Cosmic Flight

A NOOB'S RANDOM THOUGHTS

I really do not like this card. If you don’t build your deck to accommodate it, it essentially results in 6 blank cards (Crisis Interdiction; Captain Marvel's Helmet; Cosmic Flight). But let’s try to review the card objectively.

  • For 3 ER (Effective Resources) you get the Aerial trait, as well as the ability to discard the card to prevent 3 damage.
  • Unfortunately the two effects are (largely) mutually exclusive. If you want Aerial you can’t use the Interrupt and if you do use the Interrupt, you lose Aerial.
  • This in effect means you are either playing the card to constantly have Aerial (with the Interrupt ability as a nice-to-have safety net) or you are building your deck around Captain Marvel's Helmet; Protection Aspect and the Interrupt ability, with Aerial as an accidental bonus here and there.
  • Paying 3 ER to get Aerial for only Crisis Interdiction and Captain Marvel's Helmet is too much of a tempo hit to make it worth it. As more cards are released that use the Aerial keyword, this card will undoubtedly become more valuable and a whole Aerial-Arche type will revolve around it.
  • Paying 3 ER to avoid 3 damage is not great, however if combined with the Protection Aspect and Captain Marvel's Helmet it becomes a case of the whole is greater than the sum of its parts.
  • Against Villains that have abilities/effects that trigger off successfully dealing damage (ex Stampede; Rage of Ultron) this card gains extra utility and value.

All said, I still don’t like that unless you go for a very specific build, 6 of Captain Marvel’s cards (Crisis Interdiction; Captain Marvel's Helmet; Cosmic Flight) are essentially blank resources.

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Francois · 20
Legal Practice

I think it's fair to say that Legal Practice is very arguably the worst Hero card in the game. Giving a Hero the ability to remove threat on Alter-Ego is certainly powerful in concept and it follows that the payout should possibly be lower or the risk higher, but in practice (heh) Legal Practice is far too costly, especially in a Hero who is already gimped by a small hand size. The best case use for this card is as an Emergency to prevent a main scheme flip, and it feels bad that a Hero card is barely situationally better than one of the worst neutral cards in the game.

Sadly, this card almost single handedly does more to hurt She-Hulk than even her Hero hand size. It's a dead card often, mostly used as a blank resource.

I would love to see this card errata'd to read "remove 1 threat from each scheme for each card discarded this way."

What this does is it leaves Legal Practice as a bad card to use simply on the main scheme, but it offers some massive scaling depending on how bad your situation is. With a single side scheme out, it's on par with Crisis Interdiction. With 2 or more side schemes out, you could even sacrifice your whole turn to significantly wipe threat from the board, which seems like a rightly strong thing for a Hero card to be doing, giving it the Jessica Jones effect of being more powerful the more schemes are in play.

ChaosTheory · 213
So, I actually house ruled this change tonight and I think that the ability to deal with multiple problems with a single card is too good even if the threat per resource spent exchange rate isn't out of hand. For that reason, I'd say the better solution is to just change it from "remove 1 threat" to "remove 2 threat". That way it's not as flexible and more focused, but with the exact same exchange rate as For Justice and other strong Thwarting cards. — ChaosTheory · 213
I agree, I think a 1 to 2 ratio makes a lot of sense. and it makes it stronger than For Justice at it's weakest, which is 3:3 (2 cost+the For Justice Card = 3: remove 3 with no mind spent) where this would be 3:4 (Legal Practice+2 cards = 3: to remove 4), but not better than For Justice at it's best 2:4 (Power of Justice+For Justice:4 threat for mind spent). I dig it and will probably print up a custom V-Card to reflect the house rule'd change — M3t4lB0x (TLM) · 14
https://imagizer.imageshack.com/img924/8059/vMb1mD.jpg — M3t4lB0x (TLM) · 14
After playtesting this house rule and consulting other players, I've come to the conclusion that "1 from each" probably scales just a bit too much to become too strong with higher card counts. — ChaosTheory · 213
A better solution is to add "Remove 1 threat from a scheme, then " to the beginning of the card. That way it at least always thwarts for 1 even if its the only card in your hand, doesn't scale crazily, and is slightly better thwart to resource cost ratio. — ChaosTheory · 213
I like it. I still think the trade off of nuking your entire hand and your entire turn to reduce big threat is a fair trade off, but I like this 2.0 errata as well. Like you said, by removing at least 1, it's not a dead card. — M3t4lB0x (TLM) · 14
Couldn’t the change be as the other post on this feed? Remove a threat from any scheme for each card discarded. - so you split it up. It means you can ditch a side scheme you just have to get gone or control the board state by cherry picking what needs to go from where. — Mattythreenames · 2
Rhino

A NOOB'S RANDOM THOUGHTS / STATS

Rhino Expert with recommended Modular Encounter Set (Rhino + Standard & Expert + Bomb Scare)

Total Encounter Cards: 33

Card Type Distribution:

  • Attachments : 12% (4+0+0)
  • Minions : 18% (4+0+2)
  • Treacheries : 61% (7+10+3)
  • Side Schemes : 9% (2+0+1)

Boost Icon Distribution:

  • 0 : 27% (5+4+0)
  • 1 : 33% (5+2=4)
  • 2 : 36% (7+3+2)
  • 3 : 3% (0+1+0)
  • : 0%

Average Boost Icons ≈ 1.2

Cards that directly help Rhino’s ability to:*

  • Achieve his Main Scheme : 17% (1+2.5+2)
  • Deal Damage : 35% (7+3+1.5)
  • Tank : 21% (&+0+0)
  • Give you additional cards to deal with : 14% (1+3.5+0)
  • Mess with your Board state : 12% (0+2+2)
  • Other : 3% (1+0+0)

*Does not take Minion base stats into consideration

*Conditional effects are added as 0.5

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Francois · 20
Spider-Woman

A NOOB'S RANDOM THOUGHTS

  • For 4 ER (Effective Resources) you get a 2-use Ally and Confuse.
  • Confuse is amazing. Preventing the Villain from scheming means one member of the team can get the maximum value of their Alter Ego actions/abilities/cards/hand-size without major threat consequences.
  • The greater the Villain’s scheming abilities (base value, triggered abilities, encounter deck boost density), the greater the value of this Ally.
  • 2 HP might seem like a weakness, but it in fact means that you get the full 4 ER’s worth of value in 1 turn (2THW/ATK + block + Confuse).
  • I estimate playing her between 4 ER and 8 ER of value depending on the board state.
  • I think this Ally’s value is way higher than her cost and will almost always play her if she is in hand.

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Francois · 20
Captain Marvel

A NOOB'S RANDOM THOUGHTS

Carol Danvers

  • Has a useful Recovery of 4.
  • Her commander ability is very useful. Drawing a card is very strong. Being able to give that card draw to the Player of your choice is insanely good.
  • Use her ability to set up efficient hand play turns for the team or use it to give card draw to the Player with the most impactful cards in deck.
  • A hand size of 6 is average.

Captain Marvel

  • Both THW 2 & ATK 2 is useful and will see use during the game.
  • Her Health of 12 falls into the average category, though her low DEF 1 undermines this a little.
  • Luckily her Rechannel ability helps to keep her in the fight while also being extremely useful to filter through her deck.
  • Note that her Rechannel ability (besides needing damage to heal) only requires a -resource; so if you can generate a -resource without discarding a card to generate the said resource, you effectively increase your hand size by 1.
  • Hand size 5 is average for Hero Form.

Captain Marvel’s character card pool is divided into two extremes. On the one hand you have strong, efficient cards and on the other hand you have weak upfront combo-y cards. With her strong card draw/filtering she might be the best Hero for those who wish to play combo focused decks. Regardless of your play style, her strong abilities will help lead any team to victory.

Aspect Pairings with Captain Marvel

Aggression

Captain Marvel already comes with a few high damage options. What she lacks, and what the Aggression Aspect provides, is efficient low damage attacks and Minion control. With her card draw/filtering and the Aggression Aspect you will always have the right attack for the right target.

Justice

The Justice Aspect seems to be favoring -resources which make it a natural fit with Captain Marvel’s cards and abilities. A weakness of Justice is that it needs threat to be present to make a contribution. Captain Marvel’s reliance on -resources means that Justice -cards that do not have a use this turn can be fed to her Hero Ability or cards.

Leadership

Since playing Allies does not care in which Form your Character is, and since Captain Marvel prefers to consistently flip between Forms to maximise card draw, the two complement each other nicely. Additionally Leadership provides bodies to block the Villain’s attacks, minimising Captain Marvel’s reliance on her inefficient defense cards.

Protection

The Protection aspect gives Captain Marvel’s defensive cards actual value and combined with her Rechannel Ability she can stay in Hero Form a long time. Since she should be Aerial, she will also be contributing some thwarting events.

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Francois · 20
Just a slight clarification: you mentioned that Captain Marvel's Rechannel ability "only requires an energy-resource." For newer players, the fact that the "heal 1 damage" precedes the arrow indicates that *you must* have damage to heal in order to get the card draw. In other words: healing is part of the cost that you *must* pay to use the Rechannel ability. — diesel · 36
Francois: Thanks for the catch! Fixed it. Really liked your Jarnbjorn review. - EJ — Francois · 20