Drop Kick

This is the type of card design that it is honestly frustrating, if not full on infuriating, that the devs can't emulate more of. Cards that do a little bit less than if you don't have the correct resources or traits, but then get pushed to a much higher level if you DO use those resources or have those traits.

Considering most of the heroes with Aerial don't have it always, cards like Get Over Here! and Crisis Interdiction should be the general formatting for a dozen aspect event cards at this stage, and yet we have 1 aspect card and 1 hero card.

I can't even think of another card with Drop Kick formatting (which is different, but not dissimilar, from For Justice!) and yet this game could do with 11-15 more and be all the better for it. And this is why "player bitching" needs to be more sensible then it has been at times. The good parts of the Hulk pre-con seem to have thrown in the garbage bin with the rest of it due to absolutist "It all sucks" speech that surrounded the pack

Let's extract more of the good design aspects from these packs. In particular since this pack is no longer going to be printed.

Earth Dragon · 1589
The Pericles

As usual, things that give options are being associated with the cost of what something would be if only a single option were used (and always the cheapest, strangely enough. never do they only compare it to the more expensive option).

Here we have a PROTECTION card that can confuse the Villain. That is not a very common thing (nor should it be if you are trying to maintain aspect identity and style to any degree). This Support allows you to deal with the situation at hand. A tough token on a hero, a confuse token on the Villain, and a stun token on a villain are all clearly utilized in different situations depending on what keyword abilities the Villain may have.

But it also gives a minion or ally a status token. You may not have enough damage to clear an elite minion, and so can slap them with a stun to buy you a round. Or you can keep an ally with retaliate going for longer, which can tactically intercept attacks from other tough enemies and not only clear the attack, but clear the token.

So while you can have a limited view of this being a "tough" token generator, that is inaccurately accessing the card. It's a swiss army knife that can shut down a villain on 4 separate activations, and a rare protection card that can let you flip down to AE for a breather and a surge of resources. It also is an "action" in protection, and gets players one step closer to building the "support" deck that is hard to come by in that aspect. I would actually go as far to say that a Maria Hill Protection Build could achieve this if desired at this juncture.

Earth Dragon · 1589
Organizational Support

This is another one of those cards that is going to be finding it's way into a myriad of decks where characters have the same trait, and is honestly going to make "tribal" leadership decks the premium deck type due to the increased output and having less problems getting your board built on the first pass.

This also gives a massive amount of value to cards like Sky Cycle that often get passed over due to just speeding up the inevitable, but here give them extra exhausts for bonus effects while not loosing the initial production. Other cards like Flying Formation have interesting solo uses with Archangel that can be explored since it's easy to pay for and your flyers just pop back up (still likely a multiplayer card, but it is an interesting thought that could have other combo cards spring up down the line) and Archangel gets the 4 damage from playing Flying Formation, and then flip to Angel with plenty of resources and get the card draw from there.

Team Training, Uncanny X-Force, and Uncanny X-Men become easier to get out, which are already incorporated into decks which usually don't want (at least some) of your allies to leave right away. Avengers Mansion, The X-Jet and Avengers Assemble! can get worked into your turn without being the only thing you end up playing as often.

Then there are all the pricey Shield Support that just came with this card. It'll be much easier to pay for and play those cards even outside Shield characters (Maria Hill isn't alone in being able to use some of them outside leadership while including this card). And if expending tokens on your support isn't as useful this turn, they aren't just sitting there idol.

This really is a card with deep application, but does need to be built around for many characters (Not so much for Maria Hill and Star Lord) to be used effectively.

Earth Dragon · 1589
Slingshot

Cards with options are always good in the right hands and in the correct decks.

The "basic" application of this card is a 3-cost ally with 2 atk and thw and 3 health, which is respectable. 4 points of production and a chump block is actually quite good when it can be applied either to threat or for damage and could be included for this in a deck without any other upsides.

But then you can stretch this out. There are LOTS of turns where cards can be left hanging in your hand as costs just don't line up even in the best of decks. So using two resources for 2 production isn't a bad trade off, but it doesn't end there.

As Slingshot pops back into your hand after you draw, this is now an extra card/resource for the next turn. So in all reality you only paid one resource for that extra production and have a beefier hand which allows you more options, even if you just then throw her as a resource for another card or to clear an attachment next turn.

If we are then looking at multiplayer, there are plenty of situations where the production improves. Boot Camp can be anywhere on the table and give that extra damage. Whoever has a Get Ready can be the target as there will plenty of HP to abuse and still pop back into the owner's hand. And if clearing something like a side scheme which will cause an attack is of a high priority, unless you can't block with allies, she can bail you out as a cheap option to take that hit that is what you are down to.

In most situations she is likely going to be a turn after turn pop down to the battle for that one energy and keep going, but with a wide variety of useful options, this is likely to become a staple Ally card outside of decks that are looking for all their allies to share traits that she doesn't have or decks are needing boat loads of a resource that isn't energy.

Earth Dragon · 1589
Victoria Hand

While this does seem like a fairly specific Maria Hill Ally, Spider-woman can combine her with a myriad of applicable support cards as well due to being able to play two aspects together.

It's also just a broad enter play card, so can be utilized with Make the Call and Rapid Response if you need to up the output of whatever supports you are packing for a bit.

Earth Dragon · 1589