She-Hulk

This She-Hulk is... fine.

She is perfectly, boringly fine.

For 5-ER, you can block three whole attacks and either deal 2 damage or thwart 2.

It's a very fine, appropriately costed card that doesn't try to do anything too interesting. It feels like something that could have come in the core set, like Mockingbird. She's fairly costed, but without more Defender or Gamma support, I can't imagine wanting to put her in a deck when ally slots are so limited and she doesn't have much of a wow factor for her cost.

5 ER for 3 blocks and an activation for 2 is exceptional value, not to mention the first good card that gives your hero a tough status, which can patch up a big weakness. She-Hulk is in the Nick Fury - Professor X level for me of top tier allies — Stretch22 · 2635
Meant to add “not in protection” when I said it was the first good card that gives a hero tough — Stretch22 · 2635
It's good value, but I feel like Professor X and Fury are better just on the basis of helping you deal with threats right then. With She-Hulk, you're discarding your whole hand, meaning you can do nothing to deal with side schemes that are out that turn. Nothing to minions. Professor X is a good comparison actually. He also can negate 2 villain activations, confusing the villain and blocking an attack. But he costs 1-ER less, and thwarts immediately rather than having to wait a turn. And if you're playing X-Men tribal, he has the bonus of triggering Utopia. In fairness though, tough cards are more useful against the strongest villains in the game which tend to have Steady or Stalwart. So against those specific enemies, I can see the argument for She-Hulk being better. — Dreamchaser_Guild · 64
Iron Fist

For 4-ER, you can consistently neutralize an attack from a weak minion every turn for the rest of the game.

Danny really wants to be a Voltron ally though, with you stacking Inspired, Sidearm and similar cards on him to amp up his power so he can start tanking hits from the villain. If you use both of those with the new Righteous Purpose, you can get him to 6 ATK and fairly consistent block the villain.

That's a high investment to get him built up there, but I suppose it's worth it to prevent all that damage.

He's very similar to Echo but I think she's usually better since she doesn't need to be down to 1HP to reach her full potential, and Protection has access to Hangar Bay to let her block multiple times. Although one advantage he has over her is that he can block for teammates in multiplayer if you need to go alter-ego, while Echo loses her protection if you switch down.

Toughen Up

This is a card that you won't want to throw in just any deck, but it could make you really durable in the right type of deck.

If you're doing anything with this, there are four cards I would suggest using.

You should first use Ready for a Fight and Practiced Plan to be able to consistently switch back to alter-ego as needed without letting the villain scheme. 3 copies of Ready for a Fight with 2-3 copies of Practiced Plan would be best.

Second, you should use a copy of both Endurance and Defensive Conditioning to get +6 HP, making it easy to heal above your base hitpoints without losing value.

In the right deck, this is going to be fantastic and help you trivialize damage even more than Protection already does, letting you reliably get a tough card every turn so long as your HP stays in the right range. Which, with multiple cards increasing that HP, should be a pretty wide range to be able to hit consistently.

The Circe

Without Maria Hill, it's hard for this card to be worth it. Captain America and Hercules are fine and all, but they're not really developed assuming you're going to pay 6 for them. Heimdall is probably a more realistic cost for the best ally you'll play with this.

So, you've played 7 effective resources for the Circe, and each hero is another effective resource, bringing the total to 9. Playing Heimdal and Giant Man from your hand would cost 12. You've likely spent an entire turn just playing Circe, and then you have to wait to draw your giant allies, and can play one a turn. Also, if you need to be putting out fires, you can't afford to spend 6 on this, and you are drawing these giant allies who are of limited use in most decks.

I'm not saying it's useless, but it definitely shouldn't just be thrown willy-nilly into decks. You need to consider the costs/risks.

nerman8r · 54
I would say there are two ways to make good use of this without actually playing as Maria Hill. One is to cheat into play with Scarlet Witch. The other would be to use Cameo to get Maria Hill's Nick Fury ally. Otherwise, I agree that this just isn't worth it and Leadership has much better ways to generate economy to play your expensive allies. — Dreamchaser_Guild · 64
Joys of Life

Why does this card have Alliance? WHY?

Seriously, WHY? Alliance is a keyword that allows players to split the resource cost of a card. Sounds great, right? Except THIS CARD COSTS ZERO.

What exactly are we supposed to split here? There is literally no cost to share! I can understand Alliance on expensive cards, where sharing the cost actually makes sense. But putting it on a 0-cost card is like giving someone a discount coupon for something that's already free. I don't know who made this decision, but I desperately need an explanation.

WHY DOES THIS CARD HAVE ALLIANCE?!

Maper89 · 2
Exhausting a character is a cost someone else can do — Stretch22 · 2635
So you can play it effect together, your friend can exhaust is alter ego and ready your hero — Imkeade · 1