Toughen Up

This is a card that you won't want to throw in just any deck, but it could make you really durable in the right type of deck.

If you're doing anything with this, there are four cards I would suggest using.

You should first use Ready for a Fight and Practiced Plan to be able to consistently switch back to alter-ego as needed without letting the villain scheme. 3 copies of Ready for a Fight with 2-3 copies of Practiced Plan would be best.

Second, you should use a copy of both Endurance and Defensive Conditioning to get +6 HP, making it easy to heal above your base hitpoints without losing value.

In the right deck, this is going to be fantastic and help you trivialize damage even more than Protection already does, letting you reliably get a tough card every turn so long as your HP stays in the right range. Which, with multiple cards increasing that HP, should be a pretty wide range to be able to hit consistently.

The Circe

Without Maria Hill, it's hard for this card to be worth it. Captain America and Hercules are fine and all, but they're not really developed assuming you're going to pay 6 for them. Heimdall is probably a more realistic cost for the best ally you'll play with this.

So, you've played 7 effective resources for the Circe, and each hero is another effective resource, bringing the total to 9. Playing Heimdal and Giant Man from your hand would cost 12. You've likely spent an entire turn just playing Circe, and then you have to wait to draw your giant allies, and can play one a turn. Also, if you need to be putting out fires, you can't afford to spend 6 on this, and you are drawing these giant allies who are of limited use in most decks.

I'm not saying it's useless, but it definitely shouldn't just be thrown willy-nilly into decks. You need to consider the costs/risks.

nerman8r · 54
I would say there are two ways to make good use of this without actually playing as Maria Hill. One is to cheat into play with Scarlet Witch. The other would be to use Cameo to get Maria Hill's Nick Fury ally. Otherwise, I agree that this just isn't worth it and Leadership has much better ways to generate economy to play your expensive allies. — Dreamchaser_Guild · 64
Joys of Life

Why does this card have Alliance? WHY?

Seriously, WHY? Alliance is a keyword that allows players to split the resource cost of a card. Sounds great, right? Except THIS CARD COSTS ZERO.

What exactly are we supposed to split here? There is literally no cost to share! I can understand Alliance on expensive cards, where sharing the cost actually makes sense. But putting it on a 0-cost card is like giving someone a discount coupon for something that's already free. I don't know who made this decision, but I desperately need an explanation.

WHY DOES THIS CARD HAVE ALLIANCE?!

Maper89 · 2
Exhausting a character is a cost someone else can do — Stretch22 · 2635
So you can play it effect together, your friend can exhaust is alter ego and ready your hero — Imkeade · 1
Mitigated Threat

Might try a Symbiote Suit build with this, granted in SOLO the extra hand draw from it can be allocated for the resource requirement each round. But in multi-player it may be too demanding for other people to pay a resource just for your singular benefit

CHaoticG · 3
Shakedown

This is the second card in the "exactly" cycle after Stealth Training. It's not quite as useful as that. Stuns are obviously more valuable than removing a bit of threat. But just because this compares poorly to that doesn't mean it's bad.

Removing threat is usually worth the ER paid to do so. So removing 2 threat is worth 2-ER. Since this is worth 2-ER, it's paid for itself after you defeat a minion with 2 threat, or two minions with 1. This is a card that should pay for itself pretty quickly, and start netting positive value after a few turns if you're able to trigger it consistently. Unfortunately, some minions will have no scheme, making this useless against them. This does need built around a bit more, but allies can be good for pinging enemies to wear them down enough for you to get the finishing blow.

One tradeoff is that the "exactly" archetype has some anti-synergy with the overkill archetype. Moment of Triumph, Into the Fray and No Quarter are not going to do well in a deck using this. This also doesn't work well with strategies based on increasing your ATK.

Another thing this synergizes with is cards like Warrior Skill which can increase the damage of any attack by 1 when you need it.

What this archetype is really intended for though is Martial Artists. This is why Stick can decrease your basic attack in addition to increasing it. This gives martial artists a decent range. And if the finishing blow is a basic attack, then it also synergizes well with cards like Blood Rage.

While a fine card on its own though, I'm not sure if I'd want to build around it today. It's not a bad card. But I feel other minion killing archetypes just have better payoffs.

That is what I'm saying today, anyway. After Elektra comes out with additional support for martial artists to benefit from exactly defeating enemies, I might revisit this.