Hulk

The greed lord inside me wishes this card had toughness. On its face this card is.. not great. 5 ER for 4 ER return (2 activations and a block, assuming no counter). If you attack the turn you play him, and the villain attacks you thereafter, you get 4.5 and if you wait a turn cycle before attacking, 5.5. Not great.

That being said.. as others point out, this card is essentially a win-con in decks that can afford to play out a 5 ER do-nothing and sit on it whilst he builds counters.

That scenario is most likely in scenarios where the hero has other forms of survivability, innate or otherwise. Provided you can survive the tempo loss of playing him out early-game, it's a fun card.

Feediz · 26
Bombs Away

Just popping in to say, you know what this card reminds me of? It reminds me of Rain of Arrows from the Lord of the Rings LCG (they both exhaust a character you control with a specific characteristic to deal damage to each enemy engaged with one player). But Bombs Away is much better, because Rain of Arrows only does 1 damage (which is even more inconsequential in LOTR than it is in Marvel Champions) while Bombs Away does a pretty significant amount of damage and helps you win because it damages the villain too.

Captain America

This is a very small thing, but I wish the action was an attack so it would trigger Bucky's ability for killing minions. Instead, you get an unfortunate anti-synergy where using this to kill minions misses Bucky's ability completely.

That's not to say you shouldn't use it as Bucky though. After all, it can bring down a minion with 5-8 HP so a basic attack from Bucky can finish it off. But it's not quite as consistent as it could be.

Besides that, this is a pretty good card. The initial play to get Captain America's Shield is going to be 3 ER in total. That's between playing this, paying a physical resources, and paying another resources to play the Shield.

For that 3 ER, what you get is:

  • +1 DEF
  • 1 Retaliate
  • The ability to pay 2-ER to deal 4 damage once per turn for the rest of the game.

The last thing does requite a physical resource, but you're playing Leadership which means you better be playing Clarity of Purpose. This should be no problem to fulfill consistently.

3-ER would justify the first two abilities alone, being only 1-ER more than Ronin while letting you have allies. It would also justify the third ability alone because 4 damage every turn trivializes minions for the rest of the game. The fact that you get all these abilities is just a nice bonus.

The weird thing about it is that it's not a very leadership card, and therefore doesn't play well with most Leadership things. If you think about it, this is a Protection card tacked on to an Aggression card, only in Leadership for thematic reasons.

Cloak

2 thwart with no consequential damage? I don't think we've seen anything like that before. That more than makes up for the acceleration token because you can alternate thwarting the main scheme and thwarting (or attacking) something else every other turn. And him being able to find Dagger (and her turning off Cloak's downside) is just a bonus. I guess whether or not this sees play is a good test of "will people use allies just for their stats."

Warning

I don't think this card is playable by any stretch. Sure it costs 0 and can be used on any player even if you're in hero form, but it's still 1 card, and 1 card can do so much more than prevent 1 damage.