Dr. Sinclair

Fits well with She-Hulk. High REC, leans to mental resources, really hates to get stunned, and dances into alter-ego often. Can further benefit from ‘Down Time’ without needing to actually exhaust.

wilyninja · 2
Under Control

Under Control seems like a worse version of Powerful Punch, First Hit, and the like. This could work with Nightcrawler, who can defend without exhausting (with Bamf), so he can defend against the villain and a minion. It can also work with Change of Fortune. Under Control is worse because you can’t activate it without defending against a minion, but all the rest you can just activate. It can activate multiple times –that’s nice. So if you’re up against the Dragon (Mojo Mania) you could defend a bunch and eventually take it out.

In multiplayer, you mostly want to defend the team against the villain, so it seems more of a solo card, though I’d love to see Valkyrie play it.

Agent 13

value of Agent 13 increased exponentially since the introduction of new super carriers from Maria Hill deck. its pretty pointless to ready small shield supports, instead you can use Iliad or Circe for the second time in a turn - great value for an ally with decent stats.

Strength in Diversity

Maria Hill (She/Her), DEI Director of S.H.I.E.L.D. approves of this card. marvelcdb.com

We like S.H.I.E.L.D. agents who promote DEI: Diversity, Equity, and Inclusion. The more diverse you are, the more welcome you will be on our team!

DIVERSITY

This card makes sure that each hero team you promote expresses the maximum diversity. Whether it is mutant, Wakandan, Giant, Vampire, Android or Bird. All are welcome.

EQUITY

This card ensures each team member will be treated more favorably than any other. If you show up for Field Duty, you will be activated. No one is more senior than any other agent. We are all the same. If we have the resources, we will put you in the field.

INCLUSION

Even if you were originally passed to be placed in the field, you will be put in the field if you are the right person for the job.

We look forward to you joining our Diverse Team and will see you soon.

Maria Hill, (She/Her) DEI Director of S.H.I.E.L.D.

marktry · 545
Rocket Launcher

The Rocket Launcher costs 4 effective resources to play (3 plus the card itself). Champions cards are usually judged to the standard of 2 damage per effective resource. By that standard, you are meeting expectations if you can use it against the villain plus one minion, twice.

However, it is important to note that the Rocket Launcher, like most of Rocket's tech upgrades, does not have the "uses" keyword. This means it stays in play after the last charge counter has been removed and is a valid target for Rocket's "Tinkering" ability, providing a 2-resource rebate. This possibility makes it more efficient than it seems at first glance.

I don't think you're ever going to be upset you played the Rocket Launcher, but if you draw it and the Particle Cannon in the same turn, judge what you play based on the number of minions you expect to encounter.

MightySchoop · 44
Worth noting this is not an ‘attack’ for purposes of stun, retaliate, etc. — wilyninja · 2