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Table of Purpose Definitions

Utility

Gimmick

TeamPlayer

Solo

This Hero should be used to complement the other


heroes you use in your deck. These are similar to
the peas in a roast dinner: you use them, but only
to make the main meal better.
This Hero tries to revolve around some sort of
special concept unique to itself. It will usually
require a large amount of care and effort to make it
work, but can be well worth it in the end.
This Hero is works incredibly well if you focus the
deck in an even split between itself, and one or two
other heroes (a 1.1 or 1.1.1 ratio). Similar to the
way Beans, Bacon and Eggs are pretty good on
their own, but make a complete breakfast together.
This Hero has all the cards you need for an effective
deck in its own pile. This is a rare occurrence, and
even these heroes should be supported by a small
number of utility heroes to run efficiently. These
Heroes are like a delicious chicken schnitzel: theyre
awesome, but a small side dish makes them even
better.

Set Details
This is a short analysis of the different sets, as well as a table of contents for
which Heroes came from which set. This will also act as a slight review of each
set if youre looking to buy into the game.
BASE SET

DARK CITY

The basic game introduced 15 Heroes, with cards allying with The
Avengers, The X-Men, and a few that currently had no teams.
Essentially this was exactly what a base-set should be. It
introduced the concept, was fairly easy to pick up, and has a few
neat combos in it. Theres not a lot else to say here, except you
obviously need this game to play the expansions.
HEROES: Black Widow, Captain America, Cyclops, Deadpool, Emma
Frost, Gambit, Hawkeye, Hulk, Iron Man, Nick Fury, Rogue, SpiderMan, Storm, Thor, Wolverine (X-Men)
The first Big Box expansion focusses on a darker side to the Marvel
Universe, and this expansion really brings Legendary into itself.
This expansion is the one that most players will say is The One
You Want to Buy and Im no different. It adds depth to the player
characters, with many more interactions and combos becoming

FANTASTIC
FOUR

PAINT THE
TOWN RED

GUARDIAN
S OF THE
GALAXY

SECRET

apparent, and at the same time it adds complexity to all of the


other elements of the game as well- harder schemes, trickier
villains and masterminds, and even new Bystanders. Things to pay
attention to here: Bribe, Teleport, and Versatile.
HEROES: Angel, Bishop, Blade, Cable, Colossus, Daredevil, Domino,
Elektra, Forge, Ghost Rider, Iceman, Iron Fist, Jean Grey,
Nightcrawler, Professor X, Punisher, Wolverine (X-Force).
They were the First Family of Marvel, so its kind of odd that it took
this long for them to appear in Legendary. They brought along the
Silver Surfer as well. People complain about the artwork in this
expansion, and you might too. Personally, I think its fine because
its the same artwork that appeared in Mark Waids Unthinkable
storyline, which is also the only time Ive actually enjoyed the F4.
Thats right, I like this set even though I cant stand the Fantastic
Four. It brings the Focus keyword, which is a good keyword, and its
heroes are all decent to use. Galactus as a villain can be really
scary, and its schemes are fun.
HEROES: Human Torch, Invisible Woman, Mister Fantastic, Silver
Surfer, Thing.
Almost a complete contrast to F4, is how Id describe PtTR. I love
Spider-Man. Hes my reason for being a comic-book nerd. But Herowise, this expansion is really disappointing. ONE stands out as
useful, and only because he teams beautifully with the Original
Spider-Man. But the schemes and villains are all really exciting. I
actually love playing against Mysterio, for his very fun Master
Strike. This is also the set that brought us the keyword Wall
Crawl, which I think sucks. Get the set if you like Spidey and want
fun Villains/Schemes, but if you want Heroes this is not the set to
care about. Also, if youre here because youre a comics fan, this
one might piss you off simply because we have Spider-Woman
listed as a Spider-Friend, just because she has Spider in her name.
SHES AN AVENGER AND SHIELD LADY, NOT A SPIDER-FRIEND!
HEROES: Black Cat, Moon Knight, Scarlet Spider, Spider-Woman,
Symbiote Spider-Man.
Guardians is a fun expansion. It has cool schemes, fun villains, and
the chance to collect all of the Infinity Gems and rule the world.
The mechanics- Artifacts and Shards- are both very fun to play and
they force you to think a bit better about what youre doing. The
Heroes are also quite worthwhile (except, sadly, Rocket). I will say
though, this is the first expansion where all of the five heroes are
clearly meant to be played together. Guardians complement
Guardians, and while you can team them up with other heroes their
best combos are with each other. If youve ignored F4 and PtTR,
you might still want to grab this one for sure.
HEROES: Drax the Destroyer, Gamora, Groot, Rocket Raccoon, StarLord.
Hooboy. With the amount of things that change in Secret Wars, I

WARS VOL
1

feel like calling it a simple expansion is to do it an injustice. Secret


Wars is more like a New Game +. The ability to play as a
Mastermind, new card types, multiple schemes and masterminds at
once I would recommend this one if youre comfortable with
Legendary already. I certainly wouldnt expect a newcomer to dive
right into Secret Wars. But if you are comfortable here, then YES
this is a great expansion. Cool heroes, fun twists, tough villains,
and roughly several Villain Groups made up of X-Men! Its Insane!
HEROES: Apocalyptic Kitty Pryde, Black Bolt, Black Panther, Captain
Marvel, Dr. Strange, Magik, Maximus, Namor the Submariner, Old
Man Logan, Proxima Midnight, Superior Iron Man, Thanos, Ultimate
Spider-Man

Keywords and Mechanics to Focus on


Artifact

Focus

Shards

Teleport

Versatile

Wall Crawl

Added: GotG. Artifact cards are essentially Permanents that remain


on the table after use. These are incredibly useful, as they allow
you to plan your turns far in advance, as well as adding
consistency to your turns. These are every turn, I can use this
card, and it doesnt clog my deck either. Amazing keyword, 9/10
Added: F4. Focus lets you use your Recruiting power to activate
strong abilities. What this means for you as a player is that your
Recruit is almost never going to waste, and at the same time
youre not using it to needlessly buy cards to clog your deck. If
Focus were added to more sets than F4, I would not be upset in the
slightest. 7/10
Added: GotG. Shards arent a keyword, but theyre still a setspecific mechanic that add to the game. Each Shard you have is a
one-time-use +1 damage, which can be really handy. Useful
enough, 6/10
Added: Dark City. Teleport should really read as set this card aside
until you damn-well need it. Like Artifact, Teleport lets you plan
your turns ahead of time and gives you turns that net you far more
plays than usual. This also lets you save cards to trigger
Superpowers, which is beautiful. Unlike Aritfact though, Teleport
does not give you a permanent I can do this on my turn- it
sacrifices staying power for versatility. Not a bad mechanic at all.
8/10
Added: Dark City. Versatile is essentially This card gives you either
Recruit or Attack, your choice. Back in the days of Dark City, this
was an incredible ability that allowed cards to do whatever you
chose for them to do. Now though, while its still a good mechanic,
we have a good number of cards that allow you that choice, or do
both. Still a solid mechanic, but it has been outclassed a little. 6/10
Added: PtTR. Wall Crawl adds the card to the top of your deck when
you buy it, rather than your discard pile. If you absolutely have to
have the card next turn, then this is good. Otherwise, you have a

Multiclass
characters.

mechanic that only works once, and saves a very small amount of
waiting to first use the card. Personally, I hate the keyword- it
pushes the cost of cards up, and for what it achieves it just isnt
worth it. The best use for this keyword is when you have a large
deck and will have to wait for the card to reach your hand, but then
youre just making it take longer for a different card to make it
through anyway. 3/10
Added: Secret Wars Vol 1. These are characters that have more
than one Colour. Not much else to say about it. It means theres
more triggering for Superpowers and characters that like multiple
colours (Cap!) are happier. 1,2,3,4,5,6,7,8,9,10/10 (It is barely a
thing to care about).

Angel
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Utility
X-Men

COLOUR

TYPE

COST

5
Effect Only
3
RED
3
Damage
5
YELLOW
5/1
Recruit/ Damage
4/7
GREEN
0
BLUE
0
BLACK
Angel is (Like most of the X-Men) much better used as a
back-up engine, rather than a mainstay idea. His theme is
discarding cards and drawing more, and his GREEN recruiter
card gives you benefits from being discarded. His rare
card, Strength of Spirit, is somewhat awful. Ultimately,
Angels Diving Catch is his best and most versatile card,
fitting in as a utility for any deck or situation that will cause a
discard. It can combo well with High-Speed Chase, but only
as draw power. Drop Off a Friend can be a great card in the
later game when you dont need to recruit anymore, but is
otherwise not going to create much of a good situation for
you.
Final Verdict: High-Speed Chase makes an excellent early
game card, but unless you can mitigate the discard in the
late game, youre better off KOing it. Diving Catch is a
decent card to keep as back-up, and becomes an amazing
card to have if your deck has cards that can cause discards.
Drop Off a Friend is an OK card, as outlined above, and
Strength of Spirit suffers from a similar situation to most of
the rare cards in that its simply too expensive to be
relevant when you can finally afford it.
GOOD COMBOS: Use Diving Catch to support Cyclops if
you have it, or keep it for villain effects and other discard
situations.

Apocalyptic Kitty Pryde


PURPOSE
FACTION
BREAKDOWN

Utility
X-Men

COLOUR

TYPE

COST

5/1
Damage/Recruit
4/7
0
0
0
5
Recruit
3
3(RED/B
Damage
5
LA)
Kitty, what are you? Where is your focus?
Infiltrate HQ lets you swap out a card in the HQ and then
buy the replacement for 1 less. Also it gives 2 Recruit.
Phase Out is your usual 2 Attack, Trigger on Red, KO from
hand/discards for extra 1 Attack. Disrupt Circuits starts
with 2 Attack and gains one more for each Black hero in the
HQ. Untouchable gives 5 Recruit, and can steal a Fight
effect from someone in order to draw 3 cards.
Final Verdict: No, for real Kitty. Where is your focus? All of
these cards do something entirely different. Phase Out has a
good effect, but its a generically good effect that other
Heroes can do as well. Untouchable isnt worth being a rare,
7 cost card. Disrupt Circuits can probably work really well
with certain other Characters, but frankly using Kitty Pryde
will disrupt the synergy of a Black focused Hero Deck. I liked
the concept behind Infiltrate HQ- it seems like the only thing
here that even slightly looks like Kittys phasing ability.
GOOD COMBOS: If youre using Kitty, youll want to use
things that share colours with her. Black Widow has enough
Tech that you can work combos in, and the Red that you
want for each of these ladies to trigger each other.

RED
YELLOW
GREEN
BLUE
BLACK
MULTICL
ASS

COMMENTS

Bishop
PURPOSE
FACTION
BREAKDOWN

Solo/Team-Player
X-Men

COLOUR
RED
YELLOW
GREEN
BLUE

COMMENTS

5
0
0
5/3

TYPE
Damage+Recruit

COST
3

Effect
2/5
Only/Combat
1
Damage
7
BLACK
Bishop is quite cool in that you can run him as a Solo hero if
you get enough of his cards, though he really shines as a
helper to Red and Blue focussed decks. Bishop has a large

focus on KOing cards, and benefiting from that.


Bishops best card is, hands down, Whatever the Cost. Its
cheap (only costs 2, meaning you will always be able to buy
it turn 1, draws a card (always good) and, if a Red hero has
been played this turn, can KO a card in the hand or discard
pile. Not only does this trigger his Absorb Energies card, it
also helps to get rid of those damn useless SHIELD guys
later. Concussive Blast is an OK card to use in a Blue
focused deck (so, an all Bishop deck helps), but otherwise
worth passing up. His rare card, Firepower from the Future
is almost one of the not that good rare cards, but it has
one giant benefit: It can potentially KO 4 of those SHIELDs in
a turn.
Final Verdict: If youre lucky enough to get an early grab on
Bishops cards, you can build an awesome One-Hero deck.
Whatever the Cost is a simply amazing card if you have
and sort of Red element in your deck. Firepower from the
Future is a pretty good card to fit into a Technology deck, as
long as you have around 2-3 other X-Men to get his ability to
work. Absorb Energies is an excellent card for any sort of
deck that KOs its own cards. Concussive Blast is easily the
worst card here. It only combos with Blue, and it has to be 2
of them, so unless you have a mostly Blue deck (Or Bishop),
stay away from it.
GOOD COMBOS: Bishop+Bishop is amazing, but not likely to
happen. Whatever the Cost works awesomely for any RedHeavy deck, and Absorb Energies fits anywhere that KOs
can happen, especially Wolverine and Hulk, as KOing
Wounds still counts, and provides much-needed recruit
powers to their cards.

Black Bolt
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Gimmick
Illuminati

COLOUR
0
RED
0
YELLOW
3
GREEN
5/1
BLUE
0
BLACK
5(BLU/RE
MULTICL
D)
ASS

TYPE

COST

Damage
Damage/Damage

6
3/8

Recruit&Damage

Blackagar (Seriously, his birth-name is so much cooler than


Black Bolt) has an affinity for text-less cards.
Speak No Words is textless but it gives 2 Recruit and 1
Attack. Destructive Whisper starts at 2 Attack, and can

gain +1 if you reveal 4 textless cards. Silence is Golden


deals 4 Attack, and repeats the Recruit and Attack on a
single textless card. Hypersonic Scream does 3 damage
and draws a card for each textless card youve played in a
turn.
Final Verdict: I really like the idea of how Black Bolts powers
reflect not-speaking. Unfortunately, to be truly effective you
have to have Heroes with no text, or keep your
SHIELD/HYDRA cards in the deck. Bolts cards dont quite
have cool enough effects to make up for the fact that you
cant really have any other effects going on. Speak No
Words is too expensive for what it does, frankly. 4 for a
vanilla card would have to give at least 4 resources to make
it useful in my eyes. What would have made Black Bolt
really stand out would have been an ability that treated
another card as if it had no text.
GOOD COMBOS: Heroes that have cards with no text include,
umm Proxima Midnight? Ermm Yeah, even the cards that
are REALLY simple usually have at least one bit of text on
them. I guess Nick Fury is capable of turning your Shield
Agents into Maria Hills, which is a step up.

Black Cat
PURPOSE
FACTION
BREAKDOWN

Solo
Spider-Friends

COLOUR
RED

Damage/Recruit/Da
mage
Damage

COST
1/4/8

3
5
0
0
0
When I say Black Cat is a solo hero, I mean in the sense that
her cards really help herself and nobody else.
Pickpocket lets you reveal the top card of any players
deck, and gets damage equal to the printed value of the
revealed cards damage and recruit. Also it has Wall Crawl.
Casual Bank Robbery also has Wall Crawl and it gives 2
recruit. It gives another 1 recruit that only works on the hero
in the space under the Bank. Jinx does 3 damage, and
gives you the option to discard the top card of every deck
after revealing them. Cat Burglar hits for 5, and every
other player has to reveal a Red hero or give you a
bystander from their victory pile. If you play it after a SpiderHero you get +1 damage for each Bystander you rescue in
this turn.

YELLOW
GREEN
BLUE
BLACK

COMMENTS

5/5/1

TYPE

Final Verdict: Pickpocket has the potential to be stupid


levels of broken, and only avoids that fate by being kinda
lame in the early game. But for one cost, its definitely worth
picking up because in the late game it can wreck house.
CBR is not a good card. Too expensive for a very
situational card, and the Wall Crawl mechanic is only good
once. After that it stops being even slightly useful. Jinx
seems like a nasty card at first, but it depends on who uses
it. A benevolent player can use it to help other players get to
their better cards faster. Cat Burglar is a decent but mean
card. Unlike Jinx it cant be nice to other players. I mean,
its a pretty good card but it is mean to other players.
GOOD COMBOS: Cat doesnt really scream combo with any
particular hero. The closest thing would be cards that can
manipulate the top card of the deck to make Pickpocket
and Jinx work better. The best combos to use with Black
Cat are the generally good draw combos and anything that
gets Bystanders can fuel Cat Burglar without it needing to
steal from other people.

Black Panther
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Utility/ Gimmick
Illuminati

COLOUR

TYPE

COST

0
RED
0
YELLOW
0
GREEN
0
BLUE
0
BLACK
5(GRE/BL Damage
4
MULTICL
A)
Recruit
3
ASS
5(RED/YE Damage
6
L)
Effect Only
7
3(GRE/RE
D)
1(YEL/BL
A)
Well as you can tell, Black Panther is about being MultiColoured. Somehow, despite all of his cards being multi, he
has no Blue. Crazy.
Multifaceted Genius starts at 2 damage, and gains another
for each Multiclass hero played this turn. Catlike Reflexes
gets 1 Recruit and draws a card. Stalk the Urban Jungle
does 4 damage, and then you can KO a card in your
hand/discards every time you defeat a villain in the streets
or rooftops. King of Wakanda gains 3 Sidekicks and on an

Illuminati Trigger it puts them on top of your deck.


Final Verdict: Panther is another one of those Heroes that is
decent, but lacks and overall theme or idea. The multiclass
nature of his cards makes him even more suited to Utility
than most other Utility heroes, because he can trigger many
more abilities than normal. Ultimately I think Panther will
certainly support decks well, but he doesnt stand out as
anything special.
GOOD COMBOS: Obviously being multiclassed on all of his
cards, Panther makes a good team with things that like many
different colours, such as Cap or Mystique in the Villains set.
Although Ive said that Panther makes for useful triggers, he
cant trigger any Blue effects, which are the most common
class-trigger in the game.

Black Widow
PURPOSE
FACTION
BREAKDOWN

Utility/Team Player
Avengers

COLOUR
RED

TYPE
Damage/Damage/Da
mage

COST
3/4/7

0
0
0
5
Effect Only
2
How Widow works depends on whether you take her Red
cards or her Black ones. Using her Black card, you create
utility and support for other Technology cards. However,
should you go with Red, Black Widow only needs one other
hero (preferably Red) to become the main theme of the
deck. Her cards work around saving Bystanders.
Her single Black card, Mission Accoplished, is cheap, and it
goes into a Technology deck as a draw utility. It can rescue a
bystander. Dangerous Rescue makes for a good card after
the first few turns of the game. It gets rid of the lesser
SHIELD agents, and powers up the Covert Operation card
while its at it. Covert Operation is another one of those
cards that really only works as part of a deck focussing on
that hero. Silent Sniper is a mostly situational, and
therefore, bad card. However, it can pull off an absolutely
beautiful combo in some situations, and against some
Schemes/Masterminds, it is absolutely deadly.
Final Verdict: Natasha can be anywhere from good to
excellent, depending on the situation. Mission
Accomplished is easily her worst card, but it gives excellent
utility to any deck that needs Technology heroes to access

YELLOW
GREEN
BLUE
BLACK

COMMENTS

5/3/1

effects. Dangerous Rescue is the best of her cards. In any


deck with another Red hero, it makes winning easier.
Comboed with Covert Operation, its excellent. Silent
Sniper is only OK in most situations, but the combo it can
pull of is Godly.
GOOD COMBOS: Mission Accomplished goes well with Iron
Man, Punisher and Forge. Dangerous Rescue and
Covert Operation work well with each other, but also
excellently with Jean Grey, especially her Red cardslikewise Invisible Womans Unseen Rescue. Silent Sniper
lets you insta-kill any one villain who has a Bystander.
Combo it with Deadpools Here, Hold This for a Second.
H,HTfaS lets you give any villain of your choice a
bystander from the pile. Together, they are a villain killing
team.

Blade
PURPOSE
FACTION
BREAKDOWN

Gimmick
Marvel Knights

COLOUR
RED
YELLOW
GREEN
BLUE
BLACK

COMMENTS

5
1
5

TYPE
Damage
Damage
Damage+Recruit

COST
3
7
4

3
Damage
6
Blade works entirely around a gimmick. He can move Villains
around in the city, and he gets bonus points for killing them
in the sewers or rooftops.
His Stalk the Prey moves a villain to an adjacent spot.
Night Hunter and Nowhere to Hide both get a minor
bonus for defeating a villain in the sewers or rooftops (+2
recruit points, and Draw 2 cards, respectively). Vampiric
Surge does 1 more damage for each Villain in your victory
pile (it starts at zero).
Final Verdict: Blade sucks. His gimmick is interesting, and if
done properly, it could have been much better. As it is
though, all of his damaging cards are pretty bad. Stalk the
Prey and Night Hunter both only do 2, and cost 3&4,
respectively. Nowhere to Hide costs 6 to buy, and only
gives you 3 damage. Vampiric Purge costs 7, and starts at
ZERO. It only gets powerful if youre beating lots of things,
and Blade just cant do that on his own.
GOOD COMBOS: Ummm Well, I suppose Stalk the Prey
can work with Storm, maybe. She works with a similar
gimmick of moving things and hitting them there. The
difference is, Storm does it much, much better. Vampiric

Surge can work if youre ripping out a particularly good


damage combo, but honestly if you are, then youre probably
not getting enough recruit to buy it anyway.

Cable
PURPOSE
FACTION
BREAKDOWN

Solo
X-Force

COLOUR

COST

3
Damage
6
0
0
5/1
Damage/Damage
4/8
5
Recruit
3
Cable is a really interesting Hero here. His idea seems to
revolve around stopping the mastermind and building up a
big finish. Hes unique in that he wants to be a solo hero, but
he needs other heroes to help him achieve that goal.
Nathan Summers is a Disaster Survivalist, which here
means he has a good old time interfering with Master
Strikes. This is really his most versatile card, and any game
using Cable should see each player attempting to grab this
card. Its useful everywhere, dammit! He also likes to Strike
at the Heart of Evil, which is a pretty cool card. Normally it
gives you 2 damage, but it gives you an extra 2 for the
explicit purpose of beating up Masterminds. Rapid Response
Force is probably the best card in the Cable pile though. It
does 3 damage, plus one for every other X-Force hero that
youve played before it, meaning it goes excellently in any XForce deck, and that includes a Cable-exclusive one. It also
has Teleport, meaning it can just sit in your hand until the
opportune moment. Finally, Scott Summers magical-timetravelling-cyborg-son is an Army of One, allowing you to KO
any number of cards from your hand to deal that same
number of damage, plus 5.
Final Verdict: Cables common cards are quite versatile and
arent a bad addition to any deck, though Strike at the
Heart of Evil is much better off going into a Cable- or Bluecentric deck. Rapid Response Force is a damn beautiful
card if you have any sort of X-Force engine. Army of One is
better than most of the High-Cost, Full-Art cards, but its still
only OK in a majority of situations. It really only makes a
good way to tighten up the deck in the late game.
GOOD COMBOS: Strike at the Heart of Evil can make a nice
starting point for Iceman decks. Rapid Response Force is a
damn nice card for any and all X-Force. Otherwise, Cable is
best when he looks out for Cable. I recommend grabbing the

RED
YELLOW
GREEN
BLUE
BLACK

COMMENTS

TYPE

Cable cards that arent Disaster Survivalist (but still get at


least 1 of them), and complimenting them with recruit/draw
power, ideally Maria Hill, depending on what comes up.
Remember, you can always just toss those out with Army of
One when they get too cloggy.

Captain America
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Solo/Utility
Avengers

COLOUR
1
RED
5
YELLOW
5
GREEN
BLUE
3
BLACK

TYPE
Damage
Recruit
Damage

COST
7
3
4

Damage
6
On the surface, Cap is a tricky one to use. Hes also quite
deceptive about how you should use him. His shtick is for the
wielder to use as many colours of the Hero Rainbow as
possible and get points for it, while his top card works when
you play more Avengers.
Avengers Assemble, Captain America cries as he recruits
one more star point for each colour hero you have. All the
pretty colours also make Steve think youve achieved
Perfect Teamwork for 1 point of damage, again for each
colour hero you have. Diving Block is a pretty decent card,
that blocks unwanted wounds and otherwise does 4 damage.
Finally, Cap will have A Day Unlike Any Other and do 3
damage, plus 3 more for every other Avenger youve played
this turn.
Final Verdict: Most people will decry Cap as inherently bad,
because on the surface he needs too many other things to
work properly- until you realise that Captain America fulfils
all of his requirements on his own. Among all of Caps cards,
the only colour you dont have is Blue. Also, this might
surprise some people, but Captain America, The First
Avenger, is an Avenger card himself. A Cap-Centric deck will
work incredibly well if its just 2 of both of his commons, 1
Diving Block, and 1 Day Unlike Any Other and the usual
12 SHIELDs. If that is prevented in the early game, Caps
commons make a quite decent utility, and Day Unlike Any
Other will do wonders for any deck with lots of Avengers.
GOOD COMBOS: Cap is meant to promote teamwork, but
honestly, he works really well on his own. The best way to
run Cap is to assist him with some Blue and Red, which he is
(somewhat ironically) low on. Either use draw power, or
things to get rid of SHIELDS. Using 2 of Black Widows

Dangerous Rescue gives you a Red Avenger and KOs


SHIELDs, while Thor and Iron Man both have Blue Avenger
cards. Using Cap as utility, you can fit his commons into any
deck, as theyll almost be guaranteed to generate at least 2
of their respective commodity, and often more.

Captain Marvel
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Team Player
Avengers

COLOUR
TYPE
0
RED
0
YELLOW
3
Damage
GREEN
5/1
Recruit/Damage
BLUE
0
BLACK
5(GRE/BL Damage
MULTICL
U)
ASS

COST
5
3/7
3

Carol works around the idea of Green and Blue triggers.


Supersonic Flight deals 1 damage and draws a card.
Absorb Energies starts at 2 recruit, and on a Blue trigger it
provides a +1 Recruit for each Blue Hero played this turn.
Marvelous Strength is the same, but for Attack, starting at
3, and triggering on Green instead. Cosmic Energies starts
with 5 Attack, and triggering on Green,Green,Blue,Blue it
gains 6 more.
Final Verdict: Captain Marvel is entirely acceptable as a
strong Hero. Supersonic Flight works beautifully here- it
triggers everything, and it draws a card to build those
triggers up further. Because these cards scale with each
trigger played, theyre much better than just generic trigger
cards. And they are all reasonably priced. Even her Rare is
quite reasonably priced for a very easy 11 Attack. You wont
have trouble with Captain Marvel.
GOOD COMBOS: Blue and Green combos hmmmm You
know who else really likes that? Iceman. The synergy here is
obscene. Both of the Thors also quite successfully trigger
and trigger from Green and Blue. Cant go wrong.

Colossus
PURPOSE
FACTION
BREAKDOWN

Solo/Team-Player
X-Force

COLOUR
RED
YELLOW
GREEN

3
0
5/5/1

TYPE

COST

Damage

Recruit/Damage/Da

1/3/8

mage
0
0
Colossus is, for lack of better term, nifty. His three Green
cards have a trick that works around pretending to take
wounds, but then going Nah, fuck that lol. He also has a
fairly easy to use set of cards.
Draw Their Fire does three damage, costs 1 to recruit, and
gives you a wound. Invulnerability mitigates this negative
effect- you discard it to stop the wound, then draw 2. Silent
Statue is one of the weird black-sheep cards in the box,
being a Red card that needs you to have played a Green
card to work. Russian Heavy Tank is one of the best damn
rare cards in the box. It costs 8, but it does 6 damage, and
works as a great teamwork card by taking teammates
wounds in order to draw cards, which you can then mitigate
with Invulnerability.
Final Verdict: Colossus is pretty dang decent. Draw Their
Fire is a deceptive card. It only costs 1 to buy, so people will
be tempted to grab it early. Its effect, however, is not good
at all in the early game. Getting wounds early game isnt
good for you. Invulnerability is a decent card that can go
into any deck, as it gives a recruit and blocks wounds.
Silent Statue is the worst of Colossuss cards, only really
comboing well with Colossus and sometimes Hulk. Russian
Heavy Tank is amazing in Colossus decks, good in Hulk/
Wolverine (X-Men) decks, and decent in most others.
GOOD COMBOS: If you can get away with it, taking all the
Colossus cards will build a fairly decent deck on its own,
which you should complement with Wolverine (X-Force)s
No Mercy, Thing and Hulk. If Hulk and Colossus are in the
same game though, the best route to go with them is an
even mix of Hulk and Colossus; you will destroy villains with
no mercy.

BLUE
BLACK

COMMENTS

Cyclops
PURPOSE
FACTION
BREAKDOWN

Team-Player
X-Men

COLOUR
RED
YELLOW
GREEN
BLUE

0
0
5
5/3/1

TYPE
Recruit
Damage/Damage/Da
mage

COST
2
3/6/8

BLACK
COMMENTS

Cyclops is almost one of the best heroes in the game. Quite

literally the only things holding him back are his discard
costs, and the fact that he is Cyclops.
Determination only costs 2, and gives you 3 points of
recruit at the cost of one discard. Optic Blast is the same
for damage, except it costs 3. Unending Energy is the
gimmick part of this set: if it would be discarded, you just
pick it right up again from the discard pile. Finally, X-Men
United is one of the better rares in the game, costing more
(8), but doing 6 damage, PLUS 2 for each other X-Man youve
played this turn. If youve built the deck right, that shit can
be doing obscene amounts of damage.
Final Verdict: Cykes commons are undeniably excellent in
the early game. They give massive commodities, and early
game you can just discard the equivalent SHIELD card,
essentially giving up a +1 for a +3. Unfortunately, as the
game progresses and you start to get rid of (hopefully) your
SHIELDs, youre not going to want to discard all your good
cards. It is slightly mitigated by Unending Energy, but that
really is all that its good for, and with the addition of Angel
cards, its outshone. X-Men United is a damn good card
when the game has lots of X-Men in it.
GOOD COMBOS: As the leader of the X-Men, Cyclops gets to
his best by acting as a team-player with other X-Men. If the
deck is Cyke-focussed, use Angels Diving Catch to
complement the discards (its better than Unending
Energy). Gambit and his many Draw cards help build power
for X-Men United AND it gives you more discardable
options. Same with Emma Frosts Mental Discipline.
X-Men United is an amazing card for any deck that has XMen in it, but particularly Rogue, who can multiply its
effects for incredible damage output, and Nightcrawler,
whose Teleport ability means that you can build up a hand of
large amounts of X-Men cards to be used to power X-Men
United.

Daredevil
PURPOSE
FACTION
BREAKDOWN

Gimmick/ depends how you build the deck.


Marvel Knights

COLOUR

COST

3
Damage
6
5/1
Damage/Damage
4/8
5
Recruit
3
0
0
Daredevil is a really interesting Hero in this game, because
while he is very gimmick based, his purpose in the deck

RED
YELLOW
GREEN
BLUE
BLACK

COMMENTS

TYPE

depends entirely on how you gear it. His trick is typical of


most seeing the future card archetypes: he looks at cards in
the deck and draws them.
Backflip is a neat recruit card that puts the hero you
recruit with it on top of the deck, rather than the discards.
Radar Sense does 2 damage, and it lets you guess the cost
of the top card in your deck. If you guess right, it does 2
more damage. Aside from Backflip, all of DDs cards have
this guess the top cards cost effect. Blind Justice does 4
damage, and if you guess your next card properly, it lets you
draw it. The Man Without Fear is the same effect, but with
greater damage output and its continuous, meaning if you
guess right, you can keep going until you guess wrong.
Final Verdict: Ol Horn Head is interesting because he really
can fit any role. Aside from Radar Sense, all of his cards
can make a useful tech in any deck. You can also build it up
so that DD is a team player in the deck, comboing with any
heroes that manipulate the deck. Finally, with careful
planning, you can make Daredevil the centrepiece of the
deck: making an easily predicted deck by focusing on cards
of similar costs will enable you to run through some amazing
combos every turn. Backflip is probably the easiest
Daredevil card to use, and it gives you a chance to plan your
next move in advance. The Man Without Fear is a decent
card, but its cost means that youre likely to not be able to
consistently use it by the time you buy it, unless you actively
shape your deck that way.
GOOD COMBOS: Anything that lets you manipulate the deck
will work amazingly with DDs cards, and everything that
Gambit does makes wonderful synergy with Daredevil.
Spider-Man is easy to combo with, as his cards all cost the
same amount, and both allow you to see the next card in the
deck, making the guesswork much easier. Elektra is similar
in that regard, with both of her commons being easy to
guess.

Deadpool
PURPOSE
FACTION
BREAKDOWN

Deadpool. No, seriously, hes just weird. His purpose here is


to Deadpool. I suppose the best purpose he serves is
Solo/Utility.
None

COLOUR
RED
YELLOW
GREEN
BLUE

5
3/1
0
0

TYPE
Damage
Damage/Damage

COST
5
3/7

5
Recruit
3
Deadpool is really weird in that he doesnt really have a
theme at all. Which I guess fits his character.
Here, Hold This For a Second is essentially Maria Hill, but
with the added bonus(?) of forcing a villain to capture a
bystander- which can be situationally good, bad, or neutral,
depending entirely on the scheme and villains. Of note: This
can NOT give a bystander to the Mastermind, according to
the rules. Oddball is 2 damage, plus 1 more for every card
youve used with an odd-numbered cost. Its the closest
Deadpool comes to having a theme, because all of his cards
have odd costs. Hey, Can I Get a Do Over? is a situational
hand-refresh that also does 2 damage. Random Acts of
Unkindness is just a huge disruption card that can hinder or
help everyone, depending on the individual players.
Final Verdict: How good Deadpool is depends entirely on the
situation. HHTfaS is probably the most versatile of his
cards, though it becomes a dangerous risk with certain
schemes and villains. Oddball tends to need a turn
specifically played to get its full potential, but its definitely
worth it since it will almost always be a +1. Do Over is
next to terrible if you have a good hand already, and since
thats your aim throughout the game it becomes a pretty
bad card after a while. RAoU is one of the more interesting
cards in the box, as it allows everyone to be benevolent or
mean to one another, but its usually too expensive to be
overly useful.
GOOD COMBOS: It has already been said that HHTfaS
combos well with Black Widow, but it also goes fairly well
with Jean Grey. RAoU can be mean, but if other people on
the team are using Hulk or Wolverine or other cards that
can use wounds to their advantage, it can make a decent
combo with them as well.

BLACK

COMMENTS

Domino
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Solo/Team Player
X-Force

COLOUR
1
RED
5
YELLOW
0
GREEN
0
BLUE
5/3
BLACK

TYPE
Versatile
Versatile

COST
7
3

Effect
1/5
Only+Versatile/EffectVersatile
Dominos cards are all versatile, with only one of them

actually reflecting the luck-based nature of her powers.


Lucky Break draws 1, and if its used after another X-Force
hero it becomes Versatile 1. Ready for Anything is Versatile
2. Specialised Ammunition is the only non-Versatile card
Domino has, but even then it sort of is: you discard a card
from your hand, and gain whichever resource was printed on
that card. Against all Odds is Versatile 5, and when played
after another X-Force hero it makes all Versatile cards for the
rest of the turn give both recruit AND damage.
Final Verdict: Domino is pretty awesome. Versatile is a great
ability, and the fact that Domino can do almost anything for
relatively low costs is amazing. Though youre going to be
better off if you can have a deck mostly of Domino, she can
team up well with any X-Force heroes, and any Technology
heroes will appreciate having Lucky Break and Specialised
Ammunition to combo off of. Fun hint: if you discard a
Versatile card for Specialised Ammunition, you get damage
AND recruit.
GOOD COMBOS: A Domino deck will love to be supported by
any X-Force heroes that draw cards, and if you get off a stack
of Versatiles with Thors God of Thunder, you will be
hitting for loads of damage. Dominos two Tech cards make
nice utility for all Technology decks. And Proxima Midnight
from Secret Wars is almost the exact same character, so
they work well together.

Dr. Strange
PURPOSE
FACTION
BREAKDOWN

Utility
Illuminati

COLOUR

COST

1
Effect Only
7
3
Damage
0
5
Damage
0
5(YEL/BL Recruit
2
U)
Doc Strange is showing off a lot of utility here, rather than
focussing himself.
Trust Me, Im a Doctor is a recruit, and with an Illuminati
trigger it can KO from the hand or discards to be 2 recruit
instead. Cloak of Levitation is a 2 Damage card that with a
Blue trigger can manipulate the deck through Teleportation.
Fight the Future is three damage and with a Yellow trigger
can get +2 damage to use on the top card of the Villain
deck. Sorcerer Supreme gives you the opportunity to have

RED
YELLOW
GREEN
BLUE
BLACK
MULTICL
ASS

COMMENTS

TYPE

the top 3 cards of your deck NOW, or NEXT TURN!! Or any


mix of the bunch.
Final Verdict: Stephen is not at all terrible as a Utility card. All
of his cards are useful in some degree, and with the
exception of Fight the Future youre not going to have any
turns where you wont want to use any of them.
GOOD COMBOS: Youre not really trying to support Stephen.
Instead, he supports everyone. Instead of having Combos,
he really has anti-combos; You simply dont want to slot him
into anything that has a really tight focus, and thats pretty
much THE limitation on using him.

Drax the Destroyer


PURPOSE
FACTION
BREAKDOWN

Team-Player
Guardians of the Galaxy

COLOUR
0
RED
5/3/1
YELLOW

Recruit/Damage/Da
mage
DamageArtifact

COST
3/6/7

5
3
0
0
Drax is a fairly versatile Hero, focussing on damage while
offering a few versatile tricks along the way.
Knives of the Hunter is his Artifact card, and it gives you 1
damage once per turn, essentially giving you a permanent
SHIELD Trooper. Interstellar Tracker provides 2 Recruit, and
lets you manipulate your deck a little, providing a potential
KO option. The Destroyer gives 4 damage, and when
triggered by another GotG card makes other players discard
an Artifact they control if they dont have a Yellow Hero,
gaining a Shard for each discard. Avatar of Destruction
simply doubles the Attack you have.
Final Verdict: Drax is OK. None of his cards particularly
stand out, and aside from generating Attack he doesnt
really have a theme to him. Hes not going to be most
peoples first pick in most cases. However Avatar has loads
of potential for damage racking up and Tracker does offer
acceptable deck manipulation.
GOOD COMBOS: Fit Drax in places where you either need
consistent Attack, or where you can make loads of Attack at
once. Avatar in particular will make incredible amounts of
damage with cards that have variable damage. Things
Knuckle Sandwich and Surfers Rare can make absolutely
devastating turns with this card.

GREEN
BLUE
BLACK

COMMENTS

TYPE

Elektra
PURPOSE
FACTION
BREAKDOWN

Team Player
Marvel Knights

COLOUR
5
RED
YELLOW 5/3/1

TYPE

COST

Damage
Effect+Recruit/Damage/D
amage

1
2/6/7

0
0
0
Elektra really wants to be a Solo hero- all of her cards are
pretty damn selfish- but unfortunately, thats not really an
option; she definitely needs help from others.
The good thing to be said about Elektras common cards is
they are dirt-cheap. First Strike does 1 damage, +1 if it is
actually the first strike. Ninjitsu draws one card, and if
youve played a Red hero in this turn you get +2 recruit. Sai
Blades hits for 4, plus 1 for every hero that youve played
this turn that costs 1 or 2. Notice that that doesnt include
things that cost 0, so SHIELD agents and troopers dont help
at all. Silent Meditation generates recruit, and is nifty in
that it puts the recruited card right into the hand.
Final Verdict: a player lucky enough to actually collect mostly
Elektra cards will have a great deck going. Unfortunately,
their low cost and overall utility means that most players are
going to make an early-game grab for them. First Strike is
a decent card, especially for its cost, but later in the game
its just going to become another SHIELD trooper. Ninjitsu
has a very narrow use, aside from drawing cards. Sai
Blades makes a damn good trump card for any deck that
uses mostly low cost cards, but in other decks wont see so
much benefit. Silent Meditation is again too costly to be
great, but it still passes as good.
GOOD COMBOS: Elektra really wants to be played with other
cheap heroes. Spider-Man and Sai Blades is a good
combo, as the Web Head can run through a whole deck of
cheap cards in a turn. Moon Knight acts as a useful way to
join Elektra with other tech-based heroes for neater combos.
Ninjitsu works as a good utility with Wolverine (X-Men)
and any other Yellow based decks.

GREEN
BLUE
BLACK

COMMENTS

Emma Frost
PURPOSE
FACTION
BREAKDOWN

Utility
X-Men

COLOUR
RED

TYPE
Damage

COST
4

3
Damage
5
1
Damage
7
5
Recruit
3
0
Despite the fact that shes a total cow, Emmas pretty chill
as a utility Hero.
Apparently, having good Mental Discipline helps you to
recruit people and draw cards (and apparently its a ranged
technique). Shadowed Thoughts is a pretty dangerous card
to be using, especially in any scheme that tries to help
villains escape, but it does give you some damage power.
Psychic Link is an incredibly friendly card, especially in a
game heavy with X-Men. It lets each player reveal one to
draw a card, and gives the person using it 3 damage points.
Her Diamond Form gives you extra recruit after you beat a
villain or mastermind.
Final Verdict: Mental Discipline is a great card for most
decks, but it absolutely shines in decks that need other Blue
cards to work. Shadowed Thoughts is easily the worst of
her cards, being a bad damage output for its cost, unless
you help the villains. Diamond Form is another of those
High-Cost-doesnt-really-help-at-this-point-of-the-game
cards. Psychic Link is a nice card for you, and in an X-Men
heavy game it will make your teammates better too.
GOOD COMBOS: Mental Discipline works wonders with a
Thor deck, drawing cards AND giving recruit points for him
to work with. It also helps any other X-Men that are Blue and
need draw power. Iceman in particular benefits from her.

YELLOW
GREEN
BLUE
BLACK

COMMENTS

Forge
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Solo/Team Player
X-Force

COLOUR
TYPE
RED
YELLO
W
GREEN
BLUE
BLACK 5/5/3/1 Recruit/Damage/Versatile/D

COST

4/3/5/7

amage
Forge is entirely made up of Technology cards, and basically
works towards making good combos.
Reboot costs 4, gives 2 recruit, and if played after another
Tech Hero, lets you draw 2 and discard 1. Dirty Work gives
you some damage, and makes the sewers a safer place to
live. Overdrive is Versatile 3, and not much else can be

said about that. B.F.G. gives you 5 damage, and after


playing 2 Technology heroes it can defeat the Mastermind
once for free.
Final Verdict: Forge is like the opposite of Blade: Forge is
amazing, holy crap. Reboot lets you adjust your hand,
which is amazing, and it always gives 2 recruit- a bonus
when you need to grab more Tech heroes for it to work.
Dirty Work is Forges let-down card, because all it does is
give you some fighting power- though thats not necessarily
a bad thing. Overdrive is Versatile 3- at the moment,
Versatile is the best ability in the game, narrowly beating
Teleport on the basis that Teleport isnt on very many good
things. B.F.G. is just, holy crap, the strongest card in game,
hands down. In a deck that can Technology based, it is the
very best asset you can have. Outside of a Technology based
deck, you need to have at least some of them for it to work,
but its still doable, especially as Technology heroes mostly
have some sort of auto-combo mechanic.
GOOD COMBOS:
If it isnt already obvious, pair Forge up with other
Technology heroes. Iron Man will be amazing for him as
utility, and teamed up with Punisher, Forge becomes
amazing.

Gambit
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Utility
X-Men

COLOUR
5
RED
3/1
YELLOW
0
GREEN
5
BLUE
0
BLACK

TYPE

COST

Effect Only
Recruit/Damage

2
3/7

Damage

Gambit is based around the idea of cheating at cards. His


cards all let you know what the next card in your deck will
be, in one way or another.
Stack the Deck allows you to draw 2, then put one card in
your hand back on top of the deck. Card Shark does some
damage, and if the next card in your deck is an X-Man, then
you draw it. Hypnotic Charm allows 2 recruit points, and
you can look at the top card of your deck. High Stakes
Jackpot does damage, and then it does more damage.
Final Verdict: Gambit is a great utility Hero. Stack the Deck
is fantastic for any deck, for the hand adjustment and deck
rigging. Card Shark likewise is great utility for an X-Men
deck, and amazing utility for a Blue X-Men deck (which most

are). Gambits last two cards are a bit more mediocre, with
Hypnotic Gaze being Maria Hill with an effect, and High
Stakes Jackpot working better in a deck with high costs
(meaning a not very effective deck).
GOOD COMBOS: Card Shark is a good card for any X-Man,
but Iceman can use it so much more, needing Blue to work
more efficiently. Gambits ability to check the cards in the
deck also help Daredevil and Spider-Man out with their
gimmicks.

Gamora
PURPOSE
FACTION
BREAKDOWN

Utility
Guardians of the Galaxy

COLOUR
RED

Recruit/Damage/Art
ifact
Effect Only

COST
2/5/8

5
3
0
0
0
Gamora has a strong focus on Shards- namely, the gaining
thereof.
Deadliest Woman in the Universe gains 2 Shards, and a
third if triggered by a Red card. Bounty Hunter gives 2
Recruit, and places a Shard onto a Villain. Galactic
Assassin gives 3 Attack, and negates the boost from Shards
on Villains. Godslayer Blade is an Artifact that gains Shards
and each turn, lets you use 5 Shards as if they were 10.
Final Verdict: Gamoras Shard game is impressive. Having
Shards is always handy for a big-turn-push, and any
opportunity to gain them is good, which is why DWitU is
entirely useful. Bounty Hunter is a risky one. It can give
you extra Shard opportunities, but without Assassin youre
probably going to be spending Shards to gain them on a 1-1
basis, which is not good play. Likewise, if it werent for
Bounty Hunter, Assassin would be entirely situational
and dependant on the enemy. Godslayer Blade is a decent
card. Not great, not bad, just decent. Its power really
depends on how much Shard opportunity is present in the
game, and I feel like Gamora on her own isnt enough to
make this card work.
GOOD COMBOS: Gamora complements and is complemented
by anyone else that creates Shards. Star-Lord particularly
makes more Shards than anyone else with his common
Artifact- take advantage of that. Groot also generates Shards
on 3 of his 4 cards, so use that as well.

YELLOW
GREEN
BLUE
BLACK

COMMENTS

5/3/1

TYPE

Ghost Rider
PURPOSE
FACTION
BREAKDOWN

Team-Player/Utility
Marvel Knights

COLOUR

TYPE

COST

0
0
3
Effect Only
2
5/1
Damage/Damage
5/8
5
Recruit
3
Ghost Rider is counterproductive in the way he works: He
can do loads of damage to things, but he wont win from it
because he has to KO them to activate his powers.
Hell on Wheels is 2 recruit, +another 2 if another Marvel
Knight has been played. Blazing Hell Fire does 2 damage,
+3 if you KO a villain from your Victory Pile. Infernal Chains
draws one, and can instantly kill any villain with 3 or less
power, if another Green has been used this turn. Penance
Stare gives you more power by stealing from everyone
elses Victory Pile.
Final Verdict: Johnny Blaze is listed as a Team-Player only
because he needs some help to really work efficiently.
Infernal Chains is almost entirely crap, only killing villains
with 3 or less, which is not helpful in at least 75% of
situations. Blazing Hell Fire will deal loads of damage, but
it will also deplete your own victory pile, making your
personal victory harder to achieve. Hell on Wheels is pretty
self-explanatory: recruits stuff. Yippee. Penance Stare is
OK, but the high cost is usually not worth paying unless you
absolutely MUST be the personal victor. The other players
are likely to dislike you hugely for it, and are going to throw
out their lesser villains, meaning you wont be too far ahead
after using it. Also keep in mind that the most it can do is 7
damage.
GOOD COMBOS: Hell on Wheels goes well with Punisher,
giving him some added recruit power and Technology to
combo with, and Punisher being a Marvel Knight activates
the second effect. The rest of Ghost Riders cards need you
to add draw power and a bit more killing power to truly be
effective.

RED
YELLOW
GREEN
BLUE
BLACK

COMMENTS

Groot
PURPOSE
FACTION
BREAKDOWN

Team Player
Guardians of the Galaxy

COLOUR
RED
YELLOW

3
0

TYPE
Effect Only

COST
4

GREEN

5/5/1

Damage/Damage/R
ecruit

3/4/8

0
0
Groots cards are meant to evoke the idea of growth and
connectedness. Like most of the Guardians, Groot makes a
decent amount of Shards.
Surviving Sprig gives 1 damage and an extra draw at the
end of the turn. Prune the Growths gives 2 damage, and
when triggered by a Green card lets you KO a card from your
hand/discards to gain a Shard. Groot and Branches gains 2
Shards and lets you use them as Recruit in this turn. Also,
being friendly, if triggered by a Red card it lets you give
another player a Shard as well. I Am Groot gives 5 Recruit,
and your next recruitment gives you its weight in Shards
(one shard per cost).
Final Verdict: Groot is quite possibly the strongest Guardian
on his own. He gives extra draws, KOs cards to prune the
deck, and makes Shards that are versatile. I dont think I can
really fault any of his cards, especially since with the
exception of the Rare, all are priced much lower than they
would normally be for the effects that they give. Normally, a
Recruit-based Rare would be a negative but this one can get
you a very good amount of Shards, which as we know are
quite useful.
GOOD COMBOS: As we know, Groot combos quite decently
with Gamora, generating Shards for her to use. Support
Groot with a little bit of damage output, and youll be having
a grand time together.

BLUE
BLACK

COMMENTS

Hawkeye
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Team-Player/ Utility
Avengers

COLOUR
0
RED
YELLOW 5
0
GREEN
0
BLUE
5/3/1
BLACK

TYPE
Damage

COST
3

Damage/Damage/Da 4/5/7
mage
Hawkeye is very straightforward: He does damage but needs
a friend to combo with in order to work particularly well.
Quickdraw does 1 damage, and draws 1 card. Team
Player does 2 damage, and 1 more if youve played an
Avenger this turn. Covering Fire does 3 damage, and can
help or hurt other players. Impossible Trick Shot hits for 5

damage, and rescues 3 bystanders whenever you beat a


villain this turn.
Final Verdict: Hawkeyes cards are mediocrity incarnate.
Theyre not terrible, but nor are they good. In a weird
eventuality, Hawkeyes rare card is actually his best, but
only because Impossible Trick Shot is less mediocre than
the rest. Comboed with a draw-cards hero, Hawkeye can
stack up some damage, but outside of that, hes just really
meh.
GOOD COMBOS: Impossible Trick Shot will power-up Black
Widow and Jean Grey. Quick Draw will make a welcome
addition to either Wolverine deck, and Team Player can
give a deck with Iron Man some much needed damage
generation.

Hulk
PURPOSE
FACTION
BREAKDOWN

Team-Player/Solo(needs to be supported by some recruit)


Avengers

COLOUR
0
RED
5
YELLOW
5/3/1
GREEN

Damage
Damage/Damage/G
uess.

COST
4
3/5/8

0
0
HULK STRONGEST THERE IS! And thats his entire shtick in
this game: he does damage.
Growing Anger has Hulk deal 2 damage, +1 if a Green hero
was played this turn. Unstoppable Hulk does 2 damage,
and lets you KO a wound for an extra 2. Crazed Rampage
hits for 4, and forces each player to receive a wound. Hulk
Smash does 5 damage, and 5 more if another Green hero
was played this turn.
Final Verdict: Unstoppable Hulk is a great card for the sole
reason that it gets rid of wounds. Not only is it useful all
around, it becomes necessary in a game where anyone
wants to use Crazed Rampage. If youre wanting to deal
out huge damage in a turn, Hulks cards are the way to go, if
you can combo them with cards that let you draw. For any
other purpose though, they wont help much and Crazed
Rampage actually hurts everyone.
GOOD COMBOS: If you want to run Hulk solo, support him
with Green cards that draw or generate recruit points.
Wolverine (X-Force) has No Mercy, which is great for
Hulk. Colossuss Invulnerability will mitigate the wound
gained with Crazed Rampage. Thors Odinson is

BLUE
BLACK

COMMENTS

TYPE

excellent utility for Hulk. Thing will help Hulk with recruiting
things and teaming the two up can produce so much
damage it hurts.

Human Torch
PURPOSE
FACTION
BREAKDOWN

Team Player
Fantastic Four

COLOUR
RED
YELLOW
GREEN
BLUE

COMMENTS

0
5
0
5/3/1

TYPE

COST

Recruit

Damage/Damage/Dama
ge

4/6/8

0
BLACK
Torch is the most Damage-centric member of the Fantastic
Four, and his cards are very straightforward- very similar to
Johnnys depiction in most things, actually.
Call For Backup is his only recruiting card, giving 2 plus 1 if
you KO a wound from your hand or discards. Hothead does
4 damage and gives you a wound. Flame On! does 4
damage with the ability to Focus 6 for an extra 4 damage,
and Nova Flame does 6 damage, and if played after a F4
card it does an additional damage for each city space with a
villain.
Final Verdict: Torch is stupidly straightforward- He does
damage and thats about it. The highest level of strategy
that you need to play with him is trying to lose the wounds
that Hothead gives you, and Call For Backup does that.
However, keep in mind that his cards are fairly expensive for
what they do (except Hothead, which is reasonably
priced), so youll need to use some recruiting power.
GOOD COMBOS: Support Johnny with recruiting and draw
power. Iceman and Emma Frost both have Blue cards that
help with that, and Iceman actually works thematically.
Likewise, cards that can erase wounds or stop you from
gaining them work wonders with Hothead.

Iceman
PURPOSE
FACTION
BREAKDOWN

Solo/Team Player
X-Men

COLOUR
RED
YELLOW
GREEN
BLUE

0
0
3
5/5/1

TYPE
Damage
Effect

COST
5
2/4/8

Only/Damage/Damage

BLACK
COMMENTS

Iceman is a very easy hero to pull off good combos with, and
he focuses around using Blue heroes.
Deep Freeze draws a card, and gives +1 recruit for each
other Blue hero played that turn. Ice Slide does 2 damage
+1 for each other Blue hero played this turn. Frost Spike
Armor is 3 damage, and draws 1 card for each Blue hero
played this turn (noticing the trend?) but is the only one of
Icemans cards that is not blue itself, meaning it doesnt help
his other cards. Impenetrable Ice Wall is Icemans only
card that doesnt need you to play other Blues for it to work.
It blocks wounds and effects that make you discard, does 7
damage, and costs 8.
Final Verdict: Iceman is really cool. See what I did there?
Anyway, Blue cards are already pretty easy to combo, and
Blue X-Men are even easier. This makes Iceman one of the
best heroes in the box- his cards can end up doing loads of
things. Deep Freeze is good on its own, great in a Blue
deck, and amazing in a Blue/X-Men deck. The same can be
said of all of Icemans cards, with the exception of
Impenetrable Ice Wall, which is a decent card to have
anywhere (an odd thing for a rare card to be).
GOOD COMBOS: Support Iceman with Gambits Card
Shark, Emma Frosts Mental Discipline, or really any
Blue cards, theyre all good. Antithetically, in a deck not
dedicated to Iceman, his cards are great support for Blue
decks. Deep Freeze works pretty well as Cyclops support,
especially for that X-Men United.

Invisible Woman
PURPOSE
FACTION
BREAKDOWN

Solo/Team Player
Fantastic Four

COLOUR
RED
YELLOW
GREEN
BLUE
BLACK

COMMENTS

5/3/1

TYPE
Recruit/Damage/Damag
e

COST
4/4/7

0
0
5
Damage
4
0
Sue doesnt really have much in the way of a theme, and
instead she has varied effects that are all helped by other
cards in her deck.
Four of a Kind does 2 damage, or 4 if you played any other
cards that cost 4 on this turn. Disappearing Act gives 2
recruit which can be focused to KO a card from the hand or

discard pile. Unseen Rescue deals 2 damage and lets you


Focus 2 to rescue a bystander- but only 4 times a turn.
Finally, Invisible Barrier deals 5 damage and can block
Ambush effects to draw 2 cards instead.
Final Verdict: Disappearing Act is a freaking fantastic card.
Instant access to deck thinning is awesome in any deck so
the card is always worth having. Four of a Kind is an OK
card- it would be much better if the +2 damage was for each
4-cost card you played instead of just a one-time thing.
Unseen Rescue is neat, giving you something to do with
your recruit points in the late game and powering your Four
of a Kind. Invisible Barrier is a very situational card and is
far too expensive for what it does. It is clearly overshadowed
by everything else in the deck.
GOOD COMBOS: Disappearing Act is just a good card and
can go anywhere. Unseen Rescue adds yet another way for
Bystander decks to save those, and since it is also Red it
works fantastically with Black Widow and Jean Grey.

Iron Fist
PURPOSE
FACTION
BREAKDOWN

Gimmick
Marvel Knights

COLOUR
RED
YELLOW
GREEN

Recruit
Damage/Effect/Da
mage

COST
3
4/1/9

0
0
Iron Fists gimmick is having a diversity of costs in your deck,
and needs a deck focused on this to get its full potential.
Focus Chi gives +1 recruit for each hero with a different
cost you have. Wield the Iron Fist is the same, but for
damage. Ancient Legacy draws 1, and becomes Versatile 2
if two more Green heroes have been played this turn. Living
Weapon does 8 damage, and looks at the top cards of your
deck until youve revealed two cards with the same cost, and
draws all the revealed cards.
Final Verdict: Iron Fist is similar to Captain America in that
his cards are anywhere from Mediocre to Excellent
depending on how well you build the deck. Focus Chi and
Wield the Iron Fist are almost guaranteed to generate at
least 2 of their respective thing, and Living Weapon does
decent damage, while always drawing at least 2, and usually
more in a diverse deck. Ancient Legacy just avoids being
awful because of its low cost. Its still only mediocre at best.

BLUE
BLACK

COMMENTS

0
5
5/3/1

TYPE

GOOD COMBOS: Like most gimmick heroes, youre best off


using Iron Fist as utility in any deck with a range of costs
(meaning everything except Spider-Man and Nick Fury).
The same is true when making a dedicated Iron Fist deck;
you need to diversify your costs. KOing those SHIELDS will
help you out.

Iron Man
PURPOSE
FACTION
BREAKDOWN

Utility/Team Player
Avengers

COLOUR
RED
YELLOW
GREEN
BLUE
BLACK

COMMENTS

0
0
0
5
5/3/1

TYPE

COST

Damage
3
Effect/Damage/Eff 3/5/7
ect
Iron Man is really good at drawing cards, and appropriately
really enjoys it when you have a Technology deck.
When Tony comes out fighting and smiting with Repulsor
Rays, he does 2 damage,+1 if a Blue hero has been played.
When he gets down to Endless Invention, he draws a card,
+1 if youve used a Technology hero this turn. Mr Starks real
power comes from his Arc Reactor which does 3 damage,
+1 for each other Technology hero used this turn. If he
manages to make a Quantum Breakthrough, he draws 2,
and another 2 if another Tech hero was played this turn.
Final Verdict: Iron Man is AWESOME for Technology decks. He
draws so many cards its not funny. Unfortunately, in other
situations he just doesnt have the juice needed to work on
his own. Arc Reactor cant become powerful enough unless
you have picked up all of the Iron Man cards. Repulsor
Rays is decent, but it has no synergy with other Iron Man
cards, and is better suited to supporting Blue heroes.
GOOD COMBOS: for the most part, stick with using Iron Man
as support for other heroes. HOWEVER: you can build a very
dedicated Iron Man deck if Punisher and Ghost Rider are
in the game. Punishers Boom Goes the Dynamite will
clear the deck of those silly SHIELDs, and Ghost Riders
Hell on Wheels will generate the recruit points that you
need. Grabbing just one copy of each of those will enable
you to focus hard on Iron Man, as will most of Mr Fantastics
and Forges Technology support.

Jean Grey
PURPOSE
FACTION
BREAKDOWN

Team Player
X-Men

COLOUR

TYPE

COST

5/3
Recruit/Damage
5/6
0
0
5/1
Damage/Damage
3/7
0
Jean really likes it when you rescue bystanders. I imagine
this is probably because she wants to feed them to the
Phoenix Force or she wants to be a total bitch to them, or
something. Whatever the reason, it cant be good.
Read Your Thoughts gives 3 recruit, and whenever you
rescue a bystander this turn you get 1 more. Psychic
Search does 2 damage, and if played after another X-Men
hero it rescues a Bystander. Mind Over Matter does 4
damage, and you get to draw a card whenever you rescue a
bystander this turn. Telekinetic Mastery does 5 damage +1
whenever you rescue a bystander this turn, and if another XMen hero has been played this turn you may rescue a
bystander for each one.
Final Verdict: Jean Greys cards are incredibly effective- IF
you team her up with another bystander-rescuing hero.
Psychic Search isnt going to be enough on its own, and is
actually better used in an X-Men deck to get more victory
points. Read Your Thoughts and Mind Over Matter are
pretty good, but only if youre rescuing bystanders.
Telekinetic Mastery is also more useful for giving X-Men
decks more victory points, but like Psychic Search will go
well enough in a dedicated Jean Grey deck.
GOOD COMBOS: Luckily for Jean, supporting her isnt too
difficult. She makes a wonderful team with Black Widow
and Invisible Woman, especially with the easily comboed Red
cards. If there are other X-Men heroes available, Psychic
Search will be able to work more efficiently, allowing her to
be more powerful. Any other cards that allow you to rescue
bystanders are good to support or be supported by Jean
Grey.

RED
YELLOW
GREEN
BLUE
BLACK

COMMENTS

Lady Thor
PURPOSE
FACTION
BREAKDOWN

Utility/Team Player
Avengers

COLOUR
RED
YELLOW

0
0

TYPE

COST

5/1
Recruit/Recruit
4/8
5
Recruit
3
0
3(Gre/Bl Damage
6
u)
Know how all the Wolverines and Spider-Men are designed to
go together? Yeah, so are the Thors. By the way, I know her
card name is Lady Thor, but as Marvel made a big deal
about how shes just Thor, Im calling her that. Deal with it.
Im going to start at Heir to the Hammer for Thor, because
the rest of her cards all have the same condition on them.
HttH is 4 Damage, and on a trigger of GreenAndBlue, an
extra 2. The rest of Thors cards all say If you made at least
6 Recruit this turn so assume that as the trigger for these
effects. Mysterious Origins always gives 2 Recruit, and
when triggered Draws a card. Chosen by Asgard also starts
at 2 Recruit, and on the trigger deals 2 Damage. Living
Thunderstorm starts with 4 Recruit, and on the trigger deals
6 damage.
Final Verdict: Well, I mean, shes not bad? She has a very
specific trigger and its the same as the other Thor, so theyll
synergise nicely. I feel like HttH is the bad card here. Its
unrelated to the Thor goal, needs a double trigger, and
incorrectly spells Heiress.
GOOD COMBOS: Thor appreciates Blue cards that draw and
give recruit, so Emma Frosts Mental Discipline goes well.
Likewise, Icemans Deep Freeze. Team up the two Thors, as
mentioned throughout, and youll have a good time.

GREEN
BLUE
BLACK
MULTICL
ASS

COMMENTS

Magik
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Team Player
X-Men

COLOUR
TYPE
5/1
Effect Only/ Damage
RED
0
YELLOW
0
GREEN
5
Damage
BLUE
BLACK
3(RED/BL Damage
MULTICL
U)
ASS

COST
2/7

3
5

Magik here is really based on the role that shes been


playing in Uncanny X-Men. She finds new Mutants and brings
them in when needed.
Travel Through Limbo has Teleport (!), deals 1 Damage,
and gets 2 more on a Blue Trigger. Rally the New Mutants
gains a free Sidekick and then gains another one when

triggered by Red. Dimension Portal Teleports, does 2


Damage, +1 for each Sidekick played this turn. Wield the
Soulsword is another Teleporter, does 2 damage, then it
chooses a villain in your Victory Pile and does another
damage for each of its Vic Points.
Final Verdict: Teleport is good. Saving these powerful effects
for a turn where theyll be at their strongest is good! Building
up a bunch of Sidekicks and then saving Dimension Portal
for a good Sidekick turn is going to be good! The negative
parts of these cards is far offset by the fact that they can all
Teleport, so theyll never turn up at an inopportune moment.
GOOD COMBOS: Things that gain Sidekicks like Maximus are
going to help your Portal. Maximus also loads that Vic Pile for
Magik to take advantage of. And of course, as a X-Men
character theres a whole bunch of X-Men deck engine that
she can take advantage of.

Maximus
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Solo/Team Player
Cabal

COLOUR

TYPE

COST

5
Recruit
3
RED
0
YELLOW
0
GREEN
0
BLUE
5/1
Damage/Damage
4/7
BLACK
3(RED/B
Damage
5
MULTICL
LA)
ASS
Maximus is really interesting, in that his Comics ability to
command lesser minds is represented through Sidekicks and
Henchmen.
Enslave the Will deals 2 damage and when triggered by a
Black card gains a Sidekick whenever you defeat a villain
this turn. Mental Domination gets 2 Recruit and with a Red
trigger it defeats a Henchman for free. Pieces on a
Chessboard deals 3 damage, and gives you the option to let
a Henchman enter the city from your victory pile, and then
draw a card. Inhuman Mastery starts at 4 damage. It can
force each player to put one of their defeated Henchmen
into the city- then it defeats them for free. Finally, if
triggered by a Cabal card you get +1 Attack for each
Henchman you beat this turn. Hooboy, thats a lot of things.
Final Verdict: I personally like this guy. Maximus is very
thematic, and his Henchman manipulation is really cool.
Pieces on a Chessboard automatically gives you what you
need to fight most Henchmen, so what it really does is Pick

a Henchman with a Fight ability that you want to get again.


Do that. Keep in mind though that his other defeat for
free cards dont actually fight the Henchmen, so you
wouldnt get the Fight effect from them. All those Henchmen
DO trigger Enslave the Will though, so theres a lot of
potential to build a huge army of Sidekicks and Henchmen.
GOOD COMBOS: Ummm Well, Maximus is so very unique in
his playstyle that its hard to really say. If you team him up
with someone that also has Defeat X for free powers youll
be laughing. The best example I can think of is Forge with his
B.F.G.

Mister Fantastic
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Utility/Team Player
Fantastic Four

COLOUR
0
RED
3
YELLOW
0
GREEN
0
BLUE
5/5/1
BLACK

TYPE
Damage

COST
5

Effect
5/3/7
Only/Recruit/Damage
Reed is very much a supporting kinda guy, who likes to build
up his resources before he goes in for any sort of damage.
Unstable Molecules draws 2 cards. Twisting Equations
gives 2 recruit and can focus 2 to give you an extra draw at
the end of the turn. One Gigantic Hand does 1 damage, +1
for every card in your hand as long as you play it after a F4
character, and Ultimate Nullifier hits for 4 while cancelling
any Fight effects that occur this turn, while allowing you to
Focus 1 for 1 damage to use against the Mastermind.
Final Verdict: Oh how Reed tries to be a solo hero. The
obvious plan here is to build up a big hand before using One
Gigantic Hand for massive damage, but there are
unfortunate things preventing it. One, Gigantic Hand is not
as good as it wants to be. To use its effect, you have to have
used at least one card from your hand already, plus OGH
itself. Every subsequent OGH will be weaker than the first.
Unstable Molecules is decent, but perhaps 1 cost too high
for my liking. Ultimate Nullifier is pretty useful, and indeed
isnt bad for a late-game card. The real standout in this deck
is Twisting Equations. It delays its effect for a turn, but it
lets you start with many more resources next turn. This is
probably the best way to make use of OGH, as using them
to draw cards doesnt actually decrease the number of cards
that will be in your hand on that turn.

GOOD COMBOS: As with the other heroes focussing on


Technology, Mr. Fantastic loves things that draw loads of
cards and as such he combos beautifully with Iron Man,
Forge, and even Punisher. In those decks, you will see a
much greater benefit to OGH. Twisting Equations is a
good card in almost every deck, giving recruit early game
and drawing more cards later game. You can also team him
up with Moon Knight, who shares his colours and helps to
modify the deck making OGH easier to use.. Teaming him
up with other heroes that can recruit will help you make the
most of your Focus powers.

Moon Knight
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Utility
Marvel Knights

COLOUR
0
RED
5/1
YELLOW
0
GREEN
BLUE
5/3
BLACK

TYPE
Damage/Damage

COST
3/8

Recruit/Damage
3/5
For some reason, Moon Knight was included in the SpiderMan focussed expansion and he was given the Spider-Friends
keyword. He doesnt really have much of a theme of his own,
but he can make decent utility for MK decks.
Lunar Communion does 2 damage, has Wall Crawl, and
lets you KO one of your cards when you defeat a villain on
the rooftops. Climbing Claws also has Wall Crawl, gives 2
recruit, and gets and extra recruit if played after a Yellow
hero. Crescent Moon Darts does 3 damage and reveals the
top card of the deck, drawing it if its Yellow or Black.
Golden Ankh of Khonshu gives 6 damage, whenever you
defeat a villain on the rooftops rescue bystanders equal to its
printed Points Value, and if played after a Tech hero you can
move a villain to the rooftops.
Final Verdict: I think the idea behind Moon Knight was to
improve other Instinct and Tech heroes by acting as a bridge
between the two. While he can work as his own engine, the
problem is that his other cards dont really have a powerful
theme. The defeat things on the rooftops ability is only
helped by other heroes, since the only way Moon Knight has
to move things to the rooftops is with the Golden Ankh and
even that is with a triggered ability. This isnt to say that
Moon Knight is bad. His cards are reasonably priced, and
Golden Ankh is strong enough that you dont need to use it
in a theme deck. And like Ive already said, he works greatly

for Yellow and Black decks.


GOOD COMBOS: The Yellow and Black MK heroes work really
well with Moon Knight, namely Punisher and Elektra. Moon
Knight also works really nicely with Mister Fantastic, sharing
the same colours and helping to modify the deck so that he
can work better.

Namor, the Submariner


PURPOSE
FACTION
BREAKDOWN

Utility
Cabal

COLOUR

TYPE

COST

0
5
Recruit
3
5/1
Damage/Effect
4/7
0
0
3(GRE/Y Damage
6
EL)
Namor in the comics has always been a non-entity to me,
and honestly Namor in Legendary isnt that much different.
Ruler of the Seas is one of those awful You get Attack but
only against a specific place in the city cards. Lead the
Armies of Atlantis is a very handy 2 Recruit and gain a
Sidekick on Yellow Trigger card, so thats nice. Feed the
Sharks is one of the best KO a card to achieve X effects- it
draws a card. Imperius Rex defeats a villain for free, and
with two Yellow and two Green triggers it can instead defeat
a Mastermind.
Final Verdict: Like I said, hes just kind of here. Feed the
Sharks is a good effect, but the cost of 6 for it means that it
just isnt as good as it could be. Ruler of the Seas joins its
bretheren on that list of Area Specific Crap that you just
would not touch, especially not for 4 cost. Weve seen
Imperius Rex before, and those times the trigger was a lot
cheaper. Also, it definitely fits that Namor has his full title. It
seems exactly what Namor would want.
GOOD COMBOS: If there was more than one Imperius in the
deck, Id say join him up with Maximus. Honestly Maximus
might be the best combo anyway- theres a little bit of
synergy between the two.

RED
YELLOW
GREEN
BLUE
BLACK
MULTICL
ASS

COMMENTS

Nick Fury
PURPOSE
FACTION
BREAKDOWN

Gimmick
SHIELD

COLOUR

TYPE

COST

5
Effect Only
4
0
3
Damage
6
0
5/1
Damage/Effect
3/8
Nick Fury, Agent of SHIELD, revolves around comboing
SHIELD heroes. Promoting the little ones for Maria Hill, and
then killing things because there are SHIELDs KOed.
High-Tech Weaponry is a very simple 2 damage card, +1 if
youve played a Tech hero this turn. Battlefield Promotion
KOs a SHIELD hero from the hand or discards, and turns it
into a Maria Hill. Legendary Commander does 1 damage
for each other SHIELD hero you played this turn, and Pure
Fury lets you defeat anything with less power than there are
SHIELD heroes KOed.
Final Verdict: Nick Fury has loads of potential. Unfortunately,
that potential is nearly impossible to meet with the available
heroes. Outside of the Agents, Troopers, and Maria Hills, Fury
is the only SHIELD hero that exists, and he hasnt got any
comboing power of his own. High-Tech Weaponry is
incredibly mediocre, and its not even great in Tech decks.
His other cards have the potential to work, but only if you
can support them. If you can get them working, the best way
to use Sam L Jackson Nick Fury is to focus on Battlefield
Promotion and Pure Fury, using things that draw cards
and KOing your SHIELD cards. Outside of that, Fury cant
really support anyone else, and he doesnt benefit from
things that dont draw and recruit.
GOOD COMBOS: Focus on supporting Fury with things that
draw cards and KO your lesser SHIELD cards. Punishers
Boom Goes the Dynamite can do it well.

RED
YELLOW
GREEN
BLUE
BLACK

COMMENTS

Nightcrawler
PURPOSE
FACTION
BREAKDOWN

Utility
X-Men

COLOUR
RED
YELLOW
GREEN
BLUE
BLACK

COMMENTS

TYPE

COST

5/1
Damage/Damage
4/7
5/3
Recruit/Damage
3/5
0
0
0
Quite unsurprisingly, Nightcrawler exists to show off the
Teleport mechanic. All the guy does is BAMF! BAMF! ABAMFITY-BAMF!
Blend Into Shadows does 2 damage, and has Teleport.
BAMF! is the same, but for recruit. Swashbuckler does 3

damage, and takes advantage of the other two Teleport


cards by needing a Red and Yellow card to have been used in
order to do another 3. Along for the Ride hits for 5, and
can Teleport up to three other cards along with it.
Final Verdict: Nightcrawler is pretty boring on his own. He
doesnt have any fun tricks outside of Teleport, but BY GOD
Teleport is a fantastic ability. If not for the fact that it was
only on Nightcrawler and one of Cables cards, it would be
the best ability in game. Nightcrawlers two commons are
excellent utility, basically being resources that can be saved
for the right time. Swashbuckler is obscenely mediocre,
and only makes it through because of Nightcrawlers
Teleporting cards. Along for the Ride is the best of
Nightcrawlers cards, granting any three cards you have the
Teleport ability. This means you can keep all of your very
best cards until they make the best combos.
GOOD COMBOS: Nightcrawler quite literally supports
everything. Excepting Swashbuckler, all of his cards can go
in any sort of deck.

Old Man Logan


PURPOSE
FACTION
BREAKDOWN

Gimmick
X-Men

COLOUR
RED
YELLOW

TYPE
Damage/Damage/Dama
ge

COST
3/6/7

0
0
0
5(RED/Y Damage
5
EL)
Logan is very amusingly based around being the only Hero
you have.
Loner starts at 2 Attack and gains 2 if you dont recruit
anything. Last Survivor starts at 2 Attack, and with a
Yellow trigger it can KO a card from your hand or discards. If
it was a wound, draw a card. Rage Out has 3 Attack and
forces a Cross-Dimensional Wolverine Rampage, giving other
people wounds and gaining 1 Damage for each wound. No
More Heroes starts at 5 Attack, and if you have no
SHIELD/HYDRA cards at all this turn, gets another 5 Attack.
Final Verdict: Like most of the Gimmick characters from
Secret Wars, I really like OML. Last Survivor will definitely
work as a fantastic way to remove non-OML cards from your
deck. Loner encourages you not to buy things. The

GREEN
BLUE
BLACK
MULTICL
ASS

COMMENTS

0
5/3/1

unfortunate thing here, which is the same with all of the


Wolverines, is that he has no recruiting power on his own.
GOOD COMBOS: Step One, pick Wolverine (X-Force). Step 2,
pick any other Hero that can make recruit and KO cards. Step
3, Profit!!!

Professor X
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Utility
X-Men

COLOUR
1
RED
5
YELLOW
0
GREEN
5/3
BLUE
0
BLACK

TYPE

COST

Damage
Recruit

8
3

Damage/Damage

2/5

Professor X doesnt really have a theme, outside of Do some


neat things.
Psionic Astral Form 1 damage, +2 if another X-Men hero
has been used this turn. Class Dismissed gives 2 recruit,
and lets you put one of the Heroes in the HQ on the bottom
of the Hero deck. Having played another Yellow hero will let
you KO a card in the hand or discard pile. Telepathic Probe
does 3 damage and lets you see the top card of the Villain
deck, but what you do then depends on the card. Mind
Control hits for 6, and takes control of Villains as if they
were Heroes.
Final Verdict: Xaviers two Blue cards are somewhat
mediocre, not really being helpful but not really being bad
either. Class Dismissed is a good card to use, especially in
a single-player game where you need to refresh the HQ
without buying heroes. Mind Control is a really nifty card,
and interesting because of what it does. It can make for
some very interesting deck choices.
GOOD COMBOS: Like most X-Men, support Wheels with other
X-Men heroes, and use him to support them. Hes easily a
utility hero though, and you will find it hard to make a deck
revolving around him simply because he doesnt really have
a deck theme to revolve around.

Proxima Midnight
PURPOSE
FACTION
BREAKDOWN

Gimmick
Cabal

COLOUR
3
RED
5/1
YELLOW

TYPE
Damage
Effect Only/

COST
5
4/8

Damage&Recruit
0
0
0
5(RED/Y Damage&Recruit
2
EL)
Everything Proxima does involves making both kinds of
Resources.
Inspiration Through Power makes one of each kind.
Master Combatant gives you 2 of either Resource,
depending on what the previously played card had. THIS
MEANS ALL OF HER CARDS GIVE YOU BOTH! General of the
Black Order starts at 3 Attack, and on a Yellow trigger also
gives 3 Recruit. Supernova Spear starts with 4 of each, and
on a Red trigger gets another 4 of each.
Final Verdict: Proxima is almost exactly Domino. Domino is
pretty awesome and the fact that Domino can do almost
anything for relatively low costs is amazing. Dont forget
that all of her cards have a printed amount for each
resource, even if it is zero, so she triggers her own Master
Combatant.
GOOD COMBOS: Well obviously, Domino. Theyre almost the
same thing so obviously you cant go wrong here. Any other
Heroes that have the symbol printed on their cards will help
Proxima, even if they say 0.

GREEN
BLUE
BLACK
MULTICL
ASS

COMMENTS

Punisher
PURPOSE
FACTION
BREAKDOWN

Solo/Team Player
Marvel Knights

COLOUR
RED
YELLOW
GREEN
BLUE
BLACK

COMMENTS

0
0
3
0
5/5/1

TYPE
Recruit

COST
3

Effect Only/
2/5/8
Damage/Damage
Punisher likes to interrogate things: He looks at the top of
different decks, and uses that information to work off with.
Boom Goes the Dynamite checks your deck, and KOs the
top card if it costs Zero (is a SHIELD or Wound), and if youve
used a Technology hero this turn, you draw 1. Hail of
Bullets does 2 damage, and checks the Villain deck, getting
more power according to that cards Victory points. If youve
used 2 Tech heroes, you get to defeat it for free. Hostile
Interrogation has 2 recruit, and if youve played another
Green hero this turn, it checks everyone elses deck, gaining

+1 for each card that costs 4 or more. Finally, The


Punisher hits for 4, and checks the Hero Deck, revealing
heroes until youve revealed 2 with the same cost. It gets +1
for each card revealed.
Final Verdict: With just a little help from his friends, Punisher
can be an absolute badass. Boom Goes the Dynamite is an
awesome card at any point between when youve recruited 3
heroes and when youve recruited 7 or more. After that, it
becomes a draw cards card, but in that time it helps you
get rid of those SHIELDs. Hail of Bullets is a great card, and
gets better the more people are playing, provided youve
collected some Technology heroes to help him. Hostile
Interrogation is the odd card out, as it doesnt help Punisher
at all, and barely helps other Green heroes. The Punisher is
so badass, it doesnt even need its own name. Its actually
not going to be worth it most of the time, but it will always
do at least 6 damage, and can do any number of more.
GOOD COMBOS: To build a Punisher deck, you just need to
support him with some Technology heroes that can perform
draw-combos, like Iron Man and Forge. Making a deck half
Punisher, half those guys, will help you quite a bit. Likewise,
Punisher helps any Technology deck quite well as utility.

Rocket Raccoon
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Utility
Guardians of the Galaxy

COLOUR

TYPE

COST

0
RED
3
Artifact
4
YELLOW
0
GREEN
5
Damage
4
BLUE
5/1
Recruit/Damage
3/7
BLACK
Rocket certainly is in this game.
Trigger Happy deals 2 damage, and gains one Shard for
each other Guardian played in this turn. Gritty Scavenger
gives 2 Recruit, and has a Discard/Draw effect. Incoming
Detector is Rockets Artifact- it gains a Shard whenever an
Ambush or a Master Strike is completed. Vengeance is
Rocket starts at 5 damage, and gets +1 for each Master
Strike that has come out of the Villain deck.
Final Verdict: Unfortunately, Rocket is not good, is what I
want to say. Hes very disjointed, with no common theme to
his cards at all. Trigger Happy is passable as a scaling
damage card, but it also fails in that many of the good
Guardians cards are Artifacts and therefore cant trigger this
effect. Gritty Scavenger is not awful, per-se, but it is

outclassed by many other things. I suppose his other two


cards are good retaliation for when you start losing, but if
you need to start losing to make them work then theres a
problem here. Incoming Detector is awful- taking a Master
Strike or an Ambush is almost NEVER going to be worth
gaining a single Shard.
GOOD COMBOS: Like all of the Guardians, your best bet here
is going to be to team Rocket with other Guardians. He can
make them some Shards and gives them a little bit of an out
if they start losing. Otherwise, Id probably steer clear.

Rogue
PURPOSE
FACTION
BREAKDOWN

Team Player
X-Men

COLOUR
RED
YELLOW
GREEN
BLUE
BLACK

COMMENTS

5/3
0
5/1
0
0

TYPE

COST

Recruit/Effect Only

3/5

Damage/Damage

4/8

Effect Only/
Damage/Damage
Rogue is one of the best characters in the game, being able
to do whatever the hell you want, as long as she has some
backup.
Energy Drain costs 3, gives you 3 recruit, and if you play it
after another Red card, you can KO 1 from your hand or
discard pile for another recruit. Borrowed Brawn does 1
damage, and when played after a Green card, and extra 3
damage. Copy Powers becomes a copy of any other card
that youve played this turn, for 5 cost. Steal Abilities
makes each player discard the top card of their deck, and
counts as a copy of each of those cards.
Final Verdict: Everything Rogue has, aside from Borrowed
Brawn, is a good card, and even that is decent. Energy
Drain makes for excellent deck thinning, which Red tends
not to have. Copy Powers is great, allowing for any number
of combos, or to re-use any awesome card youve already
used, or even just to get off any cards use this after youve
played X effects. Steal Abilities is definitely one of the top
cards in the game, because it is anywhere from 2 cards to 6
at once, and the unpredictability of it can be spectacular.
GOOD COMBOS: As always, X-Men works with X-men,
particularly Nightcrawler and Gambit. Energy Drain works
well with any Red decks, and Black Widow can combo with it
to thin the deck spectacularly. Copy Powers combos with
anything and everything, as does Steal Abilities.

Scarlet Spider
PURPOSE
FACTION
BREAKDOWN

Utility
Spider-Friends

COLOUR

TYPE

COST

3
Damage
6
5
Damage
4
5/1
Recruit/Damage
2/7
0
0
The Scarlet Spider has the highest amount of Wall Crawl
cards of any hero, and happily revolves around making use
of that.
With the exception of Sting of the Spider all of these cards
have Wall Crawl. Flip Out gives 1 recruit and lets you draw
a card if you use it after another Spider-Friend. Perfect
Hunter gives 1 damage and draws a card. Leap From
Above gives 3 damage and an extra 2 if played after a
Yellow hero. Sting of the Spider is the only card here
without Wall Crawl, giving 5 damage and it lets you draw any
cards that are placed on top of the deck in this turn.
Final Verdict: The Scarlet Spider is a really good hero for
helping other decks. Flip Out is really useful for its cost,
and obviously is even better if there are more Spider-Friends
in the deck. Perfect Hunter wishes it had more damage
output for its cost, but drawing more cards is never a bad
thing. Leap From Above is a kinda generically good card for
its position, and is one case where Wall Crawl hasnt jacked
the price up needlessly. Sting of the Spider is quite good.
The damage output is good for the 7 cost, and it makes all of
the Scarlet Spider cards much better.
GOOD COMBOS: Scarlet Spider works very nicely with
Spider-Man-centric decks. Flip Out can draw those cards
that the other Spider-Men cant because they cost too much,
and Sting of the Spider works great for Wall Crawlers.
Daredevils Backflip can create great synergy with Scarlet
Spider and cards like Gambits Stack the Deck will create
good combos with Sting

RED
YELLOW
GREEN
BLUE
BLACK

COMMENTS

Silver Surfer
PURPOSE
FACTION
BREAKDOWN

Utility/Team Player

COLOUR
RED
YELLOW
GREEN
BLUE

5
0
5
3/1

TYPE

COST

Recruit, Focus

Recruit, Focus
Recruit, Focus/ Effect

4
6/7

Only

COMMENTS

0
BLACK
Surfer revolves around building up recruit points and then
using focus effects to bring down the damage onto the
villains.
Warp Speed gives 2 recruit, and has Focus 2- Draw a card.
Epic Destiny also has 2 recruit, and can Focus 6 to defeat a
villain of 5 or 6 power. The Power Cosmic" grants 3 recruit,
and can Focus 9 to gain 9 attack power, and Energy Surge
simply doubles the amount of recruit power you have.
Final Verdict: Surfer is decent as a supporter to certain kinds
of deck. Warp Speed is an awesome card, as its a
recruiting card that doesnt become cumbersome later in the
game, while The Power Cosmic makes every recruit only
card useful in the late game for something other than
fattening the deck. Energy Surge is a pretty good card
when youre running Focus as a main strategy- otherwise it
just gives you extra recruit at a point in the game where you
probably dont need it. Epic Destiny is the less-good card
here, being the most limited in its application. Often, you
find yourself wishing it could work on things that were less
than 5 or more than 6, which it cant.
GOOD COMBOS: Obviously, anything that uses Focus will like
to see Surfer. Any hero that has excessive amounts of
recruiting power will also like The Power Cosmic. Use it
with Nick Fury and youll be able to make some use of those
SHIELD Officers that youre getting.

Spider-Man
PURPOSE
FACTION
BREAKDOWN

Gimmick/Team Player
Spider-Friends

COLOUR
RED
YELLOW
GREEN
BLUE
BLACK

COMMENTS

TYPE

COST

1
Effect Only
2
5
Damage
2
5
Recruit
2
0
3
Effect Only
2
Spidey can be tricky to use properly, depending on which
heroes are available, though he always makes a great earlygame card.
All of Spideys cards have the ability to reveal the top card of
the deck, and then draw it if it costs 2 or less. Great
Responsibility gives 1 damage, Astonishing Strength
(ironically) gives 1 recruit. Web Shooters rescues a
Bystander, and The Amazing Spider-Man reveals the top 3
cards instead of the top 1.

Final Verdict: Each expansion it gets easier to build a SpiderMan deck, and with the release of Paint the Town Red it just
became super good. In a deck with other Spider-Friends,
Spider-Man can create incredible combos with an engine
revolving around cards costing 2 or less. Outside of this
engine, Spidey makes a good early-game hero but will start
to be less useful in the later game. I would normally go into
the strengths and weaknesses of each card, but since
theyre all really the same card I feel like this blanket
description fits the bill.
GOOD COMBOS: As stated above, using the Spider-Friends
will let you build a deck focusing on 2-or-less-cost heroes to
make really good combos, so your best combos are with
Symbiote Spider-Man (who basically only exists to flesh-out
the Spidey deck) and Scarlet Spider, who helps to draw the
high-cost cards that normal Spidey cant. The other good
way to effectively use Spidey is as a team card with anyone
who has cards cost 2 or less. Black Widows Mission
Accomplished is one of them, and it goes particularly well
with Web Shooters. Gambits Stack the Deck can be
really useful if you need more draws. Bishop has Whatever
the Cost, which also draws 1, but is otherwise mediocre.
Dominos Lucky Break can be useful if you have more than
1, because of that Versatility. Colossuss Draw Their Fire
gives the deck much needed attacking power, and the
wound gained with it counts as cost 2-or-less, so Spidey can
still draw it. Punishers Boom Goes the Dynamite is OK for
eliminating the recruiters you dont need. Peters best
combos though are with Elektras commons, and one copy of
Sai Blades.

Spider-Woman
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Utility/Solo/Team Player
Spider-Friends

COLOUR
1
RED
0
YELLOW
5
GREEN
5/3
BLUE
0
BLACK

TYPE

COST

Effect

Recruit
Damage/Damage

2
4/6

Hang on, why does Spider-Woman have so many


purposes? Well, because she has abilities that help build the
deck, help your other cards, and are good enough that she
can work on her own.
Radioactive Spider gives 3 recruit at the cost of putting
one of your cards from the hand on top of the deck.

Bioelectric Shock has Wall Crawl, does 2 damage and lets


you reveal the top card of the deck, drawing it if it also has a
damage icon. Venom Blast is much the same, but it does 3
damage and draws a recruit icon instead of a damage icon.
Arachno-Pheremones recruits a hero from the HQ for free,
or if you play it after a Spider-Friend you put it on top of the
deck instead.
Final Verdict: Like Ive said, Spider-Woman is a pretty good
hero with solid cards. The cost of most of them is good-toreasonable, except with Venom Blast which is a little too
expensive, though thats probably due to the higher rate of
Recruit icons that are likely to be in your deck. Radioactive
Spider is an awesome recruiting card that really doesnt
have a cost. Oh no, I put a card on top of my deck. If only
heros whole schtick was drawing cards from the top of the
deck based on knowing what they are. The real let-down of
the set is Arachno-Pheremones. Its not a bad card, but by
the time you get to use it youll be aiming to keep the deck
small, not make it bigger. There just arent a lot of situations
where you wouldnt be better served by having anything else
in your hand or deck.
GOOD COMBOS: Radioactive Spider is crazily abusable
with Scarlet Spiders Sting of the Spider, and with the
other Spider-Man cards that need you to look at the top card
of the deck. Outside of that, Spider-Woman is just generally
useful for most decks in many situations.

Star-Lord
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Team Player
Guardians of the Galaxy

COLOUR
5
RED
0
YELLOW
0
GREEN
5/1
BLUE
3
BLACK

TYPE

COST

Recruit

Artifact/ Artifact
Artifact

4/8
6

Who?
OK as you can tell from that breakdown up there, Mr Quill
works almost exclusively with Artifacts.
The Legendary Outlaw gets 2 Recruit and (possibly my
favourite thing in GotG) copies the power of an Artifact
currently on the table, and is itself the only non-Artifact in
Star-Lords deck. Element Guns gains a Shard once per
turn. Implanted Memory Chip Draws one card, once per
turn. Sentient Starship gets you one Shard for every
Artifact that you control- also Once Per Turn.

Final Verdict: Star-Lord is insanely fun to play, and his deck


really complements itself beautifully. Artifacts are quite
strong, and Quills are some of the best, possibly to make up
for the fact that its all he has. Gain a Shard, Draw a
card, and Gain a buttload of Shards are all really strong.
Pick one of those and do it again this turn is even better,
because it has versatility. The only reason Star-Lord is not
purposed as a Solo hero is because he cant generate his
own damage or much recruit, and his cards are generally
expensive. But Hell make an excellent support for another
Hero to take the kills from.
GOOD COMBOS: Hmmm is it cheating to say Quill combos
with himself? Again, team him up with the Guardians to take
advantage of their Artifacts as well- but remember that
Groot doesnt have any. Get him with someone that has
recruit too, because his cards are expensive.

Storm
PURPOSE
FACTION
BREAKDOWN

Gimmick
X-Men

COLOUR
RED
YELLOW
GREEN
BLUE

TYPE

COST

Damage

Damage/Recruit/Damag
e

4/3/7

0
Storm has a gimmick where she likes fighting things on the
rooftops or on the bridge.
Lightning Bolt hits for 2, and weakens anything on the
rooftops by 2. Gathering Stormclouds is 2 recruit, and you
can draw a card if played after another Blue card. Spinning
Cyclone hits for 4, and lets you move any villain to any
other place on the board, rescuing any bystanders that it
had. Tidal Wave hits for 5, weakens anything on the bridge
by 2, and if played after another Blue card, weakens the
Mastermind by 2.
Final Verdict: Storm is insufferably mediocre. Lightning Bolt
is OK, but only if anything is on the rooftops. Gathering
Stormclouds is outclassed by Emma Frosts Mental
Discipline, which gives 1 less recruit but doesnt need to be
part of a combo to draw cards. Spinning Cyclone is ONLY
good if you are Storm, or Blade (but you should never, ever
be Blade), though it may be slightly better when the
Burrow ability comes out in the FF expansion. Tidal Wave
is also only just OK.

BLACK

COMMENTS

3
0
0
5/5/1

GOOD COMBOS: As already noted, use her with Blade if you


have to use her at all. Otherwise, focus on a Storm-Centric
deck, and grab some other X-Men as support.

Superior Iron Man


PURPOSE
FACTION
BREAKDOWN

Team Player
Illuminati

COLOUR

TYPE

COST

0
0
0
3
Recruit
3
5/1
Damage/Damage
2/8
5(BLU/Y
Damage
5
EL)
I feel like it would be more accurate to call him Iron Man +,
because hes not really superior as much as he synergises
well with the Original.
Optimised Technology is 2 Damage and draws a card.
Armour Upgrades starts with 1 Attack and on a Tech
trigger deals a further 2 damage. Superior to Others starts
with 2 Recruit, and with a Blue trigger has a nifty Deck
Manipulation. #humblebrag starts with 5 Attack, draws a
card for each player with less cards in their Vic Pile than you,
and has one of the best names in the whole game.
Final Verdict: Well like I said, this Iron Man really
complements the one from the Base Set. It draws cards and
creates triggers for the other. I would have liked Optimised
Technology to be cheaper, but oh well. Generally speaking,
this Iron Man is good if you are a player that works well with
the concept of more- drawing more, KOing more, Fighting
more. If you cant do that, or it isnt your playstyle, dont use
Superior Iron Man.
GOOD COMBOS: Iron Man, duh. Other heroes that have a
strong leaning to Blue and Black cards will work here.

RED
YELLOW
GREEN
BLUE
BLACK
MULTICL
ASS

COMMENTS

Symbiote Spider-Man
PURPOSE
FACTION
BREAKDOWN

Gimmick/Team-Player
Spider-Friends

COLOUR
RED
YELLOW
GREEN
BLUE
BLACK

3
5
5
1
0

TYPE
Damage
Effect Only
Damage
Damage

COST
2
2
2
2

COMMENTS

Symbiote Spider-Man is here almost exclusively to


complement Spider-Man with all of his cards having a cost of
2 and most of them working with that fact.
Dark Strength does 1 damage. If the top card of your deck
costs 1 or 2, it does 3 damage instead. It has Wall Crawl.
Spider-Sense Tingling reveals the top two cards of the deck
and adds any that cost 2 or less to your hand. Shadowed
Spider also has Wall Crawl, doing 1 damage +1 for every
other card youve played this turn with cost 1 or 2. Thwip
deals 4 damage, but to use it you have to put 2 cards from
your hand on top of the deck.
Final Verdict: SSM is a great complement to Spider-Man.
Without that support, his cards are gimmicky at best. While
other heroes would get a critique of all of their cards, here
its really simple. If your deck has loads of things that cost 2
or less, you will build amazing combos and win things. If not,
these cards will be really bad in the late game because they
wont be doing anything significant. The exception is
Thwip, which has 4 output for 2 cost, and can be easily
circumvented if you have some draw power in your deck.
GOOD COMBOS: Since SSMs purpose is to make Spider-Man
good, that should be obvious. Other than that, SSM will work
really nicely if hes in a deck with loads of low-cost heroes
like Elektra or other heroes with low-cost cards. He does not
fit into decks using cards with costs higher than 2, so dont
try it.

Thanos
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Gimmick/Solo
Cabal

COLOUR
TYPE
0
RED
0
YELLOW
5
Damage
GREEN
3/1
Damage/Effect Only
BLUE
0
BLACK
5(GRE/BL Recruit
MULTICL
U)
ASS

COST
5
6/8
3

Thanos reminds me a lot of Venom from Villains. They both


work around having very, very dead Bystander piles.
Transdimensional Overlord has 2 Damage, can Teleport,
and can KO one of your Bystanders for 2 more Attack. Revel
in Destruction 2 Recruit, Cabal trigger, KO a bystander from
the stack and then get 1 Recruit for each dead Bystander.
Galactic Domination is 4 Attack and can steal Bystanders
from other players Vic Piles. Utter Annihilation Kos six

Bystanders from the stack, and then defeats any Villain with
less power than the number of dead Bystanders.
Final Verdict: Thanoss Gimmick is amusing and strong. His
theme is very concise and works. His Rare automatically
gives a +2 to Revel, and Overlord has Teleport so you
can save it for when you actually have Bystanders to KO.
Galactic Domination is the one to avoid here- its
expensive and situational and needs more from other
players than you can be sure of.
GOOD COMBOS: You might think that youd want some of the
characters that can gain you Bystanders- but they really only
make Revel a little bit faster. Venom from Villains also
seems like a fit, but he really needs you to have Bystanders,
rather than for them to just be dead. Know who has a decent
card for putting Bystanders on the board for you to take
advantage of? Deadpool, with Here, Hold This for a
Second. These two will work together quite nicely.

Thing
PURPOSE
FACTION
BREAKDOWN

Solo/Team Player
Fantastic Four

COLOUR
0
RED
5
YELLOW
5/6/8
GREEN

Recruit
Recruit/Damage/Damag
e

COST
3
5/6/8

0
0
Aunt Petunias favourite nephew is great for clobbering
villains, but unlike most of the primarily Green heroes Ben
Grimm is good at recruiting things too.
It Started on Yancy Street gives 2 recruit and an extra 2 if
played after another F4 card. Knuckle Sandwich gives 3
recruit and can Focus 3 to get 2 damage. Crime Stopper
gives 4 damage, and if you defeat a villain in the bank you
rescue a bystander. Even better, you can Focus 1 to move a
villain to an adjacent space, swapping them if there is
another villain there. And of course, Its Clobberin Time!
so you get 5 damage, and when played after a Green hero it
does another 3 for each Green hero played this turn.
Final Verdict: Thing is one of the most balanced heroes in the
game. IHoYS is run-of-the-mill, but that doesnt stop it from
being useful, especially in this deck with the Focus effects.
Knuckle Sandwich is a decent card at any point in the
game, and the 5 cost is certainly justified. Crime Stopper is
one of the best beat up something in a specific space

BLUE
BLACK

COMMENTS

TYPE

cards out there, because it can do its own setting up.


Clobberin Time is fairly straightforward and a good card in
the late game. On a side note, Knuckle Sandwich and
Clobberin Time have great flavour text.
GOOD COMBOS:
The ever lovin Blue-Eyed Thing provides some much-needed
recruiting power to Green decks everywhere. He gives some
decent utility to them and also works well if youre going for
a F4 deck. Combo him with Hulk and other predominantly
Green heroes for good results. Iron Fist, having mostly
cheaper Green cards, also helps to fuel Clobberin Time so
give it a go.

Thor
PURPOSE
FACTION
BREAKDOWN

Solo/Team Player
Avengers

COLOUR

COST

0
0
5
Recruit
3
5/3/1
Recruit/Damage/Recruit
0
Thor has a nifty trick where he makes damage by generating
recruit, and he needs very little to be effective.
Odinson gives 2 recruit, plus 2 if played after another
Green. Surge of Power gives 2 recruit, and if youve made
8 recruit in this turn, you get 3 damage. Call Lightning hits
for 3, and gets another 3 if played after a Blue. God of
Thunder gives 5 recruit, with the added bonus of letting you
turn recruit into damage.
Final Verdict: Thor doesnt have to try very hard to be good.
Call Lightning is Thors worst card, since the cost really
isnt worth it if you dont have lots of Blue already. Odinson
can also be pretty weak, however it works towards Thors
main ability and works as a great utility in a Green deck.
Surge of Power becomes an excellent card in games where
you have loads of recruit or if youre playing a straight Thor
deck, and God of Thunder makes an excellent late-game
kill card, taking all of your useless recruit and making it do
damage.
GOOD COMBOS: Thor appreciates Blue cards that draw and
give recruit, so Emma Frosts Mental Discipline goes well.
Likewise, Icemans Deep Freeze. Odinson goes well with
any Greens, since they tend to lack recruiters. As Thors
Surge of Power is a forerunner of the Focus effect, he also
works thematically with other Focussers. Theres also

RED
YELLOW
GREEN
BLUE
BLACK

COMMENTS

TYPE

another Thor now that does almost the same thing as this
one, so obviously they work too.

Ultimate Spider-Man
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Gimmick/Team Player
Spider-Friends

COLOUR
1
RED
0
YELLOW
5
GREEN
0
BLUE
3
BLACK
5(GRE/Y
MULTICL
EL)
ASS

TYPE

COST

Damage

Damage

Damage
Effect Only

2
2

Goodness, what a surprise, this Spider-Man has almost the


exact same gimmick as the other two.
Each of Miles non-rare cards has the ability to reveal the top
card of the deck, and then draw it if it costs 2 or less.
Marvel Team-Up also gains a Sidekick. Leaping Spider
does 2 Damage if it gets a Green trigger. Web Slinger gets
2 damage against the Mastermind, Rooftops or Bridge. Hero
From Another Dimension does not have the reveal and
draw ability, instead it gets 2 Attack for each card youve
played this turn that costs 1 or 2 (So it doesnt count
SHIELD/HYDRA agents).
Final Verdict: Copy/Paste from Spider-Man: Spider-Man can
create incredible combos with an engine revolving around
cards costing 2 or less. Outside of this engine, Spidey makes
a good early-game hero but will start to be less useful in the
later game. I would normally go into the strengths and
weaknesses of each card, but since theyre all really the
same card I feel like this blanket description fits the bill. THE
EXCEPTION, again, is when you have an All-Spider-Man deck.
Then you can pull out combos for days.
GOOD COMBOS: Spider-Man, Symbiote Spider-Man, Ultimate
Spider-Man. Yep, thats about it.

Wolverine (X-Force)
PURPOSE
FACTION
BREAKDOWN

Solo/Team Player
X-Force

COLOUR
5/1
RED
5
YELLOW
3
GREEN
0
BLUE

TYPE
Damage/Damage
Effect Only
Effect Only

COST
4/7
2
4

0
This Wolverine is a bit better than the other Wolverine in
most regards, and both focus on drawing cards.
Sudden Ambush hits for 2, and if you drew any extra cards
this turn you do 2 extra damage. Animal Instincts draws 1,
and if played after another Yellow card, does 2 damage. No
Mercy draws 1, and then lets you KO a card in your hand or
discards. Reckless Abandon hits for 3, and then doubles
the amount of extra cards you drew this turn.
Final Verdict: with a little bit of recruiting support, this
Wolverine goes pretty damn well. Animal Instincts is a
cheap Draw card, with possible damage, which is good.
Sudden Ambush will almost always be pumping out 4
damage, which is great for its cost. No Mercy is a great
deck thinner, drawing one and getting rid of unwanted cards.
It is dangerous in the early game though, since Wolvie needs
some recruiting power to get started. Reckless Abandon is
just plain Broken. Oh hey, I see youve drawn 8 cards. Well,
now its 16. Enjoy .
GOOD COMBOS: Obviously, anything that draws cards is
great. Throw a copy of Cables Rapid Response Force in
there, and youre gonna be killing things. The other
Wolverine always draws cards and is a bit cheaper, so they
complement one-another. Silver Surfer can add some
recruiting power to the deck, and Warp Speed adds even
more draw power.

BLACK

COMMENTS

Wolverine (X-Men)
PURPOSE
FACTION
BREAKDOWN

COMMENTS

Team Player
X-Men

COLOUR

TYPE

COST

0
RED
5/5/3/1 All Damage
2/3/5/8
YELLOW
0
GREEN
0
BLUE
0
BLACK
Hes the best there is at what he does, except hes not really.
This Wolverine is decent, buy only if he has other Yellow
heroes to help him.
Keen Senses does 1 damage, and draws a card if played
after a Yellow. Healing Factor can KO a wound in your hand
or discards to draw a card, and also does 2 damage.
Frenzied Slashing is just Keen Senses with a 2 in place of
both of the 1s, and Berserker Rage draws 3, and if played
after a Yellow it does 1 damage for each extra card youve
drawn this turn.

Final Verdict: Sniktbub is really good if you could dedicate a


deck exclusively to him, but you cant. He needs to be
supported by recruiters, and he needs some other Yellows to
reach his full potential. Otherwise, Wolverine is great. All of
his cards draw cards, and Berserker Rage can deal a
buttload of damage afterwards. The biggest problem is that
the damage output on his other cards is pretty low, so he
needs to either draw all of his cards, or be supported by
someone who can push out big damage.
GOOD COMBOS: The other Wolverine does decent damage,
even has a Yellow card that helps out nicely. Theres the
usual X-Men help X-Men that applies to them all, and Keen
Senses goes well with Spideys Great Responsibility.