Ant-Man - Self-sustaining damage source

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
Ant-Man - Self-sustaining damage source v.2 0 1 0 2.0

kharos · 20

CORE (MULLIGAN)

Core of cards to prioritize in this deck (ordered by importance):

DETAILED CARD ANALYSIS

ALLIES

  • Wasp : It will allow us to more easily activate "Swarm Tactics" because when one dies we can always have the option to play the other "Wasp" before cycling the entire deck and replaying the first one.

  • Bug: Together with "Training Ground" it will be an inexhaustible source of damage when we activate our attack and will facilitate the elimination of minions for the Hall of Heroes.

  • Tigra: Along with Bug, is the best ally of this deck once we have the "Boot Camp" and minions to destroy. Very useful also if we are playing in multiplayer and a partner can buff her stats.

  • Nick Fury: He is in the deck mainly for the card draw to fix turns where we are forced to start with 4 cards in hand (Giant) but mainly it is a versatile ally.

  • Thor: He may be the least "mandatory" ally of all and can be swapped for an "Ironheart" depending on the Villain. Thor brings a good block with his "tough" status and then the ability to damage many minions at once.

EVENTS

  • Surprise Attack: Very powerful event in this deck due to the continuous identity changes. Very useful for turns where we have had to change to "Tiny" to thwart instead of attacking. We will always try to activate it with "Martial prowess" if possible.

  • Resize: Always plan your turn before playing it (it also includes to plan the "form" in which you "finish" the previous turn). As a general rule, like any card that allows you to draw, it is more valuable the earlier you play it in the turn.

  • Hive mind: Good card to help thwart with team-mate justice decks. This is why it is so important to have 3 copies of "Ant Army" on the table. Tip: Hive Mind has the "Attack" tag so we can pay for it using Martial Prowess.

  • Swarm Tactics: Really useful card to double-attacks in turns where we have previously changed to "Giant" and we have +2 ATK until the end of turn (due to the Giant Strength). With "Combat training" it would be +3 total ATK for each of those 2 activations.

SUPPORTS

  • Boot Camp: I have added it as a "not essential" card but it improves the damage sustain of the deck by Tigra and Bug mainly. In early-game perhaps there would be other cards to prioritize (but in mid-game it will have great value).

  • Army of Ants: I think it is very valuable to have the 3 copies on the table as soon as possible to be able to have damage during the turns we are in a "Tiny" form. Used in conjunction with Surprise Attack will keep us good damage. And "Hive mind" will be much more powerful when thwarting.

  • Team Building Exercise: Two copies of this card added to the deck to lower the cost of those cards containing the keyword "Giant", "Tiny" and "Avenger". Idyllically, it would be convenient to have them on the table ASAP. For example: We will be able to play cheaper allies, Giant's Stomps (1), Hive Mind (1), Ant Army (0), Quintransport (2), Giant's Strength (0).

  • Avengers Mansion / Quincarrier: Both cards are added as a draw and resource generation engine since inevitably the turns we end up in Giant we will only have 4 cards to draw in hand. I would prioritize in early to play the Quincarrier for its ease with "Team Spirit".

  • Hall of Heroes: Very useful card to be able to have more cards in hand the turns we end up in alter-ego (which will not be many). Situational in villains/scenarios where there are hardly any minions to face (for intance: in that case we would change it for a copy of "Clobber" trying to play it always as the first card of the turn".

UPGRADES

  • Ant-man's Helmet: A "must have" card in play and we should look for it and play it whenever we can because of its versatility/survival throughout the game. It is not that it is important, it is "critical" to have it on the table ASAP.

  • Ready to Rumble: Very valuable card for when we have had to exhaust ourselves in alter-ego to heal or in hero to defend in the villain's phase. Combines with "Swarm Tactics" and with "Resize3", being able (sometimes) to a double attack in the same turn (for example).

  • Combat Training: Not much to say, it is in the deck as an addition to the Giant Strength and to make our attack activations more destructive.

  • Giant Strength: An essential card if we want to start "crushing" the villain and the minions as soon as possible with our enormous Attack stat. Take into account that without these 2 cards and the "Combat Training" on the table it won't really be worth it to stay in "Giant" before the end of the turn.

  • Wrist Gaunlets: Very useful in "Solo" scenarios, but never more important than "Ant-Man's Helmet". Therefore, I consider this card as situational and as a general rule I usually leave it for "later" (mid to late game), prioritizing other more important cards on the table in early game.

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