Tic-Tac-Toe

Multiplayer Perspective: This is one of the Staples from the Pool Aspect and functions similarly to Med-Team. If you have a high-priority ally: Voltron Strategy, Signature Ally (Captain Marvel), etc... the value skyrockets. The max activations you can get out of it is 6 (Physical, Mental, Energy, Mental, Physical, Final Point Anywhere) That's 6 more activations on a non-permanent Voltron Target, 6 more draws off of Captain Marvel, and up to 12 Damage/Thwart on average (18 damage when counting damage from Tic-Tac-Toe itself). All of this packaged in a zero-cost upgrade that can sit around till you have a dead card at end of turn. The major downside of this card is that playing the Pool Aspect typically eliminates your access to desirable allies. For that reason I would recommend playing this in a multi-aspect deck (Spiderwoman) or a hero with access to strong/plentiful basic allies (Guardians/Web-Warriors/X-Men). Imagine keeping Storm on board for 9 turns with her effective 4 Thwart.

7 uses is the max. I like using it with Snowguard in Basic — Stretch22 · 649
Judoka Skill

The previous review compared this card to Med-Team which I believe is a bad comparison. Med-Team is a pseudo-defensive card. Its actual value comes from allies converting the healing into Thwart/Attack, generally making it 3-cost for 6 thwart/attack on average. I believe Judoka Skill and Forcefield Generator are a better comparison. Both allow for 6 damage mitigation. The trade-off is losing the tech trait, which means no Synergy with Repurpose, but a cheaper cost.

Combine Forces

This card feels atrociously bad. For two effective resources AND a double exhaustion, you can remove a Minion, provided that Minion doesn't have the Elite keyword. This is just awful. Two characters exhausting could probably kill such a Minion just by attacking it. So the opportunity cost is... what? They don't each take Consequential Damage? At that point you might as well just run First Aid for the same price point and heal the same amount of damage.

To make matters worse this is an Aggression card and Aggression has better ways of dealing with Minions. I'd rather just smack it with Relentless Attack or Into The Fray and get a secondary benefit at the same time. And those cards don't require you to mix and match two different X-Team keyword traits.

This card is straight trash.

Soulfire · 35
It's not an attack so this could be used to get rid of a particularly annoying minion while stunned. It would also defeat a minion that has tough. Yeah you could just attack in a lot of cases, but I could see some cases where this would work. I like having corner case cards for different flavor, even if they aren't auto includes in every deck. — erikw1984 · 8
"To Me, My X-Men!"

This card is currently the cornerstone of my Cyclops deck. I made the deck a full 50 cards, and 20 of them are X-Men allies. Due to all of the searching this deck does with Scott Summers, this card, Cerebro, and other effects to goes through itself pretty quick. This card is simply amazing. Grab an ally, drop it, ready a character with Utopia, and use whatever effects you want. You can either then throw the ally away with a card like Noble Sacrifice (since it isn't sticking around anyway), or hold on to it and have an extra card on your neck turn. For Scott, this is an amazing next turn as your hand looks the following:

  • Draw 6 cards for being in Alter Ego
  • Draw the X-Men up from your play area. (7 cards)
  • Next turn, use your Alter Ego ability to get a Tactic, which includes this card! (8 cards).
  • Use Cerebro to get another ally. (9 cards)

You now have a 9 card hand to play any allies in your hand, and if you have Uncanny X-Men in place, they cost -1 as well!

"To Me, My X-Men" is a major aggressive force in a core Cyclops deck.

Soulfire · 35
Test the Defense

This seems like it would be very helpful in Gamora, who has access to both cheap attack events and resource generation for attack events. At 2-4 players waiting a few turns to get off a card isn’t a big deal.