De-escalation

Justice Scarlet Witch or Star-Lord loves this card! Also, good for any scenario that can pile on the acceleration tokens because you go through the encounter deck faster. I don't have to go into how good player side schemes are in general, but they help thin your deck to get to the good cards. The trick is finding the right time to play it because too early means you're clogging your player side scheme limit before acceleration tokens start to become a problem. The one ding I would give this card is that it doesn't have a 'mental' resource on it, which powers a lot of Justice cards, and you could have used this card to pay for it before playing it.

DoxaLogos · 269
Mystic Senses

There is two in the deck. With one, you can discard a card to draw one, with more ofter than not a little bonus effect. But when the two Mystic Senses are in play, your 'Battle Mage' allow you to get a card advantage every turn!

Battle Mage becomes one of the most powerful effect once those wo babies are in play. And I'm not even talking about the Warlock's Cape...

Hankroyd · 5
Get Their Attention

There's really not a lot that's good to say about this card.

It's 3 threat from a scheme for 3ER, and is conditional. If you have the Mystic Trait, Basic Spell already does this unconditionally, and has two more options as a bonus. And I never can find room for Basic Spell in my decks.

The only good thing about this that I can say is that it's a defense card. That means it's a thwart event that can trigger Flow Like Water and be paid for by Nerves of Steel. It also counts as a defense, and can trigger Electrostatic Armor. In multiplayer, it can redirect an enemy attack intended for a teammate too.

There's a niche there. But it's such a small niche that I don't imagine building any decks with it.

It's niche but worth noting that it triggers the threat removal and damage dealing from Echo's Improvisation, raising it to 4 threat removed and 1 damage, which is pretty good. And replaying it with Photographic Reflexes is of course good value. — Leethus · 473
The fact it's an interrupt opens the niche a bit. This is useful for triggering change of fortune. Those decks tend to have the ability to quickly heal with good max HP so that they can take it in the chin with enough retaliate to kill whatever it was, or they trigger so many effects when they do that they just kill whatever minion was attacking before they got to deal damage. With it being a defense, it triggers flow like water inmediately, pinging the attacker which will most probably be a minion. Removing tough before they eat your retaliate. In Echo, which is probably the hero it was designed for, you can use your katana to deal 2 more damage and then since it's a thwart it deals another damage, so you get to deal 4 damage and remove 3 threat, while potentially triggering change of fortune. I may also be wrong with this one, but since it's an interrupt, wouldn't it also trigger stand alone? giving you a way to prepare your hero even if you've been first player. I don't see it in single player, but multihand-multiplayer, there are some decks that can properly activate the card. Although, ronin decks with either multiple stands and best offense or in harm's way definetely seem to be the power deck in green this expansion — Selven · 1
Deathlok

If I were to pick a 4-cost ally for voltron, personally I'd choose Iron Man over Deathlok due to the limited selection Deathlok has for 1 free upgrade versus all the other upgrades that can attach for free at will to Iron Man. I don't think I'd choose both unless I had a solid way to lower the cost to play them.

My upgrade shortlist for Deathlok as of Fear No Evil release: Enraged, Sidearm, "Avenge Me!, Clarity of Purpose, Inspired, and Reinforced Suit.

oxthearsenal · 77
Stand Alone

The obvious use for this is helping to block teammates in multiplayer, but it's incredible even in single-player, letting you ignore minions and extra attacks. Including those triggered by Taunts.

And funny enough, you don't even need to block the attacker. You can use this on a Pinned Down minion to ready, and then take the no damage from the attack.

IMO, this is a better card for ally-less Protection builds than Ronin.