarantee a drop in every spot of the curve. If
you’re running like six 3 drops and only one or two 4 drops (happens all the
time), then this comes in pretty handy. You probably will, at most, only get a
couple of uses out of it, and on the seventh turn when you play another 6 drop,
drawing a plot twist could make all the difference. However, with all that
said, it is still playing like you’re planning for missed drops. If you’re low
on your location/plot twist count I’d run it, otherwise the spot could be put to
better use. I wouldn’t run more than one though.
NOT WORTH IT
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Lion’s Den – 2
Pay 1 resource point
→ Target Sinister Syndicate character gets
+4 ATK this turn. Use this power only once per turn.
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Constructed: The Sinister Syndicate deck that UDE seems to be
promoting, with all its cards and plot twists, is a weenie rush deck, with
emphasis on multiple smaller costing dudes which swarm your opponent for a quick
finish. Lion’s Den seems to fit right in with this theme, making the +4 ATK
(even on defence) absolutely necessary to be able to beat up the curve. You’ll
probably throw out a couple of under-costed guys which, with the help of the Den,
will allow more men to attack straight to the face. Just watch out for
overload, and if it looks like you’ll use this card every turn, run Not-So-Fast.
Limited: I like this card. Like Midtown High School, on the
seventh turn, if you don’t happen to have one of the many common 7 drop Green
Goblins (very common), then +4 Attack on one of your 5 or 6 drops could
mean the difference between winning and losing. Just think of it as boosting
any of your characters. I’d definitely run at least one if I drafted some Sinister
dudes, and I’d run the second if I was low on Greens and Blues. It also allows
for missed early drops to still hold their own against the bigger 4/5 drops
which are everywhere in Marvel.
I'D RUN IT
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Mojoverse – 1
Attackers with no team affiliation get +1 ATK and +1 DEF.
Activate → Target character you control loses all team
affiliations this turn.
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Constructed: Ok so Madripoor
+ Danger Room = This. So how
can it be bad? The answer is that you have to run an unaffiliated deck to do
it. It doesn’t seem so bad cause there are a lot of new cards
(Murderworld) as
well as old ones (Mojo,
Random Punks,
Puppet Master) that fit right into this
archetype, and the bonuses are obviously good. If you are thinking along these
lines you take team attacking and reinforcement for granted. There is the
possibility to run it in any deck really if you want to give +1/+1 to a
character randomly, but is it worth running this location over another plot
twist? Usually not.
Limited: There is a lot more room for potential in limited. I suppose that’s
one of the big reasons I like Limited a lot more than Constructed. In a format
where the norm curve (i.e. 3 – 4/4, 4 – 7/7, 5 – 9/9, 6 – 12/12 etc) is pretty steady,
and location hate is at a low, this card is absolutely fantastic. Sure it’s only for
attackers, but if your guys aren’t getting stunned while attacking the same costed
guy then it is obviously better for you (duh). But what is better is when you can
make them waste a plot twist or some other trick while you have a reusable +1/+1
for any one of you attackers for the turn. I’d draft it but I wouldn’t take it
over some of the better plot twists.
RUN IT IN LIMITED
This is the first in a 3 part series of WOS Location
reviews so stay tuned to the next one where I look into uncommon Locations like Madripoor, ESU Labs
and Doc Ock’s Lab.
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Scott Smith
Cool Zero on Forums
Krazy in RL
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