Nick Fury

I recently got to try Nick Fury and wow, he's great. So here's my review:

Stats: 2-2-2 is obviously great, 4 recovery too, a little bit above average

Cards: His Hero cards are all very good. Here's A short review to each of them: Suit Form: His main card. Obviously also his best . If you make a Nick Fury deck, think about in which form you will want to be most of the time and base the deck on this decision Maria Hill: Great ally, the ability helps a lot of you are in assault form and need threat for extra damage, a ready or resources with his cards. Concentrated fire: Both options are very helpful but the damage is below average Covert Surveillance: Very helpful but the threat removal is below average Spray Fire: Very very good card, his assault form ability makes it even better Fury's flying car: His best cars in my opinion. He wants readies and a lot of his cards help him put the necessary threat onto the suit form. If you thwart and then use this card, you get 2 free threat out of it, if you attack you could remove even more threat from his suit form if you want maximum damage output in one turn. Safe House #221: I haven't used this often, because most of the time when I ran low on hp, I didn't flip, I just put myself with cards like Covert Surveillance into stealth form, because your more flexible than in alter-ego, so I can't say much about this card. 2 hp heal is pretty good though. EM Shield: Great card. It saved me multiple times if I played a little bit too risky. Interesting is, that you don't play it before the villain discards boost cards so you know exactly if you would survive. Eyepatch Camera: A better version of Counterintelligence. In my opinion, his second best card (without counting the suit form). Fury's Watch: This card's power varies a lot based on the deck you play. Slow, Shield support and/or preparation cards based decks where you want to sit in stealth as long as possible, benefit the most from this card, because you will nearly always have a lot of threat on your suit form. Intelligence Analysis: One of the few cards which cancel Treacheries without revealing a new card. It saved me multiple times. Secret Agent: In preparation decks obviously a great card. I played it a few times and the payoff was great every time.

So as a conclusion: He is really fun. Every game is like a small puzzle. Do I stay in stealth to be safe, but I can't deal damage? Do I flip but possibly die? Do I flip to alter-ego? If you haven't tried him, you should definitely. He is definitely one of my favourite heroes, just because of his versatility

Great review, the versatility and feeling about having good options is the key to have fun in Marvel Champions — nosiak · 154
I also got the idea to use Maria hill as a Voltron ally to get like 5 threat per thwart on your suit form — NiemandSumpex · 30
Return the Favor

I think this card is great. As with many other cards it is just a matter of how you set it up.

Obviously I would never play it if I wasn't absolutely sure I could handle whichever treachery is revealed.

There are cards that help such as Get Behind Me! or Black Widow is another card that can help to avoid a game ender.

In multiplayer it is even better, because other players can help with preventing the treachery and modifying the order of the treachery deck (Global Logistics).

Cybernetic Arm

It's decent enough, but a massive missed opportunity. I'm very disappointed in the designers for not using this card for a "You get +1 hand size" effect. It's a similar resource effect, but in the end, vastly less thematic.

That would be so great — NiemandSumpex · 30
Face the Past

Are you allowed to attack the villain and THEN play this card? Or does "You cannot attack the villain this phase" check retroactively, preventing you from playing the card?

More words, words, words, words.

dmiasek · 1
Yep, events don't apply to the game state before it was played, it only means you can't attack the villain this phase after it's played. — Jvenom23 · 12
Gambit's Staff

I think that Gambit is prime candidate for new Firepower build because of this card. he can use his tokens to upgrade firepower to 6+ dmg values and on top of that has a cheap weapon without restricted to exhaust for it (its basic usage is almost worthless anyway, no big deal) - it doesnt block Hand Cannon or Jarnbjorn. throw in Warrior Skill and Aggressive Energy and you have 24 dmg for 1... now thats value.

additional synergy cards for this build include One by One and Melee as they do similar things after you exhaust your weapons and want more burst in one turn.