"You Got This!"

Other than working with ally recursion, this seems silly. You could just use Get Ready or Teamwork for one cheaper cost and get more versatility. This should be a zero cost card, or it should add the ally's matching power for the round to work with Magneto's readying abilities. On the Avenger side, Inspiring Presence is MUCH better. All this does is let you exhaust your hero and your ally, and then get one more use out of both in the same round at the cost of using your ally to block. Seems like there's better ways to do this.

Unless you're Iceman and get to apply more Frostbite, or Drax and get to hit like a truck and draw a card, or Quicksilver and get to use Friction Resistance again, or SP//dr and get to use your other Interfaces, or Wasp and you thwart for a bunch and split it, or... anyone else who particularly likes using Basic Powers. The benefit is in getting to use your Hero's Basic Power again, and at a high tempo; if that's better than a regular ally activation, then you're set. And that's not even factoring in things like Sneak Attack or To Me, My X-Men. — Leethus · 120
Underthewronghat, I'm not sure why you are comparing a card that primarily is to ready your hero to cards which only ready an ally? E.g. if I have the Ironheart ally out, I could use Get Ready to attack for 1 - or I could discard her with You Got This and have X-23 attack for 7 (genuine in-game situation where I've used this card). The extra use of the ally's stats, while helpful, is not the point. — TwoHands · 53
Ah, that makes sense. X-23 or Drax could use this. I guess I want this to work more thematically with Magneto, but it's not as strong. — underthewronghat · 50
Keep Up the Pressure

Such a fun card! I've only played this in a Storm Aggression deck so far and it's been phenomenal. There are lots of ways to remove threat after dealing damage. Being able to recur a big attack event that you just played and run it back with extra damage can make for some huge turns. 10/10 would play again.

Nick Fury, Sr.

Nick Fury Sr is a notch below the OG but still very strong.

  • 3 threat vs 2 threat: Nick Sr is better
  • Draw 2 vs Draw 3: OG Nick has the advantage. This is how he is used 95% of the time, so drawing 1 fewer card does lower Nick Sr.'s ceiling
  • Give S.H.I.E.L.D. tough vs 4 damage: Two very different effects, useful at different points in the game, call it a draw

If you are building an optimized deck, original Nick will still get first priority, but there's no reason you can't play both. They play well with ally ready effects like Command Team due to their 2nd hit point usually going to waste. They have lots of front-loaded value, avoiding the low tempo issue some other allies have. They help you draw through your deck fast to get to your best cards. Sr is a staple-level card that might not enable any splashy new archetypes but will provide power and consistency to a wide number of decks.

Stretch22 · 1103
Grant Ward

For the cost of 1 ER, Grant ranges from 2 thwart or 2 attack and 2 damage to yourself to some combo of 6 total thwart and attack. That ceiling is insane for such a low cost, and I think it is enough to compensate for the fail case where you lose him right away. There are some fun ways to build around Grant using Command Team or Get Ready to speed through his available uses or Noble Sacrifice / "You Got This!" to get him out of play. It's a bit risky to build a strategy around a card that may end up removing itself from the game, but there are plenty of allies that work in an ally-readying strategy like Slingshot or the Nicks to provide some redundancy. Unique design and one I am excited to try!

Stretch22 · 1103
Soaring Acrobatics

High Thwart stat flyers should really consider this card with Brains over Brawn. Spectrum can easily get to 5, and beyond if using a deep kit of tricks, and being able to thwart for 5 and pop a two cost attack in JUSTICE for five damage is nothing to scoff at.

The big thing for this card in general is to combo benefits to that single basic power activation, as having "ready" spam doesn't help this card. You want to load up as many secondary effects on that single use that you can. So this is another strong tool for Aerial capable heroes that already were looking to take advantage of high number single activations.

As a secondary, it can also work on allies, and don't forget that card "Sky Cycle" that can give lots of different Avenger allies aerial. This could find it's way into some interesting combos as we know we'll be getting some more Avenger allies shortly.

Earth Dragon · 1602
Powers that last "for this use" expire before Brains Over Brawn can be used. Soaring Acrobatics will not increase the damage dealt by Brains Over Brawn. — Leethus · 120