At a cost of 4 for unlimited thwarting, Cannonball offers pretty amazing value, and with Knowhere and Starhawk a wide variety of heroes can make use of him so I'm surprised to see that almost all the decks that use him on this site go with Angel.

I think Journeyman2 was the first to point out the way these three cards can work together (, and KakitaJamie was the first to use them in a non-Angel deck ( I've been trying Thor ( as Cannonball, Starhawk and Knowhere help a lot with Thor's weaknesses in thwarting and card draw, but really there are a lot of heroes who can make this work so I'm hoping to draw more attention to this little idea.

adsarf · 313
Directed Force

Directed Force hits the exact target we expect for damage per resource spent at 2, provided you make a keyworded attack. With the exception of Bazooka, these keywords appear exclusively on hero cards and Aggression cards for hero attacks. I'm particularly interested in this when the keyword is granted by an upgrade in play, making Directed Force playable whenever you draw it, as opposed to events that would need to be drawn at the exact same time. Heroes that can achieve this are Psylocke, X-23, Wolverine, Wasp, Deadpool, Ruby Quartz Visor, Hawkeye, Cable, War Machine, Domino, Star-Lord, Spider-Ham, and Rogue. Nebula and Rocket have some too, but they might not stay out forever given how the heroes play. There's lots of stuff to try here, but I like the idea of a Hawkeye Directed Force deck, since he can search up the Bow at the start of the game and get a ranged arrow attack every turn. Psylocke is great too since she starts with her Psi-Katana in play and can draw this with Training Regimen. It does come in her hero pack after all. Heroes aside, any Aggression deck playing Hand Cannon will love to play this card too.

Stretch22 · 444
Lay the Trap

I don't like this as a card in a vacuum, but in the aspect with a whole archetype devoted to defeating side schemes, this can play a role. Damaging the villain is always one of the weakest things to do in a game of Champions because it does nothing to answer encounter cards, so it's hard to want to spend resources completing this. On rate, you spend about 3-4 resources to play and complete this for 5 damage, which is pretty bad though it does scale better in multiplayer. I'd need lots of effects like Followed, Skilled Investigator, Turn the Tide, Chance Encounter, etc to feel like I want this, and even then I'd load up on the basic player side schemes first.

Stretch22 · 444

I didn't understand what Hellcat was doing in this set when I first saw her. I wasn't sure what tricks the bouncing enabled, playing her again for 3 every time felt expensive, and I wasn't especially interested in Leadership decks building around it.

But now I understand that she's not just a gimmick card; she's also a strong staple for She-Hulk, no tricks required. Here's the two key bits:

  1. She's a very reliable source of thwart, helping make up for She-Hulk's 1 THW in aspects like Aggression.
  2. Her ability is most commonly useful as "Action: Spend three resources -> Heal all damage from Hellcat and ready her."

Three resources is the same effective cost as playing First Aid and Get Ready from hand. It's worth 4 THW total, which is pretty good return for 3 resources—the same as an activated For Justice!. This wouldn't usually be good enough value on an Event (sorry, For Justice!), but as an effect you can do any time forever? That's very very flexible and strong.

When playing She-Hulk, keep an eye out for times when you have extra resources you don't know what to do with, and dump them into Hellcat. May as well keep that engine running!

(Consider Avengers Tower with her, too: it's not unrealistic to bounce her back up every turn, especially for 2 resources instead of 3!)

matchu · 27

He's very fun...once or twice !
Then it's always the same to me (my opinion, don't hurt me ;) ) : Get a lot of HP, Maximum Effort and This Card is Fire. This will one-shot most villain in solo and you will, usually kill any villain pretty quickly (understand, before dying to threats).

I find that a bit boring but once in while, why not... ;) The real problem I have with him is in multiplayer !
And the more players, the worse it gets :

  • It Ain't Over... will soften the impact of all those Acceleration Tokens you'll add but it still more weight for the others to deal will every turn.
  • He deals a lot of damage but he can't do it every turn reliably. In 4 players, something will mess a bit with your plan/health/cards and you won't be able to heal, Maximum Effort / "Yoo-Hoo!" and Fire as often as you'd like. It means you will deal huge burst of damage but overall you'll perform like most strong heroes.
  • Finally, and mainly, YOU CAN DIE ANY TURN ! Yes, it seems weird because that's his entire thing but there are more ways to truly die than you'd think at first glance ==> a Boost that deals you 1 damage before the villain damages you, any Boost/Encounter card that deal you (indirect or not) damage, Kraken-like abilities, things that cancel your identity text-box like the #@%*ing Tabula Rasa 16 included in your nemesis set.
    I mean...what the hell, your game plan is to literally do THIS (being at 1 HP to "die") again and again so, at one point, you will inevitably die to one of those effects if the game last too long (and it will in 3-4 players if not everybody is rushing the villain)
  • Okay, I'm not finished ^^ It is frustrating for YOU and for YOUR FRIENDS when you don't see the end of the game and have to wait 30 minutes or you force them to reset it. And sometimes you will die, discard your It Ain't Over... and make them lose because you thought 9 Acceleration Tokens was manageable :p

Anyway, he's incredibly good, but for solo, otherwise, you might be very frustrated.
Target Acquired can counter most things that can truly kill you, so I wouldn't play him without it in multi if I were to play him again (it saved me multiple times) :)

captainfire · 134