Wasp - Mean Sting v1.3

Card draw simulator

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Spliff · 672

Finally! With the release of GMW I finally can build my Wasp Weapon build!

There’s two focus to this build: ATK boost and Overkill. Both are meant to take advantage of being in Giant form.

The big key players here are Hand Cannon and Mean Swing. The awesome Jarnbjorn plays backup here. With these cards Wasp can lay waste to large swaths of enemies. You have two options, one exhaust Hand Cannon for extra ATK for the biggest punch possible. The second, if you have Follow Through online, is to use Hand Cannon when Attacking to overkill. Each point of overkill damage done to a minion becomes 2, 3 or 4 extra damage! Hate Ultron? Overkill a bunch of drones and laugh as he gets blasted.

Combat Training and Skilled Strike will help you get your overkill on, adding up to +3 ATK. You might even have a Rapid Growth you want to use.

The nice thing about all this overkill is that you can do more than just splash damage. Into the Fray works wonders in taking threat off the the main scheme. Feeling hurt up? Drop a Moment of Triumph and get your heal on. This card also works great with Pinpoint Strike.

Hopefully you’re pounding on a bunch of minions, so laying down Hall of Heroes can turn that into extra cards.

Quincarrier is here to reduce the price of the more expensive events. You may be in Giant form a lot, so this helps out with the smaller hand size.

Jarnbjorn is great because you can use both Mean Swing and Hand Cannon at the same time. You can also pitch your redundant Combat Training to it. This deck isn’t Heavy, so don’t expect too many uses other than its trait.

Potentially, using the Hand Cannon, Mean Swing, Combat Training, Skilled Strike and Rapid Growth you can hit for a total of 12 with one punch, and you can spread that love around. That’s no even counting potential extra damage from Follow Through.

Wasp also has the added advantage of being able to use the Follow Through as resources early on, and shuffle them back into her deck later using G.I.R.L. for their more useful mid-game.

I’m considering swapping Looking for Trouble for Into the Fray since this deck definitely wants to see minions. You still get the Thwart bonus, with the added minion. This can be especially helpful when using Moment of Triumph to heal.

The deck is also weak to stun. With the big focus on using your basic ATK, you’ll have to play a Event to get rid of it. To this extend I’ve been thinking about including Press the Advantage.

Update

Dropped some card counts and the Combat Training. CT wasn’t putting in as much work as the Mean Swing and Skilled Strike were. Against stronger enemies she was getting hit a hit hard, so cheap allies is the plan. Looking for Trouble added to “hunt” minions. Especially useful for Moment of Triumph and a good plan to reduce threat. With the big hits Wasp can deliver, she’ll take out most minions easy.

Very useful I’ve found was to use Wasp Sting to weaken minions, and perform an overkill basic ATK.

Overall it performs quite well, but doesn’t seem great for Solo. Perhaps the Allies will help in that regard. Follow Through also pairs nicely with Pinpoint Strike.

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