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Legendary Creature — Human Hero
Flying (This creature can't be blocked except by creatures with flying or reach.) When The Wasp enters, she deals 4 damage to target tapped creature an opponent controls.
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“Flying damage dealer that punishes tapped creatures; equip her and tap enemies down.”
The Wasp is a flying damage-dealer that punishes your opponents' tapped creatures, making her perfect for a tempo-focused white deck that keeps enemies off-balance. Her 4 damage trigger is huge against tapped blockers, swept creatures, or anything held back on defense—she essentially forces opponents to leave creatures untapped or take direct damage. Build around cards that tap down blockers and enemies, combined with evasive creatures and protective equipment. You're playing a midrange tempo game where The Wasp delivers consistent pressure while your support cards disrupt opponents' plans.
This deck wants to leverage equipment (especially new Hero-friendly pieces like Super-Soldier Serum and Vibranium Strike Gauntlets) to turn The Wasp into a legitimate threat, while controlling the board with tapping effects and vigilance. The Wasp Assemble! and Avengers Tower ramp your Hero synergies, and cards like Pym Particles give her evasion while drawing cards. You're not trying to win in one swing—you're chipping away with flying damage while your tapping effects devastate opponents' combat math. Most wins come from commander damage once The Wasp is suited up and recurring chip damage from her trigger.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip pricey pieces like Mjölnir; use budget equipment like Bonesplitter and Blade of Shared Spirits, and lean on free tapping effects like Tangle instead of pricey stax pieces.
Inclusion = % of The Wasp, Janet Van Dyne decks running this card. +lift = percentage-point boost over the format average.
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