A Fistful of Science: G.I.R.L. Power

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Spicy Science: G.I.R.L. Power 1 1 0 1.0
Avispa/ Agresividad ventajosa 0 0 0 1.0
Overkilling Bill (a.k.a. Zola) 0 0 0 1.0

Redbear64 · 348

Abstract

The first thing to note about this deck is the overwhelming presence of resources. They're here so you can make the most of Wasp's alter-ego ability, using it to cycle four cards with back into your deck every time you go to alter-ego. The deck also is designed to take advantage of some key cards that are built around resources, namely Honed Technique and Ingenuity. I feel that these cards, while having been released awhile ago, have yet to be applied to Wasp despite some obvious advantages.

Methods

When you begin a game with this deck your first priority should be to find and play Honed Technique. This card is key to the deck's damage performance. For this reason there are two copies of it included, and you'll have no trouble playing it due to the abundance of resources. Without it you'll struggle to really see this deck shine. Ingenuity is another card that is essential to making things run smoothly. in addition to the blanket utility that a resource generator provides, it happens to produce a , which is necessary to trigger Honed Technique. Follow Through is an incredible card here as it boosts the effectiveness of both No Quarter AND Pinpoint Strike. That being said Follow Through is not essential to the deck's function, so if you feel that you can't afford to set it up in a given situation, don't feel bad about it. Besides, you can always recycle it using G.I.R.L. Pinpoint Strike will be your main source of damage to the villain. Dealing eight damage in tiny form, with overkill, combined with Follow Through and the Small but Mighty ability gives the card massive output. Melee is included as well as it does good damage when paired with Honed Technique and is itself a resource. Moment of Triumph is here to supplement your healing, it can reliably be used to heal large amounts given the excess damage you should be putting out with No Quarter and Pinpoint Strike. I recommend you use your Assault Training's to recycle Moment of Triumph as it is one of the only important cards in the deck that G.I.R.L. cannot access. As far as allies go, Moon Girl may be tricky to play as you can only play her in alter ego, however given the resource composition of the deck, your almost guaranteed to have enough to take full advantage of her ability.

Discussion

Knowing the components of a deck and why they are important is one thing, but using them properly can be a whole different beast. While playing this deck you'll be switching to alter-ego form pretty frequently in order to get maximum use out of G.I.R.L. and Assault Training. When going to hero form, I suggest avoiding Giant Form if at all possible. So many of this decks assets combine well with the Small but Mighty ability and Pinpoint Strike needs Tiny Form in order to get eight damage and overkill. With that in mind, it should be pretty clear by now that the thwarting capacity of this deck is pretty limited, so be sure to bring a friend who likes to play Justice! Important to acknowledge as well are Wasp's innate upgrades. None are essential for the deck to function, but if you have the resources to play them, don't hesitate to get them out there. If you don't feel that two copies of Honed Technique or Assault Training aren't necessary, feel free to cut one. Some may feel compelled to point out that Dive Bomb might work well for the deck given Wasp's access to aerial and its incredible synergy with Honed Technique. I would agree but Dive Bomb is not a resource and Wasp's aerial is dependent on an upgrade that I did not want to add to this deck's list of essential upgrades. Additionally, I wanted to challenge myself to build a deck that used Honed Technique without relying on Dive Bomb as its main damage source.

Conclusion

This deck is designed to take an older hero like Wasp and apply some newer cards and concepts to her to make her stronger than she's ever been. I think it works well against most villains and provides a unique play experience. I hope you have as much fun playing it as I did crafting it! Cheers!

4 comments

Aug 23, 2022 dr00 · 40081

this deck is so fun! She's such a natural fit with Honed Technique and the requirement. Also really happy to see Moon Girl here. She's so strong with Wasp

Aug 29, 2022 josseroo · 619

Thanks for fun deck. I really like when folks try to build effective decks around a specific interaction as opposed to just trying to make the "best" deck. I'm curious how you have found the threat management for this deck in practice. As a combo-oriented deck that wants to flip, my instinct would have been to include some explicit threat management like Into the Fray or Chase Them Down.

Aug 30, 2022 Redbear64 · 348

@josseroo Into the Fray is a tempting addition here as it does work well with the overkill damage that the deck is already built for. However, I was really trying to focus on fitting as many resources as possible into the deck, so I neglected to include it. As for Chase Them Down, I just don't think it's a very effective card in this context and I'd rather focus on the damage output of the deck. As a result of these decisions the deck is pretty bad at thwarting and never really wants to, which does almost require you to play with a Justice teammate. All that said, I encourage you to make the additions you feel make the most sense for you!

Sep 14, 2022 Fry · 234

Assault Training for a singleton Moment of Triumph seems awkward. The only other cards you can Assault Training for are Melee and No Quarter, and if you want more of those and you're in Alter Ego, just get them with GIRL rather than pay the Training tax? I'd probably run three Moment of Triumph rather than one MoT and two Assault Training.

Would have expected to see Brawn in this list, being both for GIRL and Aggression for No Quarter.