Hulk

The more I play Drax, the more convinced I become that he is exactly as Hulk should have been.

Imagine Hulk having ATK 2, DEF 2, THW 0, 14 hit points, and no drawbacks. Every time the villain attacks him, he gains 1 Enraged counter, up to a maximum of 3 (if he can't, he draws 1 card, just like Drax). For each Enraged counter, Hulk gains +1 ATK. When he shifts to Banner form, he heals 2 hit points for each Enraged counter and then discards them. Banner has a hand size of 6 instead of 5.

Now that would sound much more like Hulk, wouldn't it?

Then it's easy. Drax's Knife Leap becomes Hulk Smash. Intimidation becomes Sub-Orbital Leap. Make Thunderclap stun and confuse enemies instead of damaging them. Give Hulk some means to draw additional cards, like DWI Theet Mastery which might as well be his new Unstoppable Force. Give him a card similar to Wolverine's Regenerative Healing (why does everyone always forget about Hulk's healing factor?). You get the picture.

Yes, that's the Hulk I would have loved to see.

Michebugio · 14
Slingshot

If you use this card together with Mulligan, as in using Jessica Drew, you can use the ability part before using Mulligan.

This card is neat because you can also use it in tandem with another Leadership player if they have a field-wide buff ready for their allies. It is cheap recurring thwart or damage because the timing of its return makes you go to hand size + 1

RubberDougie · 19
I've been thinking of this card as a leadership answer to disguise, as it is an action you do not need to flip up to play it. I really want to build a leadership black widow deck around it. — trewiltrewil · 1
Morale Boost

This is one of those cards that a bit too many players sit on.

The most obvious target to include this card in a leadership deck is Quicksilver, as he can experience turns in which he has 6 basic actions when only using his kit. Giving him more cards where he can take advantage of when he draws Always Be Running is great for him to be a highly versatile character.

But even heroes like Captain America and Cable who can give themselves multiple basic actions, this can be a great card. Wasp on giant form is always looking for stat boosts when you can combo this with Earth's Mightiest Heroes and hand ally activations over to her with her "no waste" attacks and thwarts.

At the end of the day this card does it's job for heroes with good action economy and provides a less situational way to gain the benefit over it's alternatives like Moxie (and in many of the decks I use this in, I utilize both)

Earth Dragon · 1602
Mysterio

Weird, his 3rd stage has less health than his 2nd stage. Stage 3 has 16 per person, and stage 2 has 17 per person. Seems like the health numbers got switched or something, it would have been 15 -> 16 -> 17 but instead we got 15 -> 17 -> 16.

Again, weird.

Mass Attack

While there is a slight excuse that players have comparing this card to United We Stand since more the half the heroes were Avengers when this box came out, it is now an exceptionally flawed comparison. Not only does it miss the fact that it's only on Skirmish 3 mode that United We Stand gives you 3 health across 3 characters the entire game (on expert, most of the game is spent on Stage II, not III), it ignores that retaliation would deal extra damage to each of your allies attacking on their own, non-avengers can utilize this card just fine, and that there are lots of leadership decks that boost the hero's attack, so this allows you to pull double duty of keeping your allies out longer and utilizing those turns where hero is packing higher levels of attack.

Once again, the thinkers out thought themselves on this one.

In the current environment of Sentinels capturing your chump blockers, Infinites getting stronger when you recklessly throw away allies, and way more Villains utilizing overkill so there are no guarantees that your allies will even prevent much damage. There is also allies like Colossus, Wonder Man, Blade, Giant-Man, Cannonball, Drax, etc, etc, etc, that have stipulations about there attacks that might not be met each turn but cards like this by-pass that.

This card was always better then branded, and if someone is keeping it in the back of their binder, they might consider breaking it out to allow themselves more ways to get around ally limitations and villain/minion defenses then they were thinking.

Earth Dragon · 1602