Ant-Man: A Truly Stunning Guy

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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MarkyPoo123 · 1

As this deck’s name suggests, this particular version of Aggression Ant-Man relies heavily on continually stunning the enemy (generally at least once every two turns or so once his necessary components have been sufficiently built up). As his kit naturally has only mediocre threat removal (Hero-specific Wasp with her ability, and one copy of Hive Mind), the overall objective here is not to shore up his weaknesses (ie. make him a solo deck capable of lone-wolf [or ant] status at any given time based exclusively on thwarting capabilities), but to really emphasize his gauntlet’s ability to primarily stun (hence the multitude of ). An occasional confusion with the right hand of can also be utilized, and then immediately taken advantage of by flipping to alter-ego to recover some health if need be, and gain an extra card in hand-size.

Immediately, the concern should be an attempt at getting his gauntlets in play, thereby solidifying the engine’s primary focus. After this, the helmet is always a solid choice, followed by cards like Martial Prowess, Quincarrier, Team Building Exercise, and lastly the rest of the supports/upgrades.

With the recent introduction of Ready to Rumble in Spectrum’s pre-con, this has become an obvious staple in form-changing heroes’ decks (ie. Ant-Man, Wasp, Vision, Spectrum), and as such has a welcomed place here. Surprise Attack is another obvious choice for these types of heroes, and is found in this deck list. With the right combination of cards in a turn, you’ll be able to stun, attack, and thwart all in a single turn, effectively rendering most of the villain’s turn neutered.

An extra Wasp ally is crucial, as well, as it provides another opportunity to utilize Swarm Tactics (which is honestly a pretty situational card in this context, and can be swapped out for an additional copy of Press the Advantage at not a large cost to the overall archetype here).

The allies’ utility is found largely in either their resource type, their ability to use , or to merely pick away slowly at threat/minions.

Drop Kick and Press the Advantage are largely the reason this deck works so well. Extra card draw on top of adversely effecting villains, as well as damaging them is simply what makes this deck work like a steamroller once the foundations have been laid.

As a note, this deck will obviously struggle, and will not find it’s footing properly in scenarios in which the villain has stalwart, but CAN be beneficial too where the setting includes Standard II/Expert II, or where Steady is a natural keyword. Just for context’s sake, I played against a Standard I Set Ronan with this deck and a justice hero, and had issues (no more than is typically expected from him), but overall pulled out a win once the Universal Weapon was unattached. Additionally, this deck can be used in solo, however it’s success is a stretch. It is primarily a deck to be used in conjunction with another hero who focuses more on threat removal.

Hope you enjoy!

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