Innate Inspiration

Given the aspect's history of being the most overpowered, I'm quite pleased to see leadership getting the worst of the Innate cycle.

This isn't terrible.

It's Team Training

That will generally give you good value over the course of a game. But it does nothing to help you on the first turn. It will be only marginally better by the second.

Of all the innate cards, this is the only one I think is worse off because of the starting keyword. Because with this one, the card it's based on is one that you would rather draw on the second or third turns instead of starting with it in your opening hand.

If you only want one of these, I would go with Team Training.

This is good if you want both though.

Like with all the Innate cards, the most powerful thing about this might not be using it as a replacement for the card it's based on, but stacking them together. I imagine the average deck that already uses Team Training could benefit from having this too.

Size Advantage

This is an aggression aspect card. A coding error ??? .........................................................................................................................................................200 characters for the review

krys619 · 8
Alias Investigations

This is such a silly card allowing the player to skip part of the game. Evidence counters are collected from performing basic activations, so by playing the game in a regular manner (even just defending and thwarting, if you wish) you collect 'good detective points' that eventually can be exchanged for a win. What's more, nothing is stopping you from keeping the villain at stage one until you have hoarded enough counters to defeat both stages back to back - you'll just have to survive a single villain phase because the card exhausts. Jessica having her own recyclable player side scheme to trigger the effect is just cherry on top.

Preposterous · 137
In a solo game I can see this happening that you collect the amount of evidence counter needed to beat stage II/III right away but the more player are playing the less likely it will be to one shot the villain. I rather think there it will be that you will use the counters for their effects and then bear the villain when it's maybe at 10-15 life or less. — Chris2002 · 74
Negasonic Teenage Warhead

Huge change since 1.8 rulebook. The "surge" effect is now a "When Revelaed : deal yourself a facedown encounter card"

It has been confirmed by FFG that you can now cancel "Surge" with this card !!! Extremely strong, especially in Expert mode now.

Onsentape · 10
Move in Shadow

I'm starting to come around on this card (for Martial Artist's and Spies only).

The Response is a (thwart) so you can play this card and and the first thwart (the one you get from playing the card) could clear a Confuse but the card will stay in play, then you can continue playing any other cards to get extra value. It pairs nicely with Know Your Enemy, or any other zero cost card.

It's very easy for Daredevil to get tremendous value from this by playing a card from his Sense deck.

jamman39 · 27
I used this card in the Rogue Superpower Adaptation loop. So good. — magusware · 1