Moxie

TLDR: This card is bad even when built around. If you want a generic 0-Cost card to enable played out hands go with Assess the Situation.

This card is somewhat niche due to its dependence on form changing and more importantly its just all around bad. Most heroes don't spend much time in alter-ego which means really the only heroes that can consistently use this card are: Vision, Ant-Man, Wasp, Spectrum, and Shadow-Cat. All of these heroes can change between multiple hero forms. In addition to being dependent on hero-form changing this card also wants to be utilized alongside readying.

From a value perspective as a stand-alone card this will remove 1 threat or deal 1 damage and then also prevent 1 damage (assuming you defend on villain's turn). This isn't an effect you would ever go out of your way to trigger, but since this is a 0-cost card it can enable you to cleanly play out your hand without anything left over. When paired with a single ready the value increases to 2 threat removal or 2 damage and 2 prevented damage for closer to 3 effective cost (still not great). Which basically just leaves Push Ahead and Go All Out as viable strategies for this card. When used in conjunction with those cards the value becomes 0-cost for 2 ATK or 2 THW (When calculating the value of Push Ahead/ Go All Out you have to consider the opportunity cost of your basic activation. If you have stats of 3-3-3 and use Push ahead you will remove a total of 9 threat from a scheme but only 6 of that threat removal is value generated by Push Ahead, the remaining 3 you could have accessed anyways via a basic thwart).

One thing you appear to be missing is that you can play multiple copies of this in response to the same change form event. — erikw1984 · 8
Aspect card, so goes +2/+2/+2 when Jessica Drew turns into Spiderwoman — Rejusama · 1
Gunboat Diplomacy

One of the most interesting multiplayer cards released throughout the history of this game. This card is always playable so long as you have an X-Men and X-Force hero with at least 2 THW each. You can then exhaust both of those heroes to remove 4 thwart and deal 4 damage. From a value perspective the thwarting from this card is almost negligible because you are losing 2 basic activations that would have accomplished similar results. The only advantage here being that you can apply that thwart however you want across the board. This ensures side-schemes are cleanly cleared without any value lost. But the main value from this method of use is the damage. For 1 printed cost you are dealing 4 damage. This blows Aggression events out of the water from a value perspective, and it only gets better if your hero(s) can get 3-4 THW (Pheonix, Cable).

To play this in Solo you will want to build an ally heavy deck using the opposite trait (if you are playing an X-Force hero take X-men allies and vice-versa). In this scenario the card is still generally accessible, but it isn't a guarantee like it is in multiplayer. For all player counts it's important to note that this card gains additional value if you can manage to play it exhausting allies, since it effectively gives them 2 more activations without applying consequential damage: 1 Application of their THW and 1 Application of their THW converted to damage.

Hope Summers

A great option for Iron Man. She'll get you a Repulsor Blast, which can be your most powerful card if your deck is set up well for it, and her ability to inherit your traits lets her benefit from Avenger-specific strategies like Earth's Mightiest Heroes, Avengers Tower, Avengers Assemble!, or equipping her with the Power Gloves, which willl not only boost her damage but increase your hand size while she remains in play.

ljg · 1
Containment Strategy

Expert Campaign Multiplayer Perspective: This card's best usage is in a 3-4 player game where the group is bringing a considerable amount of player side-schemes. Generally, most player side-schemes don't make it to the table at my sessions due to the amount of investment it takes to clear them. At best, 1 or 2 hit the board early-game and then players have to start spending resources building their own boards and managing the regular problems that the scenario throws at you. Containment Strategy allows your team to load the board with player side-schemes and all but guarantees they are defeated at minimal cost. It changes the outlook from "I'll play this side-scheme and hope the team has enough wiggle room to get the pay-off" to "I'll play this side-scheme and I will 100 percent be getting 20 thwart, 20 damage, a specialization, or 4 free supports for 1-cost".

Now just because this card's best usage is player side schemes doesn't mean that's the only situation its worth playing in. In multiplayer, side-schemes are far more common due to the amount of encounter cards drawn each turn and their threat values are fairly high. There will be many situations where your team doesn't have an efficient way to deal with them. Enter Containment Strategy. Some people will fall into the trap of thinking that because this card can single-handedly deal with a scheme over several turns, that's what has to happen. In reality this card only needs to remove 2 threat to put it on par with For Justice and Crisis Averted from a thw/resource standpoint. Containment Strategy is especially useful when needing an extra chip to get rid of a Hazard Icon on a scheme. When paired with cards like Indomitable and Desperate Defense, Containment Strategy all but guarantees the table won't be seeing an extra encounter card. An encounter cancel for 1 cost is on par with Dr. Strange's Protective Ward.

This card is quite strong and should see play in many perfect defense style decks at at least 1 copy, but Cable deserves a special shout out. Askani'Son already incentives Cable to play defensively and the defense archetype has some inherent synergy with Cable due to cards like Desperate Defense having energy resource or cards like Back-Flip/Side-Step requiring energy resources for their full effects. Cable can run all of the player side schemes for this card to attach to and this card is an Upgrade. Upgrades and Events are extensions of a player's identity and thus the removal from Containment Strategy is treated as Cable's removal regardless of who defends. Cable's ready ability is once per phase so Containment Strategy is another method of triggering Cable's ready and can help with consistently clearing Technovirus Purge turn 1.

Wasp

Wasp's ability to ignore guard and patrol and crisis icons is really niche, but being able to thwart past a crisis icon actually saved me in a game once. But the only reason I put her in the deck in the first place was because I was building a Champions theme deck - outside of that, I would never consider her ability to be worth it when I could play a more impactful card, unless I know I'm going to have trouble with guard/patrol/crisis against the villain I choose to play against, which hasn't happened yet.

I think one thing that would increase this card in value is if it had a resource instead of a resource, to synergize with the all-important Champion ally Moon Girl. That would definitely make me consider playing Wasp more, but it wouldn't push her into being an ally I'm enthusiastic about playing.

Update: This might be a hot take, but I actually think this ally would still be fair if it didn't have its trait restriction. If you look at what they did with Sunfire a few years after they printed Wasp, it looks like they're not afraid to put niche but potentially villain-breaking effects on allies and not restrict them by trait. Not only that, but as of this writing there are only four Champion heroes, and none of them seem like they're hurting for an ally that can ignore guard/patrol/crisis, as they all encourage you to use events and/or the cards in their hero kit to solve your problems. But I'll be happy to be proven wrong on this point.