I'm meh on this card. ATM, there are 4 characters who I think the card is worth it for; Falcon, Hawkeye, Hellcat, Spider-Woman. The other avengers allies are either Aggro set so they cannot be affected by Quinjet, or they're 2 cost. For a two cost card, Quinjet just doesn't make sense. The quinjet itself costs 1, so in the majority of situations you'll need it and another card in your hand to pay for it. Then wait two turns to build up enough counters to buy Squirrel Girl or Wonderman. OR, you could just take the card you used to pay for quinjet, and quinjet itself and just buy Squirrel Girl or Wonderman without waiting the two turns. That said, quinjet does act as a quasi resource bank (limited to only buying avengers allies), so if you have one waiting, it can be easier to draw into the ally you needed and Avengers Assemble! and pay for both on the same turn. This feels really niche to me though. I have a hard time justifying the slot outside of a deck focused on using Avengers Assemble!.
Response: After your turn begins, place 1 time counter on Quinjet.
Action: Put an Avenger ally from your hand into play with printed cost equal to or less than the number of time counters on Quinjet. Then, discard Quinjet.
Captain America #19.
If you hit a two drop with it, you basically traded the cost of the quinjet one turn for less hand pressure on a future turn. It makes more sense in an environment with a lot of Allies. — Myriad · 1
Kingbarbarossa's assessment mirror's mine. I like Quinjet, and think it will see more possible play as additional avenger allies are released that cost more then 3 resources to play. I think it's "ok" at the moment, simply because options are fairly limited in the game. — RolandWright · 857