Tactical Brilliance

This is one of the best and most fun hero cards in the entire game. You can build your entire deck and operate it through this card alone. Call to your hand whichever tactic you need, upgrade or event, and if nothing is of pressing importance, grab Assess the Situation to guarantee the card never (almost) misses.

Bbyowll · 22
The Power in All of Us

Can't be surprised that this card is considered taboo. Basic has become arguably the strongest and most core aspect. It no longer provides a few choice pieces to kits, now it consistently provides multiple primary pieces for tons and tons of builds. Throw in several of the strongest allies, and it's often hard to justify putting more color cards in than colorless.

Bbyowll · 22
Wait, therre is a Taboo List for MC ? — Bangarang · 2
No, there is no taboo list. This is just a very strong card (as all double resources are) — Stretch22 · 252
It is unofficially a taboo card on HOH. (It's stronger than most other resource cards) — Bbyowll · 22
Basic had so many high cost cards and no basic resource card to help put them into play. This is great, taboo is just a matter of opinion, this game is not competitive. — salsatheone · 2
Powerful Punch

This may be the best Protection card yet, definitely the best event. Two resources for 4 damage is great for the aspect, and it can be applied at critical times. I've won games, plural, getting to hit the villain with this card just before they killed me or got an encounter card phase I knew I couldn't get through.

Bbyowll · 22
VEN#m

Basically "the" voltron ally. Once you get her in play with 4 counters, she can reliably throw 5's around without need for kickers, resource costs or anything. Ally upgrades boost her power even further (it's fun to kill 6 hp minions with one strike from VEN#m with Inspired or Side Arm or Boot Camp). She benefits a lot from healing, readies, additional HP and cards like Teamwork that utilise her massive stats without dealing her consequential damage.

Alatreon · 22
"To Me, My X-Men!"

I'm having a doubt with this card.

At which point of "End of the phase" does it trigger?. I mean... In the rulebook, the end of the phase has 3 steps:

  1. Discard any number of cards, discarding down to hand size.
  2. Draw until you have cards equal to hand size
  3. Ready all cards from all players.

I'd say that you must resolve its text before the first step of the sequence, so, that ally is taking one space in your hand, but I'm not sure of it. Anybody can clear that refering to any specific rule?

wehehe · 100
I was wondering the same thing until I checked a card that gives you "+1 hand size until end of the phase". — Delipha · 1
Sorry for the spam ,but I pressed "Enter" for new line and instead got my comment posted. Anyway, the card is just as bonkers as you think it is. It has the exact same wording "Assess the Situation" and so I can only conclude that it works in that same way, otherwise "Assess the Situation" won't work at all. — Delipha · 1
I'm in agreement with Delipha. The 3 steps you list from the rules reference are what is done "to end the player phase". So the ~end~ of the player phase happens after these steps and therefore after you draw up to hand size. Makes this card way more powerful than I thought as it basically costs 1 ER! — Stretch22 · 252