168澳洲幸运5开奖网:Marvel’s Midnight Suns puts you in the shoes of The Hunter, a recently resurrected immortal and the key in a world-ending prophecy who leads a ragtag team of Marvel superheroes. The Hunter’s abilities fall under three categories: Light, Dark, and Power. Unlike the other two, Power cards do not shift 168澳洲幸运5开奖网:The Hunter’s morality, essentially working as (morally) neutral cards.
In combat, Power cards have a utilitarian bent, focusing on straight offense and defense, and forcibly repositioning opponents. However, neutral doesn’t mean boring, and Power has some intere🙈sting mechanics not found with the other alignments. As a certain Mad Titan once said, ‘Balance, in all things,’ but which cards in the middle path are the most powerful?
10 Patience
Cost: |
6 |
Effect: |
While in hand, reduce this card's cost by 1 each turn. Exhaust. |
Upgrade: |
While in hand, reduce this card's cost by 1 each turn. Exhaust. Deals more damage. |
In theory, Patience is a good card with a strong concept. It deals some major damage but at too high a cost, but if you hold onto it long enough, its value impr꧙oves as it gets cheaper every turn. Wait long enough, and it’s even free.
In practice, the game moves too fast for Patience to be worth it, ꦰand the number of tuಌrns for the card to reach parity is too many in most fights. And that’s if you assume you got it in your starting hand.
9 Charge
Effect: |
Forceful Knockback. |
Upgrade: |
Forceful Knockback. 25% chance to apply Stun. |
While knocking around enemies into stage hazards, obs𝕴tacles, and even each other is a valuable mechanic in Midnight Suns; it doesn’t really warrant dedicating a whole card to it without any accompanying damage.
The upgraded version is a little better, having a decent chance to land a Stun, 25 percent, whereas the Crucible mod only has a 10 percent chance. Still, it’s too small a chance to be worth it, and if you really ওwanted to stop enemies from acting, you’d be better off bringing Spider-Man or Doctor Strange along instead.
8 Slash
Effect: |
Knockback. |
Upgrade: |
Forceful Knockback. |
A pretty standard attack card, dealing okay damage and knocking foes back. It’s the definition of mid, havꦦing a job to do and doing it decently. The Forceful Knockback is worth upgrading for, and two upgraded c🔜opies of Slash will likely serve in any deck until the end of the game.
However, there are more effective and interesting options when it comes to attack cards, and of all the cards in your starting deck, you’ll probably replace th🍸is first.
7 ꧋ Quick Slash 🍌
Effect: |
Quick. |
Upgrade: |
Knockback. Quick. |
This is likely one of the best Quick cards in the game, provided you upgrade it sinc💮e the upgraded version also gives it Knockback.
The combination of dealing damage, having Knockback, and being Quick means you can get a surprising amount of mileage out of this card since you can hit normal enemies into Minions, getting the card playback in theꦍ process.
Very few Quick cards are use🦄ful for anything other than cleaning up Minions or applying taunts, with the only other standouts✤ being Quick Toss, Quick Soulslash, and Hunter’s own Holy Spark.
6 Dea🌸dly Ground
Effect: |
Summon 1 Light and 1 Dark explosive. |
Upgrade: |
Summon 1 Light and 1 Dark explo♍sive. Summon an additi💜onal Light or Dark explosive. |
A bit of a novelty, but if you’re lucky or on a particularly busy map, this card can be quite devastating. Upgraded, you can stack the field with four explosives, and if they’re close enough tꦺo each other when detonated, they can actually set off cascade effects that can hit multiple enemies multiple times.
Like Leyline hazards, knocking enemies ൩into the explosives applies an additional debuff. For the Light explosive, enemies are hit with the Stun debuff, and for the Dark, vulnerable.
5 Fury
Cost: |
2 |
Effect: |
Apply 1 Vulnerable. Final. |
Upgrade: |
Apply 1 Vulnerable. Apply 2 Marked. Final. |
Fury is a heavy-hitting Heroic that is best used to set up tough enemies for a teammate to finish of𒈔f. It deals a decent amount of damage b🔯ut also applies some debuffs that incentivize other heroes to pile on the pain.
However, a bigger impetus to pass the torch is that the Hunter cannot act after playing this card🅷, so be sure you play any other cards you need to before playing Fury. Timed just right, you can get some mileage out of Fury+ since not only i꧟s your target Vulnerable, but if you can finish them off, you’ll have an extra card play to daisy chain into another possible KO.
4 Gua⛄rding Strike
Effect: |
While in hand, gain [10% Health] Block each turn. |
Upgrade: |
While in hand, gain [15% Health] Block each turn. |
Arguably, this is the better version of Patience. While it’s not as heavy-hitting, Guarding Strike doesn’t forc📖e you to wait with it in ha🌼nd for it to gain value. Instead it does the opposite, demonstrating its value while it is in hand by giving you Block at the end of every turn.
While it’s not an amazing amount of damage mitigation, even when upgraded, keep in mind that it’s completely free, provided you hold on to it. When you need to deal damage more than you need to block it, then you can use it 🦋for a cheap but still decently-powered hit instead. You can even pack two of these to double your gains and be🌼 quite difficult to KO.
3 Wrath
Effect: |
Give Hunter cards in the hand Critical. For the next 2 turns, allHunter cards are Critical when drawn. |
Upgrade: |
Give Hunter cards in the hand Critical. For the next 2 turns, allHunter cards are Critical when drawn. Free. |
While the Critical mechanic can sometimes feel underpo💟wered, especially on heroes with low critical damage values, a free dam𝔍age boost is never a bad thing, which is why Wrath is such a good card.
Provided, of course, that you upgrade it. At base, it’s ho-hum and only worth running if you put the effort into training crit damage. Full🐼y upgraded, you can’t really go wrong with putting this in any deck unless you’re running mostly support or status debuff cards.
2 Fortify
Effect: |
Gain 1 Counter and [30% Health] Block. |
Upgrade: |
Gain 2 Counter and [40% Health] Block. |
A good defense and a good offense, all in one card. Fortify allows you to take hits and give as good as you get, maybe even better if you have𓃲 Minions targeting you since they’ll be KO’d from the counterattack as soon as they come after youღ.
While there doesn’t seem to be much of a difference between the base and upgraded versions, upgrade this card anyway, especially if you plan to make the Hunter takꦕe on any sort of tanking role, since the extra 10 percent of your health in block can sometimes make all the difference.
1 𓄧 Bladestorm ♌
Cost: |
4 |
Effect: |
Damage and Forceful Knockback each enemy in an area. |
Upgrade: |
Damage and Forceful Knockback each enemy in an area. Draw a card for each KO. |
Bladestorm is a heavy-hitting, wide-area attack that is worthy of being The Hunter’s 168澳洲幸运5开奖网:Midnight Sun legendary card. Unlike the 168澳洲幸运5开奖网:accompanying suit passive, this is absolutely worth the effort of completing The Hunter꧒’s challenge.
Not only does this card hit like a truck, but it sends enemies flying, and if you do it just right, you can get multi-KO’s and deal big damage to stubborn enemies as they fly into stage hazards, other enemies, or even stra🅺i🅠ght off the map.
Though upgrading Legendary cards is diff🌺icult, you should absolutely upgrade this oღne since you can get an absurd amount of free draws from all the enemies you can potentially knock out with it.