Intelligence Analysis

The best encounter card negation in the entire game.

1) It is a 0 cost card. 2) You can set it in advance and trigger it when you need to. 3) Preparation Synergies particularly with Practiced Plan.

Sure, Spider-Ham can negate any encounter card rather than only Treacheries, but most of the time, you want to be stopping Treacheries, they are the game enders really. Spider-ham and most other Encounter Card negatations are events and therefore have to be drawn at the right time, or held onto, reducing the overall efficiency of each turn the card is held onto for.

Intelligence Analysis only really fails when you have no threat on your suit form upgrade - particularly if you get combo'd with Discovered when having multiple encounter cards to resolve.

Drakow · 283
Savage Strike

I am absolutely in love with this card. Fantastic for Ghost Spider. Attack for a base of 2, us this to increase to 8, ready up and attack again. At least 10 damage done. Yes please. You can easily build a deck around this card too. Other heros would like it as well, such as Quicksilver or Wasp to name a couple.

UrinalSharts · 430
4 ER for 6 damage and piercing doesn’t seem very on par to me. I unfortunately have to disagree. — serve_the_shark · 932
Psylocke with both Psi Katana's ready. She's got 9. Then add something like Hand Cannon (holstered), combat training, aggressive conditioning, She can go nuts. — Machiavelli#00 · 1
Gatekeeper

Others have pointed out this card's inherent clunkiness and I'm certainly not going to argue against that. It's definitely a weird card, but it has some some surprising flexibility, too. It's an interrupt, and not specifically a hero or AE interrupt, so it has some extra value with heroes that like to flip a lot and get allies on the table. X-Men and Guardians both have cards that encourage ally swarms/mini-voltrons even in aggression and Gatekeeper can be nice for letting your beefed up allies contribute to thwarting while keeping the table clear of minions. I know some earlier reviews compared this to Chase Them Down but I think there's a better comparison to be made with War Room. War Room has more flexible scheme targets, but Gatekeeper can be triggered by any hero or ally and it removes a much higher threat value (albeit only from the main scheme).

Others mentioned that it potentially has more value in multiplayer and I think this is where the card really shines. It's a great "side board" card. A dedicated thwarter will make this card obsolete, but 5+ years into the game, not every justice player wants to be a dedicated thwarter. A copy of this card in your deck can contribute to keeping threat low with a wider variety of other decks in multiplayer. Hard to recommend building a deck around this card, but it can be a decent flex option.

Enemy Bird · 330
I agree, 1 ER and 2 damage can be easier to come by than 4 main scheme thwart. — serve_the_shark · 932
Backflip

One of the best cards in the game. 1 ER for a completely blocked attack is bonkers. Ronan attacking for 7+? No problem, just throw this card down and get out of the way. Spider-Man also gets to draw a card when being attacked so his hand size will remain at 5 when playing this card.

Rating: S (S-D)

Beat Cop

Ran this recently in my Tigra and was able to easily play them with her resource generator Cat's Head Amulet. Three Beat Cops, coupled with Precinct HQ and I was removing 6+ threat on my Alter Ego turns. With a few allies, threat becomes no issue, and you can focus on burning down the villain. Definitely a turn 2 or later play, almost never playable on turn 1 though.

EnderDragon · 20