Solar Beam

This card is victim of its own TRAIT potential. Because of the specific generators for attacks or thwarts, on top of superpowers, its effects are between slightly above and below average aspect cards.

The real utility of this card is its versatility.

This is also the most common event (3x copies), and the most expensive too; meaning it may hinder a bad drawing hand with too many copies of this, locking you from having other options (plus the cost itself usually means you will commit all your hand just to it and nothing more).

matchet · 564
Ms. Marvel

Ms. Marvel is absolutely disgusting in Daredevil when brought in through Cameo.

Daredevil has a signature attack event called Raising Hell that deals 2 damage for each upgrade attached to the villain, increased to 3 per upgrade if Daredevil has Aerial.

With all 4 of his Sense upgrades attached to the villain and Billy Club granting Aerial, that’s 12 damage from a single event.

Here’s where Ms. Marvel comes in.

Her response lets you exhaust her and take 1 damage to return Raising Hell to your hand after playing it. Play it again and you’ve just dealt 24 damage in one turn.

The best part? You don’t need an elaborate readying engine. One activation of Ms. Marvel per turn is enough to tear through villain stages, especially in multiplayer.

Cameo guarantees access to her, Karen Page can recycle Raising Hell if you discard it early, and Make the Call can recover Ms. Marvel if she leaves play.

I’ve been running this in two-player expert games, and once Daredevil is built out, we’re consistently tearing through both villain stages in just 2–3 turns.

One of the nastiest Cameo interactions I’ve found.

lightninlad · 41
Bloodgem

the only usage of this card that we found was on Adam Warlock - at some point after few turns when he is fully built he can burn through deck very rapidly and heal himself with Soul World to full. other mystics unfortunately cannot handle the HP burn that it generates, 2 per turn is too many.

Viravandrel · 21
Bambino

Excellent card that's a staple for archetype in minion killing. Effective plus 9 damage and 3 overkills in 3 turns for 4ER. You can added also to the ally. In standard difficulity this is no brainer for scenarios minon-heavy, but also you can attack a villain.

Of course the worst thing is the limitation to the S.H.I.E.L.D character and generally sometimes tempo of card will be too slow.

Rating (A-C) B+ very good, but not useful for every matchup. In expert maybe a little too slow

nosiak · 291
Strategy Session

Dead weight in late game in exchange for a good early with tutoring and threat removal of player side schemes.

Heroes with non-victory side schemes (or that can return, like cable's Technovirus Purge via Technovirus Resurgence) can still get some benefit of this card in late game.

matchet · 564