Back to the Future

Nemesis side schemes are hard to really evaluate, so you may not see them in most games. But this one is really great on theme. Cable just has to deal with Stryfe on his own terms. Additionally, I love that you can't fight the villain while this side schemes in play.

TheMaskedHero · 173
Operative Skill

This is a fairly niche card that requires some specific planning to make worthwhile. Its best application is amplifying Thwarts that remove threat from multiple targets. A previous review mentioned Multi-Tasking but another option is Iron Man's Helmet (Plus it's an energy resource). Due to wanting to have multiple scheme targets this is another multiplayer-centric card that won't get much mileage in True Solo.

Tic-Tac-Toe

Multiplayer Perspective: This is one of the Staples from the Pool Aspect and functions similarly to Med-Team. If you have a high-priority ally: Voltron Strategy, Signature Ally (Captain Marvel), etc... the value skyrockets. The max activations you can get out of it is 6 (Physical, Mental, Energy, Mental, Physical, Final Point Anywhere) That's 6 more activations on a non-permanent Voltron Target, 6 more draws off of Captain Marvel, and up to 12 Damage/Thwart on average (18 damage when counting damage from Tic-Tac-Toe itself). All of this packaged in a zero-cost upgrade that can sit around till you have a dead card at end of turn. The major downside of this card is that playing the Pool Aspect typically eliminates your access to desirable allies. For that reason I would recommend playing this in a multi-aspect deck (Spiderwoman) or a hero with access to strong/plentiful basic allies (Guardians/Web-Warriors/X-Men). Imagine keeping Storm on board for 9 turns with her effective 4 Thwart.

7 uses is the max. I like using it with Snowguard in Basic — Stretch22 · 715
Judoka Skill

The previous review compared this card to Med-Team which I believe is a bad comparison. Med-Team is a pseudo-defensive card. Its actual value comes from allies converting the healing into Thwart/Attack, generally making it 3-cost for 6 thwart/attack on average. I believe Judoka Skill and Forcefield Generator are a better comparison. Both allow for 6 damage mitigation. The trade-off is losing the tech trait, which means no Synergy with Repurpose, but a cheaper cost.

Combine Forces

This card feels atrociously bad. For two effective resources AND a double exhaustion, you can remove a Minion, provided that Minion doesn't have the Elite keyword. This is just awful. Two characters exhausting could probably kill such a Minion just by attacking it. So the opportunity cost is... what? They don't each take Consequential Damage? At that point you might as well just run First Aid for the same price point and heal the same amount of damage.

To make matters worse this is an Aggression card and Aggression has better ways of dealing with Minions. I'd rather just smack it with Relentless Attack or Into The Fray and get a secondary benefit at the same time. And those cards don't require you to mix and match two different X-Team keyword traits.

This card is straight trash.

Soulfire · 35
It's not an attack so this could be used to get rid of a particularly annoying minion while stunned. It would also defeat a minion that has tough. Yeah you could just attack in a lot of cases, but I could see some cases where this would work. I like having corner case cards for different flavor, even if they aren't auto includes in every deck. — erikw1984 · 8
There are some fairly beefy minions in this game that aren't "elite". This card would be great for removing Furnax or Stryfe once he has his attachment. This has synergy with Wolverine as it allows him a turn to heal while still using his attack stat. There are several use cases for this card but you won't be playing it as a general minion slayer card. — TrueHiddenMist · 71