Global Logistics

This is a great card for deck fixing anywhere you need it. There are plenty of situations where you are going to have a dormant SHIELD Support or Ally, such as Quake, that may be waiting to blast minions for you, and so the cost to exhaust is often going to be readily available.

With the encounter deck, you can stage what cards will be boosts and know how much damage each attack will do as well as what encounter cards one might be dealt, and getting rid of anything that's heavily problematic (SHIELD decks are going to be some of the best decks to take against Ronan the Accuser hilariously enough), and if searching a player deck you can try to combine which cards combo with each and separate between the top and bottom of your deck.

Just remember: if you pitch too many cards from the encounter with this sort of card instead of tactically layering them, acceleration tokens can accumulate much faster then what you might like. Be mindful of how much you are pitching entirely. Understanding that a massive attack is coming and you need to block it with a tough or a chump is sometimes a better option then throwing too many cards, and not only not getting known cards in the most advantageous order, but potentially digging too far and now getting cards that end up being worse overall.

Earth Dragon · 1589
Quake

Re-print of a 1st wave card, Quake is a solid Damage dealing Justice ally who is worth the cost even if you just attacked once then chump blocked.

But if you are playing a minion heavy scenario, particularly in multiplayer, she can sit as a fixture on the table, blasting minions turn after turn as players duck out to get a little rest. One of the key things to remember is that 0 Sch minions still scheme......they just don't add anything. She is a great trap ally that can deal damage to minions, even if just preliminary or ping toughs, and set them up for larger overkill hits on the following turn. If you are ever in a tough spot and need the block, she can also provide that on later turns.

Of course, with the last few campaign boxes having lots of ally mitigation and chump blocking not always being a practical option, this is a timely reprint for Justice to get more access to cost effective option at dealing damage.

Earth Dragon · 1589
"You Got This!"

I think what seems to be missed from this card is that it is set to utilize heroes who already have high thwart and attack to give them extra actions. Cable, Spider-Woman, Captain America, and others that really bolster their stats and often don't need chump blockers can utilize an ally for multiple basic actions during a turn. Not to mention characters like Iceman who get benefits from their attacks so lending him extra actions can help control the board better.

When considering this card, don't look at it from the perspective of getting the Ally's stats twice, but look at from the perspective of getting the Ally's stats PLUS whatever you are going to use on the activation from the ready. If Captain America has a 5 thwart, THAT is the additional value if that is what you are doing with him on that extra activation.

Someone like Wasp could use a Moxie changing to Giant-form, a Morale Boost to fortify her stats to 4, and then use this to give her a pair of attack or thwart to utilize her "leave no waste" basic actions. And with a 5 Defense, she isn't worried about the fact that Ally just got discarded.

In the above scenario, it aided in 6 points of production, not just 4, and with Wasp, a turn like that can clear two side schemes, a minion, and still take a threat off the main scheme, while securing her a great defensive position. This isn't even counting other factors for the turn, such as possibly having enough resources to play another Ally with a good entry effect, but you already had three allies and needed to dump one.

Civic Duty, R&D Development and Adrenaline Rush are other cards to consider to combo with this where you are trying to maximize multiple activations in a single turn. Ant-Man, Wonder Man, Maria Hill, Hawkeye, and Kid Omega are all cheap allies that could be considered for sacrificial lambs when they were on their way out the door anyway (those with entry effects you way want to usher out the door). Earth's Mightiest Heroes can supplement addition activations for Avengers (which it looks like we'll be getting more soon).

This is an interesting deck-building tool which the game can use plenty more of. This idea from some of the MTG guys that it's "staple or bust" is silly. If you are trying to build a Leadership deck where your hero is the point of attack and not the allies, this is a card one could consider.

Earth Dragon · 1589
Face the Past

This card can be summed pretty simply:

The poor get poorer, the rich get richer.

If you have a weaker nemesis, this is a great card that gives you a solid turn of action economy and cards, eats at deck bloat on future passes, and stuffs trash into the villain deck that you aren't too worried about when it's getting shuffled. It's going to be an auto-include for quite a bit of heroes, even ones that don't like the resource since it doesn't stick around.

If you have a stronger nemesis, you won't touch this card with a 49 and 1/2 ft pole. Even if the initial hit is worth it for some, the fact some of those nemesis are now floating around and your SotP pop will be even more unpredictable just isn't worth it.

Earth Dragon · 1589
Legal Practice

This card i so bad, It can't even has the genius resource to use it with Superhuman Law Division. It should be fully remake, or at least, give you the oportunity to use the alter ego capacity of reducing threat as a feature of She-Hulk, rather than Super human Law Division, making Jennifer Walters unique as a play style.

Pabs_SG · 1
It is a bit odd that it doesn't have a mental resource. I've used it a couple times in emergencies where I had remove threat right then and there otherwise I would've lost the next turn. It's not something you'd want to use on a regular basis. — erikw1984 · 29