Under Surveillance in solo play: Great card, or the Greatest card?

By Derrault, in Marvel Champions: The Card Game

2 cost, attach to the main scheme and increase the threat cap by 4 .

You could have a 7 threat cap on stage one of Ultron solo, or prevent Rhino from being able to threat out in one round.

So, for solo play: Great card, or the greatest card? Discuss.

Is this the new Justice card from Thor's pack? If so, I need it immediately for a Justice deck.

I don't know that I'd say it's an auto-include for all Justice decks, but definitely for solo play it would be. Particularly if you're using a hero that doesn't have the ability to control threat as well as She-Hulk or Ms. Marvel.

It's not unlike clearing 4 threat.

Cards that can remove 4 threat:
Astral Projection (also costs 2, but could possibly only remove 3 threat, or could remove more)
Covert Ops (3)
For Justice (2, but only with mental)
Legal Practice (0, but requires discarding cards so it's more like 1-5)

I could certainly see taking one or two. It is energy, so it works fine to have an extra with Iron Man or Captain Marvel. But the fact that you can only have one in play is a big limiter on where and how many of this card to take.

Edited by CaptainJaguarShark
21 minutes ago, CaptainJaguarShark said:

It's not unlike clearing 4 threat.

Cards that can remove 4 threat:
Astral Projection (also costs 2, but could possibly only remove 3 threat, or could remove more)
Covert Ops (3)
For Justice (2, but only with mental)
Legal Practice (0, but requires discarding cards so it's more like 1-5)

I could certainly see taking one or two. It is energy, so it works fine to have an extra with Iron Man or Captain Marvel. But the fact that you can only have one in play is a big limiter on where and how many of this card to take.

I feel it’s quite a bit different from clearing 4 threat. All of the cards you mentioned require threat to already be placed to have an effect, Under Surveillance does not. You can play it turn one and have a slight cushion the rest of the game, which is much welcomed in solo play. (I’m looking at you Rhino)

10 minutes ago, KimJoshIl said:

I feel it’s quite a bit different from clearing 4 threat. All of the cards you mentioned require threat to already be placed to have an effect, Under Surveillance does not. You can play it turn one and have a slight cushion the rest of the game, which is much welcomed in solo play. (I’m looking at you Rhino)

It's the closest comparison currently available to the game, I think. It certainly behaves differently and you're good to play at any point regardless of the current threat level.

Rhino is a good example, but this card is made for Ultron, solo or 2 hero specifically. This can have a big impact on any of his 3 main schemes...

Scheme 1 has a cap of 3, so the only way to keep it from completing solo (barring I object! or Emergency and praying for a zero boost draw) is to stay in hero mode as long as you can hold out.

Scheme 2 isn't so bad itself but you very much don't want to progress to scheme 3 so using it here gives you more breathing room.

Scheme 3 is awful and you can't remove threat at all (again, prevention works via I object! or Emergency) so this could literally keep you in the game long enough to win.

So I agree there is a big difference, in these and other tight threat levels, between removing threat and raising the cap.

Edited by Daverman

Stat line of: 20 health, 5 ATK, 0 THW and 0 DEF. 5 REC or THW 2 as Banner?

4 hours ago, OttRod said:

Stat line of: 20 health, 5 ATK, 0 THW and 0 DEF. 5 REC or THW 2 as Banner?

You weren’t far off the Mark. Although this wasn’t the thread for it?

17 hours ago, CaptainJaguarShark said:

It's the closest comparison currently available to the game, I think. It certainly behaves differently and you're good to play at any point regardless of the current threat level.

The closest comparison is actually threat prevention rather than removing threat - threat prevention is still better though. This is better than removing 4 threat, with the caveat that it’s only useful vs the main scheme and not side schemes.

In solo play especially, it’s not uncommon for a single turn in alter ego to be all you need for the scheme to advance, and this gives you a cushion so you can occasionally dip back and heal before coming back and clearing the scheme again. Probably only a 2 of at max though, since you can only have 1 in play at once.

7 hours ago, FearLord said:

The closest comparison is actually threat prevention rather than removing threat - threat prevention is still better though. This is better than removing 4 threat, with the caveat that it’s only useful vs the main scheme and not side schemes.

In solo play especially, it’s not uncommon for a single turn in alter ego to be all you need for the scheme to advance, and this gives you a cushion so you can occasionally dip back and heal before coming back and clearing the scheme again. Probably only a 2 of at max though, since you can only have 1 in play at once.

I can see the argument for it being closer to prevention. I have played less solo play than multiplayer, so I'm not as strong on the difference in dynamic there but what you say makes sense. Is it generally felt that applying the confused condition is strong? While variable, it could prevent quite a few threat as well. In the multiplayer games I've played, I guess we've just outpaced the threat with damage, and had Iron Man/Justice to clean the schemes.

I don't think comparison to clearing threat is necessarily bad, though. It all falls under threat management, I guess.

And I think I did miss that OP specifically called out solo play. Whoops.

2 hours ago, CaptainJaguarShark said:

I can see the argument for it being closer to prevention. I have played less solo play than multiplayer, so I'm not as strong on the difference in dynamic there but what you say makes sense. Is it generally felt that applying the confused condition is strong? While variable, it could prevent quite a few threat as well. In the multiplayer games I've played, I guess we've just outpaced the threat with damage, and had Iron Man/Justice to clean the schemes.

I don't think comparison to clearing threat is necessarily bad, though. It all falls under threat management, I guess.

And I think I did miss that OP specifically called out solo play. Whoops.

Confusion is definitely strong, at least in solo. Switching back is important (you need to heal, but some characters get really strong benefits from regular switching) so anything that makes it safer for a turn is really good in my view.

12 hours ago, FearLord said:

The closest comparison is actually threat prevention rather than removing threat - threat prevention is still better though. This is better than removing 4 threat, with the caveat that it’s only useful vs the main scheme and not side schemes.

In solo play especially, it’s not uncommon for a single turn in alter ego to be all you need for the scheme to advance, and this gives you a cushion so you can occasionally dip back and heal before coming back and clearing the scheme again. Probably only a 2 of at max though, since you can only have 1 in play at once.

I’d rate this higher than threat prevention in general as well.

This can be used multiple times off the same play, providing that buffer, whereas the prevention is, to date, a one off.

I think a lot of the value of this card is not only they it might give you X extra turns but that it leaves you room to allow your threat to ride a bit higher and then knock it down in big chunks rather than having to always peck away at it while keeping it down to 1 it 0.

In solo play, due to the possible swingy-ness, I really focus super hard on keeping the threat super-low. A threat of 2 can be just a single flip of "Advance" and a big boost card from advancing the scheme or a game-over. This card allows me to let it ride higher and utilize some the events and abilities that clear 3-4+ threat at once without "wasting" them when the threat is lower than their removal value.

Yeah, the only downside to this is that it can't clear out side schemes like For Justice can. But adding +4 to the cap is a great deal that can keep you from losing the game to an unfortunate flip, and really give you some breathing room on things like Ultron's scheme 1. Or 3, for that matter.

Does this card leave when the current main scheme is defeated and the next one is flipped or does it stay for the rest of the game regardless of how many main schemes there are?