Moon Fury Strike

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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mournful · 45

"The best offense is a good offense and a good defense and a good thwart"

Mournful


Do you like playing aggressively? Do you like solving board problems while also pushing the win condition? If so, I present the Moon Fury Strike combo.

The idea is to play the combo or the lesser versions (Fury Strike or Moon Strike) every turn.

Moon Girl --> Nick Fury --> Flip to Tiny form --> Pinpoint Strike. (You can also do it Fury --> Moon Girl --> Pinpoint Strike) The combo lets you clear a minion, damage the villain, thwart the main or sides, block up to 2 villain attacks, and still have a use for your basic activation and whatever cards are still in your hand.

I prioritize Avengers Mansion, the Quincarrier, and Ingenuity because it makes the combo easier to find and more consistent. You'll have 8 or 9 resources a turn this way. Which means that even after pulling off the full combo, you'll still have cards to play.

Without all three pieces, it's still fairly common to play at least two of the pieces, which is still a great turn.

Wasp flips every turn (optimizing G.I.R.L.), only using Giant form in the early stages to stall while setting up economy. She has enough thwart and survivability to do this without issue. Once she has economy, allies will do most of the thwarting and you can always flip up to Giant in case of emergency.

Pinpoint Strike is one of the best attack events in the game in Tiny form. Annihilate a minion, put damage on the villain, then put another point of damage on the villain because you killed a minion in Tiny form. Or just do 8 to the villain if there's no minion standing in the way.

Make the Call makes it easy to recur Fury and play the lesser "Fury Strike!" combo.

Think of every trip to AE as 4 cards shuffled back into the deck. In AE you'll shuffle in Moon Girl, then Pinpoint Strike or Make the Call, then Genius if you don't have anything better. Fury lives in the discard waiting for the phone to ring.

Get your three economy supports and upgrades on the board early so you draw your combo pieces more often. The smaller the deck gets, the more often you play the full combo.

Black Panther grabs Make The Call if you're looking to play Fury next turn. Otherwise he grabs Go Down Swinging, swings for 2, then hurls himself at something for 4. Or if you're feeling squishy, let him grab a Noble Sacrifice.

Goliath is here because you have the resources to play him, and he's another great target for Go Down Swinging or Noble Sacrifice.

Command Team is here to get 2 swings out of Goliath in one turn for 10 damage. It also lets you get a second use out of Fury before he blocks and goes back home to the discard where he will wait patiently for the phone to ring.

Hawkeye softens up minions for Pinpoint Strike to get more damage on the villain.

Mirage is partly here because my copies of Maria Hill are otherwise engaged. She could become a Professor X, but I prefer to save my copies of him for weaker heroes who need the help. Mirage can, however, stun a decent number of minions so I can ignore them for a turn while I look for Pinpoint Strike. She also thwarts for 2 and can Go Down Swinging for 3 if need be.

Moon Girl needs no introduction. You have enough resources that if you draw her at the end of a hero turn, after you flip down you can save her for the start of your next turn. Otherwise, spend her, then shuffle her back in when you flip down.

Go Down Swinging has great targets in Goliath and Black Panther, but also everyone else. Exploding for 4 is better than spending your last swing for 2. Especially because burst damage is so useful.

Face the Past is excellent for Wasp because Beetle can mostly be ignored until you find a Pinpoint Strike, then let her live in the encounter deck as an easy encounter card.

Down Time makes it easier to refill to 11 hp. You'll be flipping every turn so there's plenty of opportunity to do so.

Noble Sacrifice has a lot of great targets in this deck, and should make you extremely hard to kill.


Substitutions:

Mirage can easily become Professor X if that's what you want.

Command Team could easily become a Leadership Training if you want to use it on MtC to free up other targets for G.I.R.L.

Down Time could be replaced with a 3rd copy of Noble Sacrifice, if you're finding you need to use your basic activation for other things.

Where is Suit-up? Switch out Command Team and Downtime if you want, but you don't need it.

Keep in mind that Command Team and Down Time both stay on the table so they won't get in the way of drawing your combo pieces.


General Wasp Advice:

Giant Form is primarily for stalling or panic thwarting unless you're building an overkill ATK deck.

Tiny is for pushing the win condition, and you want to be pushing the win condition every turn.

G.I.R.L. is a bonkers AE ability. What's better than playing good cards? Playing those same good cards an unreasonably high number of times per deck pass.

Wasp has 11 hit points and flips down regularly, so she has no issue face-tanking if you want to keep non-Fury allies on the table.


This is one of my favorite decks. I hope you give it a shot.

4 comments

Oct 31, 2025 boomguy · 8878

Always excited to see Wasp getting some love! Hooray for old heroes who still get played!

Oct 31, 2025 dr00 · 52637

looks very fun

Oct 31, 2025 mournful · 45

@boomguy``@dr00 Thanks for checking it out!

Oct 31, 2025 Castlefrank47 · 5666

The recursion she can do with mental resources is so much fun. Good stuff!