Like many other player side schemes, Generation X can boost the consistency of an archetype by giving you on-demand access to a key identity-specific event. It can also sit in play for a while and bail you out on that turn you really need a big attack or thwart and didn't draw one in hand. It's technically resource disadvantage, but typically you're drawing a card that's so valuable to your current situation that it's worth the small dip in efficiency. Two places I've enjoyed it so far are in a Nova deck, where seeing Unleash Nova Force as many turns as possible is a high priority; and in a Phoenix deck, where Telepathic Trickery and Psychic Blast are simply insane cards. It's great in Cable as well, like all PSS. Definitely a card I underrated on first reveal but have grown to love!
Justice
Player Side Scheme
Cost: 0.
Threat: 3.
Resource:
Victory 0.
Each X-Men character gets +1 THW while making a basic thwart against this scheme.
When Defeated: Each player may search their deck and discard pile for an identity-specific event and add it to their hand. (Shuffle.)
Jubilee #16.
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