
Absolutely made for Star-Lord in that you can pack a bunch of non-Guardian allies, give them the Guardian trait through your Hero form's constant ability, play this, get your value, and then hop into Alter-Ego, avoiding the end-of-phase damage!
Absolutely made for Star-Lord in that you can pack a bunch of non-Guardian allies, give them the Guardian trait through your Hero form's constant ability, play this, get your value, and then hop into Alter-Ego, avoiding the end-of-phase damage!
This card probably won’t see much usage in Solo, but at 2 or more players this card is an auto include for any Spy traited identity. In solo the schemes you need to manage and the damage you need to deal to the villain is lower, meaning each low cost chip thwart/damage you have carries more weight. So if you play this card in the place of a different low cost card the opportunity cost is more meaningful. But at higher player counts, all of those chip cards are much less impactful. This card has a few notable benefits: It’s low cost, which can enable you to cleanly play out your hand more often.
It’s card draw which is always good, but it’s a draw 2 which is particularly important for combo decks.
Example) Repurpose is a generally efficient card that is worth 4-5 thwart/damage on average. If you can play a 2nd copy of Repurpose in the same turn the 2nd copy will be worth 7 at 0 cost. And if able to play a 3rd copy or any other ready card you’re looking at an additional 7-9 thwart/damage. That’s 18-21 damage potential relying on drawing specific cards together.
More generally this card can enable you to find/play your key cards faster. Drawing can be incredibly strong as long as it serves a purpose.
I think they played it too safe with this card. It has a fun concept, but in practice is pretty weak. It costs 3 effective resource to get into play, so when you first trigger it it's basically just paying for itself. You have to beat six minions to "make a profit" and actually draw extra cards. I have it in a deck with 3 Looking for Trouble and Angela to get as many minions into play as possible and still can't beat six minions before the game is over.
It's not a great card, is it? With Shoulder Cannon out every ammo counter deals one damage to an enemy, so here you're using 4 ammo counters to do 4 extra damage, and 3 effective resources for 4 damage is abysmal, especially for a hero card. Overkill allows you to spread the damage around, but Shoulder Cannon already does that. Also, if you don't have four ammo counters this card is unusable.