Armed to the Teeth

Also writing a review to clarify some rulings per 1.7. Per "Swap": if you are swapping two weapons that share the same name then the will inherit the previous card's state/tokens. See Dougmacd's comments, as they are correct in that ruling. Where this card is still incredibly strong is when you swap two cards that DO NOT share the same name, which is allowed by using a Deadpool's Katana or similar upgrade as the swap target.

When you swap a Katana with a non-Katana: "the in-play card is considered to leave play and the out-of-play card is considered to enter play. Tokens, attached cards, tucked cards, and status cards on the previously in-play card are not transferred to the other card and the other card enters play ready. If the swapped card has an associated hit point dial, that dial is reset to the new card’s printed hit point value." This is what allows you to infinitely cycle a Sonic Rifle or Hand Cannon, as you would either be using it then swapping it out of play or swapping it into play and then using it. That being said, 2-counter upgrades (like Sonic Rifle) will not be usable every turn, as they would use both charges before going out of play on the second turn. 3-counter upgrades (like Hand Cannon) can be used both turns. That being said, a card that lets you confuse every other turn forever or gives you +2 ATK and overkill every turn is pretty strong.

Asteroid M

Just to give an update for this card and the rest of the main schemes belonging to the Magneto Encounter (Factory Online and The Rule of Magnus), it got an errata from the 1.7 Rule Reference. It now removes the magnet counters, THEN reveals a magnetic card. This makes it so you don't get into a loop of revealing magnetic cards if you the first card you reveal puts magnet counters on the main scheme. Source

skuriacs · 1
Boom Boom

I was running into some confusion about Boom Boom's Response - there was some disagreement whether she did true AOE damage to every enemy (similar to her Aggression incarnation), or whether she simply did extra damage to each enemy with a bomb counter. I reached out to the FFG rules team, and this was their response:

"When resolving Boom Boom’s ability at the end of the player phase, for each enemy with a bomb counter, you remove that counter and deal 2 damage to just that enemy. So, each enemy takes just 2 damage this way.

  • Alex Werner, FFG Game Rules Specialist"

Thanks FFG Rules Team. Huge help.

amavric · 952
Captain America

I don't understand why this is a Leadership aspect card. It would have been so much more useful if it was Basic, allowing Bucky or Sam to use it regardless of which aspect was chosen to pair with them.

Ganfury · 109
I think it would be way too busted, an auto include in any Falcon or Soldier decks. Kind of like how Warrior of The Great Web isn’t a setup card. — tunic · 932
Wingman

self updating list of aerial allies that can be suited for this card, ordered by class.

(Note that all aspect colors are included, just in case you are planning to run a multiaspect hero like Adam Warlock or Spider-Woman.)


As @Lennalf said, the best usagement is to employ a cheap AERIAL to negate cons damage of a big/voltroned AERIAL ally. Does it worth? If you ask me, having a 3-4 statline ally to attack or thwart for free every turn can be paid by itself very fast. The difficulty is to have it all happening in the right moment: a cheap AERIAL already in play for then Wingman appears; and a big ally to make use of all that.

In that regard, suit up solves the timing problem. Just, its an alter-ego event card.

matchet · 463
It’s the kind of card I would build a Spider-Woman deck to play but wouldn’t put it against real power. — tunic · 932