Air Cover

Perfect way to grab Marked, especially for any heroes that love to kill minions.

And if we get more Tactics in the future, it could be a build around card. Especially amazing with Cyclops since it allows you to stay in Hero form to grab his identity-specific Tactics.

phtephen · 36
Warpath

Expensive, probably cappable of handling one extra villain's attack while at full life. And basically is the best partner for Change of Fortune since you will be able to play an Hero Action event on villain's turn, which should be something that does enough damage to kill a minion.

But its very conditional: requires you to play a Protection aspect deck with proactive damaging events... which is better achievable with Hero specific attack events instead; and also requires you to have a defeatable minion on the field and Change of Fortune on the field.

All of these conditions met? You will have a fantastic time. Any of them dont? Then it was an expensive card for 1-2 villain's block.

Sidenote: you could actually use Warpath to block a minion that you want to kill, but that means the villain will hit you instead...

matchet · 56
Iron Fist

OK Not a review but ... Sorry when I saw cards like this, it give me a feeling of the expansion not being proof read.

Why write : Iron Fist attacks your leader. Otherwise, Iron Fist activates against you. Instead of : Iron Fist attacks your leader.

There is no way for Iron Fist not to attack the leader except if the leader is defeated, but in that case the game is over.

And that is not the only card. I saw many cards with an 'otherwise' condition that cannot happen because the first condition is always met.

Could someone explain if I miss something or if there was a BIG problem in the card design ?

Hankroyd · 2
If you are using the modular in a non-civil war scenario, there are no leaders, so instead he activates against you. — Jvenom23 · 20
For what it's worth, the boost ability indeed does nothing in cooperative. But yeah the when revealed as an otherwise for non-pvp games — Stretch22 · 1801
Thanks for the answer, I understand better now. — Hankroyd · 2
Patriot

I initially missed the potential of this card, but Patriot might be one of the very best allies in the entire protection aspect.

There are a handful of allies in the game with toughness and I find that they provide great value giving your hero multiple (usually two) chances to avoid a big hit from the villain. In my opinion a tough card is the most valuable thing an ally can have.

While Patriot doesn’t come into play with toughness he can gain them repeatedly over the course of the game. His ability has good synergy with cards that fish out minions, but even without those cards minions are likely to find their way into play often enough.

His 3 HP and 2 ATK means he can even provide good value while sitting on the table waiting for a minion to engage your hero.

This is an ally that you hope to play as soon as turn 1 and leave in play until the bitter end

jamman39 · 18
Full-Body Charge

I have a serious question about this card and Supresing Fire. What is triggered first? The overkill hit point check, or the healing from supressing fire?

Supressing fire as many upgrades aplied to enemies is marked as an interruption, so its effect takes place BEFORE the trigger, in this case, the attack from Full-Body charge, but at the same time it says that the healing will only take place AFTER you defeat the minion. In the other hand, Full-Body Charge doesn't specify when the hit point check takes place, is after defeating the enemy or before even appliying the damage?

ZuoKalp · 3
If your hero's hit points are less than half when you play Full-Body Charge, it gains overkill. Then the card resolves, killing (presumably) the minion and simultaneously dealing overkill damage to the villain, then you can trigger Suppressing Fire to heal 2 — Stretch22 · 1801