Counterattack

Revisiting this card now that the new Conditioning Cards are out. Each Conditioning variant adds plus 1 to its respective stat and grants 3 HP. This will help players extend the “HP as a resource” play style, especially in multiplayer where players can play the different variations on each other for even bigger health pools. Everything from the previous review still applies but I think it’s worth highlighting that this card works particularly well for high recovery heroes: Hulk, Deadpool, Wolverine, She Hulk, Venom, etc… really any hero with a recovery of 4 or higher. In terms of cost and ease of use this card probably has the highest Damage per Resource potential in the game so far.

Blinding Flash

Can I overpay this card to stun four enemies? And how does wild work here. Can I just pay with three wilds to stun three enemies? .....................................................................,......................,.....,,,....,.....………………..…..….............................................................................................

No, you cannot overpay to stun/confuse more enemies. The card specifically states resources used to pay for the event, so any overspent resources will just disappear. However, you can use three wilds and declare each of the wilds to be a different resource type. — Jvenom23 · 25
Adrenaline Rush

If you are not activating more than twice, I don't think this card is worth it. Two effective resources for maybe one or two extra attack. It can stay on the field while you wait for a helpful time, which is a big benefit. Quicksilver and X-23 are really the only places I would consider running this card.

Rating: C (A-D)

Nova and Quicksilver can actually get some good benefit from storing it in the board — matchet · 243
Team Strike

It can read as "heal by 1-2 each of your allies, they all attack with overkill this turn. Ignore all retaliate or forced response". In the late game you can finish the game with good tempo: at 2ER, this card will spare you 5-6 consequential damage, helping you keep the pressure on. It is the team training of aggression, without tempo issues.

Tempus can stick around for the right card to cancel while still delivering value. Shark-Girl, Sunfire will feel like cheating in the mid game, milking those low cost 2ATK allies. Wolverine, Colossus will be machines without their 2 consequential damage. Boot Camp, Brute Force and Enraged will sing. Around turn 5, this card will allow to ditch 12 to 15 damage that you wouldn't be able to do due to consequential damage or retaliate.

It finds a home in heroes that can skip the chump blocking, like Rogue, Iceman, Nightcrawler, Magneto, Storm...

batman · 34
It’s even better than how you’re describing it because you can distribute their combined attack among all enemies in play, which means you can efficiently do damage without hopefully any waste — erikw1984 · 29
Longshot

Quite more valuable in multiplayer games with Falcon (Hero), or in S.H.I.E.L.D. decks with Global Logistics... perhaps too much building around to exploit his capacity, but who knows; If a villain or their encounters have problematic and bulky non-elite minions, then he may worth the high cost...

matchet · 243
I just don't think that I would rather play this instead of a ally that can also attack with less probability to defeat a non-elite minon. — serve_the_shark · 892