Boot Camp

Classical Marvel Champions support card. Big cost (4ER) at the start, and not significant bonus from the start (usually you in time you play you got 1 or 2 ally at most). But the longer the game is, the more value this card gains. For baseline ratio 2 damage per 1 resource you will get the value after 8 uses of ally. In the end of 2025 (after realease of Civil War) you can create many interesting decks with allies focused only on attacking.

Rating (A-C) B Requires plan to make it functional, but create a special archetypes of attacking allies (not blocking). On it's own Boot Camp is too slow.

nosiak · 195
Element Gun

They are very expensive to invest, and provides as @TrueHiddenMist said, just a way to convert dead cards into 3-Damage.

IF, you instead build around using them all the time, you will have the same problem as Hawkeye: it will severely impair your board growth and will eventually made you behind other players in mid-late. Unlike Hawkeye, you cannot collect loose arrows with your quiver to thin your deck; these two cards (among other questionable hero events will be meddling around for the whole match).

Also, they are restricted; Side Holster is required if, you are planning to get another weapon.

matchet · 240
Practiced Plan

This is one of the few gamechanger cards; cappable to enhance the consistency of certain powerful PREPARATION cards, you can now build decks around them.


Some of them worth to note...:

  • (Justice) Spycraft: better than avoiding a catastrophic encounter card once, is to do it twice
  • (Leadership) Rapid Response: our old and classic trick now is even more spammable
  • (Protection) Ready for a Fight: a big game changer. It "fixes" characters with 4 or less Hero hand size.



If there are more PREPARATION cards that deserves to be listed here, comment here and let me know the reasons. I'll be listening

matchet · 240
Civic Duty

This becomes kinda decent after your second ready on a turn. Still +2 THW per 2ER is bad, if it werent because you can store the effect in the field for later turns. Therefore, it becomes a wild +1 bonus for when you need to score a clear for things like Making an Entrance.

At the third hero ready, its on the average +3 THW per 2ER.

Problem is, there are quite few heroes and cards that can reliably ready enough to collect 2-3 readies for this card. And it has to compete with other better alternatives that does not lock your hero's basic action (like Surveillance Team or Beat Cop)

matchet · 240
Unleash Nova Force

So, you paid 2ER for this card's effect. Lets say you did it with Supernova Helmet so it technnicaly becomes 1ER (the card in hand by itself).

Now, we must assume that it was played because you have at least one secured minion or shcheme to be defeated. your base ATK/THW is 1, meaning you have problems to do that without the help of other cards like Heroic Intuition or Pot Shot.

In the end, you need a big amount of preparation, right cards in hand and enemies/schemes in the right moment, for the most iconic card of Nova, to become quite powerful as it seems. And even if so, you will be probably depending on what you draw with it, to continue doing not-so-powerful actions as expected

matchet · 240
Are you saying this isn't good? This card is incredible, and a Nova deck should be trying to play and trigger it as often as possible. You can always clear the main scheme to break even, a single minion or side scheme makes this positive value, and the sky is the limit after that. Be sure to play player side schemes, One Way or Another, Face the Past, and similar to help it pop off — Stretch22 · 1860
Yeah not only is this card insanely good, it's one of the most fun and unique cards to deckbuild around in the whole game. Using this in Leadership with White Wolf is so much fun. — Jvenom23 · 21
May have been overlooking this on the paper. Nova's kit is aside from this card, quite standard at his best. With also having him at 1/1 stats does not really looks like helping. Nova helmet can pay a drawn event, yes, but they would be low impact event that might not really be able to clear next enemy or scheme by itself alone (stopping the engine) — matchet · 240
I wouldn't call 1 ER for 3 threat or 1 ER for 4 damage low impact. You also seem to be implying each event needs to defeat something by itself for UNF to trigger, which is of course not true — Stretch22 · 1860
The math criticizing the effectiveness of this card is is iffy. 2 er to play this card is nothing when your character has a built in multi use free resource. If you then have the resources to trigger this event only one time, you get a card, a wild resource, and a basic power. Thats 2 er back plus a basic power (which may be 1 but often is boosted). It pays itself back if you just trigger it just one time. Beyond that, this card lets you often clear a whole board while breaking even or netting positive on effective resources. Extremely good in multi-player and in solo. All you have to do is play it and watch the board empty of threats while your hand keeps refilling. — MAXFightMan · 73