Firepower

Realizing how strong this card is requires remembering a key rule. "A player controls any upgrades attached to characters they control."

You should not be exhausting your hero's personal weapons into Firepower unless your weapons don't already don't exhaust (like Valkyrie).

What you should be doing is exhausting Sidearm and Energy Spear. Load up your allies, and then unload them all simultaneously for up to 9 damage! Pay for it with Aggressive Energy or other boosts to add 3 damage for the price of one boost!

This card is not for every Aggression deck, but if you have non-exhausting weapons or allies that like to hold weapons, this might be for you!

Provost · 6
I dont believe this card works on Energy Speak. Its say exhaust weapon upgrades "you control". Allies are out of the purview of "You" — SymbioteZero · 1
Resource Reserve

This card is a GOAT in Maria hill for affording a hellicarrier considering we can tuck away a resource for the future. I mean the cost is 2R for a resource card tucked. Essentially a trade for a extra hand size. I cant wait to test this card with other heroes.

ZaneBrick · 116
Captain America

Linked card ☆Captain America's Sheild Leadership Upgrade Item.

Cost: 1. Resource: Linked (Captain America upgrade). Restricted.

Your hero gets +1 DEF and gains retaliate 1.

"This shield is a symbol of freedom." —Captain America Falcon #34.

ZaneBrick · 116
Specialized Training

I've been experimenting with this card and have been really appreciating it's niche in solo and multiplayer (2p). Five threat per player and 2 ER is on the expensive side for a PSS, but it provides a great upgrade for any character that wants to use their basic powers or even face tank. Game Design Raccoon's review rightly, and helpfully, provides each card's stat bonus, but each specialization card also gives you card draw when using that bonus.

In solo play, this card is easiest to fit in Justice or Leadership decks that have lots of thwarting options, but it's playable in any aspect if the hero has strong thwart. Unleashed Phoenix with 4 basic ATK is very strong, especially when combined with Utopia for re-readies. Rocket with 4 base THW (including his Thruster Boots) can deal with a lot of side schemes with just his basic thwart and he has re-readies with I've Got a Plan and C.I.T.T. Defensive Specialist is probably the hardest to make good use of in solo, as you'd want a character who benefits from high defense AND has good thwart options (maybe Angel or one of the Spiders?) -- but my protection team mates in multiplayer love it when I clear this PSS and they effectively get an extra copy of Unflappable.

It's a bit clunky, and Marvel Champions usually rewards smooth play, but this can be a powerful card.

Enemy Bird · 18
Infiltration

This card may be one of best thwart event in the game. As infiltration costs 1 resource + 1 for the copy of infiltration. you are spending 2 cards to get up to 5 thwart and a minion. Minion tutoring is really powerful with a lot of heroes (Thor, Winter Soldier, Silk, and quite a few other heroes) Unless you have no way to deal with the minion or the scenario minions are way too beefy (Sinister 6) This card really has no downside other then the idea of discard up to 5 cards from the encounter deck which could give an acceleration token faster then usual.

ZaneBrick · 116