Giant-Man

Numerics

  • Recap: I like calculating at; 2 Damage per 1 Resource. 1 Thwart per 1 Resource
  • Total Cost: 6 Resources
  • Goal: 12 Damage or 6 Thwart or a combination of the two.
  • Actual Value: 12 Damage / 10 Damage + 2 Thwart / 8 Damage + 4 Thwart
  • Summary: 12 damage would be 6 resources worth of damage (average). 10 damage, 2 thwart: would be 7 resources worth of action (good). 8 damage, 4 thwart: would be 8 resources worth of action (very good).

Conclusion

Giant-Man is a decently efficient ally by default. Especially when going the 8:4 route as describe above. His greatest weakness is the incredibly high cost to play. For many identities, this will be a huge wall to overcome. I would personally totally recommend against running this card in resource-starved decks like Hulk, She-Hulk, and Thor; unless you had something weird like Quinjet.

This card's strength and true value are found in HP increasing cards like Honorary Avenger, #Reinforced Suit, and Team Training.

Some quick maths assuming you ATK until he gets below his ability threshold, and then THW:

  • Giant Man w/ +Y HP: (4 x Y) + 8 Damage, 4 Thwart (Resource value breakdown = (2 x Y) + 8)

This means that cards like Honorary Avenger and Reinforced Suit provide double the value when being played on Giant-Man; while Team Training is just a way to keep Giant-Man going without actually providing much economic benefit.

If you're running Team Training, you could also run Rapid Response for some solid replay value and consistency. Additionally, his high base HP, plus any increased HP you might give him, makes him a good target for Inspired and Power Gloves. Not to mention the usefulness of cards like Inspiring Presence and Teamwork.

RolandWright · 557
Captain Marvel

"Draw 1 card" is such a strong bonus that Carol is a reasonable build-around ally. At base, every two hp you give her (via First Aid, Reinforced Suit, a friendly Med Team) is worth 4 THW/ATK and two cards (which is enough to pay back the cards used, making the base THW/ATK a freeroll). If you're in Leadership, Sky Cycle (and/or Get Ready/Inspiring Presence) let you activate her more often, to take advantage of however many hp you can get her. And once you're using Carol 1-2 times a turn, then Inspired/Power Gloves become worthwhile investments, as all of these things (extra hp, speed, output) multiply in effectiveness when used on the same ally.

Now, a build-around is a bit risky if you might go turns without seeing Carol. But if you don't run any other Avenger allies (or only run Avengers that you're just as happy to throw buffs on, like She-Hulk), then Call for Aid can act as virtual extra copies of Carol. At the cost of accelerating your first reshuffle, you can have an ~80% chance of finding her in your initial draw, and a ~90% chance by turn 2 (not including the possibility of finding a Call in Jessica's apartment).

Run Leadership/Aggression with Carol & She-hulk (throw some Honorary Avengers and a Reinforced Suit on her) for a high-damage tag-team that justifies running multiple copies of buffs; run Leadership/Protection with Carol & Giant-man and go all-out with healing and extra untaps. Whatever your gameplan is, drawing 1-2 cards deeper into your deck every turn is likely to make it more consistent (and chipping away with THW/ATK never hurts).

Call for Aid

So what happens if i have no avengers allies in my deck or discard? Would you just go through the entire deck then discard and reshuffle and be done, basically a way to reset your deck if you need something from your discard and don't want to wait.

Maligx · 9
I actually built a decklist with lots of upgrades and only Iron Man as an Avenger ally. Other allies thrown in the discard can be played using "make the call". But I didn't see the "reset your deck" aspect. Thx for the catch! — neothechosen · 567
@maligx That's tricky. I suppose in a way, or you would keep doing so until you discard an avenger ally. That would enable an infinite loop making unviable. — dysmania · 1
@dysmania - there would be no infinite loop, if you are asked to discard cards and you run out of deck you stop, ie "discard cards untill you discard a minion" will stop if you discard entire deck w/o finding a minion, also for example if you are Iron Man and play repulsor blast with 3 cards left in your deck, you will discard only that 3 cards — Aatxe · 3
Giant Stomp

WOW! This is absolutely insane! Just think about this: Swinging Web Kick does 8 DMG for the same price, but no DMG to minions. Ground Stomp does 1 DMG to each enemy for a cost of 2.

This is REALLY strong!

neothechosen · 567
Army of Ants

This card is really, really strong. It's cheap, consistent damage, and you get three of them, and the damage over the course of the game you get from them is nuts. You're almost always going to be in Tiny hero form at some point on your turn, so even the "Tiny form" part of the cost is negligible.