Scout Ahead

This is ahead of the normal curve. 3 Threat per 1 is worth by its own, even if you dont extra pay it with a Bamf!.

And what its better, it can be entirely paid by Deft Focus or X-Gene, alone.

200 characters limit

matchet · 240
I wouldn't say 3 threat for 2 ER is ahead of the curve. Doing 6 threat for 3 ER is great though — Stretch22 · 1862
Its unconditional 3 THW. Clear the Area needs to remove last threat. Lay down the law needs you to change from alter-ego, Making an entrance needs you both exausting and clearing last threat, Yaw and Roll needs you to both AERIAL and thwart before, Multitasking needs mental res and is spread over two schemes. — matchet · 240
I mean, those aren't very actionable comparisons since they are aspect cards and this is hero-locked. Not saying this is a bad card at all, I just think you really want the bonus when you play this — Stretch22 · 1862
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