Ops Room

So far this card for me has been really awkward and seems to compete in the same space as Hard to Ignore.

Both cards require you to defend which seems to me to be the big downside with Ops Room.

Ops Room can work with allies but in most cases to serve the best benefits you would want the attack to be low enough that reducing the damage has a meaningful impact. That is a game state that doesnt happen very often (perhaps if you know the scenario has some 1 ATK Quickstrikers). The other downside is that the ally becomes exhausted.

So if the most common value comes from using Ops for your Heroes defense does it out shine Hard to Ignore. In a limited span it can add one extra virtual defense. It also can be more useful when your defense is not the primary build and you arent able to block all of the attack (as otherwise required by Hard to Ignore)

But if you are routinely blocking with your Hero and giving up your THW/ATK to do so isnt the hope that you block all the damage.

Hard to Ignore definitely has 2 more significant bumps in its favor. First is that it costs one less which at the cost of a card an extra can provide you the leftover resources to play Armored Vest returning the value on the saved damage. But the best upside is that both Armored Vest and Hard to Ignore are sticky for more than just 3 uses.

I have played this card with Falcon where I dont think it fits because he is so reliable at blocking all the damage from an attack making Ops unreliable as a needed response.

That said I do think there may be a niche for this card if using it with the Groot Ally who really wants to block and might have the HP depth to sustain longer value and get more consistent return from the card... For 5 resources and 2 cards you have a very efficient wall which might compete well with other "Shield Defense" cards like Forcefield Generator....hmm I might give this combo a try in my next iteration of Adam Warlock. Might be rather interesting since he has ways of recurring pieces to the puzzle.

IceHot · 42
Madame Web

Is it just me or is this actually insane if you can get it out with Spider-Man 2099 in solo? Assuming you're playing as a Web Warrior, you will get to look at the top 3 cards of the villain deck every time you play Madame Web. You can arrange them in any order you want, and discard one you don't want to deal with at all, and will know exactly what the boost card is when deciding whether or not to block. And you get to Thwart 2. Then the next turn, Miguel can bounce her back to your hand.

The next turn, you can repeat this again. And again. Fixing every villain turn in your favor until Miguel runs out of health.

It might be a bit costly, but you'll probably have Web of Life and Destiny out too, making this only 2-ER per turn, and allowing you to look at the top 4 cards.

And since this is leadership, Team Training lets you get a whole other activation out of her each turn.

Since she only has 2 life, the normal cycle with Miguel is going to be: Activate Miguel to bounce Madame Web → Play Madame Web and fix the encounter deck → Thwart 2 with Madame Web → Wait until next turn → Return to step 1.

With Team Training, the pattern is now:

Activate Miguel to bounce Madame Web → Play Madame Web and fix the encounter deck → Thwart 2 with Madame Web → Wait until next turn → Thwart 2 with Madame Web AGAIN → Return to step 1.

With these in place, you are able to consistently fix the deck in your favor by looking at the top 4 cards of the encounter deck, rearranging them how you want, discarding 1 that is just too nasty to deal with revealed OR as a boost, AND still be able to thwart 4 with her each turn! For functionally only 2-ER (because she's being bounced to your hand and because of the draw from Web of Life and Destiny). And this deck will probably have Team-Building Exercise too to make this even better. With a third Web Warrior ally, you're rearranging 5 each turn. Spider-Ham is usually a pretty bad ally, but this setup should make him practically invincible while letting you rearrange the top 5 cards.

And yeah, by the time you get this much setup on the board, you've usually already won anyway so there isn't anything too impressive in pointing out how powerful a 5-card combo is. But there is something deliciously evil about this one. It is just so oppressive.

You enter a state where you can predict and control everything the enemy is ever going to do. There are no surprises because you're operating 5 steps ahead of them the whole way.

The battle, from that point on, is predetermined. There may be brief moments where you lose a bit of tempo every few turns because you need Miguel to bounce himself instead of Madame Web, but that's not even much of a problem if you arranged the top 5 cards since you can fix 2 turns in a row.

The villain will never be able to reveal a card with surge, they can never reveal a Shadow of the Past. Their boosts will always be low unless you have a chump blocker lined up to take the fall. They'll reveal lots of side schemes that Madame Web can easily thwart away.

It's not just winning. It's the cruelty of the villain having no chance and not even realizing they're caught in your web.

One by One

With Winter Soldiers Cybernetic Arm, this is a really efficient minion removal tool. This effectively reads as "kill a 3 health minion --> deal 2 damage + remove 2 threat (with Winter Soldiers ability) and is quite consistent to trigger

In other heroes you can run Aggressive Energy and get more value from this, but that's hardly reliable

I'm guessing you meant this and mistyped, but you get 3 damage the second time too — Stretch22 · 1386
Venom

Something to consider with this card is "win conditions." A lot of Justice decks are able to build a board state that keeps threat down, but transitioning from controlling the main scheme into winning the game can be a tricky proposition in Justice. What cards do you have that let you start converting your thwart engine into a damage engine late game? Answers to this question include Husk, and Lay the Trap. They also include Venom here.

Turbowombat · 117
Dr. Sinclair

Fits well with She-Hulk. High REC, leans to mental resources, really hates to get stunned, and dances into alter-ego often. Can further benefit from ‘Down Time’ without needing to actually exhaust.

wilyninja · 2