Two-Gun Kid

This guy is one of the strongest allies in the Aggression pool for sure. Yes, there are many candidates that deal higher amounts of single target damage, and some that go through a process to deal some kind of AoE. But Two-Gun Kid provides raw power, without the extra steps, without anything else but a single minion needed on the board. Dealing 2 against one target and 2 against another is amazing value, which can be taken even further with Boot Camp to essentially turn him into a Melee generator, or even more with Sidearm. The fact that he's an Avenger is also a huge plus - probably the most frequent trait to use with Team-Building Exercise. There is also Avengers Tower to discount him in an Avenger-heavy deck. Two-Gun Kid is one of the few allies in Aggression that makes it worth keeping a First Aid around for a consistently good damage source that doesn't rely on some random factor or rare niche scenarios.

MarTom · 15
Domino

It's interesting that there hasn't been a review of Domino here yet, considering how long Next Evolution has been out; and how unique her mechanics are. It's probably a case of her being overshadowed by the more obviously-powerful Cable; but she can be very rewarding to play in her own way.

Domino introduced a unique deck-milling style of play to the game. It's not always the strongest, and it can be complex in terms of decision making. But when you pull it off well, it's a very rewarding gameplay loop.

At first glance, her stats aren't amazing. Only 9hp and 3Rec makes her seem very squishy. She has the standard 6/5 hand size, and the same 1/2/3 stat line as the likes of Peter Parker Spider-Man. But it's her special abilities - and how they interact with the rest of her kit - that makes her shine.

The key to understanding her stats - and seeing how her kit works in general - can be found by looking at the card Probability Field. This upgrade doesn't exhaust for its effect - don't make that mistake - and means that you discard a card from her deck every time you use a basic power, adding its number of resources to the value of the power. If you are in hero form, you also double any wilds (though not in AE).

The upshot of this is that her stat line is somewhere between 2/3/4 and 4/5/6, with a recovery between 4 and 6. Most of the time - with a deck stacked with wilds and double resources - it'll be a 3/4/5 stat line. And with her ability to put cards on top of her deck, you'll know what the value is in advance. Readying can therefore be very strong for her, although she doesn't have it natively in her kit (the likes of Indomitable and Justice Served can be good value).

With only 9hp and multiple cards that are good in AE, she's a hero who likes to flip a lot; so Justice is a good aspect for her, or Protection with the Ready for a Fight build. She's also a character who benefits a lot from a very built-out board state, so those control type decks are favoured even more.

Tbh though, you'll often have a lot of basic cards in her deck, to maximize her abilities. So the space for aspect cards is often small - they're a sprinkle of flavour, rather than the main dish. That's probably the biggest downside of her archetype. It leans heavily into her hero kit, meaning her builds can be same-y unless you intentionally fight against that.

Overall though, she's a very rewarding character to pilot. If you want Magik-style complex decisions but handled in a very different way, Domino is worth a shot.

TwoHands · 80
Shield Toss

Since its expected that (yet, not obligated) you will pay the Captain America's Shield back from your hand, the "real" base ER for this card is 2. Then we have:

  • 3ER: 1x 4 Damage = \~1,3 DMG per ER
  • 4ER: 2x 4 Damage = \~2,0 DMG per ER
  • 5ER: 3x 4 Damage = \~2,4 DMG per ER
  • 6ER: 4x 4 Damage = \~2,6 DMG per ER
  • 7ER: 5x 4 Damage = \~2,85 DMG per ER

Some important considerations:

  • You arent obligated to pay the shield thereafter, flexing 1ER for later turn. Super-Soldier Serum can also handle that 1ER.
  • There must be different targets; this is a very limitant factor on low player count and or low minion density scenarios
  • It starts at low ER per DMG ratio plus have diminishing returns
  • Since its an attack with a value, it can be multi-increased with Aggressive Energy, Warrior Skill, etc.
  • Can trigger Captain America's 4 dmg effect in team games with Winter Soldier or Falcon, even if they are just providing that card for you and nothing else. This converts Shield Toss into
    • 3ER: 2x 4 Damage = \~2,6 DMG per ER
    • 4ER: 3x 4 Damage = \~3,0 DMG per ER

Overall, this is a very bad attack card, per ER cost, with the sole exception of the abovementioned title (even with that is quite regular); its 0-Cost is a deceptiful nebwie trap, therefore this card should be used as your very last resource in critical cases where is imperative that you do that extra damage.

matchet · 217
Yeah I never liked this one...especially with the ruling of how it interacts with guard minions — erikw1984 · 29
Spider-Man 2099

Spider-Man 2099 holds an awkward place as the only Leadership Web-Warrior, but there are plenty of Basic Web-Warrior allies to play in a deck with him, or you can make him part of a multiplayer team. Miguel is under-statted for an ally, though there are ways to cheat him into play like Call for Backup and Across the Spider-Verse. From an efficiency perspective, the response ability is usually not worth it. The ability of an ally to block a villain's attack with their last hit point is a huge part of their value (~2 ER). By returning that ally to hand, we only give ourselves 1 ER of value. So why would we ever do this? (and before you say Web of Life and Destiny, remember you draw the card either way) First of all, this grants flexibility. If we have a resource-heavy hand in which 2+ resources would go unspent, we can return a playable ally to hand, then the "loss" of 1 ER of value is still less than the 2+ ER that would otherwise be wasted. Web-Warriors with strong enters play abilities like Miles or Pavitr might also be worth replaying again even at 1 ER less than their usual value.

Most notably, Miguel makes a powerful loop with Madame Web, which can let you stack the encounter deck several turns in a row. It's expensive to get going, but once it is, it becomes basically impossible to lose the game.

This is a pretty clean implementation of the core deck idea by theromeo3517 if you want to take 2099 out for a spin: marvelcdb.com

Spider-Man 2099 is a bit overrated for my money, but he certainly defines a unique and interesting deck, especially for coordinated multiplayer Web-Warrior lineups.

Stretch22 · 1846
I'm not sure why you say that you wouldn't return an ally to trigger WoLaD, because returning means they can be played again and returned again (triggering more card draws than you would get without SM-2099). It seems like WoLaD obviously makes 2099 better and vice-versa. You're also missing the obvious synergy with [Warrior of the Great Web], which not only grants ATK, but also can be used to make any ally a target for this response. — RabidHobbit · 11
An example for the second part of my comment: Make X-23 Laura Kinney a Web Warrior, then use 2099's response to return a different Web-Warrior to your hand. Warrior of the Great Web gives her +1 ATK until the end of the phase. Once she is about to die, 2099 could return her, too (if you want to get her out again). — RabidHobbit · 11
...and I just realized while adding X-23 to my deck that Warrior of the Great Web only targets characters with "Spider" in the title. So there is still synergy with 2099 and WotGW, but it's not as exciting as I said. — RabidHobbit · 11
I meant that Web draws you a card whether you return it to hand or block with it normally (Warrior of the Great Web triggers either way too). I also acknowledge the flexibility argument, where returning a WW to hand may be the best use of your turn if you don't have something more efficient to do. Bear in mind, all of this still needs to make up for the fact that 2099 is under-statted at face value. Also, how are you attaching Warrior of the Great Web to X-23? — Stretch22 · 1846
Dust

Dust is problematic. Even looking at super-niche combos, such as adding Energy Spear in a Star-Lord deck or something leaves me doubtful of her utility. You can at most activate her twice to sweep through minions, but nowadays that's somewhat below average of what you'd expect to get out of your cards. I think there are superior alternatives to her AoE in Aggression and overall much better X-men allies.

MarTom · 15
Throw an attack training (for free if you have danger room) and you will be doubling her effectivity. Even if she can only do it twice, her effects are incredibly powerfull in minion-loaded scenarios and at higher the player count — matchet · 217
What are the superior AoE cards in aggression? Dive Bomb and Bombs Away come to mind but are trait locked to aerial — erikw1984 · 29
Two-Gun Kid compltely outclasses Dust. You can make the point that yes, sometimes she can hit 3 minions, which is all the more likely in a 4-player game. However, the fact that TGK gives you no-setup-required access to 4 dmg (2+2) per activation with the option to choose your targets and peel off a tough from the villain, while still doing dmg to a minion in my mind is vastly superior. Rctor is another amazing AoE option, limited by the fact he only targets minions engaged with you. It's a good thing Aggression also has a ton of minion-funneling options to take advantage. And last in the department of allies we have Boom Boom. Given enough time, you can wipe the entire enemy team and significantly hurt the villain at the same time. — MarTom · 15
As for other means to deal AoE damage, I find the events superior. The good old Melee is reliable. And if you want cheaper AoE, I think One by One is a great option. — MarTom · 15
Dust has no limit on how many minions she can hit and they don’t need to even be engaged with her, so I don’t think she’s outclassed, it’s a different card for a different use case — erikw1984 · 29
Right, but how many minions do you think she will hit, realistically speaking? I suppose there is a target number, which is big enough to make make me go 'Wow, she's great and worth a shot', but that number is so dependent on player count + specific villain + specific board state + further build-up required (because hitting for 1 is definitely not enough) that I don't think it's feasible theorizing this value compared to the other instant and much-less-situational goodness present in Aggression. — MarTom · 15
Plenty. Any scenario with Sentinels or Ultron, and probably others. There can be a lot even in solo. And 1 dmg is plenty for mass removing Tough from sentinels or killing drones. If you're including her in your deck, you're likely including other Xmen so she'll benefit from things like Utopia, Danger Room, Danger Room Training, Attack Training that you'll likely be including in your deck anyway — erikw1984 · 29
Maybe I have not experienced enough scenarios, where the board state is such that I wish for spending 3 on Dust and keeping her around just for the specific case, instead of having most other allies. If you say she works for you even in solo, then that's fine, but I guess we will just need to agree to disagree on her utility. I find strategy of wasting resources and other cards on her just to wait for a situation to arise, instead of playing any other ally for their instant benefit, to be quite a limiting factor, even in scenarios with minions. Plus, I am sure if you actually tried some of the mentioned alternatives, you will find them equally good, with the added benefit I already explained. — MarTom · 15