Ant-Man: West Coast Avenger

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Ant-Man: Ant-Fam 0 0 0 1.0

TheCursedHam · 20

The aim of this deck is to have as many allies out as possible for as long as possible to give you the freedom to fill whatever role is needed of you. I think the deck works best in a game of three where you can fill in for the missing aspect and then jump over to any other ones if the need arises or in a game of 4 where the other 3 aspects are in play and you can provide support where it is needed on a turn by turn basis. I assume the deck could also work in solo, but I've never tried that.

Supports

The supports will be what allows you to most effectively get your allies out for as long as possible. Ant-Man's Helmet will ensure you don't need to change to Scott Lang often and get the most benefit from Team-Building Exercise since all your allies will share the Avenger tag. Avengers Tower will also help mitigate the cost of allies and ensure you can have all of them out which is when you'll be the most effective. Team Training will increase all of their health giving you more uses of them. You'll be Tiny at least once most turns so having as many Army of Ants outs ensures you're always doing some damage per turn.

Allies

Your allies are your bread and butter and will ensure you can fill the role your team needs most. Wasp and Ant-Man will be the most effective with their 2 ATK/THW. Pym's flexible cost is great at getting him in play in a pinch if need be. Hawkeye won't be as effective at dealing with the main villain or scheme but his arrow's will either take out minion's as soon as they enter or lower them enough that your ants can finish them off so the team doesn't have to worry about them. U.S. Agent is similar in that his ATK/THW isn't too helpful but his base 5 HP(6 with Team Training) with retaliate makes him great at defending so you don't need to worry about damage. Finally Stinger has a low cost(free with either Avengers Tower or TBE) and doesn't count towards the ally limit allowing you to have everyone in play. She's best at getting rid of toughness or acting as a free block if US Agent isn't around but essentially acts as a weaker sub of any ally you don't have in play yet.

Keeping Them In Play

You're at your most effective with as many allies in play so you want to keep them in play as long as possible. United We Stand is great way to do this at it is a free 1 hp to an ally and can heal multiple in the later game/during expert games. Inspiring Presence is best used on Pym or Wasp since it'll let you burst with either their attack or thwart while keeping them in play. Reinforced Suit is best used on US Agent bringing him up to 7 HP and allowing for more chances at blocking and his retaliate to proc. Pym and Wasp can also benefit from this as it'll give you at least one more turn to use their attack or thwart. First Aid is similar in that is best used on US Agent, Pym, or Wasp to give them extra uses.

Ant-Man's Job

With Pym and Wasp constantly chipping at the villain's scheme or health, US Agent keeping you safe, and Hawkeye+ Ants dealing with any minions in play this gives you a lot of freedom with how you use Ant-Man. You'll want to switch forms every turn to get your 1 thwart/damage each turn but you'll exhaust wherever its most convenient. If there is a lot of threat, thwart when tiny, if you need to deal a lot of damage attack when giant. You can also play tank if need be in giant form since US Agent/Stinger will be there to protect you and your allies will ensure the villain is still taking some damage/thwart. I like to have Moxie because you'll be switching forms most turns so when you can play it, you're just more effective at whichever role you are focusing on.

Alternatives

There are quite a few alternatives you could throw into the deck. Moxie is a personal preference that you could easily take out. You could throw in a third TBE to maximize the chance of getting it into play early and you can easily keep Wasp in play most of the game making Swarm Tactics more effective. Another effective swap would be to take out the two Moxie for two Call for Aid, helping you get your allies out sooner, though if you don't have all your supports out you run the risk of losing some which is why I don't already have it in the deck.

You also don't need two Team Training cards in the deck since you can only have one in play. I like having the second as it helps get it out sooner and the second just becomes a resource card, but you could swap one out for Rapid Response to get US Agent back in play after dying. That said the deck revolves around making sure your allies don't die so you shouldn't need to use it too much.

Finally you could realistically swap out any ally for a different one as long as it has the Avengers tag. The most effective swap would be to put Iron Man in for Pym, since they share stats, but Iron Man's ability lets him put Reinforced Suit on for free and with Avengers Tower and TBE he becomes a very cheap 6 HP ally. The risk is without Avengers Tower and TBE he's a bit pricier compared to your other allies and harder to get in play than Pym. The only ally I would say is a staple that really should not be removed is Stinger, since she has a very low cost and doesn't count towards ally limit she is the easiest to get in play and can sub in for any allies you don't have in play yet.

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