Taunt

Traditionally, we evaluate cards doing ratios and effective resource analysis. This card is bad under this lens: 2ER and 1 attack from the villain for 3ER. But an attack is like 5HP, which costs 3-5ER! The total brings us to a negative -2ER for doing nothing. Totally useless.

But how come Taunt feels so great in the early game?

1 card draw = 1.2ER

A card draw is worth at least 1.2ER as I discussed.

It thins the deck and scry

We toss 1 aspect card and pay 1 resource, to get back 3 fresh cards. Like Spiritual Meditation. Without taunt you see 5 cards, with taunt you see 8. If you really want to draw 1 copy of your awesome hero event with dope ratio, odds go from 33% to 50% of chances to draw it. That's significant.

What's the cost of loosing HP?

5HP can be 1 block activation and 2HP if your strong stat is def. If your thwart is 1 and you plan to use your activation for this, instead of a def of 3 and/or recover 4, maybe you aren't fully using your stat. What's the immediate cost of 2HP when you have 12HP? In the worst case scenario, it makes you recover one turn earlier, but that's not necessarily a negative. And best case scenario, those 2HP don't need to be recovered. Finishing up the game at 4HP or 6HP won't change anything most of the time.

Conclusion

For a hero like Tigra with 1 thwart/ 2 attack / 3 defense:

  • A turn without taunt: 5 cards + 1 resource + 2 damage or 1 threat
  • A turn with taunt: 7 cards + 1 deck thinning - 2HP

Looks pretty awesome that way?

If your hero gains an advantage of being attacked, with aspect cards like Hard to Ignore or Pyschic Misdirection or the hero's cards like Spider-Man, you should absolutely give Taunt a try.

batman · 87
Web-Trap

2 for 5 damage that can be put wherever you want with no restriction is already good. Then you add a stun if you paid for it with one of your Sync Ratio upgrades, which you almost always will. Unlike other stun events, this one does not require a specific resource, so whichever Sync you weren't using is fine.

Utenlok · 45
Tony Stark A.I.

This is a great card. First of all, the flavor of it is amazing. This mimics Tony Stark's alter-ego ability of looking at three cards and adding one to your hand. In this case it is two cards you look at, but you can do it from hero or alter ego. Every turn you get to draw an extra card- the better of two. It's a better Avenger's Mansion for half the cost with the only drawback being you cant have a friend draw the card.

Utenlok · 45
Photon Beam

2 for 4 damage that you can put wherever you want is already fine. Early on you get one, and often two progress counters to help you upgrade, which makes this a card you are looking for most of the time in the early game. Once you are Version 3 this card does 4 damage and then 2 more on demand, or if you defeated an enemy with it, it does 4 damage and then 2 damage on demand TWICE. Getting 6 damage out of a 2 cost card is great. Getting 8 damage out of a 2 cost card is amazing.

Utenlok · 45
Ticket to the Multiverse

I finally played this card rather keeping it all game as a double resource, and I've decided there are a lot of cool things going on with the design of this card and somebody should point them out

First, the cost: Remove Ticket to the Multiverse from the game. This means this card is a true one time use ability (as far as I know there is no way to recur this from out of play), which is a fun play space that allows designers to give heroes obviously overpowered abilities. Removing TttM from the game also removes a double wild resource from your deck, which is a painful trade off; you really shouldn't be making this move unless you know that you are on your final deck pass, or are horrifically desperate for this card to save you somehow. It also costs 3 resources, which feels high given everything I mentioned above.

Its an upgrade: This part is interesting. It sure seems like it should be an event, its just an action that you can trigger during your turn. This is where the 3 resource cost gets interesting. If you play it, spend the other 1-2 cards in your hand, then trigger it, you did good but you didn't maximize... if you can play it in an earlier round and wait to trigger it until later suddenly you get one turn to spend 2 full hands of cards, exhaust all of your tools twice and can really push the villain and go for a win.

I don't think it's perfect: The effect is unquestionably powerful, a free handful of cards, a reset deck (without drawing an encounter card) and having all of your identity specific cards readied is obviously great. But as the only true one time ability in MC, and at the hefty cost of removing a double wild from your deck and paying 3 resources for the privilege I do think the designers could have gone EVEN FARTHER with the card's power. It should also be something so fun that you'd never consider just keeping the card as a double resource. My suggestion: In addition to all of the abilities it currently has, it should also replace your identity specific card with a more powerful Gwen from an alternate universe for the remainder of the game!

This is a space I'd really like to see explored more.

jamman39 · 21