Blast of Wind

In a handful of scenarios there is more than one Villain. Carefully read these scenarios rules. In many cases (example The Wreaking Crew), there a clear statement: "Card that target the Villain, targets the Active Villain, not all Villains in play".

LEKO · 35
Get Over Here!

Virtually useless in solo (shame: if there wasn't a rule that prevents you from re-engaging a minion you've already engaged, it could have been an interesting strategy for Thor and/or decks running the recent Aggressive Stance), but I would almost always include it in an Aggression Thor deck when multiplayer (I guess it's no coincidence that Thor is in the picture...).

I hope they'll eventually change that re-engagement ruling. This card is the exact reason why it doesn't seem unbalanced to me to allow heroes to re-engage a minion they've already engaged, as it only fits niche - and frankly far from op - strategies (see above; I can also think of Lie in Wait and Patriot).

Michebugio · 20
Engaging a minion you’ve already engaged makes the same amount of sense as defeating a minion you’ve already defeated — erikw1984 · 29
According to the same principle, engaging an enemy already engaged with someone else would be like defeating an enemy already defeated by someone else. But you can do that. You can rationalize re-engaging the same enemy simply by imagining that you briefly disengage right before. — Michebugio · 20
No it wouldn’t? Engaging an enemy currently engaged with another player implies is still alive. My point is there’s no concept of “disengaging” in this game — erikw1984 · 29
Heck let’s just house rule that necromancy exists in game so we can resurrect and redefeat enemies too while we’re at it — erikw1984 · 29
I understand your point but you're missing mine. I used your own analogy to show you that it doesn't really apply here. "Engaged" is NOT a definitive state like "defeated": it can change, as once a minion is engaged, it CAN be re-engaged, only by another player (who uses this card). So actually a concept of "disengaging" DOES exist in this game: it's when someone else engages a minion previously engaged with you. — Michebugio · 20
Skilled Strike

Basically an auto-include for every Aggression hero with ATK 2+ (and definitely worth considering for anyone else who uses their basic attack a lot), so much so that I'm really surprised (and kinda annoyed) that the only copies of this card are in Doctor Strange's pack and nowhere else. We absolutely need reprints.

Not only does its 0 cost make it extremely versatile, it also has the best damage/cost ratio in the game (short of the very similar Mean Swing) and it's essentially non-situational since it doesn't require minions in play, allies, supports, or special traits (as most 0-cost cards do). It's so good that it almost feels broken.

Michebugio · 20
I think it is a strong card. I don’t know how broken I would say it is. Lots of encounter cards want to exhaust your hero, meaning you can’t use this card. I play a lot of true solo where I often find myself using a basic thwart. Good card, not broken in my opinion. — serve_the_shark · 893
Yeah Gamora's Acrobatic Move is a more versatile version of this card and I don't believe anyone thinks that card is broken. — Jvenom23 · 25
To be clear, I don't think it's broken either, but I'm surprised by how strong and versatile it is, since I end up including it in almost all of my Aggression decks. — Michebugio · 20
Altman Residence

Does anybody know if I can use this ability even though I’m at full health recovering cards from my discard pile? I have found it quite usefull when recovering Wiccan for example but I have played a perfect defence build which makes it so that I haven’t taken any damage…

Gausteen · 1
My guess would be yes since the cost is to exhaust Altman Residence. You then get to do both effects past the arrow, one of which will not do anything if you are at full health. — RagingBull888 · 85
Yes. Would be different if healing were part of the cost — Stretch22 · 1942
Cyclops

In my opinion, the key to playing Cyclops is realizing that he is starved for resources. The X-Jet is almost mandatory (well, it is for most X-Men decks), but I'd also consider cards like X-Gene (even if Cyclops only has 6 identity-specific events), Clarity of Purpose if you're playing Leadership, and the recent Organizational Support. Once you've taken care of resource generation, you can focus on building the rest of the deck.

I don't consider Cyclops' ability to include X-men allies from any aspect to be particularly interesting, beneficial, or worth building around. Typically, you'll want to focus on your aspect's allies anyway to get the most out of your aspect's specific resource generators (The Power of...). Alright, some allies are so powerful that you'll want to include them even if they don't belong to your aspect (Polaris, Wolverine, Psylocke, Beast), but they’ll be a couple at most.

Unfortunately, I think Cyclops remains a relatively mediocre hero, and I also think he's much better suited for Aggression decks than Leadership (as one might - and should - expect). Cards like Take That! are what really make Cyclops shine, and having a large number of allies is only beneficial with one of his signature offensive upgrades, Exploit Weakness - only 2 cards in the entire deck, not much to build around.

Personally, I house-rule Cyclops in a way that makes his Ruby Quartz Visor much more relevant, a true signature item like Wolverine's Adamantium Claws or Captain America's Shield. As Scott Summers, instead of searching for a Tactic upgrade, his Constant Training reads as follows: "Action: Search your deck and discard pile for the Ruby Quartz Visor upgrade and add it to your hand. Shuffle your deck. (Limit once per round)."

Michebugio · 20
You miss the part in which he can constantly fish tactics every turn, which combined with his field commander giving him the first turn of the round, means things like Maria Hill being recurred every turn for team's rejoicement — matchet · 244
He can only do so in alter-ego though, which is hardly "every turn". Yes, there are some really nice Tactic events for ally recursion like Rapid Response and Regroup, and I can see a Cyclops deck built around that. But still, by flipping to alter-ego often you're missing Cyclops' most powerful ability (Optic Blast, 3 damage/turn). Also, allies are expensive, and you don't have any built-in resource generator in your set (unlike most heroes). So, in the end you'll be forced to choose whether you want to be a blaster or a support, and in each case you're missing 50% of your character's potential. — Michebugio · 20
There’s only one copy of Optic Blast so that would be silly to build around it. — erikw1984 · 29
Err nevermind, I thought you meant Full Blast — erikw1984 · 29
Cyclops is super strong. In general, most of the X-Men allies are extremely powerful and the ability to choose which ones fit the scenario are very important. He likes resource generators but most of the cards in his kit are 2 or less average costing. — serve_the_shark · 893
Maybe I'm not playing him correctly, but I always find it extremely difficult to manage to play an ally AND use Optic Blast in the same turn, so much so that I always feel like I'm giving up some of this character's potential. Things are much better in games with an early X-jet, and sometimes I wish that Exploit Weakness cost 0 (and Ruby Quartz Visor only 1), but if I really want a deck full of X-Men allies, I always tend to go with Storm or Magneto instead. — Michebugio · 20