Armed to the Teeth

(My attempt to add a Comment failed miserably, so here's a Review instead)

Per the Rules Reference for "Swap": "When swapping a card in a play area with a card in an out-of-play area, if those two cards: Share a title, neither card is considered to enter or leave play. Tokens, attachments, and status cards on the previously in-play card are transferred to the other card and the other card maintains the state (ready or exhausted) of the previously in-play card."

So if you swap an in-play used Sonic Rifle with an out-of-play copy attached facedown to Armed to the Teeth, the new copy will not be "fresh": it will maintain the exhausted state and have the same number of tokens.

You could swap between a Sonic Rifle, Plasma Pistol, Stun Gun , etc. -- as they don't share titles -- but I'm pretty sure none of the suggestions here for using "A second..." actually work.

dougmacd · 1
Yep, this was updated with Rules 1.7, so that definitely nerfs this card. — Jvenom23 · 33
Battlefield Benevolence

I love the theme, but I'm not too excited about this card since I'd never choose it over Upside the Head, even if my hero has a low ATK. However, it does have good synergy with Upside the Head, hoping to draw Battlefield Benevolence first and applying confuse so that Upside the Head becomes a cheap 2-ER stun.

Battlefield Benevolence still seems a tad too expensive for my tastes - maybe a cost of 0 would have felt just right.

Michebugio · 47
Rogue

edit: nevermind, unfortunately this does not work :')

rogue may be synergistic with Wonderman. Because Wonderman can use any Energy resource events, he can use Teamwork, which allows him to exhaust an ally to add their matching power to a basic attack or thwart. Playing him in protection, you take teamwork and rogue together, have rogue do her action to steal Wonderman's attack when it is at full boost from Ionic Physiology, and then Teamwork to exhaust Rogue and add her now buffed ATK to Wonderman's, making for 10 damage from a single Basic Attack. It's very efficient.

The downside of having to deal 1 damage to Wonderman is relatively painless, too, because he heals so well from Ionic Physiology.

denyingkyrie · 16
Unfortunately Rogue only copies printed ATK — Stretch22 · 2060
Stronger Together

This is such a strong card for Ghost-Spider. It is (to my knowledge) the first protection card that triggers her effect in the the player phase (if you have a Web-Warrior Ally that would take consequential damage and there are quite some of them that take two damage for one of their stats) but it can also be used in multiplayer to block multiple attacks and still be ready next turn (only downside is that one of your allies might be exhausted).

Here is how it work:

  1. you defend the first attack normally
  2. when one of the other players is attacked you block with one of your Web Warrior allies and then play Stronger Together to reduce the damage (hopefully to 0) and ready Ghost-Spider afterwards.
  3. if really needed you could block another attack now since you are ready again.
Chris2002 · 55
Stronger Together

This card's best use is to prevent consequential damage to allies. There are allies like Dum-Dum Dugan whose activations deal 2 damage to them, which gives you even more value. It also keeps allies like Ms Marvel and Mantis who damage themselves with their abilities around for longer. Very versatile card.

svendj · 200