Rogue

edit: nevermind, unfortunately this does not work :')

rogue may be synergistic with Wonderman. Because Wonderman can use any Energy resource events, he can use Teamwork, which allows him to exhaust an ally to add their matching power to a basic attack or thwart. Playing him in protection, you take teamwork and rogue together, have rogue do her action to steal Wonderman's attack when it is at full boost from Ionic Physiology, and then Teamwork to exhaust Rogue and add her now buffed ATK to Wonderman's, making for 10 damage from a single Basic Attack. It's very efficient.

The downside of having to deal 1 damage to Wonderman is relatively painless, too, because he heals so well from Ionic Physiology.

denyingkyrie · 16
Unfortunately Rogue only copies printed ATK — Stretch22 · 2058
Stronger Together

This is such a strong card for Ghost-Spider. It is (to my knowledge) the first protection card that triggers her effect in the the player phase (if you have a Web-Warrior Ally that would take consequential damage and there are quite some of them that take two damage for one of their stats) but it can also be used in multiplayer to block multiple attacks and still be ready next turn (only downside is that one of your allies might be exhausted).

Here is how it work:

  1. you defend the first attack normally
  2. when one of the other players is attacked you block with one of your Web Warrior allies and then play Stronger Together to reduce the damage (hopefully to 0) and ready Ghost-Spider afterwards.
  3. if really needed you could block another attack now since you are ready again.
Chris2002 · 54
Stronger Together

This card's best use is to prevent consequential damage to allies. There are allies like Dum-Dum Dugan whose activations deal 2 damage to them, which gives you even more value. It also keeps allies like Ms Marvel and Mantis who damage themselves with their abilities around for longer. Very versatile card.

svendj · 199
Energy Siphon

The reason why the damage is good is because you want to have damage to tuck cards under Ionic Physiology. But a Ressource card that can make up to 4 resources is also never bad. You could play an Avengers Mansion turn 1 with just this card alone and if you have any events with printed energy ressources you can then immediately tuck them under Ionic Physiology

Chris2002 · 54
Damage as ressource is a great way to accelerate board position. — Hankroyd · 4
Ionic Physiology

The fact that you need to have damage to tuck cards here really makes this card and Wonder Man a tad bit worse. It means you usually can't tuck cards here on turn 1 and want to get damage somehow. Options to do it turn 1 are Clarity of Purpose, Toe to Toe, Taunt or Deathcry

Chris2002 · 54
You dont have to take damage. The healing part is an effect, not a cost — Hankroyd · 4
If there is no valid target for the effect to hit, the cost cannot be paid, so you do need to be damaged to tuck a card. — Jvenom23 · 31
The target is Wonder Man, not his HP. — Hankroyd · 4
Wonderman is not a valid target at full HP — Jvenom23 · 31
Jvenom is right. I know D20 sent in a rules question, so might get some clarification soon — Stretch22 · 2058
From Rules Reference v1.7: Cost Arrow Icon - A Cost Arrow Icon in Ability text distinguishes a cost from an effect, in a “pay cost → resolve effect” format. Non-bolded text before the cost arrow icon must be paid and/or — RagingBull888 · 112
resolved in full before the text after the cost arrow icon can be resolved. Responses to the text preceding the cost arrow icon resolve before the text following the icon resolves. — RagingBull888 · 112
The more relevant entry is Target. See, for example, the change to She-Hulk's Superhuman Strength — Stretch22 · 2058
I'm sorry, I dont get it. I checked the rules to see when an ability can be played. (Page 24 of rules 1.7). Basically, you have to pay the cost and have a valid target. Here the cost is tucking the event, and there is no target. Nothing is said about the identity being damaged. There is 'Momentum Shift' in defense, where healing is part of the cost and so the character has to be damaged to be used. So ... yeah ... Using this card at full health seems OK to me. — Hankroyd · 4
The target is "your identity" — Stretch22 · 2058
can't edit so here it is : There is a target : the identity ... My brain farted when I said 'there is no target' ... Speaking of target, I read the target chapter : you can't target a target immune to damage with damaging abilities. But if damage are reduced to zero it's OK (otherwise there would be no way to remove 'tough' ... So ... If an effect prevent WM from healing he can't use Ionic Physiology ... but if he heals 0, he can ... can he ? yup an official answer would be cool. :D — Hankroyd · 4
They've already ruled you can't use Momentum shift if you are at full health, or if you are ready. If you can't resolve the effect you can't resolve the cost and vice versa, it's pretty strange that they made Wonderman this way, but rules as written he cant use it at full health — Jvenom23 · 31