Avengers Compound

If only the text on this were worded similarly to Black Panther, like so:

"Play only if your identity has the AVENGER trait. Max 1 per deck. You may play the ally tucked here as if it were in your hand. Action: If there is no ally tucked here, exhaust Avengers Compound → tuck 1 ally from your hand here."

I suppose the reasoning for the final wording is to avoid maxing out on reducing the cost of the ally and to avoid playing an ally and tucking an ally in the same turn, which I don't see the harm in that but maybe there's a weird power combo out there. But for my (purely thematic) preference, I would have liked to have been able to pair this with a couple Quinjets. Put an Avenger in the compound and then they fly out when the quinjet is fueled up and ready to go. Tuck a high-cost Avenger ally, and it would become a ticking ally reinforcement clock waiting to take off.

Thematically, would have been super fun and cool. Mechanically, probably clunky as heck.

I guess I could house rule this card and play it that way, see if there's a reason it's an action to exhaust to play the tucked ally, but I honestly can't think of one off the top of my head other than to limit how the tucked ally can be discounted or maybe to keep the cost of the compound at 0...?

Sometimes I wish there was a way to see the design and playtesting notes on some of these cards, just to see the thought process and evolution of the card.

oxthearsenal · 77
Daughters of Thanos
  • Positive card count of +1 (3 cards vs 2ER).
  • Quite more decent for when both players are Nebula and Gamora. Valid condition even if your parner is in alter-ego.
  • serves as subtitute (for you both cannot play your identity specific ally)
  • In line for what makes Nick Fury powerful: cycling the hand in search for more options

Overall, we had good times using it everytime It appears in our hand. Probably way less appealing when going to team-up with your identity-specific ally (both are made to not staying around for many turns so the window of opportunity is scarce).

matchet · 355
Daredevil

Not the Daredevil Hero you want, but the Daredevil ally you need. 3 ER for 2 thwart and a chump block is very strong and an almost auto include in every Protection deck. Very strong against the second stage of Ultron as you can block and not take damage to kill the drone minions he makes. Pretty good art even if I’ve never met the character before.

Rating: S

tunic · 970
Battlefield Benevolence

The card itself is fine. It's a good cheap way of getting confusion in an event. Remember that in terms of pure ER, Sonic Rifle gets you more bang for your buck, only taking up a single deck slot to confuse twice. 4-ER to confuse a villain twice is better than 2-ER to confuse a villain once WITH A DOWNSIDE.

Sonic Rifle does have downsides of its own though. It's restricted, so it doesn't work with characters who want to play a lot of other weapons. And a 2-ER card is just simpler to play than a 4-ER one.

What I love most about this card though is the theme. How it encapsulates when a hero does something nice for the villain, maybe saving their life, leading to that "why did you help me?" moment. Even if it's not the world's best card, it is one of the coolest aspect events in terms of flavor.

Everyday Hero

Its read like: while you are in alter-ego, lose this card to another player and heal him by 1.

Restrictful use, almost negligible effect; quite more like a filler for decks that needs them, and even questionable in these situations.

You are basically restricting yourself from having a playable card instead. Just a plain .

matchet · 355