Defensive Formation

3-ER for 3 tough status cards. 1ER per tough card is actually crazy.

I won't say it's overpowered, but the only reason it's not overpowered is because of all the crazy stuff other teams can do. This card alone probably won't make Defenders a better tribe for Leadership than Avengers or X-Men. But the ability to produce 1-ER tough cards is still insane and will keep you protected from attacks through the whole game, making it very difficult for the villain to land hits without using piercing damage.

Hulk

Hulk is good now!

This is such an insane card!

This is not an ally you should just throw into any deck. You really want to build around it. It has to be continuously healed to get the most use out of it, and it takes quite a bit of consequential damage at a time. But damn, is it crazy to just have an ally that can technically gain infinite attack.

This works best if you hardly ever go alter-ego, and even better if you can make the villain attack you with cards like Taunt.

It's a Basic Ally and can be used in any aspect, but it's going to find its home in Protection which has the most cost-efficient ally healing, is built where you can most easily take a hit, has access to Ready for a Fight so you can recover and flip back to take an attack, and has access to plenty of cards that make the villain attack more.

We still may not have a good Hulk player deck, but at least we have an ally that will be fun to build around.

Grapnel Launcher

Grapnel Launcher is one of my favorite new cards.

For 3 ER you get a pseudo-Ready, 1 THW and a patrol / crisis bypass. If you can benefit from the bypass this effect is above rate, otherwise it is on rate. In a vacuum, it is okay. If your hero cares about basic activations though, the value goes up.

This becomes a build around tool for a number of heroes opening up some interesting lines; Black Panther, Cable, Iceman, Jessica Jones, Jubilee, Nick Fury, Nova, Psylocke, Quicksilver, SP//dr, Spider-Woman, Wasp, X-23 all can benefit from a free basic thwart action timed when you want it.

The restricted key word is unlikely to matter as the only other restricted card in Justice is Sonic Rifle.

4649matt · 22
Dynamic Duo

Excellent little card thats elevated team-up cards to viable strategy even in solo. Especially for something that can be played in one turn (3-4 ER). If you set up it correctly you can get three times use of team-up cards. Create 6 groot counters on Groot? I'm excited, because this card will be even better in future, the more team-up cards will be, the better this will be. And this is one of the part of the game in past, that some players complain (why you get this almost useless cards in 80% of packs)

Rating (A-C) B+ you neeed to think about this card in deck, so not viable in majority of games

nosiak · 267
Innate Perception

The best of the Innate cards, simply because Thwart is generally considered the best of the three stats.

With this, Heroic Intuition and Heroic Conditioning, you can get +3 Thwart. If you're going that far, you should add in Specialized Training for Surveillance Specialist and get +4.

So now you have a massive 6-7 Thwart. What next?

Obviously, your typical deck will want lots of readies to get the most value out of the high THW stat. Overwatch is practically the equivalent of a ready, letting you double your thwart. And the new Grapnel Launcher can let you get an extra thwart that ignores Crisis icons.

Thwarting this much in solo is probably overkill most of the time, but this can let you easily keep threat down in multiplayer where it's more of an issue.

The most powerful use for this high THW, however, is Gunboat Diplomacy. Use an ally and build up your own thwart, and then deal damage equal to your THW + that of the ally's, in addition to thwarting threat.