The King of Ping Damage (Competitive + Coop Modes)

Card draw simulator

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

Game Design Raccoon · 3195

"I heard you like Ping damage?"

— King Ping

(Don't forget to drop a like/fav, it's always appreciated :) )

Overview:

  • Play Style: Classic leadership shenanigans + a lot of ping damage.
  • Fun: High (ping, ping, ping).
  • Difficulty: Medium (manage your deck, discard pile, and form changes).
  • Power level: Strong (in Competitive AND in Coop).
  • Recommended Player Count: 1-4 (better in solo because of HP scaling).
  • Number of cards: 40 (nice!).

Concept:
Sometimes you just need non-attack ping damage to avoid triggering Retaliate X and "after you attack" responses, or to remove a Tough. And sometimes you just face the Captain Marvel leader, with her dreaded Energy Channel!

This deck has 10 sources of ping damage: your GIANT form response, 3 Army of Ants, Wasp, E.V.A, Kid Omega, Nick Fury, Squirrel Girl and Sunspot. Oh and you could argue for 2 Giant Stomps as well.

With all these, you can easily deal from 5 to 10 (sometimes more!) ping damage per turn (many instances of 1-3 non-attack damage).


Why it's especially good for Competitive Mode:

  • It specifically counters Captain Marvel+Energy Channel! The strongest leader you can face by far if you ask me.
  • It also does a lot against all other leaders, including the Intangible Vision (focus more on Giant Stomp and Giant Strength here, ping damage will take down minions every odd turns :) ).
  • The Choosing Sides side scheme prevents you from dealing more than 2 damage from each attack. Good news, this deck bypass this! So you don't even need to take down this side scheme if you don't want to.
  • You don't really need to ever go in alter-ego form.
  • It can survive this stage 2B of the main scheme if you ever lost the stage 1. It will slow you down a bit, but you need some allies to stay in play for Strength In Numbers, while you can just be satisfied with "when enter" effects with others).
  • It limits the discarding effects (allies, supports, upgrades) with cheap cards and Front Organization.
  • It just destroys minions, toughs and retaliate x.

Again, it is made for Competitive mode, but still super good/fun in Coop! :)


How to play this deck / combos:

1. Early game

  • Mulligan for Ant-Man's Helmet or Superpower Training, any ally (to fuel Strength In Numbers when you'll draw it), and Team-Building Exercise.
  • Go to TINY form and stay there until you get your Helmet. Then try to change form at least once every turn to trigger the 1 ping damage. And don't forget to remove 1 threat when you come back in TINY form (like I did for a few turns hahahaha)!
  • Try to tank the villain's attacks and heal with the Helmet. Don't hesitate to sacrifice minor allies.
  • Use your Pym Particles to accelerate even more your setup or heal 2 if you really got hurt.
  • Focus on playing all 3 Army of Ants asap (TBE will help!).
  • Try to play either Front Organization or any cheap, non-necessary upgrade (Wrist Gauntlets and Giant Strength are perfect) to have something to discard to the bad encounter cards in competitive mode.
  • Whenever you have time, play Fantomex (+ E.V.A) from your hand or discard pile with Make the Call.
  • Stinger and Fantomex are amazing to draw cards with Strength In Numbers and accelerate your setup!
  • You should have a minimum of 1+3+1 ping damage per turn.

2. Gameplay + combos


Other cards to consider:

  • Call for Backup can be nice to play Fantomex.
  • Professor X is always good for solo.
  • Extra copies of Make the Call would allow you to replay the perfect ping-damage ally for the situation. Plus it makes your deck a bit bigger, which isn't necessarily a bad thing in Competitive mode where encounter cards are very bad. It makes it harder to find your key pieces though.
  • Plan B was decent but I often kept 1 Strength In Numbers in hand...
  • Vivian is always super good in Competitive mode to get rid of terrible side schemes and minions! We're not playing a lot of Make the Call here though, and she doesn't do ping damage. Shoutout to @fluffyseaotter for opening my eyes on her competitive potential in leadership :)

Anyway, enjoy, have fun,
and don't forget to drop a like/fav, it's always appreciated :)

4 comments

Jul 05, 2026 eroush · 2075

Haven’t played competitive, but I am trying to get Ant-Man plays in. Appreciate the deco focus.

Jul 05, 2026 fluffyseaotter · 186

Great deck and write-up! I paired a much older Ant-man deck against my super soldiers deck a while ago; gotta try this one out sometime!

I'm really loving competitive recently. What team leader/modular sets do you usually pair with Ant man?

Jul 06, 2026 Game Design Raccoon · 3195

@eroush Hope you have fun with this one then! :)

@fluffyseaotter Thanks! I don't have a specific build of leader+mod sets. When we play compet mode, we announce what Hero+Aspect we'll play, then we custom build our leader+mod sets specifically to counter what we think this other team will have.

I played this deck againt Magneto Aggression. I think is not as tanky as most people think, and that his setup can be very random. So I chose this build (links to full sets): Vision, Superhero Resistance (discard 3), Resistance Tactics (+1/+2 ATK), Namor, Moon Knight & Cloak and Dagger.

  • Vision+ Cloak and Dagger healing/crisis can slow the opponent so your ping damage can do their job against a rushy aggression deck. I guess this part can hold true against most opponent with this Ant-Man deck.
  • Discarding 3 cards per turn is a bit counterintuitive, but it will make his setup even MORE random. Then it will increase the number of encounter cards he's taking as Magneto likes to discard his deck rather quickly anyway.
  • Very few minions to break Magneto's Metal Shards, Wrapped in Metal & Magnetic Missile. Basically his tankiness.
  • Pretty bad treacheries (including Vision's) with Moon Knight's set.
  • And a lot of attachments because only 1-2 attachments wouldn't be enough with Electromagnetic Blast out there. +1s SCH make going to alter-ego risky. And +1s/+2s ATK add even more pressure to his HP.
  • Vision (leader) player cards are super good too, I decided to take down Choosing Sides anyway. Android Assistance was amazing at keeping him Intangible, while Calculated Risk is just SO good, especially with a fast deck like mine, I played it 3 times and I think that made the game for me!

Overall, I managed to push him to very low health the whole game, slowing him down a lot. Healing/crisis from Cloak and Dagger, and Vision's intangible form were clutch too because Red Mag can deal some very big damage. I won but not by a lot, that's how most competitive games go in my experience.

Hope it gives you a better insight to how I approach competitive mode building :)

Jul 06, 2026 fluffyseaotter · 186

@Game Design Raccoon those are good picks! The approach to competitive with trying to counter an opponent's hero and their deck is what I usually do with my siblings, yet recently I've been trying to make more competitive decks that generally (and brutally) work given any match-up, (some are worse than others, but Cloak and Dagger and Moon Knight always end up being top picks to go with).
Adding Namor is cool; sometimes I'll pick a Shield synergy, Avenger synergy, Atlanteans, etc theme for modular sets for the fun of it if I'm playing more friendly games.