Is he a nemesis minion?
i mean usually they have this in text "(Thor's nemesis minion.)"
and if he is not - how it work with new FACE THE PAST and shadow of the past?
text text text text text text text text
Is he a nemesis minion?
i mean usually they have this in text "(Thor's nemesis minion.)"
and if he is not - how it work with new FACE THE PAST and shadow of the past?
text text text text text text text text
In a deck with reliable Confuse, like Spider-Man (Miles) or Gambit, you'll probably be able to play Spider-Woman for 2 with a confused villain a lot of the time. To get beyond that you'll have to confuse minions, which means leaving minions in play in order to confuse them, and confusing the villain is a lot more valuable than confusing minions, so you might be able to play her for 1 on a lucky day but 0 is highly unlikely. Outside of a deck like that, Spider-Woman is definitely not worth it, as there are a lot of better 3-cost allies in both Justice and Basic.
But the thing is, even if you do get to play her for 2, she doesn't do anything special besides thwarting twice (or attacking once) and then defending, so even then I don't really think Spider-Woman is worth considering. Even in Web-Warrior decks where you care about Web-Warriors leaving play, almost all of the other Web-Warrior allies cost 3 or less, and most of them do something when they enter or leave play beyond simply attacking/thwarting and defending. Happy to be proven wrong though.
During my first couple of times playing Magik I missed that her unique ability is 'once per phase' rather than 'once per round'. This means that she can use her ability to play Magic Barrier (for free) off the top of her deck during the Villain phase, and then play another card with that ability during the Hero phase.
With Limbo, Stepping Discs, and her alter-ego ability, it is very easy to have a Magic Barrier available to play for free during ~most~ villain phases. Great card!
TLDR: This card is bad even when built around. If you want a generic 0-Cost card to enable played out hands go with Assess the Situation.
This card is somewhat niche due to its dependence on form changing and more importantly its just all around bad. Most heroes don't spend much time in alter-ego which means really the only heroes that can consistently use this card are: Vision, Ant-Man, Wasp, Spectrum, and Shadow-Cat. All of these heroes can change between multiple hero forms. In addition to being dependent on hero-form changing this card also wants to be utilized alongside readying.
From a value perspective as a stand-alone card this will remove 1 threat or deal 1 damage and then also prevent 1 damage (assuming you defend on villain's turn). This isn't an effect you would ever go out of your way to trigger, but since this is a 0-cost card it can enable you to cleanly play out your hand without anything left over. When paired with a single ready the value increases to 2 threat removal or 2 damage and 2 prevented damage for closer to 3 effective cost (still not great). Which basically just leaves Push Ahead and Go All Out as viable strategies for this card. When used in conjunction with those cards the value becomes 0-cost for 2 ATK or 2 THW (When calculating the value of Push Ahead/ Go All Out you have to consider the opportunity cost of your basic activation. If you have stats of 3-3-3 and use Push ahead you will remove a total of 9 threat from a scheme but only 6 of that threat removal is value generated by Push Ahead, the remaining 3 you could have accessed anyways via a basic thwart).
One of the most interesting multiplayer cards released throughout the history of this game. This card is always playable so long as you have an X-Men and X-Force hero with at least 2 THW each. You can then exhaust both of those heroes to remove 4 thwart and deal 4 damage. From a value perspective the thwarting from this card is almost negligible because you are losing 2 basic activations that would have accomplished similar results. The only advantage here being that you can apply that thwart however you want across the board. This ensures side-schemes are cleanly cleared without any value lost. But the main value from this method of use is the damage. For 1 printed cost you are dealing 4 damage. This blows Aggression events out of the water from a value perspective, and it only gets better if your hero(s) can get 3-4 THW (Pheonix, Cable).
To play this in Solo you will want to build an ally heavy deck using the opposite trait (if you are playing an X-Force hero take X-men allies and vice-versa). In this scenario the card is still generally accessible, but it isn't a guarantee like it is in multiplayer. For all player counts it's important to note that this card gains additional value if you can manage to play it exhausting allies, since it effectively gives them 2 more activations without applying consequential damage: 1 Application of their THW and 1 Application of their THW converted to damage.