Innate Perception

The best of the Innate cards, simply because Thwart is generally considered the best of the three stats.

With this, Heroic Intuition and Heroic Conditioning, you can get +3 Thwart. If you're going that far, you should add in Specialized Training for Surveillance Specialist and get +4.

So now you have a massive 6-7 Thwart. What next?

Obviously, your typical deck will want lots of readies to get the most value out of the high THW stat. Overwatch is practically the equivalent of a ready, letting you double your thwart. And the new Grapnel Launcher can let you get an extra thwart that ignores Crisis icons.

Thwarting this much in solo is probably overkill most of the time, but this can let you easily keep threat down in multiplayer where it's more of an issue.

The most powerful use for this high THW, however, is Gunboat Diplomacy. Use an ally and build up your own thwart, and then deal damage equal to your THW + that of the ally's, in addition to thwarting threat.

And it's not only about running a sky high THW. Going from 2 to 3 THW crosses a massive threshold. That'll let you defeat the majority of side schemes in one go and comfortably manage the main scheme. From round one! — Manse · 1
Innate Inspiration

Given the aspect's history of being the most overpowered, I'm quite pleased to see leadership getting the worst of the Innate cycle.

This isn't terrible.

It's Team Training

That will generally give you good value over the course of a game. But it does nothing to help you on the first turn. It will be only marginally better by the second.

Of all the innate cards, this is the only one I think is worse off because of the starting keyword. Because with this one, the card it's based on is one that you would rather draw on the second or third turns instead of starting with it in your opening hand.

If you only want one of these, I would go with Team Training.

This is good if you want both though.

Like with all the Innate cards, the most powerful thing about this might not be using it as a replacement for the card it's based on, but stacking them together. I imagine the average deck that already uses Team Training could benefit from having this too.

Size Advantage

This is an aggression aspect card. A coding error ??? .........................................................................................................................................................200 characters for the review

krys619 · 12
Alias Investigations

This is such a silly card allowing the player to skip part of the game. Evidence counters are collected from performing basic activations, so by playing the game in a regular manner (even just defending and thwarting, if you wish) you collect 'good detective points' that eventually can be exchanged for a win. What's more, nothing is stopping you from keeping the villain at stage one until you have hoarded enough counters to defeat both stages back to back - you'll just have to survive a single villain phase because the card exhausts. Jessica having her own recyclable player side scheme to trigger the effect is just cherry on top.

Preposterous · 137
In a solo game I can see this happening that you collect the amount of evidence counter needed to beat stage II/III right away but the more player are playing the less likely it will be to one shot the villain. I rather think there it will be that you will use the counters for their effects and then bear the villain when it's maybe at 10-15 life or less. — Chris2002 · 74
That's still being handed a win early for playing the game as you would normally. Would you like to see Captain Marvel's Energy Channel as a setup card with no damage limit? — Preposterous · 137
Negasonic Teenage Warhead

Huge change since 1.8 rulebook. The "surge" effect is now a "When Revelaed : deal yourself a facedown encounter card"

It has been confirmed by FFG that you can now cancel "Surge" with this card !!! Extremely strong, especially in Expert mode now.

Onsentape · 11