Adrenaline Rush

Basically you need second activation, to make this card worth considering in deck. Outside of Quicksilver I don't see other character, how can easily take 3+ activanions in one turn. But I see situations when extra 1-2 damage can make a difference (this is not forced action).

In multiplayer (A-C) B- In solo outside Quicksilver (A-C) C

nosiak · 4
Quicksilver is the best, but I've put this in a Nova deck too. If you only activate twice, that's one damage per resource - very inefficient. Look for those big combo turns with 4+ attacks — Stretch22 · 273
Spider-Tingle

I don't get this card. You have to deal 1 damage to a Spider-warrior before you reveal the card and then check if it is a treachery. If it's not, you just lost 1 HP. It doesn't even play into it's theme, I don't remember the spider sense causing Spider-Man any damage in any of the films or comics, so that's basically made-up, and it doesn't even work, because the tingle is going off even if the card is not a treachery. Poorly designed, if you ask me.

EDIT: After further research, it seems that it is indded useful for characters with high health and perfect defense -SP//dr-, though the extent to which one should consider including it in any deck is still a bit unclear to me. I'll keep using it a bit more to be sure.

Keep in mind it's an upgrade - so you can keep using it until you do hit a treachery. Cancelling certain treacheries can be well worth 2 resources and a few damage, but it is a risk if you keep missing. It combos well with Spider-Ham too — Stretch22 · 273
Psychic Assault

Right now it's only playable in Phoenix decks (although Psylocke will be available soon), but MAN is it a workhorse there. Confuse effects are especially important to aggression decks, and having a turn where you can safely flip to Alter-Ego mode without worrying about scheme getting out of control makes singleplayer aggression so much more forgiving. I confidently play three-of and I don't expect to take any copies out any time soon.

DaLucaray · 3
White Hot Room

To my mind this is the grease that keeps Phoenix moving. I've noticed most characters get an Alter-Ego Action support card, and this doesn't look like much but it gets the numbers JUST high enough- and Phoenix wants to Recover just often enough- that you always play it if you draw it, if you ask me. (Unless you can confidently close out the game in 1-2 turns of course). Heck, I'd say this is a card worth mulliganing to dig for. Phoenix is fragile, with only 9 health, and power counters to squeeze and extra resource out of every turn lets you just play more.

The most important thing about playing this card is remembering that you're always getting two activations per flip, meaning you can heal seven damage with just this card and Phoenix's recovery. Imo Phoenix also wants Down Time, which frees up White Hot Room to give you a total of three power counters (two plus the Recover) with only a single turn of, well, down time.

If Phoenix has one support/upgrade card on the field, I want it to be this one.

DaLucaray · 3
Cyclops

Scott here serves as basically a fast way to "leash" Phoenix once she's been unleashed, especially if you have White-Hot Room out (which you should, bonus healing and bonus power counters are two things Jean wants desperately). This is useful if you really need to thwart, and once he's at 1hp you can kill him to probably unleash Phoenix again, which is cute. He's also just got a very solid stat spread.

That said, I end up spending him as a resource more often than not, especially once Phoenix is unleashed- there's just more powerful things you can do, and if you're on 3 power counters you're pretty much SOL. Not the best personal ally.

DaLucaray · 3
With Phoenix you want to Unleash as fast as possible, so wait to play Cyclops until then. Then use up the 2 extra power counters before he dies so you never lose them. Very efficient in the ideal case — Stretch22 · 273
The "enter play" half of this card is a Response, not a Forced Response, so you can play Cyclops without gaining power counters if you so choose. That can be helpful for unleashing a little faster, or staying unleashed in the example given in the review above. Only the "leaves play" effect is forced. — RainYupa · 1