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The Wasp, Janet Van Dyne

The Wasp, Janet Van Dyne

Legendary Creature — Human Hero

The Wasp wants a deck that plays sturdy creatures that also deal with opponents' cards. It also works in a deck built around Heroes or Humans.

  • Mana cost2 genericwhite
  • White ()
  • Power / toughness1 / 1
  • RarityUncommon

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.

Build a deck with The Wasp Find it in the app

Archetypes
Themes

Cards That Fit The Wasp, Janet Van Dyne

Picked for what they do in The Wasp's deck. When two cards do the same job, the one with the lower comes first. All of them fit The Wasp's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

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The 6 Cards

Does what The Wasp, Janet Van Dyne does6

The 6 Cards

Similar Commanders

Commanders that share the most with The Wasp, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWPlayers write colors as letters: W for white.MidrangeMidrange decks play solid creatures that also deal with opponents' cards, attacking when it is safe and defending when it is not. They sit in the middle: slower than an all-out attacking deck, sturdier than a deck built to answer everything.Open the Midrange pageValue CreatureA creature that does two jobs: it deals with an opponent's card when it arrives, then stays as a real attacker. Its enter the battlefield ability destroys, damages, counters or bounces something, and it has 3 or more power or an ability like flying that makes it hard to block. Answering your opponent and pressuring them with the same card is what a Midrange deck is built on. Shriekmaw, Meteor GolemOpen the Value Creature pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageDamage RemovalRemoves creatures by dealing damage to them rather than by destroying them outright. This includes fight cards, where your creature deals the damage. Damage only kills a creature if it at least equals its toughness, so it can miss the biggest ones, and it does not kill a creature that cannot be destroyed. Lightning Bolt, Rabid Bite, PyroclasmOpen the Damage Removal page