Air Cover

You are basically exchanging 2ER for tutoring 2 minor cards from even the discard pile. If any, its a TECH (for Leo Fitz/Jemma Simmons and other tech enthusiasts like Iron Man (Hero))


Self updating list of TACTIC upgrades that can be attached to minions

Self updating list of TACTIC upgrades that can be attached to enemies


This card is niche yet it may have its uses. Definitively having easier access for free healing or overkill is something to be taken into account.

matchet · 240
Agile Flight

Flexibility. Thats the main feat of this card. While Crisis Averted can ignore crisis and do one more thwart, this one will help you (and your team) to efficiently thwart among all the schemes without losing spare points here and there.

Aside from that, another big value is the AERIAL trait; which Cannonball appreciates much; and with Angel (hero) it translates into a card draw or a free 3 damage (archangel). And it also works with Team-Building Exercise, Techno-Organic Wings, Falcon's Flock (Falcon (Hero)), and The Power of Flight to ease the costs.

matchet · 240
Scout Ahead

This is ahead of the normal curve. 3 Threat per 1 is worth by its own, even if you dont extra pay it with a Bamf!.

And what its better, it can be entirely paid by Deft Focus or X-Gene, alone.

200 characters limit

matchet · 240
I wouldn't say 3 threat for 2 ER is ahead of the curve. Doing 6 threat for 3 ER is great though — Stretch22 · 1858
Its unconditional 3 THW. Clear the Area needs to remove last threat. Lay down the law needs you to change from alter-ego, Making an entrance needs you both exausting and clearing last threat, Yaw and Roll needs you to both AERIAL and thwart before, Multitasking needs mental res and is spread over two schemes. — matchet · 240
I mean, those aren't very actionable comparisons since they are aspect cards and this is hero-locked. Not saying this is a bad card at all, I just think you really want the bonus when you play this — Stretch22 · 1858
Boot Camp

Classical Marvel Champions support card. Big cost (4ER) at the start, and not significant bonus from the start (usually you in time you play you got 1 or 2 ally at most). But the longer the game is, the more value this card gains. For baseline ratio 2 damage per 1 resource you will get the value after 8 uses of ally. In the end of 2025 (after realease of Civil War) you can create many interesting decks with allies focused only on attacking.

Rating (A-C) B Requires plan to make it functional, but create a special archetypes of attacking allies (not blocking). On it's own Boot Camp is too slow.

nosiak · 194
Element Gun

They are very expensive to invest, and provides as @TrueHiddenMist said, just a way to convert dead cards into 3-Damage.

IF, you instead build around using them all the time, you will have the same problem as Hawkeye: it will severely impair your board growth and will eventually made you behind other players in mid-late. Unlike Hawkeye, you cannot collect loose arrows with your quiver to thin your deck; these two cards (among other questionable hero events will be meddling around for the whole match).

Also, they are restricted; Side Holster is required if, you are planning to get another weapon.

matchet · 240