Battlefield Benevolence

The card itself is fine. It's a good cheap way of getting confusion in an event. Remember that in terms of pure ER, Sonic Rifle gets you more bang for your buck, only taking up a single deck slot to confuse twice. 4-ER to confuse a villain twice is better than 2-ER to confuse a villain once WITH A DOWNSIDE.

Sonic Rifle does have downsides of its own though. It's restricted, so it doesn't work with characters who want to play a lot of other weapons. And a 2-ER card is just simpler to play than a 4-ER one.

What I love most about this card though is the theme. How it encapsulates when a hero does something nice for the villain, maybe saving their life, leading to that "why did you help me?" moment. Even if it's not the world's best card, it is one of the coolest aspect events in terms of flavor.

Everyday Hero

Its read like: while you are in alter-ego, lose this card to another player and heal him by 1.

Restrictful use, almost negligible effect; quite more like a filler for decks that needs them, and even questionable in these situations.

You are basically restricting yourself from having a playable card instead. Just a plain .

matchet · 356
S.H.I.E.L.D. Sidearm

One neat thing about this card is it's one of the few weapons that doesn't have Restricted and it isn't limited to allies only. It makes it an excellent inclusion for decks using Firepower or Fusillade or other cards that need a weapon to exhaust. Slap it on to Hawkeye or Winter Soldier or any other S.H.I.E.L.D. hero with weapon combos and you can get 3 weapons out without needing a Side Holster.

Ingenuity

An excellent complement to Honed Technique (Nova 17); this card guarantees that upgrade’s effect to trigger. Since the maximum benefit of Honed Technique comes with more expensive attack events (ie., Dive Bomb), having a card that both generates a resource and guarantees a damage boost is huge.

kteix · 1
Jarvis

Jarvis feels very situational. Using him is an uphill battle.

If you only use Jarvis once in a game, he's a REALLY bad First Aid. He'll heal you for 2, but on his schedule, not yours. Unlike Downtime you can't pick which of your AE turns you use to heal, it must be the one where you flip down. This is strategically bad because a lot of times you won't know that you need to flip until after resolving a villain attack, by which time you might already be exhausted from defense or encounter cards.

So what are his advantages that make up for this? He can drop a status card and he can work with other players who happen to be playing an Avenger. Personally, I'm not a fan of "over fitting" your deck to a situation. But some player do like doing this and making decks to play only with friends when they want to theme a game on one specific team of characters. Jarvis seems like a card designed only for those tables. Considering Jarvis doesn't exhaust when he's used, he could see a lot of serious use in an all-Avengers 4-player game. This "high ceiling" to his power is probably why his floor, the far more common use case, is so abysmal.

Turbowombat · 265