Ms. Marvel: Pinpoint Wiggle

Card draw simulator

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

adsarf · 322

Deck concept

Wiggle Room is the best defensive card in the game. Combined with Morphogenetics you can spend a single card from hand to avoid 6 damage and draw two fresh cards. The problem is that you only have two of them in the deck. To build around these fantastic cards I used Pinpoint to shuffle them back into the deck, a full suite of supports and upgrades to thin the deck, and a whole bunch of cards like Moon Girl, Assess the Situation, and Champions Mobile Bunker to draw and filter the thin deck that remains. When fully set up you can draw three, do three damage and remove two threat for a single card, every time the villain attacks.

Card choices

Wiggle Room itself isn't a choice and the upgrades like Unflappable are pretty obvious, so let's talk about some of the less obvious choices.

Hit and Run is a weak event, unless you are Gamora or Ms Marvel. With Shrink and Embiggen! down, though, it turns into something super-useful because it can clear most side-scemes (in solo) and knock out a minion with a single card. Team-Building Exercise doesn't have that many targets, but it does have Red Dagger, and the ability to recur him every time he is defeated is a helpful one in this deck. We don't have any massive, game-ending attack events so the damage he can do over a few turns is important.

Snowguard can be useful in all her forms. Early in the game I want to be in alter ego regularly, so the extra thwarting power if very valuable. Later in the game we should have plenty of resources so it is less important that the 9 damage she can do isn't very cost-effective. Against minion-heavy scenarios the 8-HP variant can be useful too, even though we aim to take all villain hits on Ms Marvel.

Finally Assess the Situation is a great card here as in so many other decks. It is when we need to get Moon Girl down, or it adds to hand size. Either way extra cards don't just help Ms Marvel draw into her Wiggle Rooms, but are also critical to getting the right events

Playing the deck

Unflappable and Pinpoint are the key pieces, so I would mulligan hard for them. Almost as important is Shrink, which helps you keep control over threat while you build up as neither Hit and Run nor Sneak By will reliably get the job done without it. I wouldn't discard Aamir Khan, either, but provided he gets into play later he will recycle cards like Biokinetic Polymer Suit back into my deck, so I will discard those ruthlessly for Unflappable and Pinpoint.

Once you are set up and getting cards, damage, and thwart every time the villain attacks, you probably don't want to spend much time in alter ego. Early in the game, though, the deck isn't thinned so you won't always have a Wiggle Room. The extra resources from Teen Spirit, Nakia Bahadir, and Aamir Khan make it well worth while to get into alter ego as often as you can at this stage. Bruno Carrelli can help you ensure that no Wiggle Rooms go to waste. He can also keep hold of a Bait and Switch for you. We'll discuss its use later.

Allies should be used to block only in a dire emergency, because even when there isn't a Wiggle Room, Ms Marvel can heal a lot of damage when she dips into alter ego. I'd much rather have Moon Girl or Red Dagger thwart for two and let me get into alter ego, because of the extra resources I can get that way, even if it means passing up a chance to use Morphogenetics.

Once you are at least partly set up and the deck has started to thin, you will often find yourself with two Wiggle Rooms in hand, or starting a turn in alter ego with one, whilst an untapped Unflappable and Hard to Ignore are in play. Bait and Switch really comes into its own at this stage, because it lets you use that extra Wiggle Room to draw cards, do damage, and clear up to 8 threat from the main scheme. Once you are fully set up, though, you will probably not bother to go into alter ego at all, because you will be taking so little damage and you draw so many cards each time the villain attacks.

How to lose with this deck

Like many other solo green decks, this one takes a little time to set up. Ms Marvel can accelerate that because she gets so many resources in alter ego, but against villains who start strongly the deck struggles more. The only time I've actually lost with this deck was against Venom Goblin when I unfortunately got two side schemes out. I think many decks would struggle to remove threat from five schemes at once...

Conclusion

The combination of Pinpoint and Wiggle Room is pretty potent, and I expect a better deck-builder than me could put something more powerful around it, but I'm pretty proud of this one and it has definitely rekindled my enthusiasm for Ms Marvel

12 comments

Jul 05, 2022 neothechosen · 9806

Sorry for asking this because it breaks your combo, but I thought Pinpoint worked only with cards in play and not for events.

In RRG page 16 and 17: cards in play are allies, supports, upgrades. Events resolve from out of play.

I could be wrong, but from what I understand, it means events won't work with Pinpoint's ability.

Jul 05, 2022 adsarf · 322

Gah! That would be a shame. Should learn to read the rules more carefully

Jul 05, 2022 adsarf · 322

Hi @neothechosen. Checked the rulebook, and I don't think this can be right.

It is true that the riles for 'play' say 'Playing a card involves paying the card’s cost and placing the card in the play area. This causes the card to enter play (or, in the case of an event card, to resolve its ability and be placed in the discard pile).' which implies that event cards are never in play. But the rules for 'in play/out of play' say 'Card abilities only interact with, and can only target, cards that are in play (unless the ability text specifically refers to an out-of-play area).' so I don't see how (for instance) Morphogenetics could work on an event card if that card isn't 'in play' at any point in time.

But I'm happy to be put right if I have misunderstood. Don't claim to be great at this game.

Jul 05, 2022 teamcanadahockey2002 · 6597

@adsarf @neothechosen

I understand this to be a combo that doesnt work.

I think you (@adsarf) answer this in your post above... events are 'played', but don't enter play as per the specific parentheses in the rules about events. Theres specific text to rule on this.

Your example of Morphogenics confirms this, as it only requires a card to be 'played', which is true of events.

In a similar way, the text here is very similar (identical) to Collector I, and its been pretty undisputed since GMW came out that events aren't put into the collection as they aren't leaving play.

Love the originality but I'm quite certain this combo isn't valid. Sorry :(

Jul 05, 2022 adsarf · 322

Thanks @teamcanadahockey2002. I too thought to check Collector while I was at the supermarket earlier, and of course you are precisely right.

One of these days I'll have an actually good deck idea, but this was not the day.

Thanks for your feedback both.

Jul 05, 2022 neothechosen · 9806

@adsarf So sorry, I wished you were right. I actually wanted to build something similar with Nova but had doubts about how Pinpoint's ability worked, that's why I knew about the rules from RRG.

Could still be worth it just to put your allies back in your deck though, allowing you to play Moon Girl more often, for example.

Jul 08, 2022 boomguy · 221

Yeah I can to say the same thing. It’s a great idea, but PinPoint is very specific about what it can target. Sorry, it was a cool idea!!

Jul 08, 2022 adsarf · 322

Thanks @boomguy57. Unfortunately this isn't the first time for me. Getting the rules of this game wrong is a bit of a speciality!

Jul 08, 2022 neothechosen · 9806

@adsarf

You're just too hard on yourself! I've often made mistakes too, like including Quincarrier in a non-avenger hero's deck or playing a card the wrong way (Team-Building Exercise comes to mind, I used to play it like an extra helicarrier!).

Jul 08, 2022 boomguy · 221

@adsarf all good man! We’re all just enjoying and learning together!

Jul 09, 2022 adsarf · 322

Thanks for your supportive words guys. They are appreciated.

Jul 10, 2022 teamcanadahockey2002 · 6597

@adsarf If you're interested in an idea to run with in a similar vein to this, try using Spider-Woman to play Pinpoint with Make the Call, using the Triskellion for 4 allies, and then using Pinpoint to throw Multiple Men back into the deck to get played over and over again. I haven't seen anything published quite like that yet if you want a new idea to try to out a new posting??