S.H.I.E.L.D. Sidearm

3 damage for 2 ER leaves a little to be desired, especially on a delay, but by coming in three increments of 1 damage, you can spread that damage around with perfect efficiency or remove tough statuses without wasting too much damage. This is also a Weapon that can be exhausted to Mean Swing and Firepower without wasting value. In general, the Sidearm should be attached to your hero to ensure all ammo gets used, but it can be attached to an ally. Few S.H.I.E.L.D. allies can attack three times and still be able to block, though. Deathlok isn't too strong on his own, but he is a decent way to get Sidearm into play for the Firepower deck. S.H.I.E.L.D Sidearm isn't busted or anything, but it's a nice way to increase damage output and improve quality of life for any basic attacking S.H.I.E.L.D. hero

Stretch22 · 1920
Yep, the SHIELD req is very restrictive and probl wont worth the SHIELD deputy by its own. Maria Hill can overcome that requirement — matchet · 243
Air Cover

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 · 243
Agile Flight

Flexibility. Thats the main feat of this card. While Crisis Averted can ignore crisis and do one more thwart, this one will help you (and your team) to efficiently thwart among all the schemes without losing spare points here and there.

Aside from that, another big value is the AERIAL trait; which Cannonball appreciates much; and with Angel (hero) it translates into a card draw or a free 3 damage (archangel). And it also works with Team-Building Exercise, Techno-Organic Wings, Falcon's Flock (Falcon (Hero)), and The Power of Flight to ease the costs.

matchet · 243
Scout Ahead

This is ahead of the normal curve. 3 Threat per 1 is worth by its own, even if you dont extra pay it with a Bamf!.

And what its better, it can be entirely paid by Deft Focus or X-Gene, alone.

200 characters limit

matchet · 243
I wouldn't say 3 threat for 2 ER is ahead of the curve. Doing 6 threat for 3 ER is great though — Stretch22 · 1920
Its unconditional 3 THW. Clear the Area needs to remove last threat. Lay down the law needs you to change from alter-ego, Making an entrance needs you both exausting and clearing last threat, Yaw and Roll needs you to both AERIAL and thwart before, Multitasking needs mental res and is spread over two schemes. — matchet · 243
I mean, those aren't very actionable comparisons since they are aspect cards and this is hero-locked. Not saying this is a bad card at all, I just think you really want the bonus when you play this — Stretch22 · 1920
Boot Camp

Classical Marvel Champions support card. Big cost (4ER) at the start, and not significant bonus from the start (usually you in time you play you got 1 or 2 ally at most). But the longer the game is, the more value this card gains. For baseline ratio 2 damage per 1 resource you will get the value after 8 uses of ally. In the end of 2025 (after realease of Civil War) you can create many interesting decks with allies focused only on attacking.

Rating (A-C) B Requires plan to make it functional, but create a special archetypes of attacking allies (not blocking). On it's own Boot Camp is too slow.

nosiak · 201