This worked out so well last time, I thought I'd throw it out there again. Between Weekly One-Shots and Sentinels Randomizer challenges, I've been seeing a lot of PW CC lately, and perhaps I suffer from an embarassing lack of imagination, but I just find him MUCH less effective than regular CC. Unlike, say, PW Fanatic's new base power, which can be a total game-changer, PW CC's power is a real downgrade from his regular one, at least to me. Regular CC's base power is (essentially) a free extra card play or draw every turn, which pairs extremely well with CC's play style, e.g., you want to get as many constructs out there as quickly as possible.
PW CC's new base power is the ability to (essentially) replace a destroyed construct with a new card play or draw. While that seems nice -- hey, every time a construct is destroyed, I just pop out a new one! -- there are a few problems with it:
(1) The power by definition does nothing unless a construct is destroyed. Sometimes you have bad guys/environments that don't damage the low-HP targets. Unless constructs are being destroyed, then PW CC just becomes a regular CC who plays 1/2 as many cards.
(2) Quite often the thing that kills CC's constructs are AOE damage, so you don't get to replace a construct as soon as it is destroyed. If you have a villain doing (ex:) 4 points of AOE damage, then any new construct will be killed as soon as it is put into play.
(3) And, call me crazy, but usually I don't want CC's constructs destroyed. If (ex:) that Dynamic Syphon is out there on Argent Adept, allowing him all sorts of extra songs/draws/powers, I usually try my damndest to keep it alive.
(4) Maybe this is just my perception, but I don't think that there are *quite* enough constructs in CC's deck for him to be useful without the extra card draw/play that the original base power allows. Much like Fixer -- where quite often you find yourself with a handful of Riveting Cranes, Tire Irons and Pipe Wrenches, when what you really need is Grease Monkey Fist and the Jack Handle -- I never seem to have enough constructs in my hand, or enough of the right constructs. With regular CC that's not a problem -- the extra card draw/play every turn can quickly make up for a bad hand. But with PW CC, I find that quite often a construct gets destroyed, and there's nothing but (ex:) a bunch of Construct Cataclysms or Conservation of Energy-s to play, or the Dynamic Syphon gets destroyed, and all I have to replace it is a Wounding Buffer or Cosmic Weapon that I don't need. He needs that original base power--with the constant extra card draws/plays--to be able to churn his deck effectively enough to find and pull the best constructs.
(5) ...and that limitation on his deck also limits the base power. Since PW CC only plays about 1/2 as many constructs as original CC, he has that many fewer opportunities for him to use his power. Without constructs actually in play to destroy, PW CC's power becomes useless. Again, if you find yourself with a bad draw, PW CC doesn't have any extra card draw/play to allow him to get his engine going.
So, are there any PW CC fans out there? Any folks who *prefer* him to regular CC? If so, why -- what sort of shenanigans do you use him for?