Machine Man

Typically with Basic cards, there is an additional cost levied because these cards can exist in any deck. And since this is a game predicated on reducing costs, a lot of basic cards never see the light of day.

But Machine man is an anomaly. He costs a little extra, but once you have him in play, he is a powerhouse. Think of all the times you have been at the end of the hero turn with cards in hand, and you can't use them. Machine Man provides you with an incredible way to clear your hand that either deals damage or thwarts, and then you can draw up an entirely new hand.

And since he has three health, you can leave him in the background to either strike or defend when necessary. His versatility is incredible, and to be honest, I think he's an absolute steal. Given what he does, I would have expected a cost of 3. Instead, you can chuck this guy into play for 2 and then have him do surgical strikes when you have cards you can't use this round.

He's a mercenary in the best sense. Love Machine Man.

MacGhille · 190
Taunt

Taunt is one of the most exciting new cards from Angel’s pack. It follows the same mold of some cards we’ve seen before like Bait and Switch and Toe to Toe, but draw 3 is by far the strongest ability of the bunch. This can enable an explosive early turn if your hero has some spare hp to soak up a hit and works especially well with heroes Spider-Man (Peter) and Drax, who draw a card when attacked. Colossus is another interesting hero who is swimming in tough statuses to block the attack and can use help with the small hero hand size. Look for opportunities like these to take advantage of Taunt since between the two resources to play it up front and any potential resources spent to block or stun the attack, you could be net down on resources. Be careful the hero you use and scenario you face (you probably don’t want Venom Goblin attacking more than he needs to be), but Taunt can be an excellent tool in the right deck and might spawn a new archetype entirely.

Stretch22 · 349
Soaring Acrobatics

This really gets the gears turning as an upgrade to Thor. Four power attacks every turn or a three defense, if the mood strikes, could change the math is very positive way. And if push really comes to shove, doubling Thor's thwarting also makes up for lost time. I only wish the bonus lasted all phase, to take advantage of readying effects.

Strength In Numbers

Like 3 years ago this card was "Wow, if you get 3 allies, you get +3 cards, that's new staple". It is (partially) true but today... I think hero need to be at least solid in defense to include Strentgh in Numbers. For example if you had 2 allies on the board (and 5-6 left in deck) what is the probability to draw a ally? 33% or even lower. More so you need to focus in deckbuilding to create the possibilty to play this allies. Playing only 1 hero there is no that many situation, when this card is more beneficial than many in Leadership aspect. Don't get me wrong, this is good card, but not A-tier (not any more)

In solo this card is (A-C) B In multiplayer A (if you focus in create heavy-allies deck)

nosiak · 5
Askani'son

This seems like a great card, not just because it can easily thwart 3 at the cost of just one resource, but because with Graymalkin that resource is free, and it can ready Cable too. I haven't seen as many decks built around Askani'son as I expected, so I did one myself: marvelcdb.com Is there a downside I'm missing?

adsarf · 277
No downside but you're measuring efficiency oddly. It is not "free" with Graymalkin, Graymalkin is just a resource generator whose resources you can use to pay for anything. Getting from 2 to 3 thwart isn't free either, but that's trickier to think about in terms of efficiency. I still think it's a great deck idea though since you can basically defend for free every time there's a side scheme to defeat in the villain phase — Stretch22 · 349
Thanks @strech22. I count the use of Graymalkin as 'free' where you can defeat a side scheme and Graymalkin readies. Should have been clearer about that. With player side schemes you can do that frequently in a Cable deck, but not always of course. — adsarf · 277
The thing is, as far as Graymalkin is concerned, there is no difference to defeating a side scheme in the villain phase vs any other player phase. So yes you can think of that as "free", but it's no more "free" than it would be on your turn when you defeat that same scheme. Unlike Cable's hero ability, which *does* provide extra value to defeating a side scheme in villain phase — Stretch22 · 349