Lead from the Front

I keep trying to include this card in decks, you can have some fun using it from time to time, but it really is a pretty mediocre card. The problem is that in order to even break even from an efficiency standpoint, your team needs to thwart three times after using this card, or do a combination of 4 attacks and thwarts. But even a full team of you and three allies is only four characters, which will usually have at best 4 actions of various types to perform, and thus will at best break even. Now of course, there are ways you can produce extra actions and potentially make this card hyper efficient, such as by increasing your ally limit and using effects that ready characters, but this is usually outweighed by how overwhelmingly likely it is that you have less than a full ready team to play this on. There are just so, so many reasons why you would not have a ton of allies in play or you would not want to exhaust every one of those allies for an attack or thwart. So unless you have set up a specific clever combo to maximize use of this card, it is likely to be a card that is only OK some of the time and gets used as a resource the rest of the time.

cnalexander · 22
Tl;dr It's a combo card and not a value card — Bojkan9413 · 1
Desperate Defense

This is one of the staple cards for a Defend action deck. The general idea is that you have a good enough defense to reliably trigger the ability to ready your hero, and thus you end up spending two effective resources to cancel an enemy attack. This is really not bad, not quite as efficient as having allies block for you, but close, and simpler to set up and reduces the demand on your always valuable allies. But the real kicker for this card is when you combine it with Defend action bonuses like Unflappable, stacking on bonuses like that are the real heart of a true defender character.

In general I find this card much better than Indomitable, as defender characters generally have lots of ways to ensure that no damage gets past their defense, and if your defense isn't very good you shouldn't bother with Indomitable either.

cnalexander · 22
Down Time

This is one of those game changing cards that makes me feel that Ms. Marvel is the first expansion pack you should get. This becomes one of the main powerup cards I consider whether each character should take, alongside Avengers Mansion and Helicarrier. Any character who feels like they don't have enough recovery can take this card and be vastly improved. Even if you do have enough recovery, this is great as it gives you even more recovery. You only have to use the recovery bonus twice to feel that you really got your money’s worth out of it, and even using it once is just as efficient as many other healing effects such as using First Aid on yourself.

Of course, not every deck will benefit from this card. It is meant for decks that regularly take damage and need to take recover actions to heal from it. Some decks dislike their alter ego form and do everything possible to stay in hero form, where they won't benefit from this card. Also, I tend to avoid giving this card to characters who already have a very high recovery compared to their hit points, such as Ms. Marvel herself, as I don't want to wait until her hit points are almost gone before taking a recovery.

cnalexander · 22
Defensive Stance

This card isn't useless, but it really is quite mediocre. Spending three effective resources to prevent three damage is not an efficient use of resources, and Endurance generally does the same thing as this card and more cheaply. However, it does have value in certain decks. In particular, since it cancels the damage outright it can potentially be useful in a Defend action deck that has a lot of effects which trigger when you defend and take no damage. It also can sometimes prevent villain from triggering effects from damaging the hero, and it can be played on top of Endurance if you are really desperate for the extra hit points (though you are unlikely to be desperate for the extra defense since you are, after all, a Protection hero). And although the card is overpriced, you can wait until you have a dead turn or a Power of Protection to help play it. So I've been known to use the card from time to time in certain decks, but even then, this is a card that is likely to be used as a resource most of the time.

cnalexander · 22
Desperate Defense

This is one of the staple cards for a Defend action deck. The general idea is that you have a good enough defense to reliably trigger the ability to ready your hero, and thus you end up spending two effective resources to cancel an enemy attack. This is really not bad, not quite as efficient as having allies block for you, but close, and simpler to set up and reduces the demand on your always valuable allies. But the real kicker for this card is when you combine it with Defend action bonuses like Unflappable, stacking on bonuses like that are the real heart of a true defender character.

In general I find this card much better than Indomitable, as defender characters generally have lots of ways to ensure that no damage gets past their defense, and if your defense isn't very good you shouldn't bother with Indomitable either.

cnalexander · 22