Rocket Raccoon

Rocket, Rocket, Rocket. Easily one of the funniest heroes in the game now due to Firepower. This along with Lock and Load and occasionally "Bring It!" allow rocket to draw a stupid amount of cards while dealing significant damage. Lock and Load allows Rocket to find either his Rocket Launcher or Particle Cannon depending on which one better fits your current scenario. He is also great in protection, but everyone knows about the protection deck due to Repurpose being arguably the strongest aspect card for Rocket. Outside of Aggression and Protection Rocket may find some use from Cameo to bring in Tigra's unique ally Moon Knight to get a chosen weak minion into play to overkill and draw a card. Squared Off could also be useful here but I have not personally played it so I do not know. Just some thoughts about my favourite hero in the game who is only getting better with every new release.

Entrapment

I honestly don't understand why people don't talk about this card as much as ready for a fight. This card arguably provides more value than ready for a fight by giving you damage equal to the villains scheme while also enabling a free form change from Alter-ego. This means you still get the value of the larger hand-size in Alter-ego and you get the value of extra damage which Ready for a Fight does not give you. Secondly, with Stalwart becoming an increasing problem confusing the villain is becoming less reliable so Entrapment becomes arguably better as Entrapment only works when the villain schemes and the villain is likely doing that more often. With Under Surveillance this card becomes easy to run in a solo deck and can be recurred in exactly the same way as Ready for a Fight using Practiced Plan. I do not understand why this card is is not run in more decks especially for those with 4 hand sizes. I personally think this card is underrated and should be doing an equal amount for Justice as Ready for a Fight does for Protection. Yes I do understand everyone is still so hyped over protection but once that dies down I hope everyone takes a good look at this card.

Down Time

I think Crew Quarters is a significantly better card than Down Time however, this card has some massive pros. For instance Queen Ramonda heals equal to your recovery so this card in that instance is significantly better than Crew Quarters. Secondly, with a higher number of changing form cards e.g Ready for a Fight and Entrapment you are becoming less likely to stay in Alter-ego every turn and this then means Crew Quarters does not trigger twice so Down Time heals you for one more. Overall, Down Time was good on release and due to recent changes, such as the alter-ego changing cards it still remains a strong card that has a place in many decks despite the fact I personally rarely run it.

Moira MacTaggert

This is another of those cards that I think needs to be revisited with more recent synergies.

When Moira was released, she could draw an extra card every couple turns in single-player. This is still the case in Leadership and Aggression. However, Protection and Justice have some new tools to let you consistently go alter-ego practically every turn. These are Ready for a Fight and Entrapment. Both of which let you end your turn in alter-ego and change forms during the villain turn. Both of these are Preparations, letting you use Practiced Plan to reuse them, functionally giving you up to six copies.

While those cards are technically 2-ER, the fact you're ending your turn in alter-ego makes them functionally 1-ER (or zero in the case of Colossus or Psylocke since their alter-ego hand size is 2 more than their hero form.) If any X-Men or X-Force characters are using Ready For A Fight or Entrapment, Moira should be an auto-include. In those decks, she practically is just a much cheaper Avengers Mansion.

Hellcat

If you have the Defender trait, Hellcat is 1-ER to either attack or thwart 2.

That's a pretty fine deal. If this was a 0-cost event that just said "thwart 2," I'm sure that would be good in and of itself. Having the option to also use it for attacking, or pay a premium to put her fully into play if there are no other good options in your hand, is a nice bonus.

She's practically unplayable without you having the Defenders trait. The only reason I could see a non-defender using her is if they REALLY wanted to give themselves a Black Belt and was loading their deck with as many Martial Artists as possible. Otherwise, I see no value for non-Defenders in having her when she'd just be a strictly worse War Machine.