RFAF Part VI: Ready for a Wasp Sting!

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marktry · 331

Ready for a Fight: Part VI: Ready for a Wasp Sting!

Wasp

Part of my Ready for a Fight series of heroes, which is the best way to reframe old heroes. I've been able to get heroes on the board to play, some I have not touched in literally years.

This deck is slightly different than the other Ready for a Fight decks I've been building. Because of Wasp's hero power of shuffling cards with mental resources, it will be harder to use Ready for a Fight as often as on other heroes using this strategy.

It does allow you to go down to Alter-Ego, then, depending on your needs, plan better and enter Tiny or Giant mode to set up your turn. It leans into having a larger hand size to set-up uses of Multiple Man and eventually setting up extra health to trigger Electrostatic Armor and Dauntless and Counter-Punch plus Red Room Training to trigger Change of Fortune to get extra card draw.

Here are the key cards.

As you build your hero kit, you will get at least 2 techs out so you can play Spider-Byte for free or 1 resource.

If you use Ready for a Fight, you can Counter-Punch to punch in Giant form for 3.

Because you are (trying to) start in Alter-Ego each turn, you can set up your turn much better than having already been in hero mode.

Here are the other cards and what they do.

Supports:

  • Dr. Sinclair, using this in combination with Ingenuity (with its mental resource), sets up turn as a battery when you go down to Alter-Ego. This alleviates having to exhaust to recover, or you can double heal by doing both.

  • Quincarrier, useful for physical resources.

Upgrades:

Allies:

  • Spider-Byte. Such a great new card with any tech heroes. These should always be auto-included because they are so cheap once board is set up.

  • Multiple Man I ended up using him a lot, specifically with Wasp powers of shuffling printed Mental resources, so that you could always recycle Multiple Man back into your deck after you use him. Many times I used the first instance of having 3 thwart or attack, depending on the situation. I would use Multiple Man in every Wasp protection deck. s

Wasp cards

  • Pym Particles Using the RFAF method, you can hero up into Tiny or Giant depending on your need to heal or get more cards.

  • Giant Help Using a RFAF strategy your thwart should be manageable, but this was key getting rid of side schemes.

  • Pinpoint Strike also much easier to use if you start in Alter-Ego, so you can use the overkill and pierce toughs.

  • Rapid Growth Much easier to use these cards if you start in Alter Ego, so you then hero up to Tiny, use this card, and then go back down to Alter-Ego for another RFAF.

  • Wasp Sting Can help you set up to trigger Change of Fortune **

Other decks in this series

(Some will be updated soon to versions 2.0):

Ready for a Fight: Part I: Ready for A One-Two Punch! https://marvelcdb.com/decklist/view/50416/ready-for-a-one-two-punch-2.0 Allowing you to be in Alter-Ego and get 10 cards to start your hero turn.

Ready for a Fight: Part II: Ready for a Dance of Death! https://marvelcdb.com/decklist/view/50440/rfaf-ready-for-a-preparation-1.0 You will have total control on the board and all your cards played.

Ready for a Fight: Part III: Ready for a Repulsor Blast! https://marvelcdb.com/decklist/view/50485/rfaf-ready-for-a-repulsor-blast-1.0 A nice way to still get your Alter-Ego abilities even late game.

Ready for a Fight: Part IV: Ready for a Hulk Smash! https://marvelcdb.com/decklist/view/50535/rfaf-ready-for-a-hulk-smash-1.0 Play hulk with RFAF and you actually keep your cards, have a larger hand size and not worry about scheming, because your Hulk and your thwarting sucks.

Ready for a Fight: Part V: Ready for a Giant Stomp! https://marvelcdb.com/decklist/view/50658/rfaf-ready-for-a-giant-stomp-1.0 If you like the Wasp version, you will love Giant-Man, especially because the Ready for a Fight strategy gives you way more cards in alter-ego than his 4 limited hand size.

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