Thor

This is one of the best allies in the game. Even without the interrupt power, he can attack 3 times for 3 which is an amazing value (9 damage for 4 cards = 2.25 damage per card). Or you can defend any amount of damage, attack, then defend any amount of damage. The only aggression allies that deal more than this have special conditions (Wasp) or penalties (Sentry, Angela) or both (Hulk). The interrupt ability is just icing on the cake, but is very worthwhile whenever you have a spare energy resource and there is more than 1 minion engaged with a player since you're dealing an extra 3+ damage for only 1 resource. Things get broken when there are lots of minions and the damage becomes absurd. In fact, this is easily powerful enough to be a hero-specific ally, but it is awesome that it is an aspect card because that means it can (and should) go in nearly every aggression deck you make.

Agent 13

Ignoring the response, Agent 13 is reasonably efficient at thwarting over time, clocking in at 6 thwart + block or 8 thwart for 4+card.

The response can be pretty good, though. The list of SHIELD supports is not terribly broad, but there are standouts. Helicarrier in particular refunds Sharon's resource cost over time, bringing her value to "card + time = 8 threat removed." Wow!

For specific heroes, you get solid additional targets: Safe House #29 and Alpha Flight Station are strong card drawing engines. Jefferson Davis lets you go harder on threat removal. And piling up more ammo on Munitions Bunker can enable a massive burst of damage.

Fry · 82
Rapid Growth

Question: When I use her Basic Power from Tiny side, and then I use this card does should I calculate the base from Tiny or Giant side? ...........................................................................................................................................................................................................................

pastorkris · 4
You calculate from the Giant side. Reddit has the answer to almost any rules question you can think of. — Stretch22 · 190
Height Advantage

For 1+card in Protection, you can prevent 3 damage: Side Step and Subdue will work on any attack. How often is Height Advantage going to prevent 3 damage? Not very.

Honestly, it's not going to prevent 2 damage consistently, and if that's your bar, you can get that with upsides via Jump Flip, Preemptive Strike, Desperate Defense, Never Back Down...heck, even First Aid does basically the same thing.

Aside from the Ultron scenario, the one thing this card has going for it is that you play it the hand before you're expecting to get hit. That's not a terribly big upside, but it can be relevant if, say, you didn't get attacked last turn due to a Stun or being in Alter Ego - you wouldn't have been able to play a Side Step but now you can play a Height Advantage for the next attack. I'd still rather put cards in my deck that are more impactful, more often.

Fry · 82
Embiggen!

I am confused about how Ms. Marvel's embiggen interacts with the leadership card All For One from Wasp's pack. If I add the 2 damage from embiggen to each instance of damage, would I be dealing 3 extra damage for each avenger exhausted or simply x+2 damage where x is the number of Avengers I exhaust?

Because if I simply add 2 to the printed numbers, then the card reads "Deal 5 damage to an enemy and exhaust any number of AVENGER  characters you control. Deal 3 additional damage to that enemy for each character exhausted this way." It just seems unclear whether each exhausted Avenger is a separate instance of damage or one combined instance of damage for all of them.

I often hear people call Ms. Marvel bad with leadership, but a deck archetype around cheap/efficient thwarting avengers and recurring All for One seems pretty solid even if the text is interpreted as the weaker of the two options.

DummyQt · 1
From a reddit post asking the same question, citing the rules reference, "The word 'additional' denotes a modifier to an ability or game state. The additional modifier is resolved simultaneously with any ability it is modifying." So All For One sees you exhausting 2 allies, for example, and becomes a single instance of 5 damage. Embiggen would add 2 to make it 7. Sadly not as busted as you wish — Stretch22 · 190