Air Cover

This card is very good for any hero that cares about attaching upgrades to minions. Air Cover enables a whole ton of synergies in the Aggression aspect alone, potentially more if you manage some kind of cross-aspect deck (for example with Spider-Woman, or playing campaigns that allow you to put cards from other aspects in your deck). Cyclops also has great synergy with it.

One of the best things about Air Cover is that it looks for the card in both the deck and discard, meaning you don't have to care where the attachment upgrade is whatsoever. This fixes a well-known issue of needing to have the attachment in your hand when a minion is on the board. Air Strike gives you the attachment at the exact time you need it and you have full control over what and when you do.

Currently, it pulls out Marked and Suppressing Fire from the Aggression Aspect. There's no Neutral upgrade that can be attached to a minion, but these two are already good enough. 2 allies and 3 attack events in Aggression have synergy with upgrades attached to minions.

Glob and Shark-Girl love them both equally. Same with Surprise Move and Coup de GrĂ¢ce, where the former is better suited to someone with high enough attack that can leverage readying well, while the latter is an outright insta-kill that can save you from some nasty 'When defeated' effects. Take That! will probably benefit more from the overkill dmg, as most minions don't have that much HP. If you don't care about the overkill dmg, you can always benefit from a little healing action. In all of these instances, there's a ton of synergy to be had with various other effects, such as damage buffs and excess dmg shenanigans, all enabled thanks to Air Cover.

MarTom · 15
Molecular Decay

Am I crazy, or do I never see this card mentioned when people talk about how great damage increasing cards are for buffing multi-damage-instance cards? Such as Aggressive Energy, Warrior Skill, Float Like a Butterfly, etc. This card is already great, but it seems that buffs can really launch its damage.

Keep Up the Pressure is one combo I really have my eye on, since Wanda thwarts for 2, and it would allow her to summon this back from discard. Since it's a Side Scheme, you can "set it and forget it" if you happen to draw it early. Just wait until you cast the spell once, and then fish it back next turn at no cost but to thwart.

RabidHobbit · 11
Damage buffs are not particularly strong here. Warrior Skill increases the total damage Molecular Decay deals by just 1; it doesn't double dip the way Dive Bomb or One By One do. ("Additional damage" modifies the amount dealt; it's not a separate instance of damage that would also get the increase.) — Leethus · 316
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 · 238
Yeah I never liked this one...especially with the ruling of how it interacts with guard minions — erikw1984 · 29