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.

Probability Field

This card man...

Manipulate a Digging deep, double resource or best Jackpot to the top of your deck and boom- you've got up to 6 defence, 5 attack, 4 thwart or the one many forget 6 recovery as it's just an Interrupt.

Also a superpower so only 1 cost with deft focus.

Oh, and just to top it off, it doesn't exhaust so if you get readying going she's going crazy.

Crapoleon · 1
Dynamic Duo

This card is going to be used to create a lot of decks that wouldn't otherwise exist, and that's always cool!

Especially because the types of decks it's going to build will be so varied.

It's completely impossible to judge it in a vacuum though, because its usefulness is going to vary so dramatically based on who you're playing as.

Let me give you an example of a huge thing it does though... It opens up Fury to be able to put tons of counters on the big Hellicarriers. If you can get The Circe, The Bellerophon, The Douglass or The Pericles into play, you can use this to infinitely recycle Super Spies and fill those up with counters. You could also technically do this with Maria Hill if you're playing as her to make her even more broken.

There's also just the fact that it can seek out specific allies to recur them without needing to be in alter-ego like Suit-Up, all while being basic. Going back to Fury, his Maria Hill ally is incredibly useful, with her every thwart putting that many threat counters on his suit upgrade. Being able to recur her with a bit of a cost is worth it even without playing the team-up.

Mutant Peacekeepers

One thing a lot of people seem to be missing with this is that it lets you remove a ridiculous amount of threat in a single thwart, which can then be doubled by Overwatch.

Normally, thwarting Overwatch with a basic thwart is going to remove 2-3 threat without self-voltroning. Some identity cards will remove 3-4 threat. Each your allies would remove 2-3 individually. But together, they can remove tons of threat at once.

Assume for a moment that the characters are averaging at 2 THW per character. With 3 allies, this removes 8 threat which triggers Overwatch to remove 8 more. That's 16.

With Utopia, you can get an extra ally in on it. Now that's 10 from Peacekeepers and 10 from Overwatch, for a total of 20.

If your allies all have Danger Room Training buffing them, you can potentially thwart for 26 at once divided between two schemes.

That's not relevant in a solo game. It's even overkill in two-handed. But it's going to be incredibly useful at higher player counts when you're the Justice player tasked with taking care of threat.

I believe this particular combo is the real value of this card. Not the ability to distribute the threat removal as you please, though that's obviously useful as well, but the ability to produce insane threat removal in multiplayer and double that threat removal with Overwatch. Especially since you can use this to help complete powerful player side schemes that will benefit the entire table.

That said, at lower player counts where you have to fill more roles than just being the person to thwart schemes, Gunboat Diplomacy is probably better.