Agresividad
Apoyo

Tech.

Coste: 1.
Resource:

Uses (2 fuel counters). Max 1 per player.

Response: After a minion enters play, exhaust this card and remove 1 fuel counter from it → search your deck and discard pile for a Tactic upgrade that can be attached to that minion and add it to your hand.

Civil War #12.
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Reviews

A much needed support to help the "attach upgrade to minion" archetype for aggression. A definite auto-include for any Cyclops aggression deck to grab that Priority Target and make Ruby Quartz Visor even more efficient.

Jvenom23 · 21

Perfect way to grab Marked, especially for any heroes that love to kill minions.

And if we get more Tactics in the future, it could be a build around card. Especially amazing with Cyclops since it allows you to stay in Hero form to grab his identity-specific Tactics.

phtephen · 43

This card is very good for any hero that cares about attaching upgrades to minions. Air Cover enables a whole ton of synergies in the Aggression aspect alone, potentially more if you manage some kind of cross-aspect deck (for example with Spider-Woman, or playing campaigns that allow you to put cards from other aspects in your deck). Cyclops also has great synergy with it.

One of the best things about Air Cover is that it looks for the card in both the deck and discard, meaning you don't have to care where the attachment upgrade is whatsoever. This fixes a well-known issue of needing to have the attachment in your hand when a minion is on the board. Air Strike gives you the attachment at the exact time you need it and you have full control over what and when you do.

Currently, it pulls out Marked and Suppressing Fire from the Aggression Aspect. There's no Neutral upgrade that can be attached to a minion, but these two are already good enough. 2 allies and 3 attack events in Aggression have synergy with upgrades attached to minions.

Glob and Shark-Girl love them both equally. Same with Surprise Move and Coup de Grâce, where the former is better suited to someone with high enough attack that can leverage readying well, while the latter is an outright insta-kill that can save you from some nasty 'When defeated' effects. Take That! will probably benefit more from the overkill dmg, as most minions don't have that much HP. If you don't care about the overkill dmg, you can always benefit from a little healing action. In all of these instances, there's a ton of synergy to be had with various other effects, such as damage buffs and excess dmg shenanigans, all enabled thanks to Air Cover.

MarTom · 15

You are basically exchanging 2ER for tutoring 2 minor cards from even the discard pile. If any, its a TECH (for Leo Fitz/Jemma Simmons and other tech enthusiasts like Iron Man (Hero))


Self updating list of TACTIC upgrades that can be attached to minions


  • (Spider-Woman/Warlock) Leadership Coordinated Attack: free impunity for your team's allies
  • (Spider-Woman/Warlock) Protection Pinned Down: free atk nullification for the enemy

Self updating list of TACTIC upgrades that can be attached to enemies


This card is niche yet it may have its uses. Definitively having easier access for free healing or overkill is something to be taken into account.

matchet · 240