Its never bad to have Ant-Man. He is at worst a very cheap chump, more likely a 2 cost ally with above average stats, and can serve as a resource dump to create an even more valuable ally depending on your priorities and what's in your hand.

Ant-Man is just a flexible guy to have around, and this card reflects that. Almost a must-include in Avengers leadership decks, and has a home in just about every non-tribal leadership deck as well.

Ready for Action

There's so much competition in leadership decks that this card rarely makes it in, but whenever I have run I've been pretty impressed.

I think it gets particularly valuable once you make the jump to standard 2. The abundance of overkill makes chump blocking a less obvious alternative, and in general on the harder scenarios it is much harder to reach the critical mass of allies that many leadership archetypes need to be successful. It's hard to precisely evaluate, but generally I'd value a tough over a stun, and a 2 ER tough that exhausts your worst ally is pretty good value.

I think this is a great card that pretty much nobody ever plays.

Team Strike

You missed that you can distribute the damage like you want. Thats sometimes really good! But the rest seems true, yes. And it ignores retaliate for many but one instances. Also it can handle many tough status cards if this gets piering through wolverines claws. I think there really is a niche for this card. But my question is,can you use the allys of other players?

Therata · 2
The role is that you cannot use cards outside of your control to pay costs unless there is a specifically stated exception. Exhausting X-Men allies is part of the cost of this card, therefore those allies must be under your control. — fullur · 1
Mutant Peacekeepers

To sum up the benefits of this card: 1) Allows you to redistribute THW perfectly, leading to no THW being wasted 2) Allows you to avoid consequential damage on your allies 3) Allows you to exhaust your characters out of turn, letting another player ready you with Team-up cards 4) Allows you to use allies to thwart even if they're confused (rare case, but possible)

If you exhaust 2 consequential damage worth of allies for this, it's basically already on par with First Aid with the bonus of both the heal and the thwart being distributed as needed.

Biggest downsides of this card: 1) Require you to exhaust your hero 2) Is prevented by Confused on your hero 3) Has a Physical Resource which only works for 1 Justice Card (Concussive Blow's kicker) and zero basic and X-Men identity cards.

Alatreon · 25
Marvel Girl

Stats- and cost-wise she's Agent Coulson with a different ability. Agent Coulson will give you draw which is incredibly, whereas Marvel Girl lets her attack and thwart simultaneously. To go further into her ability, there are tons of minions in the game that have 2 scheme, meaning that for the purposes of thwarting the main scheme, attacking a minion will be simply more efficient. However, if you give her Mission Training, you'd be hard pressed to find a minion with 3 printed SCH, as there is a grand total of 8 in the whole game (one of which is from Print and Play set and another from a Nemesis set) at the time of writing this, making her ability harder to get good value of. A thing to consider is attacking minions with 1 HP left, which would produce value beyond just the sum of her ATK and the target's SCH. Also, keep in mind her ability is hard-countered by the Crisis Icon.

To compare further to Agent Coulson, they both provide good traits. Coulson is a Spy, so he allows you to play cards like Spycraft and Marvel Girl is a Psionic, which lets you use Cerebro's full deck search.

You could also try to give her Sidearm and/or (with help from another players) cards like Attack Training (instead of Mission Training) to make her a well-rounded workhorse.

Alatreon · 25