This card needs to be updated here, it incorrectly shows it as 3 per player threat, it is not 3 per player threat, it is only 3 threat and Hinder 1 per player.
Not a particularly great card but nice to have more player side schemes available.
This card needs to be updated here, it incorrectly shows it as 3 per player threat, it is not 3 per player threat, it is only 3 threat and Hinder 1 per player.
Not a particularly great card but nice to have more player side schemes available.
You pay every turn 1 resource for loses icon? In theory this is bad. But sometimes you want to pay this tax to avoid bigger threats. I'm really interesting how it works in GMW campaign, where there are campaign cards with more icons (especially on expert)
Rating (A-C) C+ don't put in random deck, specific for scenario
I have no idea in what situation this card would be viable. Villain schemes for at least 3 per usual so you will have to thwart that and add it to the cost of this card... just to get measly tough... wow this card is useless.
if this card cost 0 and gave you draw it would still be crap because on higher difficulty levels (expert and heroic) villain no longer scheme for 3, they scheme for 6-8 and mitigating the scheme is much harder and more costly.
comparing this card to swift retribution - the other one at least brings you closer to victory, it may be used as a finisher. this card only brings you closer to defeat.
Leadership X-23 can have fun with this card even if she she has honey badger as the only ally in play. Use this card, she acts, she readies by damage, she acts, honey badger acts and readies her, she acts, she uses some card (probably game time) to ready badger, badger acts and readies her, she acts. In many of her decks, that would have been a bad turn to play this card on her and you got 6 points of very flexible damage/thwart. That alone makes it worthy of consideration when you have her around on the team IMO.
3-ER for 3 tough status cards. 1ER per tough card is actually crazy.
I won't say it's overpowered, but the only reason it's not overpowered is because of all the crazy stuff other teams can do. This card alone probably won't make Defenders a better tribe for Leadership than Avengers or X-Men. But the ability to produce 1-ER tough cards is still insane and will keep you protected from attacks through the whole game, making it very difficult for the villain to land hits without using piercing damage.
Edit: Above, I reviewed the card mechanically, but there's more I want to say about it thematically.
I like that this gives Defender tribal decks a very clear theme focused on tough cards and blocking. The result is that the Defender leadership decks will play very differently from Avengers, X-Men or Web-Warriors, With each of those, you're usually going to be chump blocking a lot. Defenders actually want you to keep your allies in play so they can protect you and your teammates, and that's a pretty cool change from how Leadership usually likes to play.