Nemesis side schemes are hard to really evaluate, so you may not see them in most games. But this one is really great on theme. Cable just has to deal with Stryfe on his own terms. Additionally, I love that you can't fight the villain while this side schemes in play.
This is a fairly niche card that requires some specific planning to make worthwhile. Its best application is amplifying Thwarts that remove threat from multiple targets. A previous review mentioned Multi-Tasking but another option is Iron Man's Helmet (Plus it's an energy resource). Due to wanting to have multiple scheme targets this is another multiplayer-centric card that won't get much mileage in True Solo.
Multiplayer Perspective: This is one of the Staples from the Pool Aspect and functions similarly to Med-Team. If you have a high-priority ally: Voltron Strategy, Signature Ally (Captain Marvel), etc... the value skyrockets. The max activations you can get out of it is 6 (Physical, Mental, Energy, Mental, Physical, Final Point Anywhere) That's 6 more activations on a non-permanent Voltron Target, 6 more draws off of Captain Marvel, and up to 12 Damage/Thwart on average (18 damage when counting damage from Tic-Tac-Toe itself). All of this packaged in a zero-cost upgrade that can sit around till you have a dead card at end of turn. The major downside of this card is that playing the Pool Aspect typically eliminates your access to desirable allies. For that reason I would recommend playing this in a multi-aspect deck (Spiderwoman) or a hero with access to strong/plentiful basic allies (Guardians/Web-Warriors/X-Men). Imagine keeping Storm on board for 9 turns with her effective 4 Thwart.
The previous review compared this card to Med-Team which I believe is a bad comparison. Med-Team is a pseudo-defensive card. Its actual value comes from allies converting the healing into Thwart/Attack, generally making it 3-cost for 6 thwart/attack on average. I believe Judoka Skill and Forcefield Generator are a better comparison. Both allow for 6 damage mitigation. The trade-off is losing the tech trait, which means no Synergy with Repurpose, but a cheaper cost.
This card feels atrociously bad. For two effective resources AND a double exhaustion, you can remove a Minion, provided that Minion doesn't have the Elite keyword. This is just awful. Two characters exhausting could probably kill such a Minion just by attacking it. So the opportunity cost is... what? They don't each take Consequential Damage? At that point you might as well just run First Aid for the same price point and heal the same amount of damage.
To make matters worse this is an Aggression card and Aggression has better ways of dealing with Minions. I'd rather just smack it with Relentless Attack or Into The Fray and get a secondary benefit at the same time. And those cards don't require you to mix and match two different X-Team keyword traits.
This card is straight trash.