Magneto

Magnetic Pull offers fairly radical flexibility. In the worst case scenario, a free draw is no less than one extra resource, so he can act as a resource engine ala Jubilee and Nova. Of course it’s possible the Magnetic card drawn could be quite clutch if you’re lucky, and you can decide how you use drawn cards as you pull them. What’s more, the involvement of a discard means that you can potentially use this to willfully cycle your deck (if you’re eager to redraw a bomb card or know most of what’s left of your deck is flak) or trigger cards like White Fox or Digging Deep.

It isn’t all sunshine and roses tbc; you’ll want to try to “count cards” to mentally recall what’s left in your deck, as you may find yourself discarding something you were waiting on if you aren’t careful (though again: you’ll cycle back around soon), and of course WHAT you draw is gonna be a tinge random (it’s always a drag pulling a Magnetic Mastery when you were hoping for something to SPEND resources you already had on, for example). Ultimately I find him to be powerful on good turns, but it’s a bit random when you might not be so lucky. I’d strongly reccomend considering something like Plan B, Blackout, or stable uses for burning a single resource as he can have more problems than usual with “I tragically have a remainder of 1 card after a playing the rest” than most characters already do.

You’ll also want to remember that Magneto's Armor and Magneto's Cape effectively turn Mags into a “Basic Spam” character that benefits heavily from having upgrades that increase his stats further (and cyclically, from other effects that ready him if you go this route). Your effective extra draw can help you stack these rapidly, and leave your already quick-cycling deck that much leaner in the process.

If he’s otherwise worth it compared to other hero options may come down to taste, but however you’d appraise its weight overall, Magnetic Pull is certainly wildly versatile, as abilities go.

TheNue · 1
Face the Past

The other review mentioning Non-Elite Nemesis got me thinking of Karma and thought I'd compile a list of Heroes who can do this clunky combo.
Atk/Sch/Health Minion (Hero)

1/1/4 Beetle (Wasp)
1/2/3 Butler (Deadpool)
1/1/5 Chimera (Psylocke)
2/1/2 Enraged Symbiote (Venom)
2/2/6 Furnax (Groot)
2/2/4 Loki (Thor)
1/2/4 Nanny (Jubilee)
2/1/5 Prowler (Spider-Man)
2/2/5 Stryfe (Cable)
3/1/5 The Lizard (Ghost-Spider)
1/3/3 Thomas Edison (Ms. Marvel)
3/1/5 Warbringer (Nova)
3/2/4 Whiplash (Iron Man)
2/2/4 Yellowjacket (Ant-Man)
3/1/5 Yotat the Destroyer (Drax)

The following minions have undesirable comes-into-play effects
2/1/4 Avalanche (Quicksilver)
1/1/3 Blackjack O'Hare (Rocket Raccoon)
2/1/4 Crossfire (Hawkeye)
1/1/6 Harpoon (Angel)
2/1/4 Living Laser (War Machine)
2/2/6 M.O.R.B.I.U.S. (Sp//dr)
3/1/4 Pyro (Iceman)
2/1/4 The Green Gobbler (Spider-Ham)
2/1/3 Topaz (Domino)
3/1/4 Vulture (Spider-Man)

Which is a longer list than I expected. Obviously there are a lot of other good cards that deal with non-elite minions, but getting an ally out of the deal seems pretty sweet to me.
At first glance the best ones to take are Yotat, Warbringer and Lizard, surviving two uses of their 3-atk. Stryfe and Furnax survive two uses of 2 atk or sch. Closing out the ok-pile is Prowler's 2-1 and Chimera's puny 1-1. Among the single use Thomas Edison stands out with 3-sch, while the Symbiote landing at the bottom of the pile since it dies to Karma's consequential. Funnily enough, none of the undesirables look that attractive in comparison, which makes sense since a CIP effect usually means a lower statline. Only M.O.R.B.I.U.S. is comparable to the higher rungs, but I don't think you want to take 4 Damage while playing Karma.

Now getting your 1 per deck event and ally together? That's just living the janky combo life, baby. Little hint: that ally is an X-Man. And some other friends could help you find elusive events.

EDIT: I AM slightly better at FORMATTING. Added Stats and set aside Nemesis with CIP effects, plus more blurb

Viceps · 2
Squared Off

A few allies I see combo well with this card. Nova Prime in Star-lords deck. With any luck the minion is a non-elite and gets disintegrated with Novas ability. Hercules in a Spider-woman deck. The drawn minion reduces his cost by an additional 1. Magik in a Cyclops deck. Again if the minion is a non-elite then she can portal it back into the encounter deck for a resource. I’m sure there are many more.

Heldron · 1
Three Steps Ahead

I haven't played this card yet, but I think in many heroes this card can outclass Agile Flight. Not only is it not trait-restricted, but its requirement isn't that hard to meet because you can pay for it with any card for 1 resource type and a The Power of Justice for the 2 resource types that the other card isn't. (And remember that when you spend a resource, you get to choose for it to count as a , , or resource.) And that's not even mentioning Passion for Justice, because not only is it a but it also increases the total possible threat removal from 6 to 9!

Of course, it does take a little bit of deckbuilding work to reliably get the best use out of it. It fits naturally into heroes that have resource cards of multiple types like Domino or (of course) Jubilee, or lots of resource generators like Black Panther or Nova. But then again, not every deck can use Agile Flight either.

Magneto's Armor

I think they should have added an effect to a discarded wild resource which increases hand size limit by 1 for the round. It is still a solid card regardless and maybe would have made it too powerful.

Drakow · 59