Puncture Wound

A great card to transform X-23's attacks into a kind of Hokuto no Ken countdown to end a Villain's level when that ennemy has 3 or less hit points : my characters thwart or fight minions, while I plan the villain ending with Puncture Wound for the next round. The fact that the villain step is defeated at the start of the player phase is nice, because one can thwart immediatly against a new side-scheme just revealed.

Troglo · 9
Hawkeye

The problem with Hawkeye is that his ability only triggers AFTER a minion enters play, which means that he's useless if he enters play after the minion. This makes his already unreliable ability even harder to trigger, which in turn makes him somewhat too difficult to play efficiently. If his ability was something like “Action: remove 1 arrow counter from Hawkeye → deal 2 damage to a minion" then he would be much more interesting. Right now, there are just too many better Leadership allies to seriously consider including him in your deck.

Michebugio · 1
Psi-Bow Attack

Looking at this card in a vacuum, we may say it feels like it lacks a bit of punch for the cost. In practice though, it does the job. This card needs to be evaluated in the context of the psionic trait because that's a constraint of the card anyway.

From an economic standpoint, it allows us to use Team-Building Exercise, Martial Prowess, and all the other discounts like Helicarrier. It can also be paid by Power of the Mind.

Even if we gauge its value at full price, the most important for damage is mostly to look at the ceilings it can cross, more than pure ER / damage ratio. As of the end of the mutant cycle, we had around 300 non-nemesis minion cards with 4 or less hit points. This card can one shot about 70% of minions for 3ER, without any requirement. Then if you add Psimitar, which works almost like a dedicated spreadable Honed Technique for this card - it reaches 90%. And you can cumulate both Honed technique and Psimitar for an awesome 2 costed, 8 splittable damage with ranged, which puts swinging web kick to shame. Don't sleep on this.

batman · 29
Telekinetic Blast

This card is OP 6 damage for 4r is terrible 6+X (usually 4) for 4r is awesome The only downside is you have to thwart first. Once you have defeated 3 or more side schemes it's an awesome card. Similar to web-kick and full auto.

The exact same thing can be applied to Mind Scan

ZaneBrick · 97