I'm surprised you didn't mention two things: 1. Pulse grenade can be used with Fusillade 2. Dive Bomb is crazy good with Angel in Archangel form, bc he essentially has built-in Honed Technique
I'm expecting the grenades to get a boost whenever we get a resource card that counts as a double for Weapon trait cards. Probably in aggression if they don't put it in a Hero kit.
I use Pulse Grenade in my Nebula deck; she has a Scry technique that combos well with the grenade. It also protects you from Upgrades and support-destroying treachery. Not the best card but really satisfying when you activate her technique and blow a 4-6 grenade in the villain face, really thematic.
I don't run pulse grenade. For it to be considered I'd have to be running Power in All of Us and an encounter deck manipulation deck. Shield does a good job with that, so it may find its way into a deck in the next wave. It may also go good with Scarlett witch as she can manipulate boost icons, but it seems most turns she'd want to use it on her own cards, but maybe if you don't draw hex bolt you use it that round. I think it also would have benefited from being tech traited. Dive bomb is just crazy good, especially in multiplayer. If you hit it with honed technique and an aggressive energy or warrior skill you are doing 12 damage to one enemy, and 6 to the board. Insane value, and makes decks like Vision the minion collector possible. I've also hit 6 card draw with Unleash Nova Force. And if you have ways to push overkill onto minions, this can get pretty insane.
Pulse grenade is awesome. Running a heavy scry deck makes it epic. Cable w Blindfold & Gambit. PG is RAD . Imagine damaging the villian with SOTP instead of revealing it. So satisfying. Don't think so much in terms of damage but in terms of eliminating bad cards.
RE: Pulse Grenades Especially for any Solo or MPer group playing to the 1T push strategy...I say the Pulse grenades are *Awesome* for **ANY** aspect (Agg inc.). You can ALL run 3x and watch much of any villain Stage3 disappear... Doesn't really matter/hinder your plan if you are stunned/exhausted etc, as you would have to deal with that anyway - and for people like Parker who don't have medium attack card built in, then these are better/cheaper ways of dealing with such. And now with 'Cyclops' ally for leadership etc... Sure, the main issue with them is the 'RND' element, but if you have numerous "small" attack/damage (like basic attacks from ID & allies) otherwise in your deck, you can do those afterwards applying those precise numbers as needed vs minions etc - even throughout the game. Like you said the "average" return should be "okay/fine" (and getting better vs harder opponents)...but comes with the versatility of hanging around until desired whilst still also being usable in the turn played. In the mean time they can sit on the table and be removed from your deck allowing drawing through to your other powerful cards more readily.
In terms of Pulse Grenade, I feel like there is a common issue with card valuation: if a card does damage, then it must be X damage for X resources or its trash. You are paying for versatility, not efficiency.
Though, it can be a little bit of both. 😀 Versatile, imo, definitely yes. It can still be activated the turn you play it OR kept for a later turn. Love it. Also will be 'deck cleaning' in the mean-time. Vs harder encounter deck with high *icon counts*, then it improves which is a great player 'scaling card'. Yes it has 'RND' but practically all decks also come with small attacks (like basic attacks from ID & allies) to use afterwards counter the low-counts.
I'm surprised you didn't mention two things:
1. Pulse grenade can be used with Fusillade
2. Dive Bomb is crazy good with Angel in Archangel form, bc he essentially has built-in Honed Technique
I'm expecting the grenades to get a boost whenever we get a resource card that counts as a double for Weapon trait cards. Probably in aggression if they don't put it in a Hero kit.
I use Pulse Grenade in my Nebula deck; she has a Scry technique that combos well with the grenade. It also protects you from Upgrades and support-destroying treachery. Not the best card but really satisfying when you activate her technique and blow a 4-6 grenade in the villain face, really thematic.
I don't run pulse grenade. For it to be considered I'd have to be running Power in All of Us and an encounter deck manipulation deck. Shield does a good job with that, so it may find its way into a deck in the next wave. It may also go good with Scarlett witch as she can manipulate boost icons, but it seems most turns she'd want to use it on her own cards, but maybe if you don't draw hex bolt you use it that round. I think it also would have benefited from being tech traited.
Dive bomb is just crazy good, especially in multiplayer. If you hit it with honed technique and an aggressive energy or warrior skill you are doing 12 damage to one enemy, and 6 to the board. Insane value, and makes decks like Vision the minion collector possible. I've also hit 6 card draw with Unleash Nova Force. And if you have ways to push overkill onto minions, this can get pretty insane.
Pulse grenade is awesome. Running a heavy scry deck makes it epic. Cable w Blindfold & Gambit. PG is RAD . Imagine damaging the villian with SOTP instead of revealing it. So satisfying. Don't think so much in terms of damage but in terms of eliminating bad cards.
RE: Pulse Grenades
Especially for any Solo or MPer group playing to the 1T push strategy...I say the Pulse grenades are *Awesome* for **ANY** aspect (Agg inc.). You can ALL run 3x and watch much of any villain Stage3 disappear...
Doesn't really matter/hinder your plan if you are stunned/exhausted etc, as you would have to deal with that anyway - and for people like Parker who don't have medium attack card built in, then these are better/cheaper ways of dealing with such. And now with 'Cyclops' ally for leadership etc...
Sure, the main issue with them is the 'RND' element, but if you have numerous "small" attack/damage (like basic attacks from ID & allies) otherwise in your deck, you can do those afterwards applying those precise numbers as needed vs minions etc - even throughout the game. Like you said the "average" return should be "okay/fine" (and getting better vs harder opponents)...but comes with the versatility of hanging around until desired whilst still also being usable in the turn played.
In the mean time they can sit on the table and be removed from your deck allowing drawing through to your other powerful cards more readily.
In terms of Pulse Grenade, I feel like there is a common issue with card valuation: if a card does damage, then it must be X damage for X resources or its trash.
You are paying for versatility, not efficiency.
Though, it can be a little bit of both. 😀
Versatile, imo, definitely yes. It can still be activated the turn you play it OR kept for a later turn. Love it. Also will be 'deck cleaning' in the mean-time.
Vs harder encounter deck with high *icon counts*, then it improves which is a great player 'scaling card'. Yes it has 'RND' but practically all decks also come with small attacks (like basic attacks from ID & allies) to use afterwards counter the low-counts.
Bro, I heard you hate SOTP. Have you tried running Pulse grenade in a heavy Scry deck with Cable or Spider-woman?
Nah I like cable but I’ll try with spider woman
@D20Woodworking I've got I Love Scryder-Woman up on CDB. It's almost choose your encounter card.