I don't know if I'm not reading the card right, or it's a bug, but I took Guise for a test drive tonight (iOS, iPad), and encountered possible bugs with Uhh, Yeah I'm That Guy (UYITG):
(1) Playing with DW Fixer. Fixer had out Jack Handle and Alternating Tiger Claw. Guise was first in turn order, before Fixer. Guise played Lemme See That to take the Jack Handle, then used Hard Choices to play UYITG. I played UYITG, gave Fixer the "high-five" -- it then proceed to say "UYTIG was destroyed!", then do the requisite damage to all targets. Fixer's turn was next, and when he went to use Bitter Strike and it asked to destroy an ongoing, suddenly UYTIG was back in play, available to be destroyed.
(2) Legacy. A couple of turns later, Legacy had Inspiring Presence and Motivational Charge in play. Guise played Retcon to destroy an environment card, then used its power to draw UYITG. Guise then used Hard Choices to play UYITG. Instantly, Motivational Charge "activated," healing everybody 1 HP, but it didn't "activate" for the 2 melee damage. Instead, Guise's damage from Hard Choices activated, doing 1 HP, +1 for Galvanize (which was still active), +1 for Inspiring Presence, and +1 from UYITG duplicating Inspiring Presence.
However:
(a) why did the "power" portion of Motivational Charge activate? If I'm reading UYITG correctly, it just says (paraphrasing) to act as if you had all of that hero's Ongoings. Motivational Charge doesn't do anything on its own; it requires using a power for it to work. Why did it "activate" -- is it because Guise played UYITG as part of his Power phase?
(b) If Motivational Charge's power activated, then shouldn't the whole thing have activated? I.e., not just the +1 healing for every hero, but the 2 melee damage as well? If playing UYITG during the power phase means that you activate any of the powers on the Ongoing cards you "borrow," then shouldn't the order have gone:
1. Guise uses Hard Choices
A. Hard Choices, Part 1: Guise chooses to play card (UYITG), copies Legacy:
(I) Motivational Charge under Legacy "activates"; all heroes heal +1 HP, and then Guise (as Legacy) does 2 melee damage (plus any buffs) to a target;
B. Hard Choices, Part 2: Guise does 1 pt melee damage (plus any buffs)