Digging Deep

You can use Call for Aid and have 0 Avengers Ally in your deck to get all copies of Digging Deep in the deck into your hand at the cost of 1 card + 1 Encounter card. The downside is this immediately triggers a deck reshuffle so all of your Digging Deep will be in the discard pile after the reshuffle and renders future Call for Aid not as useful until another reshuffle. The other downside is you have to play without any Avenger Allies which means missing out on some solid Allies like White Tiger, Kaluu, etc.

Note that if you have 2 Call for Aid, you can use 1 to trigger a reshuffle and 2nd one to get all Digging Deep but it would cost 2 cards + 2 Encounter cards which makes it not worth it.

Neokarasu · 72
Superhuman Strength

As I understand first FAQ is no longer correct via "1.5" Rules Change. In a She-Hulk "Jennifer Walters, Rules Lawyer" deck there was a text "Forced; article 1: “If a forced ability requires one or more targets to resolve and it has no valid targets, it does not initiate.” Furthermore, in subsection A: “Any costs that would have been paid to initiate the ability are not paid.” The cost in question: discarding Superhuman Strength. So now we can keep the card in play provided we don't have a valid target for its effect." that implied, that if target would be dead because of attack (so there would be no valid target to stun during responce timing) or if the villain would have a Stalwart keyword (so they couldn't get stun counters) or if they would just already has stun counter (and without Steady they couldn't get second one), then Superhuman Strength would NOT be discarded (and you could do some crazy stuff this way, gaining two +2 ATK boosts)

You’re absolutely right, wow! This card is now insanely strong — Stretch22 · 384
Thanos is done for — MasterKitFisto · 1
I don't think you're reading the card right. The "cost" is an attack, and the consequence of set attack, is to discard the card. Unfortunately we already know, this also includes attack events. The card clearly states "after She-Hulk attacks" so you have to discard it, even if no stun is placed, just as you always had to. — Kogi · 1
Kogi, that is incorrect. You have neglected the rules change OP has quoted, which is found on page 17 of the RR 1.5 under "Forced". I understand it is not intuitive if you only looked at the card, but it is correct — Stretch22 · 384
Build Support

Build Support is one of the most influential cards from Next Evolution due to its deckbuilding implications. In the average deck, it can cheat out a resource generator like Helicarrier or The X-Jet, for many heroes it can grab an even more powerful support like The Golden City or Asgard, and it introduces greater ability to build your deck around a specific single support like Web of Life and Destiny or Uncanny X-Men. Note that like Make the Call for allies, Build Support can bypass play restrictions on cards like Knowhere, which can make for some unique cross-team builds. Some of my favorite heroes to play this with so far are Cable, since it is a fantastic side scheme to put in at Setup, and Phoenix and Psylocke, who can clear it with one basic thwart activation even on turn 1. This player side scheme scales well to multiplayer too since everyone should have an eligible support, unlike some others that are more circumstantial. A great card to build around entirely or slot into existing decks to make them more consistent.

Stretch22 · 384
Quake

Quake punches above her weight. Her cost is excellent, and getting a 2 attack out of it if you so choose is strong. In decks that confuse the villain, Quake can be especially good as she can passively damage and kill remaining minions brave enough to still thwart. Given that most minions, generally, cannot scheme particularly well, it is often a worthwhile trade to take an extra scheme or two in exchange for the damage. Given that this is Justice, especially in solo an Under Surveillance and/or Counterintelligence can largely mitigate the dangers of having the main scheme completed while flipped down.

Overall, a high-value and cost-effective justice ally that can pile on the damage throughout a game.

Cable · 22
Counterintelligence

The initial view of this card as being a two cost card for three thwart is somewhat misleading. It is effectively a passive failsafe that can simply stay on board if so desired. The fact that it is not a 'forced interrupt' is what allows for this excellent flexibility.

Peace of mind and the safer option of flipping down to alter-ego can also be valuable, especially with heroes such as Ms. Marvel that want to be in alter-ego form whenever possible.

This card also has value on account of deck-thinning; that alone can be somewhat worthwhile, even if this interrupt ability is not always used.

Overall, this is a card I often consider when designing a Justice deck for a hero who wants to be in alter-ego, and without having to bank on confuse status effects that more and more recent villains are resistant to by way of steady and stalwart.

A bit of an underrated card and one I am often glad I included in a deck to begin with.

Cable · 22