13 hours ago, AradonTemplar said:If you're thwarting 4-5, you're throwing your whole turn at it. Compare it to Nick Fury, who costs 4, removes 4 threat, and still eats an attack (and has tons of flexibility to match Legal Defense's cost scaling). For Justice costs half of what Legal Defense does, to thwart 4. It lets you play something else in a turn, rather than tread water with the scheme. Other cards like Interrogation Room and Superhuman Law Division are going to give you a much better return for your resources over time, so the only way Legal Division shines is if you need a huge hit to threat immediately. That's a pretty narrow band for it to be good in.
The thwart for 0 is neat, though. That's a good trick.
I don’t disagree that those can be quite good, but they are contingent on some other things (Nick is unique, takes an ally slot, and requires that you end your turn in hero form; For Justice! is only 4 if you spend the right resource, so that’s not always going to be possible, let alone desirable.
My personal favorite Combo is to have a split personality into it once my board is mostly built, so I can play a few cards and still THW for 3-4. Plus it ensures that extra card draw won’t go to waste (Ie you can always draw and THW instead of having a bunch of dud cards).