I know each hero has some powerful cards but what in your opinion is objectively the strongest over all card in all the hero decks?
Strongest overall?
Situationally best?
I know each hero has some powerful cards but what in your opinion is objectively the strongest over all card in all the hero decks?
Strongest overall?
Situationally best?
Barring that, however, I have to say that I get very excited to see either Impromtu Invention or Wrathful Retribution in my hand.
I think many cards are situationally great. Wrathful Retribution, to use Rabk's example, isn't as useful if you're up against The Dreamer. 
Having said that, we just had a discussion during a game last night that Impromptu Invention is just always amazing (although the word used was "overpowered"
).
While it doesn't allow as many options as Impromtu Invention, Unique Cabilities is an exciting card for me, and always useful: it can turn Irreducible damage against it's dealer, turn Plague Rat's infections into some kind of innoculation, and provide powerful options regardless of board position.
Impromptu Invention is totally OP. Fellet of Foot is close up there as an "auto play".
Anything with a 'draw a crad, play a card' clause is pretty great; Impromptu is often called out as the best, but Unique Capabilities serves a similar porpoise, and Fleet of Foot and Team Communication are both fantastic for card draw.
In terms of cards that can break villains and turn games into easy mode, Savage Mana is a whale of a card.
Situationally best? Synactic Analysis is quite good for really getting a hero rolling during a turn by peeking at the top two cards.
Overall best: Savage Mana and Wrathful Retribution come to mind.
Savage Mana is definitely huge in most cases. I tend to like Extrasensory Awareness for (often) being able to cripple a villain. I'd think that Turn of Events, allowing everyone else to use a power, would be up there as well.
In which deck is Unique Capabilities?
I came in here ready to support the Impromptu Invention train, and I was not dissappointed. You can summon 2 Equipment cards, plus draw a card on top of it. Oft times, you can follow up with double powers, too, thanks to Utility Belt. Maybe it's just Wrait being Wraith, though. As mentioned before, any Draw a card, Play a card things are always great.
interesting as my choices are completely different.
Savage mana seems like it could be strong against some of the recur villians but I can never get it going beyond 3-4 cards.
I didn't consider the tutor effects and Impromptu Invention is the strongest of them all.
For me its a toss up between 3 cards depending on what you are facing:
Wraith's Infrared Eyepiece
Tempest's Cleansing Downpour
Fanatic's End of Days
The End of Days reset stops so many bad situations from happening but doesn't help at all when you are way ahead or facing down deadly damage from a villain's card in the next few turns.
Downpour is always amazing, 6-10 life a turn can undo a lot of villain actions. The only weakness is that it costs a power use in a deck that is stretched for them and has some other amazing powers you want to use.
Eyepiece shuts down most villians, draws a ton of cards, and you can often be used at no cost as you have utility belt in play. It doesn't impact a bad board state thats already in play however.
Savage Mana is only as good as the matchup you are playing. It can't be compared to Impromptu in the same breath if we are talking about best overall cards.
Savage Mana is a dead card in any match up against Iron Legacy, Kismet, Miss Info, Plauge Rat, Progeny, ect.
Impromptu is most likely the best play against any villain in any situation.
As far as which card is situationally the best? That is totally dependant on the situation. 98% of cards in this game are situational. Impromptu and the few other "Draw/play" machanic cards are the rare exception.
Best. Card. Ever. Seriously, it lives up to its title. But then what do we know about that?
As for currently released cards, here is Phantaskippy's top ten, kind of in order.
1. Impromptu Invention. Fully replaces itself and adds any equip from your deck, the sheer number and variety of equips gives this card the edge over Unique Capabilities.
2. Infrared Eyepiece. It destroys so many villains, and is really good against most others. Just an incredible power, and it gives you a card draw.
3. Inspiring Presence. No upkeep cost, a heal to start and +1 to all hero damage, it is awesome.
4. Wrest The Mind. So many targets to use this on, most of which you can clear with no damage to Visionary. Also provides opportunity to destroy several decks used well. Visionary's ability to decoy or cocoon her backlash damage and get WtM back from the trash helps it get a spot on this list.
5. Grease Gun. Cost is arguably higher than Ground Pound for less scope of protection, but the ability to get it into play in tough situations when you might not be able to pay for Ground Pound is great.
6. Mistbound. Beats out Take Down because it can target the environment or villain, or even whatever deck Ronway is playing, because sometimes you want your hero to live.
7. Bestial Shift. The best card in a really strong deck. It is versatile and powerful, and sets off a really nice combo that requires minimal setup. Can grant multiple effects and power uses, all of which are strong in this deck.
8. Battlefield Experience. A hard card to quantify, it refunds itself and the play you used on it, then it gives you a 2 and 2 power that she boosts internally. It also provides you with the opportunity to set up a bigger turn by playing it and saving that extra card play for another turn. It is a combo-nut's dream and a great overall card. It also gives some insurance against destruction, which is nice, esp. when you can set up a combo for the Villain turn.
9. Fueled Freeze. The best ongoing destruction card in the game. I don't care about your arguments to the contrary, because they are wrong.
10. Stealth Bot. Best Tank Ever. No upkeep, can come out and back in multiple times, laughs at single points of damage, and can take damage from any source at the player's whim. It's a fantastic card. Only weakness is it's power scales inversely with (H).
Parse's Buffer Overflow. Being able to say no to something that could devastate the team is pretty good.
Legacy's Take Down is similar, but more in line with stalling the villain in the early game or preparing for a coordinated assault to end it.
Infared Eyepiece is only good when you have a "bad" choice to bury and a tame one to send to the top. I'd say it's nowhere near the most powerful, just a lot of luck involved.
Fueled Freeze is good, but Ball Lightning is also guaranteed damage. Given that tempest can do AoE anyway, swinging for a guaranteed 4 damage plus 2 ongoings isn't bad.
Cedistic Dissonant: For nuking that one card that you can't deal with, and for drawing cards as well.
He has a point. Being able to destroy anything is pretty impressive.
Team Communication is amazing. 4 card draw, plus an extra play? Awesome.
Sedative Flechettes. Destroys two ongoings and deals all the baddies 2 damage.
That'd be Disruptive Flechettes - Sedative is villain-Omnitron's version ;).
Anyway, agreeing on Impromptu Invention being most uber :). Anything with "draw a card, play a card" is super-useful too. Someone asked, a few posts back, where Unique Capabilities is from - it belongs to the Sentinels. It's something like "search your deck for a Signature card and put it into play, draw a card, play a card". I've been in at least one game where two or three Team Communications (draw four cards, play a card) have chained into two or three Unique Capabilities :D.
I think Arcane Cadence is pretty good, especially early game (not so much in the later stages of a longer game when you've managed to get set up and don't really need anything in particular to come out any more) and even more so if you can chain it into other copies of itself - it means you can basically search a decent portion of your deck and have a much greater chance of getting hold of the stuff you think you're really gonna need for that game :).
Buffer Overflow is another nice one - "Oh, a Devastating Aurora? Umm, nope >:)". Very useful if you're against anyone who can turn the tables in a single card play.
Cards like Wrathful Retribution, Savage Mana, and Omnicannon are good for use as finishing moves if you can get the latter two powered up enough, which of course is very hard/impossible to do with Savage Mana if you're against someone like Spite or Iron Legacy who have no targets in their deck besides themselves.
What else is good? By Any Means, that's another one - stick it on the main villain and hit them for more damage. Have someone redirect the villain's own damage to themselves so they hit themselves more. In Akash'Bhuta's case, you even get to take advantage of the natural course of play as she hits herself for buffed damage when you break her limbs (fantastic fun if she has many of them out and an End of Days gets played, during which you conveninently have the bounty destroyed after all the limbs are gone >:)).
There's probably a whole bunch of other cards that are "zomg love this one!" but I think I've covered several of my main ones, at least :).
When you have 1 HP and Interpolation Beam is in play.
Who needs HP?
Not Ronway, that's for damn sure
I thonk people are underestimating Inspiring Presence. This game is tuned towards damage and rhis card does it best. There are a couple situations that it may not be perfect, but the main cases, plague rat and iron legacy are still damage races. Hero hp is overrated, burn them down before they do the same to you
"By Any Means " from Chrono-Ranger is comparable to Inspiring Presence. It doesn't have drawbacks of when you damage yourself and if cards from the villain or environment cause damage they are dealt extra in those cases too.
It also only applies to one target, while IP applies to everyone you hit. In most cases, there will be multiple targets to hit, so IP is better than By Any Means.
Like I said it is comparable and with how CR's deck works is more likely to see play.
I play Inspiring Presence anytime i draw it
That being said, sometimes you don't WANT to hit every target, or you want to buff damage dealt to that target by non-hero sources. In these cases, By Any Means is superior.
It really just comes down to circumstance. Obviously the only correct answer is BOTH of them, together.
Unless you are against the dreamer. By any means loses efficiency the more targets you want to kill
By any means has its moments, and it's main denefit of increasing damage dealt to that target by environment and villain targets is great. In most cases Inspiring presence is better.
By any means can be tutored and has two cards that can contribute to destruction recovery meaning it is much easier to play compared to inspiring présence. It may not be card texte but it factors in a cards efficiency.
Team Lader Tachyon is in my opinion best card (character cards are still cards!) Everyone draws a card for your turns power? Please sir may I have another?
The number of villains where you would want By Any Means over Inspiring Presence is so small.
Iron Legacy and Plague Rat in games with low environment target threat and Tachyon but not Absolute Zero?
Are there other matchups where the threat of hero self damage is greater than the extra damage to all but one target?
KNYFE maybe but i still think she would prefer IP. And i even think most times CR would prefer IP to BAM
I guess Setback too… but honestly who tries to play Setback safely
*Raises hand*
It can be done. Although I aim for self-preservation early game and switch to damage output mode late game when we're pushing for damage more. Unless I get Silver Lining early.
For situational strength, I will suggest what we just did last night (we have had the basic game only, for two days so far): as the Visionary in a five-player game, facing Omnitron, who had just drawn Electro-Pulse Explosive, I played Wrest the Mind and did 70 points damage to Omnitron at the start of his next turn.
Unless we misread the rules or failed to find an errata, that is. (Other than the very short thread on official errata here, is there a good place to ask clarification questions? I had a couple other questions that came up in the two games we've so far played, and I probably will have more.)
First, Welcome to the forums!
Second, Spiff has an amazing FAQ.
Third, while Wrest the Mind is fantastic with the Electro-Pulse Explosive, the overall damage will be slightly lower. After each redirection, the EPE will take 3 damage from Visionary, which will lower its next damage. So, if there were five hero targets out, the EPE would deal: 15+12+9+6+3=45 damage without other modifications.
Fourth: If you need to ask any questions, you can try searching for the answer by typing in the cards (although this doesn't always work great. Or just start a thread over here.
Fifth: Welcome to the forums!
I find I actually prefer Super-Scientific to Team Leader.
It's hard to argue against Impromptu Invention or Team Leader Tachyon, but I think that Jim's Hat is also a contender. Particularly if used early in the game, it can lead to many more extra cards in play than Impromptu Invention.
The same could be said of HUD Goggles, but Tachyon has plenty of other ways to get extra card plays, so the effect of HUD Goggles isn't as strong as Jim's Hat.
I don't recall any other cards that allow a hero to play two cards every turn. As for the cards that allow a hero to use two powers (Utility Belt, Legacy Ring, Turret Mode, etc.) I think they provide less flexibility as one generally has fewer powers to choose from then cards.
Snap Decision. It has the discard cost, but when you get 3 critical multipliers, that's hardly a downside.
To me the strongest card is Reclaim from the Deep. It gives you access to using AGAIN and AGAIN all the best cards of your team. Reclaim from the Deep can reclaim itself, and allow all your teammates to use their best card once every two turn at worse. As you pointed out very little point in not playing Impromptu Invention, or Fleet of Foot and with that you could over and over the only backside is it stalls Tempest but it does so for the greater good of the team. If you've got a way to play extra cards like AA as a teammate or PW Tempest you're not even stalled.
Reclaim is good, but you would need two copies of it to have them Reclaim each other. The first copy wouldn't be in the trash when it takes effect and lets you pull one out. Otherwise, yeah, great card.
Personally, I'm currently in love with BEST CARD EVER, and Impromptu Invention is an eternal favorite.
Impromptu Invention is always best when you can chain them.
I'd argue that Impromptu and the cards it has a high likelihood of putting in play (including gaining an extra power) in Wraith's deck is worth more than an extra card play in Chrono-Ranger's deck. Wraith's equipment is really powerful.
Reclaim from the Deep + Vernal Sonata = <3
Yes, but the topic is "what is the strongest hero card", not "what makes an awesome combo".
I set up all of the cards under the force-displacement tester at work. It turns out that Enduring Intercession is the strongest card. Who knew?
I know…but we were on the topic of "reclaim from the deep" and pointed out that a card allows great recycling, that's all.
I've had both copies of Don't Dismiss Anything and spent most of a game chaining them, which was fun (play DDA, it goes to trash, next turn play other DDA to put first DDA to top of deck then second copy goes to trash, end of turn draw first DDA again, next turn play first DDA to put second one back on top of deck, and so on) :).
As for cards that let you play other cards, I think Swift Bot does, doesn't she? I think she gives you an extra play and draw per turn.
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Of course, as others have said, "strongest card" is very situational. However, "Impromptu Invention" is definitely the strongest search card in the game, and unless you already have out all the equipment you'll ever want, it's amazing. Even if you do have everything you'll ever want, you can use it to replace itself and get you a backup of something you might need for later. It's just amazing!
But, ignoring search cards, "Inspiring Presence" is the strongest offensive card in my opinion. +1 damage to all attacks is crazy at the right time. America's Finest Legacy is the second strongest. While it doesn't apply to Legacy himself, it can't be destroyed, it starts in play, and it's still really strong.
The strongest offensive card that does not involve Legacy, to me, is "High-Risk Behavior," especially when you get two of them out. Add in "Looking Up" and you're doing great! +2 unlucky tokens a turn for free, with every 3 giving +2 damage dealt to villains, and a power to gain 3 tokens and punch a villain for 3+bonus damage? So, if they were all played the same turn with 0 tokens in the pool, that'd be 5 damage, then 7, then 11, then 15... Sure, you'll start taking 3 damage a turn pretty quickly, but there are no other drawbacks to this plan whatsoever! Honest!
The strongest card draw card is, in my opinion, Scholar's "Bring What You Need." You get to look at three cards, put two in your hand, and then draw a third at end of turn. This lets you dig through your deck super fast AND get a ginormous hand. Second best, to me? "Recompile!" Once Parse is setup (ie: 3x "Critical Multiplier"), that's basically draw 3 cards and deal 9 damage. The best is when you can "Snap Decision" a "Recompile," and then play a "Recompile," for 21 damage, +4 cards net, and cycling through a third of your deck in the process. Drawing cards has never been so fun! Team Communication is also a close contender for the best draw card. +4 cards AND a play! You really can't go wrong there.
The strongest defensive card, in my opinion, is a bit of a tossup between a number of them. I think a certain Monolithic card from WotC will win out here for me once I get a chance to play it, but until then, it's a tossup between Flesh to Iron (2x = -4 damage and easily maintainable), Stealth Bot (all hero targets are immune to 1 damages - crazy!), Human Shield (not hard to maintain, redirection is optional, and you can give Mainstay -2 damage taken fairly easily), and Indomitable Force (assuming Naturalist is in Rhino form, that's a -2 to all hero target damage, plus with Resilient Hide out, all hero targets are immune to 3 damage or less! Anything larger is reduced by 2, and Naturalist has tons of ways to heal. Unfortunately, Indomitable Force only lasts one turn). That Monolithic card, by the way, only lasts one turn and is forced redirection. But, you really can't beat a single card that gives both -2 damage taken AND hero damage redirection, even if it's just for one turn. No-setup-required tanking is some really good emergency tanking.
This game has many good cards. It makes me happy. ^_^
But, still, each hero has cards that they can't do without because they are crucial to the character's playstyle. Removing them would cripple those hero's decks. Does that make them "strong" cards? For instance, without Lightspeed Assault, Tachyon wouldn't do much of anything. Her whole mechanic is based around that one card. Same with Naturalist and either Rhino or Crocadile. Those are both key cards that his deck needs. Can you imagine playing Absolute Zero without one of his two Module cards? Or Argent without his Supertonic for song chains? You can essentially find the "strongest" card in any deck by finding what card the deck breaks down without. But, that's not a very fun definition of strong, is it?
Reclaim->DDA is the best combo. The other heroes get to play a card from the trash every roundturn for the rest of the game for free.
When Unload is one of them it gets really fun. Works incredibly with Guise, and by incredibly I mean the brokeness is crazy.
You can also set up turns where you get multiple DDA in the same round, but it can break the system if you aren't careful.
Now that some people have got their copies of Wrath of the Cosmos, I suppose I can now say that we had a game at one of the London meets where we had Captain Cosmic and the Adept in the same game and Cosmic had put one of his equipment thingys on the Adept (played by me) which meant that whenever I regained hp I could use a power or something...anyway, it was a really cool combo which meant I just kept using chains of powers multiple times in a round (which in turn meant that everyone else kept getting to do a bunch of stuff). I can't remember what that piece of equipment was because it was probably about three months ago that we used it but I expect people who've got their copy of the game will be able to check and see what it is :).
It was Dynamic Siphon. Which also features a picture of the Adept on it. And it activated when it took damage. I think we had Fixer and the Scholar hitting it repeatedly as you had the Pipes, Rhapsody of Vigour and Scherzo of Frost and Flame out so you were more efficent at damage and healing than either of them, especially as you were keeping the Siphon topped up every time. But yes, putting the Siphon on a set-up Argent Adept results in power chains a-plenty.
And this is presumably why they're on a team together. Man, that was a good game...

I mean, it's right in the name.
On G+ we had a game of Cosmic, Argent Adept, the sentinels, Guise and the Scholar. It was crazy, every turn we would use scherzo on the siphon followed by the healing song. So essentially Scholar was healing 10 each turn and between him and the constructs, was ripping I believe Dawn apart.
It ended with a proverbs and axioms where scholar took the damage, triggering one of the constructs to hit him , followed by using Cosmic’s sword on himself. This allowed him to be healed more for the win
Christopher wins. We can all go home now.
/thread
I love the text on Best Card Ever. Its refering to Christopher
Is it just me or is Dynamic Siphon TOO strong as written? Wouldn't it be more balanced if instead of: "Play this card next to a hero character card. After each time this card is dealt damage, the hero next to this card may use a power." it read: "Play this card next to a hero character card. After each time this card is dealt damage by a non-hero target, the hero next to this card may use a power." ? It just seems like it can easily lead to broken combos with, say, AA, when you can hit it for 1, 2, or 1 + 1 and then heal it to full during the course of the ~5 powers this gives you on every turn... Can also combo with any other hero that heals with a power while doing something else.
Meh, guess I'll have to see how it plays out. My copy of WotC comes tomorrow!
EDIT: Well, looking through the cards again, the only times Dynamic Siphon is "broken" as written is really with Argent Adept. The only other hero that can do that sort of combo is Tempest, with Cleansing Downpour. You can set it so every round, in addition to playing cards and doing other things, every hero target heals for 2*H. That's a LOT of healing! Since Dynamic Siphon isn't limited to once per turn, consider a team of Tempest (base), Fanatic (base), Wraith (Freedom 6 promo), Chrono Ranger, and Captain Cosmic (any). Dynamic Siphon on Tempest, Tempest plays Cleansing Downpour. Fanatic's base power targetting Dynamic Siphon lets Tempest use an offensive power AND healing every hero target (including the siphon) by 2. Wraith, once set up with her belt and some offensive might, can use a power offensively AND hit the conduit for 1 (as well as a hostile target for 1), healing every hero target for 2. Chrono Ranger can do practically anything, which lets him shoot something (the siphon) for 1. The second time on his turn that he hits the siphon, everyone is healed for 2 (the first time, Tempest uses an offensive power, such as his base power).
Anyway, I'm way off topic at this point. Sorry! That's just... such an amazing card in the right situation.
Just remember you can only use an instance of a power once per turn. It's particularly strong on AA, but not many heros have access to the power usage AA has. Chalk it up to really good Prime Warden team synergy.
Dynamic Siphon was A LOT stronger in PTing when hero damage could trigger it as well. Now that was broken.
Fair enough! I edited my above post while you posted this to basically say the same thing. The only times this is super strong is with Argent Adept or with Tempest, both of whom are Prime Wardens. Wow, if that also triggered when the hero linked to it took damage… Yeah, I can see why that was changed!
No no. What I mean is that heros can't damage the Siphon themselves to trigger it. It used to work that way, but doesn't now. Fanatic can not hit Siphon to trigger it at all.
"After each time this card is dealt damage by a non-hero target"
well either it got reverted or misprinted, as the cards lacks any non-hero target text, I just checked my copy/
Yeah you are right. Sorry guys for terrible misinformation. Just forget everything I said in the last few posts.
What post?
Well, even ignoring what you said that was incorrect, you still have a valid point. It isn't that OP when used on people who are not AA or Tempest. They're the only ones that can sustain the combo indefinitely. With anyone else, the conduit will break pretty fast. Still, I think it should only trigger on damage from non-hero targets. If it's too broken, I'll just house-rule it that way. That's the beauty of playing fully coop games! I mean, it's not like I don't already play with customized, non-official cards, between the PnP fanspansions, fan-decks I'm working on, and custom promos…
On topic: Still, Dynamic Conduit is a very, very strong card as written!
Hey, Miss Information is a nice lady!
When not sabatoging a team of superheroes right under their nose.
All of them. I cannot be trusted
Foote is correct most of the time!
Just not always.
It actually is gamebreaking when combined with Prime Warden Captain Cosmic. Multiple uses of Absorbtion per round (3 is plenty, but you can do more if you want) followed by a Construct Cataclysm makes an unending chain of exploding and multiplying constructs for one massive hit of infinite damage. I just used that combo yesterday to take Skinwalker Gloomweaver from full health (on his FIRST SIDE) to dead in one turn.
Whoa, I didn't even think of that! That truly is broken with damage on hero turns. It's doable without hero damage triggering the construct, but rather finicky and diffult to pull off that way. With hero damage being able to hit it, it's trivial to pull off. A two-card infinite-damage combo is ridiculous :o
(For those who don't see the combo - Absorbtion says that until the start of your next turn, every time a construct is destroyed, you can either play a card or draw a card. Nothing says it doesn't stack when used multiple times in one round. So, Captain Cosmic starts the game with Dynamic Siphon and Construct Cataclysm. On turn 1, he plays a Dynamic Siphon targetting him and activates Absorption. Another hero hits the Siphon for 1-2 damage, allowing Captain Cosmic to use Dynamic Siphon to stack a second Absorbtion. Another hero hits the Siphon for 1-2 damage (but not enough to destroy it), allowing Captain Cosmic to use Dynamic Siphon to stack a third Absorbtion. The fourth hero (or the environment, or the villain) deals the final bit of damage to the siphon. Based on how it works (I'm a bit shaky on this), it either lets Captain Cosmic use a fourth Absorbtion as it blows up or it doesn't (do those go off from the damage that breaks them?).
When the siphon is destroyed, it triggers the 3-4 stacked Absorbtions, allowing him to draw or play a card 3-4 times. He uses all but two to draw, then the second to last one to play a construct, and the last one to play Construct Cataclysm. Construct Cataclysm destroys all Constructs, then does one target X irreducible damage, where X is the number of constructs destroyed. First, it destroys the first construct that he just played. That construct's destruction triggers another 3-4 card draws/plays due to the stacked Absorbtions. He uses all but one to draw, and the last one to play a Construct. He repeats this N times, where N = infinity. Unless, of course, he gets insanely unlucky in his draws and does not get the constructs he needs to start it. B ut, given that 23 of his 40 cards are Constructs (22 of 38 once you remove the two he must have for the combo), him not getting a construct in his first 4, then 2 in his first 7, then 3 in his first 10 (etc) is just really, really low. And once it gets far enough along, it's truly unliminited, since he winds up with a hand full of one-shots and a deck full of constructs, and it just goes and goes until he finally gives up and blows everything up for 100000000 damage. On the first round!)
I very much doubt Absorbtion stacks. We had this debate in the PT forums. The power is not an additive effect in the same way Galvinize or Stealth is. Frankly, anytime you see an infinite loop like that, odds are you are playing it wrong.
There is no reason that it wouldn't. The way it's worded, it should. "Whenever a construct is destroyed, you may draw or play a card." This would work exactly the same as if you had 2 cards in play with the same text, and those would definitely stack, right?
There is no reason why it would (or should). It is not the same as an additive effect like +/- damage modifiers. Not everything can stack
I'm not sure 3 posts will make you any more right, Foote.
As long as Dominion stacks, this card should work similarly.
I'm not sure I like the infinite damage combo, though.
I have a hard enough time being right with just one post.
But the effect is to draw or play a card - not activate a power.
We worked for quite a while trying to figure out how to word it, I can't find that thred at all, which given it would be after the promo reveal shouldn't be hard to find, but whatever.
The intent was to make it not stack and break the game. How to word it so that inent would be clear was not an easy task and I don't think it was successful, but the intent is to have it not break the game, and thus not stack.
I would suggest you review the card, here i'll post it.
Until the start of your next turn, whenever a construct is destroyed, you may shuffle it into your deck instead and either draw a card or play a card.If you were to use the power multiple times, you would not be able to shuffle it back into the deck with the following uses, so only can either draw or play once per destruction.
The wording released in the sneak peek of the promo was different, and that's what those of us who don't yet have our copy are going off of. Honestly, the wording should be, "Until the start of your next turn, whenever a construct is destroyed, you may shuffle it into your deck instead. If you do so, you may either draw a card or play a card." or "Until the start of your next turn, whenever a construct would be destroyed, you may shuffle it into your deck instead and either draw a card or play a card." The wording above doesn't have the draw/play conditional on the shuffling, and it doesn't stop the destruction from happening, so a second copy of the effect would still trigger on the destruction of a construct and still allow the draw/play. It would also shuffle the card that's already in your deck back into your deck.
The word "instead" is big here. Once one instance triggers, it is no longer something that has been destroyed, thus the destruction clause cannot trigger for anything else.
Also the "and" is important, the act of shuffling and the draw/play are linked. If there was a period and a new sentence they would be seperated, but like Ronway states the first instance would trigger, shuffling the card into the deck and letting you play or draw, the second instance of the effect no longer has anything to react to so it doesn't do anything.
Cosmic Weapon is a great card for PW Cosmic, since an out of turn power use is worthless for purposes of your base power.
The version of the card that I have (pre-playtesting fix; still don't have my hard copy yet) does not have that "shuffle it into your deck" text, and the spoiler sheet doesn't mention it either.
That definitely fixes it right up. Glad they did that.
the spoiler sheet is based on write-ups as provided by a play tester from the proof sheet. If a deck includes a yellow title column, it has not yet been proofread or compared against a physical copy of the card.
I won't promise that promo heroes are all appropriately yellow.
>
Infared Eyepiece is only good when you have a "bad" choice to bury and a tame one to send to the top. I'd say it's nowhere near the most powerful, just a lot of luck involved.
You can't really put a price on information though. If Wraith is first or second in your lineup, your other heroes can play in a way that best responds to or prepares for the next Villain card.
And besides, while both villain cards might be bad, one of them is most certainly the "less bad" option. Having a way to mitigate your losses is quite important.
Anyways, Best Card Ever is definitely up there for...well...best card ever. Card draw, damage, and a heal all on top of another free play? There's almost no reason not to play that card if it's in your hand.