Dynamic Duo

This card is going to be used to create a lot of decks that wouldn't otherwise exist, and that's always cool!

Especially because the types of decks it's going to build will be so varied.

It's completely impossible to judge it in a vacuum though, because its usefulness is going to vary so dramatically based on who you're playing as.

Let me give you an example of a huge thing it does though... It opens up Fury to be able to put tons of counters on the big Hellicarriers. If you can get The Circe, The Bellerophon, The Douglass or The Pericles into play, you can use this to infinitely recycle Super Spies and fill those up with counters. You could also technically do this with Maria Hill if you're playing as her to make her even more broken.

There's also just the fact that it can seek out specific allies to recur them without needing to be in alter-ego like Suit-Up, all while being basic. Going back to Fury, his Maria Hill ally is incredibly useful, with her every thwart putting that many threat counters on his suit upgrade. Being able to recur her with a bit of a cost is worth it even without playing the team-up.

Mutant Peacekeepers

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.

"Avenge Me!"

This is an incredible card. So incredible that I feel it should be an auto-include in any ally-spam leadership deck where you're an Avenger hero. The allies you spam don't even need to be Avengers. They can be X-Men or Web Warriors or just a random assortment you collect.

I don't need to sing the praises of this card. It speaks for itself. You pay 1 card to draw 2 more. As long as you have an ally in play without one of these on it, it's pure value. Delayed a bit, yes. But value all the same.

What I really like about this card isn't how overpowered it is, but how it redefines Avengers tribal, giving it something it was sorely missing. That is, an actual mechanical identity.

When the game was first released, the Avengers tribal was a generic hodgepodge of different buffs with no cohesion or theme. It was the game's first team and needed this sort of generic feel. But times have changed and other tribes have developed their own identities.

Web Warriors benefit from swinging in and out of combat, with a focus on abilities when they enter play on the allies themselves, and letting you draw cards when they leave play through Web of Life and Destiny. X-Men tribal has a special focus on supports that want you in alter-ego like X-Mansion, Danger Room, Cerebro and Moira MacTaggert. This makes sense when you consider that X-Men stories focus a lot more on the school and the training that happens outside the battle than other teams do. X-Men are the alter-ego archetype to represent that side of them. The SHIELD archetype generally revolves around SHIELD Supports, with allies like Agent 13 and Dum Dum Dugan synergizing heavily with those supports, as well as cards like Sky-Destroyer which trigger off of any SHIELD card entering play. While other archetypes prioritize the Allies since they're superhero teams, SHIELD places just as much focus on the Supports.

Avengers tribal has always been a bit all over the place, though. It's been very generic without a clear identity of its own. And I think this fixes that. It takes Avengers from the generic team to being the "vengeance" team. An Avengers leadership tribal deck now plays allies at a discounted rate with Avengers Tower. It equips those allies with "Avenge Me!". When those allies are defeated, it lets you draw cards so you can actually avenge them with the new cards you draw.

Suddenly, Avengers have an identity that's uniquely their own. They're Avengers. They avenge the fallen. It's what they do.

She-Hulk

This She-Hulk is... fine.

She is perfectly, boringly fine.

For 5-ER, you can block three whole attacks and either deal 2 damage or thwart 2.

It's a very fine, appropriately costed card that doesn't try to do anything too interesting. It feels like something that could have come in the core set, like Mockingbird. She's fairly costed, but without more Defender or Gamma support, I can't imagine wanting to put her in a deck when ally slots are so limited and she doesn't have much of a wow factor for her cost.

Iron Fist

For 4-ER, you can consistently neutralize an attack from a weak minion every turn for the rest of the game.

Danny really wants to be a Voltron ally though, with you stacking Inspired, Sidearm and similar cards on him to amp up his power so he can start tanking hits from the villain. If you use both of those with the new Righteous Purpose, you can get him to 6 ATK and fairly consistent block the villain.

That's a high investment to get him built up there, but I suppose it's worth it to prevent all that damage.

He's very similar to Echo but I think she's usually better since she doesn't need to be down to 1HP to reach her full potential, and Protection has access to Hangar Bay to let her block multiple times. Although one advantage he has over her is that he can block for teammates in multiplayer if you need to go alter-ego, while Echo loses her protection if you switch down.