Strategy Session

This card is so niche. It would be more playable if it removed 3 threat from ANY side scheme. I would only consider using this on heroes which can recur their own player side schemes like silk. Or heroes who leverage having multiple player side schemes in play like jessica jones.

The Man Without Fear

Look, the sense deck is a complex web of abilities that seem simple...but often coalesce in remarkable synergies. Managing this shifting puzzle is the key to unlocking Daredevil's potential.

This card almost makes it too easy.

With our man here, it's often hard to choose if you should go on the offensive, flip down to engage the alter-ego abilities he cultivates or get 'extra sensational' with the sense deck. This title allows him to pick one of those options to abuse every turn.

Want to attack twice, with the Billy Club pumping you up? Want to play a hero action and then ready before you flip down to recover? Or maybe toss out the attack-reduction sense card before you flip up so that the villain is neutralized.

That's right, you get to pick the SPECIFIC upgrade out of the sense deck that you want to play...without paying for it (technically). The mind boggles at the possibilities.

MacGhille · 338
Enraged

Newest review on this is 5 years ago? Damn.

Well, let's see where we're at now.

Cosmo can use this with no penalty at all if you're playing Magik.

We have some more allies who get more value out of each attack like Dust and Two-Gun Kid.

We have Iron Lad who can exhaust another ally to add their matching power to his. Enrage Wasp, play Iron Lad, and he swings for 6 at a time while only taking one consequential damage.

X-men have Team Strike to use a bunch of allies at once without them taking consequential damage.

Cannonball can ignore the consequential damage from this if you have at least 3 aerial cards in your hand.

Fastball Special deals damage equal to the combined ATK of the characters, and it can now be recurred with Dynamic Duo.

It's not a good card to just throw into any deck, but it does have a lot more use than it once did.

Hulk

The greed lord inside me wishes this card had toughness. On its face this card is.. not great. 5 ER for 4 ER return (2 activations and a block, assuming no counter). If you attack the turn you play him, and the villain attacks you thereafter, you get 4.5 and if you wait a turn cycle before attacking, 5.5. Not great.

That being said.. as others point out, this card is essentially a win-con in decks that can afford to play out a 5 ER do-nothing and sit on it whilst he builds counters.

That scenario is most likely in scenarios where the hero has other forms of survivability, innate or otherwise. Provided you can survive the tempo loss of playing him out early-game, it's a fun card.

Feediz · 40
My advice is to not sit on it. Instead play in Leadership or Protection, and get multiple uses out of him with Defensive Formation or Med Team. Those are hefty investments, but he becomes an easy "erase minion" button in the midgame before you use him as a finisher. I made a fun Spider-Ham Protection deck around getting Hulk into play and taunting the villain to attack you as much possible, while also using Med Teams to keep him healed up. — Dreamchaser_Guild · 79
Bombs Away

Just popping in to say, you know what this card reminds me of? It reminds me of Rain of Arrows from the Lord of the Rings LCG (they both exhaust a character you control with a specific characteristic to deal damage to each enemy engaged with one player). But Bombs Away is much better, because Rain of Arrows only does 1 damage (which is even more inconsequential in LOTR than it is in Marvel Champions) while Bombs Away does a pretty significant amount of damage and helps you win because it damages the villain too.