Cost: 3.


Hero Interrupt: When your hero makes a basic attack against a unique enemy, exhaust Godslayer → your hero gets +2 ATK for that attack.

Manuel Garcia & Adi Crossa
Gamora #18.

Quite intrigued in knowing how this card works with Wasp's Giant ability. Can I declare an attack to the villain and then split the damage between him and some minions ? If that is possible... the +2 ATK is applied only to the villain damage, or I can use those "2 atk" to damage a non-unique minion ?

These are some questions which I'm not sure of how they must be ruled.

wehehe · 130
I think as long as one of Wasp's targets is a unique enemy (and takes at least 1 damage) then you divide the other 3 damage (or more potentially) as you like. That meets the requirement of "a basic attack against a unique enemy" and it doesn't say that enemy gets +2 damage, but that the attack gets +2 ATK. — MattJJKenny · 1
Quite interesting interaction, I'd say the primary target of attack must be unique, so 2 examples, while playing Klaw: engaged with Weapons ->Runner — Aatxe · 14
Sorry to have it in 2 comments, so Klaw with Weapons Runner - you can select Klaw as target and divide damage to defeat minion, but if it was Armored Guard, I'd say no, as he has guard, and you need to attack him, before you can attack Klaw, that's how I'd rule it — Aatxe · 14
When Wasp attacks in giant form every enemy she assigns damage to is considered to be attacked. Since it gives you +2 to your atk, I'm confident as long as you're assigning at least 1 damage to a unique enemy you'll get the +2 atk. — yuuko · 7

I love this card! That said, my love is likely through rose-colored glasses. Let's examine the con's first.

  1. It's expensive.
  2. It can be discard through Encounter card effects (every Encounter deck has Caught Off Guard)
  3. Requires a Hero to make a basic attack (competes with other basic actions)
  4. Must target Unique enemies (the Villain(s) and Unique Minions only)
  5. Is Restricted (may compete with other Restricted cards) This is a pretty substantial list of cons. Godslayer is not an auto-include in any Hero's deck against any Villain; some consideration must be made.

How about the pros?

  1. Is permanent (no Uses, no discard trigger)
  2. May be used more than once per phase.
  3. The Villain is always available to attack.
  4. Unique Minions tend to have high hit points.
  5. Can utilize Mean Swing without losing ability. The best case scenario for the Godslayer is when it is played early and then used often. As a permanent Upgrade, it has no upper limit to the additional damage it can cause. Combined with other Upgrades and effects, this card can provide a substantial source of damage against the Villain. If played early to mid-game, I've seen it provide at least 12 and up to 20 damage. Pretty good value for a 3 cost Upgrade!

Given these considerations, including the Godslayer in your deck should require that a Hero has certain characteristics. At a minimum, it would require:

  1. The Hero plans to use their basic attack to deal damage (likely has a high base ATK).
  2. The Hero has ways to Ready (through abilities, Upgrades, or Events)

So, who might want to include this card, and meets these basic criteria? Let's take a look, in release order.

  1. She Hulk - One Two Punch, access to Limitless Stamina & Unshakable
  2. Captain America - I Can Do This All Day
  3. Thor - Access to Limitless Stamina & Unshakable
  4. Spider-Woman - Self-Propelled Glide, deck build allows for additional readying cards and Upgrades from other Aspects.
  5. Quicksilver - Super-Speed, Always Be Running. Just....insane.
  6. Spider-Ham - Organic Webbing
  7. SP//dr - Host Spider Some interesting use-cases might include Wasp (can split increased attack between targets, but no inherent Ready)and Valkyrie (Death-Glow can be awkward, competes with her Signature equipment) Interestingly enough, I don't usually run this with Gamora (pictured on the card). She is usually spreading her basic actions around , and wants cards that enable her to utilize her Finesse and Precision abilities. Godslayer knocks her temp down, taking her entire hand to play it.

So there you have it! some pros and cos to weigh, and some Heroes that might look amazing holding this powerful artifact.

Judicator82 · 118
I think you've neglected the fact that you need to exhaust Godslayer to get the +2 atk. Readying your hero only adds value if you can also ready this weapon, which I think only Venom can do. — Stretch22 · 489
I agree with Stretch22. It seems you've misread the card. You can't use Mean Swing and Godslayer together, and none of those heroes you listed would gain any benefit from Godslayer unless you could also ready Godslayer. — eapfel · 1
Exactly. Though the this post does seem to paint a neat card as well, that doesn't feel too unbalanced, maybe it would be better if the card itself didn't have the exhaust requirement. Or readied after killing something. — ovalcoconut · 7

This is only useful with Venom thanks to Run and Gun and even with his kit you need to play Side Holster since he has 3 other Restricted cards in his hero kit. Otherwise there are too many hoops to jump through for not a huge gain. Some downsides for this card:

  1. The +2 ATK only lasts for that attack. This means any ready effect that doesn't also ready Godslayer will not get the bonus.
  2. The above also means you don't get to use your +2 ATK for cards that check your ATK value like Quick Strike.
  3. It will only activate against unique enemies so you get nothing if you have to attack a non-unique minion instead. Granted some of the tougher minions are unique so it will work there.
  4. It's a Restricted card which doesn't matter most of the time but it does matter with Venom, which is about the only hero I would use this with and that makes it more unnecessarily annoying to have to add an extra card just to use this.

People who want to get this type of effect should look into Fluid Motion instead for a cheaper and more reliable alternative.

Neokarasu · 74