Jessica Jones

With a single player side scheme left aside, she reaches the standard 3/2/2 stats.

Thats a small requirement to put her back in the average, but the real fireworks starts when you (and other players) can put more player side schemes in play:

  • Cable is an absolute beast at that role, easily buffing her to +6 or more since there is no bonus limit!
  • Maria Hill (Hero) can back her up for longer/forever with Field Agent, or even Med Team. S.H.I.E.L.D. Deputy isnt required if MH is in Hero form, but still worth to mention.

Another KEY for exploiting her potentially massive Thwarting is to focus her on hte Main Scheme instead of in side schemes that arent extremely problematic. Even a scheme with an acceleration token can be ignored as long as we can keep Jessica Jones alive and twharting.


Now seriously, I've had lots of fun with her with my average Justice Cable deck

matchet · 80
+6 seems insanely difficult to do, having that many side schemes in play at the same time seems very bad for you considering you can only have a max of 1 player side scheme in play in solo player. — Jvenom23 · 21
Hugin & Munin
  • Its not a forced response. They can still just play as a cheap 2-cost ally
  • Adds 3 rare traits for Strength in Diversity sheanigans
    • Of them all its Aerial, an enabler of powerful cards and combos
  • On mid-late you can definitively get more benefit than perjuice of his response
  • Its also the first foundation step towards an unortodox Leadership Thor deck with Squared Off for engagements' needs
    • As sidenote of that, they can be a target for The Bifrost
  • Their response is quite interesting in multiplayer with Rapid Response: block other player's villain with them, get them back and ready your hero to block with yourself or the birds, another villain's attack. If the villain first activated with you, the upcoming minion wont attack you.

Thor and Tigra usually benefits the more, from having a minion engaged


Now that you know this information, go and let your creativity loose on your next deck with Hugin & Munin!

matchet · 80
Invisibility Gear
  • Can be gifted to other players!
  • One usually does not want the villain to scheme while in hero, but may prevent you from being forced to recover.
  • Its not a forced interrupt. If you dont use it unless on emergency, it thins your deck.
  • Can save you from nasty attack treacheries that would otherwise result in defeat.
  • Its a cheap tech for our tech enthusiasts like Iron Man, Rocket Racoon, Black Panther Shuri, etc
  • Is also a valid target for Jemma Simmons and Leo Fitz
  • Its an item that can be constantly targeted with Jubilee's X-Mansion, Mutant Education, Disguise combo
  • Cross-class combo (Spider-Woman) can spend it with Repurpose

In overall, its usually unwanted yet it can become synergical in some situations, then its cost is fine

matchet · 80
Captain America

This new version of Cap is absolutely great. Moving away from the Avengers tribe and into S.H.I.E.L.D. comes with perks it seems. He has the statline of a 3-cost ally - 3 HP and 2 in stats. However, he comes with Toughness, which instantly makes him much more valuable. You can defend twice with him - the round you play him on, then THW/ATK twice and defend a second time on the fourth round. But he also comes with a ready-effect, which is at least 2 more THW/ATK from your hero or another S.H.I.E.L.D. ally. There are tons of synergies to be had, whether it be readying Agent 13 to then ready another support, or accelerate the use of the Bambino in the hands of another Shield operative. You will do well to enlist Captain America in your aggression deck with a S.H.I.E.L.D. hero.

MarTom · 14
He is also, Winter Soldier's rightfuly best buddy (thanks to their also powerful Team-Up card) — matchet · 80
You are right! I tend to forget Team-up cards because of how difficult it is to play them. You need to first draw and play the ally, then the team-up card and sometimes that just doesn't happen in the right order. What helps greatly in this case is that Cap has an extended board presence thanks to his tough status card. You will have a good amount of time to hunt for the team-up and use it. — MarTom · 14
Wingman

The optimal use case for this card is repeatedly healing a strong or Voltron-esque ally. Obvious candidates include Spectrum (who becomes formidable if paid for with a wild resource), Iron Man (who can gain Aerial via Sky Cycle), Captain Marvel (who has big numbers), and Snowguard (who has 3 THW in Aerial form). From the recipient's perspective (the Voltron), we're essentially looking at a cost of 3 ER for an Aerial ally plus 1 ER for Wingman to heal 1 health per turn in perpetuity. This beats First Aid after 4 rounds, or Med Team after 6 rounds, although it imposes the restrictions that the recipient and donor must both be Aerial. Overall, it is a reasonably high-value card, but notably slow due to the 4 ER initial investment. This also adds another level of uncertainty and complexity to the deck's engine, as it requires both a donor and recipient to be in play before any value can be reaped.

Lennalf · 386