Havok

Havok has become a precision-guided missile thanks to Falcon’s signature top-deck scouting. Because you always know the next boost card, Havok can attack only when the boost icon count works in his favor. This gives him far more control, consistency, and survivability than in a normal deck.

Here’s the ideal line:

Attack twice when the boost card shows exactly 1 icon → 3 damage each time, taking 1 consequential each (2 total) which → leaves Havok at 1 HP.

Then wait until you see a boost card with 3 icons → unleash a final strike for 5 damage before he goes down.

This gives you 11 damage total with zero upgrades required. Well worth the price IMO.

lightninlad · 30
Problems is the expensive expenditure of 5ER for a very conditional possibility. You require a teammate with Global Logistics or a Falcon (Hero). At the same time, he isnt aerial so Falcon cant get if going tribal — matchet · 240
U.S. Agent

U.S Agent on his own is very basic ally. Retaliate, 5 hit points, 1 ATK, 1THW. If FFG included him in core set, one no one see the difference. But this card got one problem: needs building. Maybe for the retaliate (Ready for Action is obvious choice), maybe adding more health (Reinforced Suit) or maybe to boost stats (example: Inspired, Power Gloves). Unfortunate there is a answer to all of this: every one of this three instances are more worth it to build with another allies.

Of course if you got the lucky, U.S. Agent can blocked 2 times (plus remove tough from the enemy) and got the value. But in 2025 where we have 10 waves of cards (and more to come) that beside thematical decks (or having many decks at one time) John Walker is not the sexiest choice.

Rating (A-C) B- Can be quite good, but need time and there is many better choices for voltron

nosiak · 194
Relentless Robots

I believe that this card is so powerfull, because combed with other schemes you lose in the next turn.................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................

Lukechess · 1
Soaring Hearts

As Angel, I would almost always include this card. It is a little clunky that you have to be Angel, not Archangel to play this card,

Psylocke is required to be in your deck, as she is part of your signature kit. One she is in play, she is very easy to keep around for a long time due to her self-healing ability.

Soaring Hearts can be paid for by The Power of Flight, but if you pay for it with Avian Anatomy you will get to pick it back up into your hand immediately, in addition to drawing a card from the Angel of Life ability on your identity, so you will collect some resources that can be used to pay for whatever you select.

The downside is that you do have to pick something from your discard pile, not from your deck, so the utility may be limited if you draw this card early on.

MightySchoop · 51
Astonishing X-Men
  • 2ER and remove 5 threat over the next turns
  • One or two less threat per turn if playing Nightcrawler, Colossus or Shadowcat
  • Even if you dont play x-men or Nightcrawler (ally), stun/confuse the whole board means two rounds of free-to-act; one in Hero, the another in Alter-Ego
  • It also thins your deck and matchs conditions for Anticipated Attack

I usually almost-auto-include this card on every protection deck I do build. Protection is usually a team aspect, meaning the effect will still get a great value in duo, and a significant one in 3+ players; but also means others can thwart this scheme which is KEY since Protection usually have terrible thwarting cappabilities.

matchet · 240