I have mixed feelings about this card. I sometimes want it to be an attack event, so I can use Honed Technique with it, but there's value in being able to deal damage when it's not an attack (gets around guard). Archangel can still boost it to 5 damage but other Aerial characters feel more limited using it. It forces you to bring more aerial allies into your deck, so you can utilize it more without exhausting your hero.
Great card to take Cable to 3/3/3. If you have Mind Scan in your opening hand, I normally fetch Technovirus Purge as part of his setup phase. That way I can clear it in one turn at the start of the game. However, if Mind Scan isn't there, I'll grab Build Support or Superpower Training as the starting player side scheme to help build up Cable faster when playing solo.
Excellent card, when you need ally ASAP. And another good points is fact, that really costly ally (like 4+ cost) can be discounted There are only two downsides of this card:
- it's trait locked
- it depends on randomness (sometimes you draw ally almost immeditaley, sometimes you need to discard ten or something cards.
Rating (A-C) A- Almost any leadership ally-centric deck with Mystic trait should include this card
Carol here is arguably one of the strongest Ally cards in the game, but she comes with some serious costs, from her price tag to the consequential damage to her when she attacks. She falls under what I call a "hand drop" Ally, basically an Ally that is going to be all you play that turn. However, considering she is an Avenger you are likely going to use her in another Avenger deck, making it a bit more easy to put in decks running Quincarrier or Team-Building Exercise to get her out.
Of course, there's an easier way to handle this. Use an effect that gets her into play for free. Two good examples of this are Summoning Spell and Call For Backup. Note that Carol does not need to be played from hand to get her Response so it still works from both of these card effects! In True Solo, that's a 5 Cost Ally in play for a 3 Thwart action!
Now you got an Avenger with Aerial in play! HIGHER, FURTHER, FASTER!
Not that bad of an Ally. She is the bigger sister of Valkyrie, costing one more Resource than her for +1 Hit Point and exchanging an Energy resource boost for a Physical resource boost. The thing is, most Heroes have a Hand Size of 5 (as an average), meaning a 3 cost Ally is costing you four cards in hand (counting itself), and a 4 cost Ally is costing you five cards in hand (counting itself). That means in most cases Valkyrie is leaving one card in your hand, which you are unlikely to play all by itself without some kind of economy booster. Short version: you are dumping your hand either way, so you might as well go with Jane.
Jane herself also uses Physical over Energy, which you are more likely to generate in Aggression and with Aggression cards. The fact that her damage is a Response means she can hit the table, clear a Villain's Tough card, and still proceed to deal another 6 damage over 3 turns before chump blocking at the end of her life cycle. So you are spending one turn of cardplay for 9 damage and a block. EAT MY HAMMER!