Healing your identity equal to your REC is roughly equivalent to readying your identity and exhausting to do a basic Recover. Readying your identity generally costs 1+card (Ready to Rumble being the canonical example, but also Justice Served, Indomitable, Battle Fury, etc.) Recuperation is a narrower application of readying your identity, at a higher cost.

You could also compare Recuperation to healing cards. First Aid is equally efficient at healing for the many heroes that have a REC of 3, but First Aid is more flexible in that it can also heal allies and other heroes. If you expect to flip to Alter-Ego more than about once, a Crew Quarters will be more efficient at healing.

I would generally suggest not running this unless you're already maxed out on those other, more efficient cards that can do the same job. Maybe in a Hulk or She-Hulk deck, where you can take advantage of their high REC value and HP total, and where you would rather spend your readying effects punching bad guys. Bonus: has a Fist resource to pay for Hulk's cards!

Fry · 56
As One!

Don't throw As One! into any old deck. As One is its own deck archetype.

It might be tempting to evaluate this in comparison to Relentless Assault, but exhausting two characters is a very real cost, so I think it's better to evaluate it along those lines.

First, you probably don't want to exhaust heroes for this. Just attack with your heroes instead. Rarely* is there any point to spending 2+card to do what the basic game rules allow.

So, you should be exhausting two allies to play this. Well, your allies could just be exhausting to attack too, right? Attacking with allies has a cost, which for most allies is one point of consequential damage. Instead of paying 2+card for As One, you could probably pay 1+card for First Aid either before or after your allies attack, for roughly the same effect at a cheaper cost and not restricted to Aggression.

What is the actual use case for As One? When the cost of attacking with your allies is higher than one point of consequential damage. Wonder Man and Blade both cost a card to attack with, so if one of them is your Avenger, you're recovering some value. Wraith, Venom, and Captain Marvel all take extra consequential damage from attacking, so As One beats the First Aid test if you're using them. Still, if you're using As One with say Wonder Man and Wraith, and you're only getting six damage out, that's not much better than just Relentless Assault. You'd like to have some extra ATK buffs, such as Boot Camp.

In the broader context though, even a Boot Camp isn't doing enough for As One; you're spending 3+card on a support, and getting out two fairly specific allies (which are then taking up two of your precious ally slots) to enable you to play a 2+card attack for 8 damage. That's still not good enough. My friend, what you need for As One to be awesome is to have allies with even more ATK and that have even more prohibitively expensive costs for attacking. What you need is Enraged. Preferably in multiples. Enraged lets you take any old Avenger/Guardian ally, and make their cost to attack so prohibitively expensive that you'd lose your entire investment, while also boosting the ally's ATK a ton.

*- remember I said you don't want to use your hero for As One? Well, you can also add a cost of sorts to making basic attacks with your hero with Brute Force (the cost being that you have to discard Brute Force). Just Brute Force is probably not good enough to merit slots in your As One deck, but if you include some of the other Brute Force archetype cards (Smash the Problem, Quick Strike, The Best Defenseā€¦) it could be worth it.

Note: despite the flavor implication otherwise, technically your hero is making the As One attack even if you're exhausting two allies for it, so your hero will take any Retaliate damage, and a Stun status on your hero will apply.

Fry · 56
Good thoughts here. My favorite part is detailing the Allies that work well with this. Would add She-Hulk, as she is (no pun intended) a monster at her lowest health. — Judicator82 · 48
To go a step further using your example here: A She-Hulk at 1hp and Boot Camp puts her at five attacks, making it worthwhile is ALL you had was She-Hulk. — Judicator82 · 48
Plasma Pistol

Attempting to value this card as "2 cost for 3 damage" (i.e. a Haymaker) shows a fundamental misunderstanding of Marvel Champions mechanics and valuation.

No, this isn't a "trash" card, it is a good (if situtational), low-cost way to have an on-demand, independent source of damage. A few folks have already mentioned its uses: plink off Tough, take out Ultron drones, or reduce Minion health for any number of card combos.

Do not underestimate that this card is Basic, so anyone can take it.

Do not underestimate that it remains on the table and is available as you need it.

Do not underestimate that you can utilize it when your Hero is exhausted.

Do not underestimate that as a Hero Action, you can use it on another player's turn.

Do not underestimate that you can use it even when your Hero is Stunned.

Do not underestimate that it a weapon and may be used with Mean Swing or Fusilade.

But no! It's a "trash" card because it does the same damage as a Haymaker over more turns. /s

Is it the best thing ever? No, but it is definitely useful and has its place for a number of specific Hero, Aspect, and Villain combinations. I think its biggest drawback is that it is Restricted, taking it off the table for most Heroes that come with Restricted weapons in their kit (Hawkeye's Bow, Mjollnir, Rocket's guns, etc).

Judicator82 · 48
It works well in a Venom deck too. His setup ability has the potential to discard a big portion of your deck if you get unlucky and can't find a weapon. Filling your deck with cheap weapon cards like this can help, and it might be why it was included in his precon deck. — erikw1984 · 2
Eh, I don't think you want Plasma Pistol for Venom. Once you're set up, you want to be using all three of his "hands" for his signature weapons, and I don't think Plasma Pistols are worth the cost of a Side Holster. Accelerating a turn or two towards cycling your deck is almost no cost at all, and even if your Setup dumps your entire deck and gives you an immediate encounter card, well, at least that means you are starting with Multi-Gun and both Venom's Pistols to start climbing out of that hole. — Fry · 56

Wow, this card is great!

  • 2-cost allies are pretty much the cheapest ways to block villain attacks, and blocking villain attacks is great
  • this one also attacks for 2 before blocking
  • there are lots of Avenger synergies you could take advantage of

Don't look at that text box expecting to do Big Damage, that's not what it's for. Use it to plink Tough status cards off of enemies, and/or sneak in a 1-damage shot when you have an especially awkward hand.

Fry · 56

Hank Pym compares favorably to most 2-cost allies, and he's about equal to most "just stats" 3-cost allies. He also has the flexibility to have cost 1 ("world's cheapest block!", and great for early turns in your Band Together deck) or cost 4 if you have spare resources to burn. He's even technically got a 0-cost option (thanks, Team Training).

A great ally who can find a home in any Leadership deck. Just don't try to reduce his cost ("a card cannot have 'negative'...cost", in the rules under Modifiers) or put him into play without paying his cost.

Fry · 56