Can I use the resource generated by Prehensile Tail to pay for a Make the Call? It is not the cost of the event, but I'm resolving its effect, and this makes me doubt. Also, about make the call I'm never sure of how to use "power of" Resources, can I double leadership, the one which matches the ally, both, none?
Change of Fortune is a new archetype-defining card for protection! A 1-cost upgrade with the potential to generate 2 resources every turn is unheard of even for an identity-specific card, not to mention an aspect card. It is, of course, restricted by how often you can actually defeat an enemy during the villain phase. There are plenty of player cards to do this...the bigger question is will you always have an enemy to defeat. Once a game you can defeat a villain stage, but this card will heavily depend on the number of minions you draw.
Powerful Punch is my favorite option for defeating a minion. It deals a big chunk of damage and counts as defending, allowing you to trigger various Unflappable effects. Counter-Punch and the new Under Control have better damage per cost but require you to defend. Energy Barrier also works really well. You can trigger it during the villain attack to finish off a minion before it even activates against you. I do like the proactiveness of Under Control and Energy Barrier, as it can be risky to hope you draw a damaging event going into the villain phase (assuming you use your whole hand on your turn, as should usually happen)
Many heroes have identity-specific cards that can take advantage of Change of Fortune. Ghost-Spider has Ghost Kick for a huge chunk of damage. Nightcrawler has Tally Ho!, Gamora has Crosscounter, Nova has Forcefield Projection, Magik has Magic Barrier, and there are a few others. I also want to highlight Thor and Valkyrie, who each have a card that ensure a minion will be in play in Defender of the Nine Realms and Chooser of the Slain. These decks would also benefit from a "Come Get Me, Bub!". Indeed, while there are tons of protection cards that can damage in the villain phase, I believe having a minion in play will be the greatest obstacle to this strategy. For that reason, the strategy definitely improves with higher player counts.
Here are some cool decks from marvelcdb that you could take for a spin to try out this new card:
- This highly upvoted Psylocke deck by journeyman2 uses Psychic Misdirection as its minion-killer...a very powerful card available only to a few heroes due to the Psionic requirement
- Castlefrank47's Black Panther deck takes advantage of his inherent retaliate, but also uses Nova and Warpath to enable kills in the villain phase...very cool.
- And lastly, one of my favorite decks I've ever played, which I used to beat the Sinister Six on Heroic difficulty with Ghost-Spider. This scenario is highly exploitable for Change of Fortune due to the multiple villains, but I think the deck still stands on its own.
TLDR: Outshines Tackle/Hard Knocks in Expert Multiplayer, not many use cases in True Solo. Damage mitigation = threat mitigation.
I think the previous reviews for this card suffer from the "True-Solo Mindset". There may not be many situations where you would play this in True Solo, but as someone who play Expert Campaigns at 3-4 players this card is hard to pass up on. On average it will provide 2 tough statuses. Blocking 2 instances of the villain's attack is almost always worth 3 resources. This is typically more valuable than a Stun Status due to the prevalence of Stalwart/Steady. In multiplayer Stun/Confuse also lose value compared to Solo because they don't stop all of a Villain's activations in a phase.
It also worth mentioning that damage mitigation is effectively delayed threat mitigation. The biggest downside to taking damage is of course the risk of dying. But even if you live, it forces you to flip down and recover. Changing to alter-ego allows the villain to accumulate threat on the main scheme which is the main loss condition. So by reducing the number of times your team has to enter alter-ego throughout a game you are preventing threat from accumulating. The strongest most impactful cards are generally also Hero Form cards so keeping your team in Hero Form also makes up for some of the tempo lost on your own turn.
2 Resources for two equally relevant effects for Wolverine is a fair trade. I'd say the +1 ATK alone is worth it, even though it only works with your basic attacks. The thing is, Wolverine is so focused on dishing out as much damage as he can as fast as possible, every bit of juice you can add brings you closer to knocking a problem off the board.
That said, there are a few drawbacks. The first is that (and I will wait for a rules clarification here) you don't get +4 health but rather health capacity. This means it's better to play it and heal while in alter ego as it won't be worthwhile if you're nearly dead to begin with. It does work great with Mean Swing since you can't always afford to take damage on Wolverine's Claws, and rather than let them go to waste for a round, you can exhaust them for a bigger ping.
All that said, it's still true that if you can deal the damage in your hand right away, the incentive to play something for the long-game is a choice you have to discern for yourself. It may also fair better in a protection deck where you anticipate taking less damage overall and therefore are more able to heal into that extra 4 HP buffer from time to time. The key is that having the buffer only matters insofar as it enables you to spend that health on combat cards, avoid defending during the villain phase, etc.. The earlier you get it down, the better. But I'd say my priority to play this is first, if it's convenient, and secondly, if I know I can't rush down the boss.
Gambit asks you to gamble on what’s on top of the encounter deck, as he can range from embarrassingly bad to extremely powerful. A 2/2 is where you want him to be satisfied with the value. If there are 10 cards with 2 boost icons in a 30 card encounter deck, you’re about 70% to hit one of them. Not perfect, but consider that if you miss and only get 1 boost icon, you still got some value from seeing the top of the encounter deck, and you know exactly what the next boost and/or encounter card will be to plan accordingly. In particular, that boost card will only have 0 or 1 icons, enabling a safe flip to Alter-Ego or taking an attack without wasting a block. Then there’s the upside of sometimes hitting a 3-icon card! Not the most consistent ally, but a fun one for sure who should at least pull his weight in most cases, especially when the X-Men trait is relevant.