Defensive Conditioning

Ah the Armored Vest + Endurance in one card. And also only cost 3ER (1 less the this two combined) What to say. Amazing, excellent, this card can make a hero a unstopabble force. Someone can say that's a power creep. I preffered... more possibilites. There is few situations when you want to play 1 coster (Armored Vest or Endurance) usually when the hero is 1DEF and you don't want to defend in any way. But even then this provide extra hit points which is useful anyway.

Rating (A-C) A Not a maximum A+, because not every hero wants to defend, but for the value this is crazy good.

nosiak · 163
Air Cover

A much needed support to help the "attach upgrade to minion" archetype for aggression. A definite auto-include for any Cyclops aggression deck to grab that Priority Target and make Ruby Quartz Visor even more efficient.

Jvenom23 · 17
Moon Knight

Moon Knight is very good. A 3 health 2/2 for 2ER with an additional "cost" of doing the thing Tigra already wants to do, and he even stuns and confuses the minion to make it safer. In scenarios with mostly large minions he won't shine quite as much.

Lamp · 20
Cyclops

He REALLY wants you to focus on his enemy upgrades, which consequently drains your hand when you do (-1 for 0 cost, -2 for 1 cost), and EVEN MORE to Optic Blast. Which leaves you 2-3 cards to other stuff like play events or actually field precious allies. Of course, FIELD COMMANDER and RUBY QUARTZ VISOR are built to counter this, but (1) you may or may not draw them, (2) they take up precious rounds to build out if found mid-game and in solo, and (3) Field Commander doesn't stick with Villains.

In short... multiple resource generator options seem to be necessary when building him.

jcsan7 · 4
Deathlok

My attempt at a search for all possible attachments for Deathlok, some of these are just false positives, some of these require extra hoops to be usable on him, some other ones are campaign only.

If you have ways to refine it, please offer them.

theMadness · 13