Deadpool

An ally with built-in healing makes for some really interesting Voltron possibilities as cards like Inspired or Sidearm get to stick around longer. Even without a stat buff, I think you will use the forced interrupt more often than not because you get 3 extra activations for the cost of an acceleration token. If playing solo, the acceleration token makes you more likely to lose to the main scheme in one turn, but it takes a long time for the total extra threat added to outweigh Deadpool's extra activations (6 to break even, 7 to exceed). In multiplayer, the acceleration token is even less of a concern. But if you just use Deadpool twice and block, you got your expected value anyway, so the self-heal option is pure upside. This will be a staple ally for X-Force decks and is actually a reasonable thwart option for generic protection decks. The biggest bummer is you can't play him with the Deadpool hero, who he would combo perfectly with!

Stretch22 · 349
E.V.A.

This card is only put into play when the Fantomex ally enters play. Please see the reviews there for evaluation of the 2-card package, since a review of this card alone would not serve much purpose.

Stretch22 · 349
Lock and Load

This is very easy to include as long as you have a useful weapon upgrade to get. In aggression alone, you could search a Hand Cannon for a Follow Through deck or have this be like a second copy of Jarnbjorn in your deck. There are also many heroes with powerful hero-specific weapons like Gamora with her sword, any of Rocket's toys, or 2 of Black Panther's Wakanda Forever upgrades, so this is a nice tool for those decks. These player side schemes have done an awesome job of helping you make decks built around a few specific cards be much more consistent!

Also, the flavor text is a John Wick quote right?

Stretch22 · 349
Team Investigation

This card's cost is 2 Per Player not 2. In a 3 player game for 6 it removes 9 which you can do for cheaper and more effectively with Spider-Man. Depending on the side scheme status, Even the Odds is likely a better play as well.

I get that Alliance means everyone can pitch in for the side scheme here but overall not a great include. Would depend on what you can cut for it. If you have less than 3 Overwatch and Psychic Manipulation in your deck then you don't have room for this.

Lerysh · 17
Yeah, I don't get cards like this that are just plain weak and obviously so... — Erathis · 15
Sorry, hit enter... Anyhow, Justice Ally Spider-Man: Peter Parker (not the hero card linked above) just straight up invalidates this card's existance on its own. It would already be a weak card no matter what but Peter is just plain better at doing what this card wants to do in virtually every way. The one thing this card has is alliance and frankly I've yet to see alliance do anything meaningful in a game. — Erathis · 15
Mission Planning

I'd say you need 3 allies doing 2 THW or 2 ATK in play to feel good about playing this card from hand, but there is a lot higher upside if built around with readying effects like Command Team or Avengers Assemble!. I don't think you need to worry too much about getting a side scheme in the victory display since this isn't an early-game card anyways. There are probably better options if you're only looking to use this "fairly" as a bit of healing value, but for a deck built around it, it can enable some crazy combo turns.

Stretch22 · 349