Getting two rounds without the enemy attacking you is a huge tempo swing in the hero's favor. The first time they attack it only removes this card and the second time you attack they remove the stun counter. Even if this was the only card you were able to play this turn you likely did something with your hero and maybe even made some progress with an ally. Then you still have the next two turns to play things out before they start swinging again. It's a brutal card that is worth the cost and lets you stay in your hero form for several turns without worry.
Hero form only. Attach to an enemy. Max 1 per enemy.
Forced Interrupt: When attached enemy would attack, discard Webbed Up instead. Then, stun that enemy.
A NOOB'S RANDOM THOUGHTS
- For 5 ER (Effective Resources) you prevent two Villain attacks.
- Looking at it purely from a numbers perspective, you need to prevent a minimum of 7 damage for this card to be good.
- In practice, there is a lot of hidden value.
- The worth increases against any Villain that has an ability that interacts with him attacking.
- For a team there is a lot of tempo to be gained by a Villain not being able to attack twice.
- This card can also be viewed as threat prevention since it allows Heroes to stay in Hero Form longer.
- If this card prevents attacks against low Recovery/HP Heroes, that adds even more value.
- It should be noted that the discard of Webbed-Up is a replacement effect. So it completely replaces the initiation of the Attack, meaning that abilities (good or bad) that trigger when the Villain initiates an attack do not trigger.
- This card could inadvertently cause the Villain to stack attack/damage boosting Attachment cards on himself, so keep that in mind.
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Effectively 2 stuns for the true cost of 5 (printed 4 + the card itself). As best as I can tell, in the existing card pool, this is one of the least efficient ways to prevent enemy attacks.
Superhuman Strength - stun cost of 1.67
- Cost of 2 (true cost of 3)
- Adds 2 damage to an attack. Assuming 1.5 dmg / 1 cost, the expected cost is 1.33
- True cost of 3 minus the 1.33 expected cost of damage leaves a balance 1.67 cost
- The card offers 1 stun, so we can assume the stun is costing us the entire remaining 1.67 cost
Heroic Strike - stun cost of 0 (YES, ZERO!!)
- Cost of 3 (true cost of 4)
- Puts 6 damage on an enemy. Assuming 1.5 dmg / 1 cost, the expected cost is 4
- True cost of 4 minus the 4 expected cost of damage leaves a balance of 0 cost
- The stun actually costs you 0 additional cost above and beyond the expected cost of the damage!
Now, if we assume that an ally block and a stun are effectively the same (which they aren't exactly due to boost cards), we can pull in another data point like Mockingbird (who offers a stun AND a block).
Mockingbird - stun/block cost of 1 each
- Cost of 3 (true cost of 4)
- At her most efficient she is thwarting instead of attacking - so we will assume a 1 thwart / 1 cost
- This puts her expected cost at 2
- True cost of 4 minus the 2 expected cost of thwarting leaves a balance of 2 cost
- The card offers 2 stuns (technically 1 stun and 1 block), so we can assume that each stun/block is costing us 1 each.
Going back to Webbed Up, it's clear that offering 2 stuns at a true cost of 5, or 2.5 cost per stun, is a poor trade off.
**Edit: I was discussing with another player recently and they made the "negative synergy" point a lot more elegantly than I did:
- If you are playing multiplayer and prevent 1 attack on yourself, Webbed Up effectively costs you 6 cards (4 cost + the card + missing 1 Spider-Sense draws).
- Playing solo, you prevent 2 attacks, making the effect cost 7 cards (4 cost + the card + missing 2 Spider-Sense draws)!!