Defend Our City

This card is terrible. First, because of the amount of threat that needs to be removed (4 per player). Second, because you can only have one side scheme in play, and there are plenty of better ones than this. Third, you must have your ally on the table. It requires a specific set of circumstances: the side scheme must be in play, your ally must be on the table, and it must actually be advantageous for you to remove the threat from that card. And all of this just so the equipment card can be any good... And for multiplayer, it’s even worse. If it’s already difficult for it to happen to you, just imagine it happening to 2, 3, or 4 players. Simply adding a note that it doesn’t count toward the player’s limit for side missions would be a huge improvement. In fact, I’m going to implement this house rule.

Goravo1 · 1
As mentioned in another review, the site has an error. It’s 3 threat flat plus 1 per player, not 4 per player. Scales very well in multiplayer, and the effect is easier to use since you’re presumable playing some team-up hero combos — Stretch22 · 2667
Mitigated Threat

This card actually is very useful in a specific deck where you can get it out at the same time as Live Dangerously. You actually all get a benefit of one extra card draw each turn even accounting for the other card would have to be spent keeping Mitigated Threat on the board. This is surprisingly, a positive trade with no drawbacks. This is especially good with Cable who can choose which side scheme he wants to start the game with. The only problem with this is then Cable also cannot put another player side scheme out. Potentially if you play 2-player and both run Symbiote Suit, and then someone runs a pool deck you can bring all 3 copies of Mitigated Threat with something for each of them to be attached to. Overall, this card at least has some hope of seeing play in a few very niche decks. Outside of this I do not see it ever being worth playing outside of incredibly niche situations. I believe It was intended for villain related schemes/minions but this use is so niche. Technically could also again be used with some pool minions but I once again don't see it providing enough value here maybe Pandapool with Adam Warlock could find value???? I am waiting for someone to do that!

I use it in a Support Deck of Adam Warlock and also have contingency planning in there in case I draw mitigated threat before Live dangerously. — Chris2002 · 77
Soaring Acrobatics

This is such an interesting card to compare to Heroic Intuition and Combat Training.

All are 3-ER. All provide a +1 buff for a power.

So the difference is a matter of reusability versus versatility.

Heroic Intuition and Combat Training both increase one stat and can increase that stat as many times as you can ready in the turn. Soaring Acrobatics can increase any stat, but only once per round. In decks with a bunch of readies where you're mainly using the one stat, Heroic Intuition and Combat Training are better.

But otherwise, you might get more use out of this. You can use it to increase your ATK one turn, your THW another, or your DEF in a turn where you have to block. If you have aerial allies, you can buff their ATK or THW in a turn where you're stunned, confused or exhausted.

You can't use it multiple times in a turn, but you can use it practically every turn for whatever it is you're doing.

I wouldn't say it's better than Heroic Intuition or Combat Training. But I also wouldn't say it's worse. It just has a different sort of utility.

Stick

For three ER, I can't figure this. It seems more about efficiency and balancing than boosting. Like maybe you need to do 3 damage, but I only need 1 Thw? Might could help in Protection when you sometimes need a little more defense, but sometimes you don't? I dunno. Seems like a dead card.

There's a subtheme for martial artists in the Fear No Evil wave of being rewarded for doing things exactly. Stick's main purpose is helping you do that. Currently, Stealth Training and Shakedown are the only cards taking advantage of this, but there will be more coming later in the wave that will bring these sorts of abilities to all aspects. Stick is mostly meant to be a combo piece for helping to trigger those cards. — Dreamchaser_Guild · 74
Another thing - even though it's a bit more niche - is that this card is Martial artist so you can play Black Belt on yourself and benefit from the discount of Martial Artist cards. — Chris2002 · 77
Hulk

This card is simply insanely broken and no one is talking about it because of Ronin. For some reason people don't seem to realise that with Taunt, Bait and Switch and Get Behind Me! you can get the villain to attack you 4 times a turn. This on a character like Luke Cage or Spider-Ham can just be used to power up Hulk and then you can one shot stage 1 and/or stage 2 of the villain in an incredibly fast fashion. I would argue this is one of the defining general cards of recent times for protection decks. I understand Ronin is insane but this card is equally as good when you run it as the only ally and then give your hero either toughs or multiple readys. This card can also be brought into play very easily in multiplayer through Call for Backup. Overall, this card should receive considerably more attention than it is currently getting and it actually thematically feels like Hulk unlike the other alterations of him in this game. Oh and I forgot to mention it works very well with Ready for a Fight.

In Multiplayer if you can defend for multiple people every time you do it also counts for Hulk because you are the new target of the attack (even if an ally gets attacked) — Chris2002 · 77