While playing against Batroc, we stumbled about a problem. Does anyone know, if it is possible to thwart from this environment (as it is not a scheme)? Or is the Hero Action the only way to remove threat from this card?
While playing against Batroc, we stumbled about a problem. Does anyone know, if it is possible to thwart from this environment (as it is not a scheme)? Or is the Hero Action the only way to remove threat from this card?
For sure this is Wonder Mans most important card and the one you want to get out ASAP. All his events (Active Altruism, Ionic Blast and Starstruck) get boosted if you overpay them and this card can do it naturally for each of his cards once.
Active Altruism becomes 3 threat removal for 1ER or 5 threat removal for 2 ER which is really good value same with Ionic Blast which would become 2ER for 5 damage, 3ER for 7 damage or 4ER for 9 damage which is up there with the most powerful events. Starstruck is 2ER for a stun and 1 to x damage depending on Wonder Man's attack value which can be really good. The reason it is so good is that you don't have to exhaust it so you don't need to decide which card to use it on but you can use it once on every single card you play.
This is not limited to his own hero cards so Ant-Man from Leadership and Wasp from Aggression will automatically have one more HP than you pay for. Everywhere All at Once automatically removes 3 threat from each scheme and Firebird will also automatically be over paid for to get her revive effect
This card should be your top priority to get out as Wonder Man to really increase your game
For ease of reference, I assume the math goes like this:
If my math is correct, I'm unclear on how to evaluate this card. The efficiency (cost -to-threat removed) ratio doesn't seem stellar; however, the versatility of the card's cost and it's capability of thwarting any scheme (whereas Even the Odds can only thwart side schemes). I'm curious to hear what others will have to say.
I like Evaluate Threat over Build Support for a number of reasons. There are three big standout factors for me.
The first is that Build Support is harder to clear, particularly at higher player counts.
Another big factor is that Evaluate Threat retains utility all throughout the game, whereas Build Support is very much favoured early on and loses value as the game progresses.
Finally, Evaluate Threat has no cost restrictions on the cards it can search out.
Now that is not to say that Evaluate Threat is not without flaws. It's trait locked, can only search out trait specific cards, and does not put them into play, meaning that in multiplayer games, the first player should be the one to clear Evaluate Threat to get the maximum value out of it for the whole team.
But overall, big fan of this card, and looking forward to testing it out.
So....ally cost reduced to ZERO!
Alter-ego form only, so that keeps it in check a bit. Still, great synergy with Steve Rogers alter-ego ability Living) Legend.
A nice multiplayer card, too, since you can choose a player other than yourself to benefit. Perhaps some assistance with Alliance cards needing allies with specific traits in play.
Those big ticket, high cost allies are now much more viable:
Hemidall) (especially in a tiny hand size Thor deck)
Nova) Prime (in play without the extra encounter card!)