Alrighty, I decided to start this leisurely discussion for several reasons. First up, you might be aware that there’s currently an ongoing discussion about ![]()
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being the 2000-point prize for the season, and whether it’s the suckiest power in 4* land. In addition, I’ve seen some comments that yellow is usually the “meh” colour, the one that you can leave at 3 covers. Is it really that bad? Plus, in the last 24 hours I just got ![]()
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from a Thick as Thieves token, as well as ![]()
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from the DDQ Vault. My Simulator vault has ![]()
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; the way my RNG is going, I’m probably gonna get him as well.
So, yellow powers. In MPQ, yellow is best known as being a defensive/recovery ability. Of course there are the outliers, like Luke Cage’s Righteous Uppercut, but the majority of yellow powers have a defensive and/or supportive element. I’ll be looking at all the yellow powers in 4* land both in a vacuum (that is, if that character only had yellow covers) and in the context of a fully-covered character (if that character has all 13 covers). Oh, and I’ll be looking at them in the context of 1-v-1 as well. Just think 4* DDQ. Abilities are listed according to character alphabetical order. Opinions are all mine; feel free to add constructive comments. Here we go!
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Ants! Ants! Ants! Cost: 7 AP
A very solid yellow ability that has both an active and a passive component. A yellow-only Antman can deal chip damage for a few turns before proccing strike tiles, which are always welcome. Combined with his purple, you’ll be pumping out lots of damage assuming you can flood the board with his yellow and purple (that’s how my lv127 2/2/2 Antman took down Jean Grey). My verdict: 7/10
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Uncanny Strategist. Cost: 5 AP
A great support ability that is absolutely useless if it’s the only cover in a 1v1 scenario. Good luck beating DDQ with your 0/5/0 Cyclops! Combined with his red and blue, however, it turns into a very efficient battery. At five covers, you need just three TU matches to activate his Combined Forces, which will likely have 10 TU AP to feed on. My verdict: 0/10 by itself, 10/10 with his red
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Grant Invisibility. Cost: 9 AP
This. This ability is what allowed a 1/0/0 IW to triumph over Quicksilver. This ability directly or indirectly led to Quickie’s buffing. At higher levels, it creates strong protect tiles, although you’re still likely to leave it at 3 covers in favour of blue and green. Still, like Prof X’s purple, this is an ability that, if you come up against it, might make you want to throw your device across the room. Don’t underestimate it. My verdict: 9/10 (the high score is mostly due to its awesomeness in 1v1)
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Maggia Pawns. Cost: 10 AP
By itself, it’s a very solid move that allows Kingpin to deal damage, and at higher levels creates (relatively pathetic) strike tiles and the potential of a nuke. With his black, however, it becomes phenomenal, as evidenced in his matchup against Luke. Five Fingerpokes of Doom in a row is nothing to sneeze at. Oh, and it’s accelerated by his purple. Great ability both on its own and combined with Willy’s other powers. My verdict: 7/10 by itself, 9/10 with his black and purple
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Power & Responsibility. Cost: 8 AP
The second power after Cyclops that, by itself, is absolutely useless. Those purple and red AP generated do nothing when Miles, er, doesn’t have purple and red covers. With them, however, it fuels his purple and red, allowing him to go invisible and stun enemies. My verdict: 1/10 by itself, 8/10 with his purple and red
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Master of the Fantastic. Cost: Passive
Yet another useless ability on its own. How you gonna heal if Mr F doesn’t have his blue or black to create special tiles? With them, however, it has some utility. At 5 covers, Mr F has the chance of a super heal. Still, you’d probably prefer to leave it at 3 covers; combined with the protect tiles his blue produces, it should be enough. My verdict: 0/10 by itself, 6.5/10 with his blue and black
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Avengers Assemble! Cost: 12 AP
One of the most interesting yellow abilities. Let’s assume you have at least 4 covers, because that’s when you can get a 3-turn stun. Of course, it does require plenty of babysitting (collecting red, blue, purple, green), but the payoff is worth it. In fact, we don’t really need to bring his blue and purple into the picture; AA is one of those abilities that works equally well whether Nick is 5/0/0 or 5/x/y. My verdict: 2/10 at one cover, 6/10 at 2 covers, 8/10 at 4+ covers