Héros

Active. Web-Warrior.

Thwart: 2. Attack: 2. Defense: 2.
Health: 14. Hand Size: 3.

Taux de SynchroRessource : inclinez une amélioration INTERFACE que vous contrôlez → générez les ressources de cette amélioration.

"Nous sommes SP//dr, et nous protégeons cette ville."
SP//dr #1. SP//dr #.
Armure SP//dr
Héros
Support

Inactive. Tech.

Coût: —.

Permanent. Cette carte ne peut pas perdre le texte imprimé dans sa boîte de texte.

Retour à la BaseInterruption forcée : quand vous retournez cette carte sur cette face, retournez SP//dr sur sa face Peni Parker. Détachez Peni Parker de cette carte, en déplaçant sur l'Armure SP//dr tous les jetons et toutes les cartes attachées à Peni Parker.

SP//dr #1. SP//dr #1.
Armure SP//dr
Reviews

I wasn't sold on SP//dr. A hero I didn't know about when there are lots of other that fans have been asking for? 3 cards hand size (remembering how 4 cards heroes have all been received)? 2 separate cards for the same hero?

And yet I've been proven wrong. The designers have had a great idea with the "interfaces" that utimately turn SP//dr into a functionnal and unique hero, very resourceful when you've put all of your interfaces in play. Feels great!

neothechosen · 10759

Like neothechosen, to me SP//dr looked like a hero I wasn't going to play. I am not fond of spending play time overcoming a basic deficit like card draw, so all sub-5 hand heroes I see as 'challenges' that I am rarely in the mood to deal with. Add to that the fact that in hero she is a 3 Hand (smallest in the game so far) and in alter-ego she is a 4 Hand (smallest alter-ego).

Peni Parker can exhaust her spider suit to draw two additional cards, which prevents you from taking a basic action that turn unless you have the Host Spider upgrade in play. I would much rather have her with a 5 hand size and draw an additional card in alter-ego, but there is a deliberateness to the design that can’t be ignored. Reducing the hand size to 4 and offering two extra cards for exhausting the suit presents the player with a choice that I don’t really see as a choice. Rarely will you turn down the opportunity to draw 2 cards. They intentionally hampered her basic actions in exchange for a normal hand size. It suggests that her basic actions are so strong that they had to ‘tie one hand behind her back’ and I have to be honest…I don’t entirely see it.

Certainly, with all upgrades out she can attack for 4 and thwart for 4 in a single turn. And if she has All Systems Go! in hand, she can take one more action for 4 and then pay for a 3-cost card. That’s pretty good, but that’s nothing compared to a fully upgraded Iron Man, Iron Heart or really any other ramping hero.

My point is simply that I think they added a layer of difficulty to SP//dr that implies it is keeping her power in check, but none of it really feels necessary. I look forward to being proven wrong.

The main strategy with SP//dr is to get her interface cards into play. Each one can be exhausted either for its inherent effect (a bonus to one of her basic actions and a ‘ready’) or it can be used as a resource to pay for other cards. She has an incredible silver bullet card that can be used to hunt down her interface cards, but remains useful once they are in play by giving you the option to ready all interface cards instead of searching for one. This is truly thoughtful game design, ensuring that a card is useful no matter what point in the game you play it.

Her Ejection Protocol is interesting in that it is a failsafe which dumps you in alter-ego with a tough status and 6HP. Someone smarter than me would have to explain the timing, but since it says it is an action, I imagine there would be limitations on triggering it during the villain phase, particularly in response to damage being received. My vanilla interpretation is that you would have to trigger it on your turn as a last resort after executing all your attack/thwart events. Then do a reset and take a turn to recover.

I admit I am curious to see what the community makes of SP//dr. She provides several new options for heroes with 14 or more native hit points (from which she benefits) and some new tech-related combos. But her core hero set still conceals its breakthrough combo from me.

MacGhille · 263
Looking just at the hero side: yes, she starts with 3 hand size, but also one resource generator in play (the pilot) compared to most heroes that have a 5 hand size. I value resource generation at slightly less than the same number of cards, maybe like 0.9 card, so your starting position is indeed worse (3.9 vs 5 cards). However, it's reasonable to end your first turn with an additional two interfaces in place, which gets you up to 5.7 per turn. And not long after that you should find the last two interfaces, for a total of 7.5 per turn. Some of the best heroes will have to dig through most of their deck to find the two resource generators from their hero kit, which tops them out at 6.8 cards/turn. And many heroes don't even have that much resource generation available! After you're set up, All Systems Go becomes, at the very worst, 5 resources for 1+card, or more likely "ready your hero, +2 ATK or THW, +3 resources" for 1+card which is way above the curve. Going back to the Alter Ego form: Maintenance is a bit like having unlimited access to Meditation whenever you want it. That's very good! — Fry · 254
Yes, Ejection Protocol is a Hero Action. That means you activate it when you can use Actions, which is typically only during the player phase. If you're at 6 HP, you gain a Tough status for the cost of one card, which isn't awful, and potentially you can get a little bit of healing out of it (if your HP is lower) or you can get some value from changing forms more than once in a turn (either down to AE and back to Hero, or up to Hero and back down to AE). — Fry · 254