Hex Bolt

This is the card that makes Scarlet Witch Scarlet Witch.

If you're playing as Wanda, you have to go with the chaos. Embrace it. This means that you can never fully plan out what's going to happen. You can influence it with Wanda's hero ability to reroll one card. You can also move one number up or down when you have Scarlet Witch's Crest. But you never get full control over everything.

You should always use this when all options are good. When there are minions to hit and schemes to thwart.

But what you REALLY want from this is hitting that +3. Status cards are the most important thing in this game, being able to cancel out entire activations. The best Scarlet Witch decks are usually built around this one card. Scarlet Witch's Crest is a necessity to get out so you can turn a 2-boost to a 3-boost. Then you want to quickly move through your deck with Spiritual Meditations to try to snag these and stun/confuse lock the villain.

This also has an interesting effect where it scales based on the power level of the villains and mods. The more 3-boost cards in the deck, the easier it is to get those status cards.

The Power in All of Us

Great card. But it is not implemented in the current-view of the deckbuilder-interface.

Only writing that review to address that issue. Think there are a few more reprints that u don't get in the current view, like Team-Building Exercise or The Power of Flight.

Lay the Trap

This card shines in a 3 or 4 player game, you'll have more side schemes out so you'll want to play Even the Odds a few times which whittles this down, making this card (almost) free damage. In single player I can see this not being played much though.

feendish · 7
Everyday Hero

I don't like this card. In theory, I suppose you're paying nothing to heal 3 every time you go through your deck if you're already going alter-ego every turn. That's the equivalent of a recovery for low-recovery heroes, all while paying no extra resources. This healing would be good in hero form, but it feels like it defeats the purpose to have you in alter-ego to use it.

I wish they had pushed this card more by letting it heal any character the player controls instead of the identity. Right now, ignoring multiplayer benefits, it's a trait-locked Preservation that can only be used by a small handful of heroes and only in alter-ego. And Preservation isn't good a good card.

A card that could double as Preservation or Innovation would have actually found its way into a lot of decks while fitting the theme of the civilians helping others. It would have made Civilian alter-egos something to build around but without, in my opinion, actually being overpowered. It would have been a good card for Civilians, but probably wouldn't elevate any to S-Tier.

As it is, there aren't any decks I would want to use this in.

It's only sort of useful in Nova because of his cards that care about wild resources, but you should already have The Power in All of Us and both copies of the other Power Of abilities. And Nova generates one on his own through his Supernova Helmet. And he has his two copies of Connection to the Worldmind. And then you have access to at least a few other aspect resources that are actually useful in hero form. And Nova's cards that care about wild resources are all hero actions so he doesn't even get the benefit for this then because he's not a civilian anymore.

Talon Line

I love what this card is intended to do, but I would love if there was an easier way to recover it once it's discarded; Sam's only ability that allows him to recover discarded cards is "Birds of A Feather" in his Alter Ego card, but it only allows him to recover "Bird" cards.

it doesn't help the fact that there is only one copy of Talon Line.

ZuoKalp · 6
Yeah it feels like this should’ve been a Prep card to combo with Practiced Plan — MightyMike · 2