Martyr

When you add up all the value Martyr gives you - 4 damage and 3 blocks - it's a phenomenal card. The problem is she's a little slow and situational, especially in comparison to some of the great options in the same aspect like Iron Fist, Polaris, and Luke Cage. Each of these gives you about the same value but without any extra work. The Guardian trait is fine, and you can definitely build a Knowhere protection deck or go multiplayer with Blaze of Glory. Considering other options, especially if you are doing an Avengers or X-Men trait deck, Martyr rarely makes the cut for me, but if your collection is limited or you just want to try someone new, you could certainly do much worse.

Stretch22 · 349
Med Lab

It is a very confusing card. A defeated ally loses it's attachments (upgrades) and goes to discard. Do allies lose their attachent then we place it there?

Then I go to alter ego, exhaust Med Lab and play it probably on the card. PLay all so I pay for it? Or ust play?

Can I place another ally there (place it here. (Limit 1 ally at a time.)) since I can place on t a time while another is in play?

Questions questions...

cihs · 7
Yes allies lose attachments. You still pay costs for the ally when you play it. There can only be one ally attached to Med Lab at a time, and that ally is considered out of play. Some other questions are answered on the hallofheroes page https://hallofheroeslcg.com/official-ffg-rulings/ — Stretch22 · 349
Iceman

Iceman is a strong ally that's a no-brainer for X-Men theme decks and very playable even outside of them. Stunning and confusing minions isn't usually something you would go out of your way to do, but it's a fantastic ability to be stapled onto an ally that's already a fair rate. If a big minion comes down, stunning it gives you an extra turn to accumulate damage. If you are 2 turns away from killing the villain, stunning a newly drawn minion lets you focus your damage on the villain over that 2-turn window. You can keep an extra minion in play before using an AoE attack. All these little uses add up and make Iceman a versatile ally that will still get you 4 damage and a block even if no minion is drawn. This makes Iceman a protection staple in my book, and you need a compelling reason to leave him on the sideline.

Stretch22 · 349
This card is very similar to iron fist — Kubanio1234 · 1
In ability, perhaps, but stunning the villain is so much better than stunning a minion, so I would put Iron Fist ahead by a fair margin — Stretch22 · 349
Ant-Man

You can “overpay” for Hank Pym if using Make the Call, because when paying for a cost you can always generate additional resources, and Hank Pym specifically enables you to “use” those overpaid resources to give him HP

source: hallofheroeslcg.com #83

mougy · 14
War Room

This has the potential to be very efficient threat removal over the course of a long game, but there is a point where efficiency fails due to slow speed. It's really important to have your threat removal deal with side schemes, and this can't do that alone in a timely manner. War Room also fails to tip the balance from a you-killing-minions strategy to an allies-killing-minions strategy. Cards like Chase Them Down and Hall of Heroes are staples for aggression, and they won't be activated when an ally kills a minion. There are many other great cards like Magik, overkill cards, and if this attack defeats cards that provide extra value or are really good at killing minions that would have to get sidelined by a War Room strategy. War Room is niche playable at best, and certainly give yourself other options for threat removal in the game if you include the card.

Stretch22 · 349