Eroe
Miglioria
Costo: 2.
Resource:

Risposta: Dopo che hai giocato Armato Fino ai Denti, cerca nella tua collezione 1 miglioria ARMA di qualsiasi aspetto e assegnala a faccia in giù a questa carta..

Azione: Esaurisci Armato fino ai Denti → scambia la carta assegnata a questa miglioria con 1 miglioria ARMA che controlli.

Denis Medri
Deadpool #9. Deadpool #10.
Armato fino ai Denti
Reviews

"From your collection" means aside from the game. You can fish anything of any aspect that can comply the requirements (weapon upgrade).


Notable mentions and comboes as of 11th October 2025:

mostly weapons with counters, since the swapping means refreshing counters which means infinite ammo:

  • A second Sonic Rifle for a permanent CONFUSION status card every turn.
  • A second Plasma Pistol to pew pew chipping infinitely.
  • A second Stun Gun to spend a single counter and perma STUN a powerful ELITE minion infinitely.
    • Note: All these weapons so far can be mix and matched together
  • Bambino ignores restrictions as long as you had the swapped weapon attached to you. unortunately, there is no current hero-attachable weapon aside from cross-player combo of being gifted S.H.I.E.L.D. Deputy + S.H.I.E.L.D. Sidearm or another Bambino
  • Laser Swords if you are an icon crackhead, to swap in when the time is right (aka Live Dangerously)
  • Godslayer with a discount by playing 1-cost weapon upgrade like Sidearm or Jarnbjorn (probably not worth)

Quick note: you will need Side Holster if planning to use a RESTRICTED weapon WITH your 2x Deadpool's Katana

matchet · 482
Per the Rules Reference for "Swap": — dougmacd · 2

(My attempt to add a Comment failed miserably, so here's a Review instead)

Per the Rules Reference for "Swap": "When swapping a card in a play area with a card in an out-of-play area, if those two cards: Share a title, neither card is considered to enter or leave play. Tokens, attachments, and status cards on the previously in-play card are transferred to the other card and the other card maintains the state (ready or exhausted) of the previously in-play card."

So if you swap an in-play used Sonic Rifle with an out-of-play copy attached facedown to Armed to the Teeth, the new copy will not be "fresh": it will maintain the exhausted state and have the same number of tokens.

You could swap between a Sonic Rifle, Plasma Pistol, Stun Gun , etc. -- as they don't share titles -- but I'm pretty sure none of the suggestions here for using "A second..." actually work.

dougmacd · 2
Yep, this was updated with Rules 1.7, so that definitely nerfs this card. — Jvenom23 · 41
It was like this in 1.6. 1.7 only added a few details for rare cases. Armed to the Teeth is still very good: attack with a Deadpool's Katana and switch to another weapon. — Jhon · 1
this is unfortunately true and invalidates a big chunk of my analysis — matchet · 482
FYI I believe the swap ruling would allow you to have a Katana in play, use it, swap for a Sonic Rifle or Bambino, use those, and repeat every turn forever. — LeroyJJenkins · 85

Also writing a review to clarify some rulings per 1.7. Per "Swap": if you are swapping two weapons that share the same name then the will inherit the previous card's state/tokens. See Dougmacd's comments, as they are correct in that ruling. Where this card is still incredibly strong is when you swap two cards that DO NOT share the same name, which is allowed by using a Deadpool's Katana or similar upgrade as the swap target.

When you swap a Katana with a non-Katana: "the in-play card is considered to leave play and the out-of-play card is considered to enter play. Tokens, attached cards, tucked cards, and status cards on the previously in-play card are not transferred to the other card and the other card enters play ready. If the swapped card has an associated hit point dial, that dial is reset to the new card’s printed hit point value." This is what allows you to infinitely cycle a Sonic Rifle or Hand Cannon, as you would either be using it then swapping it out of play or swapping it into play and then using it. That being said, 2-counter upgrades (like Sonic Rifle) will not be usable every turn, as they would use both charges before going out of play on the second turn. 3-counter upgrades (like Hand Cannon) can be used both turns. That being said, a card that lets you confuse every other turn forever or gives you +2 ATK and overkill every turn is pretty strong.