Three Steps Ahead
  • Already mentioned (by @alatreon): Ms Marvel's (Hero) "recur" feature plus her Biokinetic Polymer Suit + Shrink; increases its maximum THW by 2x3 (+6, a total of 12 THW)

  • Jubilee (Hero), where Three Steps Ahead was first released, not only have a suited kit for mix, but her Jubilee's Coat adds an extra instance of 3 THW (A total of 9 THW) for a scheme that you choose (can even be a different, 4th scheme)

  • Other cards can combine with said characters' kit and increase the instances by 1x3 (+3 at its maximum): Operative Skill, Passion for Justice (by @waltercardcollector)

While its cost is expensive and you have to build around the card in order to maximize its effects, the built-in ability to distribute three instances of 2 THW gives a flexibility that very other few cards have (All-Points Bulletin, Gunboat Diplomacy). In resume, this card will dominate as central key of decks that will become based around using it.

matchet · 218
Air Cover

This card is very good for any hero that cares about attaching upgrades to minions. It enables a whole ton of synergies in the Aggression aspect alone, potentially more if you manage some kind of cross-aspect deck (for example with Spider-Woman, or playing certain campaigns). Cyclops also has great synergy with it.

One of the best things about Air Cover is that it looks for the card in both the deck and discard, meaning you don't have to care where the attachment upgrade is whatsoever. This fixes a well-known issue of needing to have the attachment in your hand when a minion is on the board. Air Strike gives you the attachment at the exact time you need it and you have full control over what and when you do.

Currently, it pulls out Marked and Suppressing Fire from the Aggression Aspect. There's no Neutral upgrade that can be attached to a minion, but these two are already good enough. 2 allies and 3 attack events have synergy with upgrades attached to minions.

Glob and Shark-Girl love them both equally. Same with Surprise Move and Coup de GrĂ¢ce. Take That! will probably benefit more from the overkill dmg, as most minions don't have that much HP. If you don't care about the overkill dmg, you can always benefit from a little healing action. In all of these instances, there's a ton of synergy to be had with various other effects, such as damage buffs and excess dmg shenangins, all enabled thanks to Air Cover.

MarTom · 15
Molecular Decay

Am I crazy, or do I never see this card mentioned when people talk about how great damage increasing cards are for buffing multi-damage-instance cards? Such as Aggressive Energy, Warrior Skill, Float Like a Butterfly, etc. This card is already great, but it seems that buffs can really launch its damage.

Keep Up the Pressure is one combo I really have my eye on, since Wanda thwarts for 2, and it would allow her to summon this back from discard. Since it's a Side Scheme, you can "set it and forget it" if you happen to draw it early. Just wait until you cast the spell once, and then fish it back next turn at no cost but to thwart.

RabidHobbit · 11
Two-Gun Kid

This guy is one of the strongest allies in the Aggression pool for sure. Yes, there are many candidates that deal higher amounts of single target damage, and some that go through a process to deal some kind of AoE. But Two-Gun Kid provides raw power, without the extra steps, without anything else but a single minion needed on the board. Dealing 2 against one target and 2 against another is amazing value, which can be taken even further with Boot Camp to essentially turn him into a Melee generator, or even more with Sidearm. The fact that he's an Avenger is also a huge plus - probably the most frequent trait to use with Team-Building Exercise. There is also Avengers Tower to discount him in an Avenger-heavy deck. Two-Gun Kid is one of the few allies in Aggression that makes it worth keeping a First Aid around for a consistently good damage source that doesn't rely on some random factor or rare niche scenarios.

MarTom · 15
Domino

It's interesting that there hasn't been a review of Domino here yet, considering how long Next Evolution has been out; and how unique her mechanics are. It's probably a case of her being overshadowed by the more obviously-powerful Cable; but she can be very rewarding to play in her own way.

Domino introduced a unique deck-milling style of play to the game. It's not always the strongest, and it can be complex in terms of decision making. But when you pull it off well, it's a very rewarding gameplay loop.

At first glance, her stats aren't amazing. Only 9hp and 3Rec makes her seem very squishy. She has the standard 6/5 hand size, and the same 1/2/3 stat line as the likes of Peter Parker Spider-Man. But it's her special abilities - and how they interact with the rest of her kit - that makes her shine.

The key to understanding her stats - and seeing how her kit works in general - can be found by looking at the card Probability Field. This upgrade doesn't exhaust for its effect - don't make that mistake - and means that you discard a card from her deck every time you use a basic power, adding its number of resources to the value of the power. If you are in hero form, you also double any wilds (though not in AE).

The upshot of this is that her stat line is somewhere between 2/3/4 and 4/5/6, with a recovery between 4 and 6. Most of the time - with a deck stacked with wilds and double resources - it'll be a 3/4/5 stat line. And with her ability to put cards on top of her deck, you'll know what the value is in advance. Readying can therefore be very strong for her, although she doesn't have it natively in her kit (the likes of Indomitable and Justice Served can be good value).

With only 9hp and multiple cards that are good in AE, she's a hero who likes to flip a lot; so Justice is a good aspect for her, or Protection with the Ready for a Fight build. She's also a character who benefits a lot from a very built-out board state, so those control type decks are favoured even more.

Tbh though, you'll often have a lot of basic cards in her deck, to maximize her abilities. So the space for aspect cards is often small - they're a sprinkle of flavour, rather than the main dish. That's probably the biggest downside of her archetype. It leans heavily into her hero kit, meaning her builds can be same-y unless you intentionally fight against that.

Overall though, she's a very rewarding character to pilot. If you want Magik-style complex decisions but handled in a very different way, Domino is worth a shot.

TwoHands · 80