Rapid Deployment

This is a great thwarting event. If somehow you don't hit the kicker, which I don't know that has ever happened to me, you remove 3 threat on a 2 cost event. That is the standard 2 cost on a hero kit thwart that doesn't hit it's kicker. Basically, it's For Justice! without it's kicker. But when you do hit the kicker, which will be almost every single time, you get to remove 6 threat on a 2 cost event. What's more is that it can all be from the same scheme or the second 3 can be a different scheme. This card is so good. You will often be able to follow that up with Peni thwarting for 4 more and be doing 10 threat removal with just a 2 cost event and an activation.

Utenlok · 33
All Systems Go!

Probably the best and most important card in SP//DR's kit. This card is great for setting up by letting you go get whichever of the interface upgrades you need. Later on it readies all of your interfaces to have huge turns. It is kind of like Venom's Run and Gun and Locked and Loaded mixed into one card. There are 3 copies and it only costs 1! This is a card you are always happy to see in your hand.

Utenlok · 33
Break Time

A six cost card for a two players' game that will heal you both back to your maximum amount can be potentially interesting, if problematic since your triple/double pool resources requires you to be in good health for its effects. That means you may struggle to get six resources out from a hand of 5 where one of that gonna be Break Time.

Two basic double resources, an external way to draw a card to be used as fuel, or to generate or discount a card can help this almost impossible task. So, since it may have a very powerful potent effect, it requires that you both were taking risking damage in order to get the most of it, which can result on an unexpected death and therefore a failed scenario. And thats nasty. Yes you can have some extra safeguards for it but again, will require you to build around a lot, just for a global party healing that will take all your entire turn and in alter ego which means that if you cannot swap, the villain will probably plan, building pressure on your indirect front.

For a singleplayer scenario, this might have some better sense. But for a multiplayer there is no real deal in it, except maybe sacrifying Spider-Ham's Toon counters to heal you back up full and up to two other players with you.

Thats the two possible scenarios in which this card might work, from my point of view.

Also, legally 15 minute break can be a joy or a burden to the game.

matchet · 20
The Alliance keyword means that all players can help pay the cost of the card; you don't need to pay for it all on your own. — Leethus · 292
Squared Off

A fantastic multiplayer card. This card is basically a triple resource for allies. The advantage over other aspect resources cards is that the condition is easy to meet and can be used on signature allies (Captain Marvel signature ally,). In solo putting a minion into play can be a significant risk and depending on the minion it may cancel out most of the advantage you’ve gained from discounting your ally. In multiplayer have another hero build an excess damage minion slaying deck (Follow through, Honed Technique, Into The Fray, No Quarter, Relentless Assault, etc). Now the minions you’ve put into play serve to advance the game state dramatically and you’ve improved the consistency of another player’s build. You line them up, they knock them down.

Defensive Training

This card’s best use in my opinion is putting Repurpose back into your deck. The basic usage of Repurpose (0 cost for 4-6 damage/thwart (heroes’ base plus discarded tech) is extremely efficient. But if you can manage to play multiple copies in a turn the value is virtually unmatched in aspect cards. Frequently when playing a Repurpose deck you’ll end up using them as resources your first deck pass since you need to build out tech, this card will allow you to reach your core gameplay loop faster each deck cycle.