Aerial Intervention

As this is not a defense event, this is much more multiplayer focused then single player. This allows you to "chump block" with an Aerial ally without actually "expending" that Ally, saving on cost in the end.

An interesting use case for this card is to either have a leadership player with Sky Cycles give them to your Avenger allies to have this card easily used by a wider range, or incorporate this card into a Leadership/Protection Spider-Woman deck with Sky cycle, offering a wide range of Allies this card could be utilized with, not to mention the Sky Cycle automatically re-readying those Allies if you are in desperate need of clearing some minions or reducing threat.

This is definitely a combo card more then anything and something that true deck-builders will have fun incorporating into a variety of more intricate decks

Earth Dragon · 1554
Flying Formation

Three big things to consider if looking to use this card:

1) This will do 4 damage to an enemy if played by Archangel. This shouldn't be disregarded lightly

2) This card has Alliance. So this is more of a multiplayer card for sure. Across the table in a 3-4 player game, it's rare for all players to use all resources. Talk to each other to figure out if you want to incorporate this.

3) Players can request Actions. So this can be played on anyone's turn. If you are playing Angel (or in this instance, you are likely going to be playing a lot of Archangel if incorporating this card and easily using that 3 defense and getting another basic with this) and know other Aerial characters are going to be on the table, this can get incorporated at any time.

If you draw this card after building it into your deck and other players have Aerial, make sure you mention it. Being able to work out re-readying your squad while blasting an enemy for 4 is good to know to make the decision to defend with your heroes instead of chump blocking or using other limited use defensive measures. This is a card that will need coordination to use effectively, but also doesn't need to be used every time it pops into your hand.

Interestingly enough, Iceman is definitely a character who benefits from extra basic actions, so good on the designers for having the foresight of sticking him on the card as well

Earth Dragon · 1554
Spear Shot

This card promotes Angel to use at least some 0-cost event cards to mitigate it's effects. If you know you are playing an Expert game incorporating the Standard III set, this should definitely be considered

Earth Dragon · 1554
The Douglass

I feel like this and The Bellerophon are definitely the two more situational 6 drop carriers. In a 4 player game, this is a very consistent way to get a considerable amount of threat off the table. With less players, the value drops significantly.

The Pericles

I believe this is the worst hellicarrair. As four tough are not worth 6 resources. See: Muster Courage. Which costs 3. And gives 1-3 tough. And it never sees play......................................................

ZaneBrick · 94
2 ER is the going rate for a tough status, so 4 for 7 ER is totally fine. The tempo is more concerning to me, at least in solo, but the value is definitely there. — Stretch22 · 859
This is a good example of why context matters rather than dismissing cards outright due to raw efficiency calculations. Notice it says "status" cards, not just tough, and you can place it on any characters. Campaign boxes generally give you the tools you need for the scenarios they introduce. Check out the Batroc scenario with the new Vulnernable keyword. You are incentivized to stun or confuse vulnerable minions to keep the alert level down. This will help with that. — erikw1984 · 29
Am I mis-reading the card ? This card seems vastly impressive and efficient. I'm reading this as you get 2 counters that provide TWO statuses each for a total of FOUR total. In a simple scenario I can stun the villian AND give my ally a tough - giving me a great chance in some scenarios in solo to go back to back turns avoiding damage from the villian potentially. Then , I get to do it *again* with the second counter ?!?! BROKE! (am I wrong)? — 3t1j4 · 1
^ Point being that's potentially 4 consecutive turns of no villian damage (assuming no other damage sources). That's a crazy amount of buffer to give yourself. — 3t1j4 · 1
You're reading it right, @3t1j4. You can even keep adding a counter to it each round with Maria Hill's hero action, assuming you have another shield support in play — erikw1984 · 29
outside of Maria Hill you get 2 uses. for a total of 4 status cards. for that cost and the amount of buildup to play it. The Pericles does not pay off. compared to avenger decks be able to get 3 toughs for 4er from muster courage or even We are Groot (from Groot hero deck. — ZaneBrick · 94
I think this card is far superior to Muster Courage and We are Groot in that MC shines only in later villian stages plus has trait restriction and also WaG depends on counters. It's not a fair 1:1 comparison if you have to take into account additional factors not inherently built into the card itself. Additionally, the serial nature of this card being able to work turn after turn is phenomenal. Bonus points for it also being readily available to use on demand. — 3t1j4 · 1
Real question tho - when you exhaust it - can you complete the action if you have no ally/minion? — 3t1j4 · 1
Yes, the cost is everything in the text to the left of the cost arrow, so you could exhaust it, use a token, and only partially resolve the effect, e.g. apply a status card to your hero without needing a minion/ally in play for the other status. — erikw1984 · 29
the cost is removing a counter. after completing the cost you proceed to do as much as possible. so I believe you dont need an ally/minion in play. (someone feel free to correct this is the RAW says differently.) — ZaneBrick · 94