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


New combo discovered with Wasp! She can recur and play Sonic Rifle for free, meaning you can swap to hero and employ Invisibility Gear to confuse-lock the villain.

Here is a deck that employs that strategy

matchet · 98
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 · 98
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 · 398
Savage Strike

Wasp loves this, alongside ATK buffers like Combat Training, Aggressive Conditioning and Combat Specialist! In that combo she could potentially get rid of up to 11 Tough status cards on enemies, and that's before counting in any Giant Strengths.

Alatreon · 122
Cuts Both Ways

Extremely inexpensive way to redirect an attack onto yourself, trigger any defense-related cards like Flow Like Water or Electrostatic Armor, and also plays into Excelsior and Change of Fortune really well!

Alatreon · 122