Protection
Événement

Defense. Thwart.

Coût: 2.
Resource:

Hero Interrupt (defense/thwart): When an enemy initiates an attack, remove 3 threat from a scheme.

"I think we made 'em mad."
"What do you mean 'we'?"
—Rocket Raccoon and Gamora
Fear No Evil #49.
Get Their Attention
Reviews

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 · 467

Get Their Attention is a continuation of Marvel Champions long-standing tradition of conditional threat removal in the Protection aspect. We had Not Today!, Jump Flip and True Grit previously.

This is an alternate step for Protection, as the 'quid-pro-quo' of previous cards in this aspect has been removed. Overall, Protection does a low-mid job of handling threat, likely because the idea is that the enemy is attacking rather than scheming, so there are more opportunities to thwart a reduced number of threat.

MacGhille · 323
I find it more in line with "powerfull punch". And in that regard, I feel it fails miserably. The cool thing about powerful punch is that if used against minions it can kill many of them. This makes it really good for things like change of fortune decks. It also works as a defense in the sense that if nothing is attacking anymore, the threat has been defended. If it's the villain that's attacking, for heroes with good health or recovery, or that can gain tough easely, it can redirect an attack to an ally to put some work into the villain. Since this kind of defending has a lot of tools to pile on damage like that, with flow like water, innate retaliate, electrostatic armor, it allows to double down very efficiently into this idea of trading damage with the villain. You take the damage, but the villain takes 7 damage back too, it's a good trade if you have resources to recover that health. This doesn't do that, it spreads your rewards with intervention. So you trade some speed for some control. The thing is, there are less tools to double down on that, and speed creates some control of its own by opening the option to just skip one last round of problems by blitzing the enemy. — Selven · 1
The one good thing I see about this card though, is that it's an interrupt to initiating an attack. So, if I understand the enemy attack substeps correctly, it would change the target of the enemy as it initiate the attack. Meaning, the enemy doesn't initiate an attack against their previous target, this makes it so that the original target of the attack is always you, instead of you becoming the attacked/defending player. So, I think the wording allows Peter's "Spider-sense" or new Ally Hulk fury counter ability to trigger. — Selven · 1
This and Powerful Punch do not let Spider-Man's ability trigger as you describe. There is a ruling as recent as June 2026 — Stretch22 · 2522