Hulk

Although the Hulk’s attack has a lot of very legitimate disadvantages, the key thing to remember about him is that he is so inexpensive to play that he is arguably effective even if you never attacked with him ever. After all, minions with cost 2 usually only have 2 hit points and are mostly used to block attacks. With the Hulk’s hit point total of 5, he is tough enough to sometimes survive an attack by the villain. Or he can predictably block multiple attacks by minions before taking a big hit from the villain. A cheap cost 2 minion who can block 1-2 full villain attacks is decent minion, the ability to attack also is kind of an extra bonus. That said, he is much more fun to attack with, and if you want to attack with him you pretty much need a deck that is massively stacked with physical resources. Fortunately, that is a common subclass of aggression deck even without the Hulk, there are lots of cards that support a heavy “Fist” deck. So mostly I put the Hulk in that kind of deck, and he is great fun as a powerful but chaotic and risky attacker.

cnalexander · 42
Endurance

This card, like Down Time, is a game changing card that becomes one of the primary generic power ups alongside Avengers Mansion and Helicarrier (though obviously less powerful and cheaper). Any character whose design is limited by not having enough hit points can take this card to fix the problem. Examples include Ms. Marvel herself (her recovery is too high for her hit points) and Spider-Man (not enough hit points to take full advantage of Aunt May's incredible healing power), or really any character with only nine or ten hit points who wants to avoid suddenly and unexpectedly dying.

Even if you think of this card as a healing card rather than a statistic boost, it is still clearly pretty solid. It gives three points of healing for only two resources, which I would consider to be an acceptable rate of return for something that only works on identities, with the advantage that it can heal you even if you aren't wounded, but with the disadvantage that it only works once on one character, which isn't really a disadvantage if you only put one of these in your deck.

cnalexander · 42
Get Ready

If you drop Get Ready in a random deck, it is usually disappointing, all it does is let you use up an ally one round earlier. And while this effect is sometimes useful, most random three hit point allies get used up quickly enough anyways and there are likely to be other cards you would rather put in your deck instead (assuming you have a decent number of expansions), so most of the time I skip this card.

But there are lots of specific situations where this card is more practical. It is possible to build decks with enough extra ally hit points and ally healing that you actually can't go through your ally hit points fast enough to make maximum use of them, and this card gets close to giving you just a free ally action. If you spend resources to pump up 1 ally temporarily for a turn (the Vision for example), you can use this card to get an extra use out of that on the same turn. Or in some cases you can do the same thing with a suicide power like Goliath. Another option is to Inspire Black Cat, then use this card as an absolutely free two damage. I've yet to create a deck myself where I thought this card was amazing, but I have created decks where it was interesting and sometimes useful and provided some variety to the deck.

cnalexander · 42
For Justice!

This is the classic standard in threat removal events, the signature Justice event. The ability to remove four threat for only three effective resources is impressively and unusually efficient for an aspect event. A lot of the time, when I'm playing the game and being pressured by a scary opponent with dangerous schemes, this is exactly the card I am most hoping to draw. It is impressive how good Justice decks can be at being able to muster up the science resource for this card, it is really very common, and worth thinking a little about when you design the deck. And it is really cool how The Power of Justice combines absolutely perfectly with this card. The only reason I don't put this in every Justice deck is that I like to switch things up and have more variety, but there is a little something missing playing a deck that does not have this card.

Note that I play multiplayer scenarios against highly threatening opponents, where there is always a desperate need to remove four threat from something. This card could be somewhat less useful when playing solo, where you could actually run into the problem that it would be overkill against most of the side schemes.

cnalexander · 42
Air Supremacy

With 2 aerial characters, this hits the 2 dmg/resource mark that we typically use to judge attack events. Having 1 is close to unplayable, but not completely dead (Haymaker), and having 3 is insane. You need 3 different targets, so this is best in multiplayer games with plenty of minions in the encounter deck. You also need aerial allies.

The current list of allies with the aerial trait is: Adam Warlock, Falcon, Wasp, Starhawk, and Star-Lord's and Ant-Man's signature allies, Nova Prime and Wasp. The non-leadership allies can possibly be brought under your control with Make the Call in a multiplayer game, or using Spiderwoman. The upcoming Captain Marvel ally in War Machine's pack is also aerial, and Sky Cycle can turn any ally Avenger ally aerial (though I wouldn't play the card just for that effect). The easiest heroes to make aerial are (copy/pasted from the Ever Vigilant review): Dr Strange, Wasp, Captain Marvel, Rocket, Star Lord, Iron Man, Thor, and Spider-Woman.

I think this is too situational for my tastes - I want to make sure I can use my full hand every turn of the game to good effect, but possibly doing 9 damage for 3 resources is something worth building around and I am curious to try.

Stretch22 · 56