This is ahead of the normal curve. 3 Threat per 1 is worth by its own, even if you dont extra pay it with a Bamf!.
And what its better, it can be entirely paid by Deft Focus or X-Gene, alone.
200 characters limit
This is ahead of the normal curve. 3 Threat per 1 is worth by its own, even if you dont extra pay it with a Bamf!.
And what its better, it can be entirely paid by Deft Focus or X-Gene, alone.
200 characters limit
Classical Marvel Champions support card. Big cost (4ER) at the start, and not significant bonus from the start (usually you in time you play you got 1 or 2 ally at most). But the longer the game is, the more value this card gains. For baseline ratio 2 damage per 1 resource you will get the value after 8 uses of ally. In the end of 2025 (after realease of Civil War) you can create many interesting decks with allies focused only on attacking.
Rating (A-C) B Requires plan to make it functional, but create a special archetypes of attacking allies (not blocking). On it's own Boot Camp is too slow.
They are very expensive to invest, and provides as @TrueHiddenMist said, just a way to convert dead cards into 3-Damage.
IF, you instead build around using them all the time, you will have the same problem as Hawkeye: it will severely impair your board growth and will eventually made you behind other players in mid-late. Unlike Hawkeye, you cannot collect loose arrows with your quiver to thin your deck; these two cards (among other questionable hero events will be meddling around for the whole match).
Also, they are restricted; Side Holster is required if, you are planning to get another weapon.
This is one of the few gamechanger cards; cappable to enhance the consistency of certain powerful PREPARATION cards, you can now build decks around them.
Some of them worth to note...:
If there are more PREPARATION cards that deserves to be listed here, comment here and let me know the reasons. I'll be listening
This becomes kinda decent after your second ready on a turn. Still +2 THW per 2ER is bad, if it werent because you can store the effect in the field for later turns. Therefore, it becomes a wild +1 bonus for when you need to score a clear for things like Making an Entrance.
At the third hero ready, its on the average +3 THW per 2ER.
Problem is, there are quite few heroes and cards that can reliably ready enough to collect 2-3 readies for this card. And it has to compete with other better alternatives that does not lock your hero's basic action (like Surveillance Team or Beat Cop)