Righteous Purpose

This is a really fun build-around card for Leadership. At face value, it makes the decision on what to do with your ally's last hit point much more interesting. Blocking a villain attack is usually more powerful than a basic thwart or attack, but with a +2 buff, the basic activation will often be better. There are many ways to build around it even more:

Tough statuses: An ally with 1 hp and a tough status can still activate with the buff without dying. Defensive Formation is probably the most efficient but only for Defender allies. Ready for Action works as well.

No consequential damage allies: Yondu, White Wolf, or Black Cat are allies that you can take down to 1 hp thanks to consequential damage from thwarting. Then repeatably attack at 1 hp without taking consequential. Mission Planning or Unified Strike can also do this for any allies, but less consistently.

Use the allies' power without activating: Teamwork and Mass Attack let you use your allies' stats without actually prompting consequential damage. In a multi-aspect deck or multiplayer team, As One!, Team Strike, or Mutant Peacekeepers function similarly.

"You weren't going to block anyway". Goliath or Last Stand give strong final activations but discard the ally. Thus losing the ability to block is hardly a downside. In a more general sense, high-stat allies like X-23 or Snowguard are likely to activate with every hit point already, so Righteous Purpose fits seamlessly.

I'm not sure if any of these strategies are overall stronger than typical ally swarms which block frequently, but I love the unique gameplay it provides. If you are planning to use your allies this way, you probably want a hero who can capably protect themself like Spider-Man, Colossus, Nightcrawler, or Luke Cage.

Stretch22 · 2669
Expert Marksman

This card is kind of paradoxical for me. Normally the good thing about cards that generate resources is that you can play more cards each turn. But for Arrows, you're limited not only by resources but by how many times you can exhaust Hawkeye's Bow. So often I've had these sit on the table not being able to be used either because I didn't draw enough Arrows. Which again is the problem with Hawkeye - if you draw too few or too many Arrows, most of your hero kit does nothing.

Cable Arrow

It's a shame this is Hawkeye's only thwart card. It's also a shame that you can't play it if you've already used Hawkeye's Bow in the same turn. These are especially bad qualities to have in true solo. Being able to ignore a crisis icon doesn't make up for the opportunity cost you have to spend in order to play this card. If either of those two qualities were less bad (or if this card were better) then I would probably not mind Hawkeye so much.

Hostile Takeover

I don't understand this scheme. Why does it do something when completed, when it could be each turn and force you to deal with norman osborn instead of ignoring him ? Doesn't that fix this scenario ?

Guidicelli · 1
Run Them to Ground

This is a fantastic card, and it scales even better the more difficult the scenario. Starting from a solo perspective, for the cost of ~3 ER to play and clear this, you cancel threat from step 1 of the villain phase (~0.5 ER), a villain activation (~2 ER), and minion activations (value varies). You delay the reveal of encounter cards for a turn even though you are still dealt one (difficult to quantify), and sometimes you get random stuff like avoiding a draw from the side scheme deck against Red Skull. The raw value from cancelling steps 1 and 2 is close to breaking even, and waiting an extra turn to reveal encounter cards helps you better prepare for them or clear other threats that could combo with them. That adds up to an extremely powerful combination of effects. The skipping of an activation also provides a rare opportunity to cancel a steady/stalwart villain activation from the likes of Thanos, Venom Goblin, Magneto, and Ronan - some of the hardest villains. Of course, you also get the usual side scheme combos like Skilled Investigator and Stealth Training.

There is certainly a cost to not being able to damage the villain during your extra turn as this can lead you to wasting resources if you draw a few attacks. That's why it's best to clear Run Them To Ground on an early turn, when you still have upgrades and supports to get out, or when the board is getting out of control, since you would be focusing on clearing that anyways. Especially in higher difficulties, you might not turn your attention to the villain until long into the game, lengthening the useful window.

In multiplayer, there are diminishing returns if the table has not coordinated decks to take advantage of Run Them to Ground. The scaling of the raw value is fair. For every 4 threat added initially (~2 ER), an extra 1 thwart and one villain activation get cancelled (~2.5 ER), but it is also more likely to inconvenience other players. Aggression players may significantly waste the extra turn with damage-heavy hands. Protection decks miss a villain phase where they might usually play much of their hand.

For any of my fellow Heroic enjoyers, this is one of the best cards in the game. When you skip a villain phase that would deal you two encounter cards and replace that with getting dealt one instead, you have effectively canceled an entire encounter card in addition to the benefits I have already mentioned. I have been playing the heck out of this card, and it has not disappointed.

Stretch22 · 2669