Due to an unfortunate knee injury I had a ton of time on my hands this past weekend. My incredible brothers, knowing I was an invalid, each bought a copy of Ant-Man and brought it by...so I decided to run him through every released scenario.
First up was Rhino, which seems like the easiest scenario and no challenge. Using the deck out of the box, I played Rhino...and then again...and then rebuilt the deck because A) I triple the number of times I have ever lost to Rhino and lost to him for the first time since learning the game months ago B) never had an affordable ally when I needed it and had several cards I never wanted to play. After rebuilding I ran through it 3 more times and it was as easy as ever...maybe easier.
Lessons learned from Rhino; flipping is key. Knowing how and when to flip. So far keeping my opinion I only picked up the deck because I am a completionist.
Klaw was a bit of a challenge, but I got plenty of allies out and was able to handle all the schemes coming at me and ended up taking him out. It was a challenge but I saw some mistakes I was making in how I was using him. He really needs to thin his deck and his Helmet might be his most important card. Healing and card advantage combined with resize. Not hard to either heal 4 or thwart 2 while drawing a couple extra cards...or more...his suite of cards is awesome and learning to use them is key.
Ultron was a piece of cake. Between Hawkeye and having the Ant Armies out, drones were laughable and with him never spinning an advance, took him out in very few turns with no issues. Starting to really like the deck. Key lesson is getting out not just helmet but his full suite...Army of Ants, Helmet, Wrist Gauntlets. And when I have a double resource in hand, keeping the villain stunned or confused pretty much every turn...nice! Still, at this point I am giving serious consideration to changing him to protection.
It feels like it is vital to keep him on one of the two hero sides as much as possible. Because of the importance of getting his suite of cards out I was not using allies enough yet. And as effective as getting a free pip of damage or taking off a threat is just for flipping, he really needs to use his abilities every turn they are that powerful. Flipping to Giant form with 2 Giant Strengths out is nice...being able to attack with them is far better. I was thinking Indomitable and Desperate Defense might make him better but I don't really like making decks so figured I would continue on the Leadership path.
Wrecking Crew was next up and again showed the strength of Army of Ants and flipping to Giant form. Never facing retaliate, that is nice...they were as expected a piece of cake, not much to see here.
Mutagen Formula was next on the agenda and the first true test since I was in the learning phase with Klaw. It was a bitterly contested battle. This was a case I nearly fell pretty to the "stay in hero form at all costs" syndrome. A well timed double lightning to confuse the villain, flip down, pop up and finish him but it was a razor thin margin. But I did learn a fun new trick. Early on I was using the Hank Pym version strictly with 4 hp but he has a lot of value just throwing a spare resource to use as a chump blocker. His variability for cost is much better than I initially realized.
Risky Business was of course a cakewalk but it was also another solid lesson. The Army of Ants gives laser sharp control. Easy to keep him at one counter until I wanted to flip him. Add as many as he wants, I will be taking them right back off but not flipping him. Having 4 easily distributed individual pips of damage is incredible (including flipping to Giant). I think it was about this point I realized how weak Ant Mans nemesis is. I have seen Yellowjacket about 8 times and he has yet to survive a turn or attack me and his scheme, particularly in single player, there is not enough threat to make it relevant. I think my favorite time was being in Giant form when he popped up, using Pym Particles to draw a card and play Wasp to do 2 damage to him, using her to remove Tech Theft, flipping to Tiny form and finishing him with Army of Ants x 2.
Time for the campaign. Crossbones has often been an issue. When he gets numerous weapons built up he is deadly. Ant Man laughed him off . It was softer than Rhino. This was Ant Man hitting on all cylinders. With the Wrist Gauntlets, I was keeping him stunned when needed, keeping weapons off him, roughing him up. He did get to stage 2 courtesy of Advance but I was never in danger of losing. I would face 2 weapons the remainder of the campaign.
Absorbing Man generally takes me about 5 or 6 turns to beat. I am never in danger of losing to it but I also take a conservative approach which is not necessarily good against Absorbing Man. This time? on my third turn I finished him. It was hardly even a game. It may have been somewhat helped by two early Giant Stomps...
Taskmaster would have been about that quick except I wanted the heroes. Here again the power of Army of Ants came to the fore. I kept him at 1 HP and removed all his shields with the ants while keeping threat at zero, having a full suite of allies out...this would be the only time I ran into an accelerator token but I ended up with all 4 heroes and took the easy win. Suddenly Ant Man his high on my list of favorite heroes.
Zola is a scenario I disagree with most people on. I typically find it among the easier scenarios and this was no exception. His retaliate is a minor nuisance at worst. With the power of Tiny Ants and flipping to Giant Form it can be totally avoided if necessary. With all the recovery Ant Man has available it is not necessary.
Red Skull is a fun scenario. Knowing you will have to thwart off two schemes every turn, main and a bonus scheme can affect the approach. Fortunately with allies out that was easy, the Sleeper did not last a turn, and the game felt in control from the beginning. I am learning to prioritize Ant Man cards and allies. I was getting so many allies out I often was removing allies I planned to chump block with to bring in better allies. Giant Man with power gloves and reinforced suit, use First Aid...he doesn't suck. Again the scenario was a cakewalk. Also finding I don't need to chump block...with the Helmet down and resize in hand, it is easy to keep him at or near full health just by flipping regularly.
Kang: This scenario is much better mult-player so you get the effect of playing both multi-player and single player in the same game. This way it almost felt like 3 single stage solo games. By now I have a really good feel for which cards to prioritize so it was another cakewalk. I have learned the power of Ant Man.
Looking at him as a whole, a few things are quickly obvious. His character specific set has as good a synergy as any other. They combine to have a power greater than their individual cards. Having the Helmet out, using Pym Particles to pay for a card, hitting a resize...draw a card for Pym, draw a card for going Tiny...he can fill a hand quick. Between Tiny, Giant, and Avenger Team-Building Exercise feels like it should be part of his suite. I need to look at the wording on Avengers Tower, I think it would work with Team Building to make Giant Man a 3 cost hero...that would not suck. Regardless, with the synergy of the suite, you have bonus healing, thwart, and damage...he is a fantastic Swiss Knife to do what is needed. My initial take was he is a support hero. He is not going to reach the damage levels of a Hawkeye, he is not going to reach the thwarting levels of Captain America....although Hive Mind with 3 Army of Ants out is a solid 2 for 5 threat remove and you should almost always have 3 army of ants out.
Hilariously, my first look at him I was a bit bummed about him not having a resource generator in his suite a la Expert Marksmen/god of Lightning/Super Soldier Serum was an issue but in practice Team Building Exercise handles that effectively and what would you take out? Maybe Giant Strength, arguably the weakest of his cards...but it is so thematic and allows massive turns. This happened a ton of times in the 12 scenarios. Have both Giant Strengths down, the Helmet, the armies of ants, and 2 resizes in hand. Do 3 damage using Army of Ants. flip to Giant to do 4th, attack for 5 and heal 2 (draw 1 for Pym Particles), Giant Stomp for 8 for 17 damage without having done much. Resize to take off a threat and draw a card. I had turns like this several times and not a few of them saw 2 resizes in hand. Not unusual for me to have about 13 cards in play, sometimes 15 or 16. It led to having great hand after great hand. With the shockingly high level of card draw it was easy to have 2 resizes and a giant stomp hanging out.
Final review they did a great job. The more I flipped between tiny and Giant the easier the game was, the more effective Ant Man was at dealing with pretty much everything. It was reminiscent of how he was in the movies and he can steamroll pretty much any scenario. And the best part...when I started working through the scenarios, I anticipated Ant Man being one of the seldom used heroes. I have not found a Captain Marvel build I enjoy, she feels blasé to me. Thor and Hulk are okay but not exactly the first deck I reach for. At the other end of the spectrum are favorites like Captain America, Ms Marvel, Black Widow, Iron Man...decks that require a bit of thought to play well and also all decks that can do multiple things well.
After running through the scenarios solo...Ant Man is in the top pantheon. Ton of fun and great design job.