Protection
Event
Cost: 1.
Resource:

Hero Action: The villain attacks you. Other characters cannot defend against this attack. Draw 3 cards.

"Hey! Fido! Who let you off your leash?" — Jubilee
Sebastián Guidobono
Angel #16.
Taunt
Reviews

Taunt is one of the most exciting new cards from Angel’s pack. It follows the same mold of some cards we’ve seen before like Bait and Switch and Toe to Toe, but draw 3 is by far the strongest ability of the bunch. This can enable an explosive early turn if your hero has some spare hp to soak up a hit and works especially well with heroes Spider-Man (Peter) and Drax, who draw a card when attacked. Colossus is another interesting hero who is swimming in tough statuses to block the attack and can use help with the small hero hand size. Look for opportunities like these to take advantage of Taunt since between the two resources to play it up front and any potential resources spent to block or stun the attack, you could be net down on resources. Be careful the hero you use and scenario you face (you probably don’t want Venom Goblin attacking more than he needs to be), but Taunt can be an excellent tool in the right deck and might spawn a new archetype entirely.

Stretch22 · 715
I feel like I'm missing something. Playing Taunt costs you 2 cards, and you draw 3. So you're drawing/cycling 1 card for the cost of being attacked by the villain. I don't think one card is worth it, if if the villain is stunned (losing a stun effect to gain 1 card). I guess the benefit is deck-thinning for heroes that want to see their identity cards as often as possible. — RabidHobbit · 11
You're exactly right, and as I mention if you spend more than 1 resource neutralizing the attack, you are actually down resources. That's why you need Spider-Man, Drax, or some other combo to make sure it's worth it — Stretch22 · 715
It's not just a matter of gaining one card. You're also trading a dead card in your hand (to pay for Taunt) to draw 3 new cards, one of which might actually be something you need. And you have an extra resource to help pay for something in your hand. This is especially useful for Colossus with his 4 card hand size. — eapfel · 1
I think a lot people miss this fact by reducing the cost just to the number of cards in trade off. When in fact most cards are dual purpose, so you're trading off a chance at better opportunity cost for more actions. The more cards you can play during a turn even if it's one more card, the better. In MC, card advantage is huge because of the duality of cards being both resources and actions. — DoxaLogos · 235
lost TACTIC — Makst · 1
What @eapfel said! Also there are villains that benefit form being attacked (bishop, spiderham, etc) — roselawn · 1

Multiplayer Perspective: I’ve been stuck debating how good this card is since its release. The most common arguments for it are Hero synergies (Spiderman, Spiderham, Drax) and enabling the usage of defense cards on your own turn. These are good reasons to use the card but I think this card’s true strength lies in accelerating build-out.

The perfect defense strategy revolves around flooding your board with lots of key upgrades that trigger effects on the villain’s turn (Electrostatic armor, Dauntless, Hard to Ignore). These upgrades are incredibly cheap and efficient but it can take a full deck cycle to get them all out on board. Taunt helps you hit them faster via drawing 3 cards and giving you a reason to flip down. Flipping down will give you access to even more resources accelerating build-out further. Using this play style I’d argue Taunt’s synergy extends beyond the select few hero abilities, to any hero with impactful Upgrades, Supports, and Alter-Ego abilities.