Justicia
Evento

Intervención.

Coste: 1.
Resource:

Juega esta carta sólo si tu Superhéroe tiene el rasgo PATRULLA-X.

Acción de Héroe (intervención): agota tu Héroe y cualquier número de Aliados PATRULLA-X → quita X de Amenaza en total de entre todos los Planes que haya en juego, siendo X el valor total de INT que suman todos esos personajes.

Fénix #18.
Pacificadores mutantes
Reviews

To sum up the benefits of this card: 1) Allows you to redistribute THW perfectly, leading to no THW being wasted 2) Allows you to avoid consequential damage on your allies 3) Allows you to exhaust your characters out of turn, letting another player ready you with Team-up cards 4) Allows you to use allies to thwart even if they're confused (rare case, but possible)

If you exhaust 2 consequential damage worth of allies for this, it's basically already on par with First Aid with the bonus of both the heal and the thwart being distributed as needed.

Biggest downsides of this card: 1) Require you to exhaust your hero 2) Is prevented by Confused on your hero 3) Has a Physical Resource which only works for 1 Justice Card (Concussive Blow's kicker) and zero basic and X-Men identity cards.

Alatreon · 158
Forgive me if this is a stupid question, but it doesn't specify "you control", so one player was running this in a Justice deck and another was, say, running Cyclops leadership with like 5 X-Men allies out under their control, could the Cyclops player tap all his doods down to pitch in when the Justice player throws this down? Or is "That you own" implied, and I'm just getting prematurely excited here? — TheNue · 3
You could do that — NiemandSumpex · 245
Not a stupid question. — Leethus · 505
But it doesn't work. You can only pay costs with cards that you control, unless otherwise specified (usually through something like the Alliance keyword). — Leethus · 505

I don't understand this card. Why wouldn't you just thwart with your heroe and allies instead? If you have to exhaust your hero and allies, what's the point? I just don't get it.

I don't understand at all.

smdavis94 · 9
The allies don't take consequential damage — Evilbob · 1
You can distribute the threat removed as needed so you don't waste thwart.Also, even among heroes, there's a lot of team-up cards — szrlm · 4
Those team-up cards ready heroes, so it allows you to exhaust your fellow players out of turn order to not waste a ready. — szrlm · 4
As others have said, this lets you ignore consequential damage and distribute thwarting as you need to. But there's also something crazier about this that's especially relevant at higher player counts. You can use Overwatch to double the amount thwarted from a single scheme. If you exhaust allies and yourself to thwart one scheme for 8, you can then thwart a second scheme for 8. In exchange for 3-ER and exhausting yourself and allies, you could thwart 16 at once. Or more depending on their thwart. — Dreamchaser_Guild · 64

It's not that this is a bad card, but it seems like Gunboat Diplomacy makes this obsolete. Sure, there is the extra step of including Children of the Atom, but it seems like it's worth the step. Am I missing something?

Gunpoint Diplomacy is much more limited with a stronger ability because it needs both a X-Force and X-Men character to get maximum potential and can't do more than two. — Paladin of Tunics · 968

One thing a lot of people seem to be missing with this is that it lets you remove a ridiculous amount of threat in a single thwart, which can then be doubled by Overwatch.

Normally, thwarting Overwatch with a basic thwart is going to remove 2-3 threat without self-voltroning. Some identity cards will remove 3-4 threat. Each your allies would remove 2-3 individually. But together, they can remove tons of threat at once.

Assume for a moment that the characters are averaging at 2 THW per character. With 3 allies, this removes 8 threat which triggers Overwatch to remove 8 more. That's 16.

With Utopia, you can get an extra ally in on it. Now that's 10 from Peacekeepers and 10 from Overwatch, for a total of 20.

If your allies all have Danger Room Training buffing them, you can potentially thwart for 26 at once divided between two schemes.

That's not relevant in a solo game. It's even overkill in two-handed. But it's going to be incredibly useful at higher player counts when you're the Justice player tasked with taking care of threat.

I believe this particular combo is the real value of this card. Not the ability to distribute the threat removal as you please, though that's obviously useful as well, but the ability to produce insane threat removal in multiplayer and double that threat removal with Overwatch. Especially since you can use this to help complete powerful player side schemes that will benefit the entire table.

That said, at lower player counts where you have to fill more roles than just being the person to thwart schemes, Gunboat Diplomacy is probably better.