I posted this earlier today under General Discussion. Re-posting here, since this is probably the more appropriate section.
Also, Michael Palmer posted a Spidey article a few weeks back -
vsheadquarters.com/strategy/breaking-the-mold-3-friendly-neighborhood-weenie-roast .
Spider-Man
The goal is to stall 'til late game and win with big drops. Lots of 1-drops to get Spidey going towards his L2.
With Think Again/Uncanny Defense/Spidey's L2, it's possible to build a substantial board presence. These effects also make it possible to protect key characters (like Beast). Includes the Iceman/Hope/Beast engine. There's diversity at some of the drop slots (like Groot at 5) to help build a large board if the opportunity presents itself (as opposed to being limited to just powering-up whoever's already on the field). I'm pretty attached to the SCs in the 1 through 4 drop slots. The higher drops can possibly be switched around some.
I've played online with the deck 5 times so far. 4 wins (2x Hulk, 1x Rocket, 1x Star-Lord). 1 loss to Loki.
SCs 32
Ant Man x4 (if Ant Man comes out early, protect him with Spidey to help build XP).
Iceman x4
Hope Summers x4
Captain America x4
Deadpool x1 (an additional Ranged X-Man)
Beast x4 (protect him on the back row if your opponent has any range showing)
Wolverine x3
Groot x1
Magneto x3 (seems pretty critical for fighting opposing Magneto's, since Adam Warlock's the primary 7)
Adam Warlock x2
Professor X x1
Thanos x1
Plots 16
Think Again x4
Uncanny Defense x4
Earth's Mightiest Heroes x4
Stark Tech x4 (consider using this more for the Range than the counter; the best target may be Beast, allowing him to stay protected and attack from the back along with the other Ranged X-Men)
Locations 12
Avenger's Mansion x4
Fortress x4
Academy x4