Trained and tormented from childhood by the mad titan Thanos, Gamora is a deadly warrior able to wield nearly anything as a weapon and dispose of enemies with fatal finesse. No longer under Thanos’ control, Gamora now travels the stars as a member of the Guardians of the Galaxy, and she is determined to end the suffering that she once endured.
As a member of the Guardians of the Galaxy, Gamora dances into the scene with a deadly flurry in this expansion pack, which introduces Gamora as a brand-new playable hero, along with her fifteen signature cards. While she comes packaged with the Aggression aspect, Gamora is unique in that she can have up to six cards from other aspects in her deck as well! With event cards for both Protection and Justice also included in her pre-built deck, you’ll be able to try out her unique tactical flair right off the bat. With incredible combo potential and the ability to both deal damage and thwart schemes reliably, Gamora is a versatile hero and a valuable member of any team. You’ll be happy to have her!
—description from the publisher
- Extremely versatile
- Many deck customization options
- Good at both attacking and thwarting
- Strong synergy between cards
- Can make high-cost cards cheap or free
- Good threat removal
- Deals significant damage
- Fun card play
- Doesn't one-shot villains
- Doesn't have a whole bunch of ways to defend herself
- Marvel
Mechanics (from transcript analysis)
- Alter Ego Ability — As an action you can look at the top card and if it's an attack or a thwart you can draw it.
- Card draw — She has ways to actually draw cards in her deck and a lot of other cards that let her just look at the top.
- Combo Plays — Forward Momentum can remove 3 threat (or 5 if an attack event was played) and Decisive Blow can deal 4 damage (or 7 if a thwart event was played), allowing for significant turns when combined with other cards.
- Damage Enhancement — Godslayer grants +2 attack when attacking a unique enemy, and her sword attachment deals 1 damage to an enemy after playing an attack event.
- damage prevention — Cross Counter prevents 3 damage and deals 1 damage to an enemy while removing 1 threat from a scheme.
- Discard Pile Interaction — Conditioning room allows recycling of attack and thwart cards from the discard pile back into the hand.
- Resource Acceleration — Keen instincts gives her a wild resource for an attack or thwart event, which can make higher cost cards free or incredibly cheap.
- Response Ability (Finesse) — After you play an attack event, you can remove a threat from a scheme (once per phase).
- Response Ability (Precision) — When you play a thwart event, you get to deal damage to an enemy (once per phase).
- Skill Tactician — You can include up to six attack and or thwart cards from different aspects in the base game she gets aggression, justice and protection.
Video topics + discussion points
Quotes (from this video)
- viewer discretion is advised
- she is fantastic
- she is probably the most balanced champion that i can you know that i can recall off the top of my head
- She's not gonna like one shot of villain but she will get really close and she will be able to defend and be able to you know deal quite a bit of damage as well as remove quite a bit of threat so she's very balanced in that sense
- I absolutely love her card play
- On a scale of 1 to 10 I'm going to give Gamora a 10.
- She is gonna be extremely solid and such a blast to play.
References (from this video)
- Effective at triggering Nebula's technique upgrades outside of her forced response.
- Provides decent combat and thwarting stats.
- Helps Nebula by giving an extra trigger before technique upgrades are discarded.
- Acts as a chump blocker and potential attacker/thwarter.
- Her ability to trigger technique upgrades is most valuable before Nebula's forced response discards them.
- Consequential damage on attacks.
Mechanics (from transcript analysis)
- Ally — A three-cost ally with 3 health, 2 thwart, and 2 attack. Has consequential damage on each.
- Triggered Ability — When played, Gamora allows the player to resolve the special ability of a controlled technique upgrade, offering an additional trigger before they are discarded.
Video topics + discussion points
Quotes (from this video)
- This is a two cost support it's a leadership card play under any player's control max one team card per player this is a team card the team trade is on it if each of your characters has the guardian trait this card gains response after you play an upgrade on an ally draw one card
- I like this card for the possibilities because yes it has to be used in alter ego form yes you're only going to have two in your in your deck so it's not going to come up as frequently but there's so many protection cards already in the game
- the important thing to note here is that there are cards like we just went over with guardians of the galaxy the leadership card where you're going to need the guardian trait on specifically on allies this allows you to be able to include cards in your deck that don't have the guardian trait and then with the plan being add honorary guardian onto them
- nebula is a pretty unique hero and i will say that i think that it's not going to be one that necessarily everyone is going to love
- it's a constantly evolving puzzle is the best way i can think to describe it
- the nine hit points is pretty low when i'm playing solo
- i think it's a really solid hero it's not one i'm disappointed with by any means
References (from this video)
- Forces removal of the Gamora ally.
- Can be defeated with specific combos (e.g., Weapons Master + base attack).
- High health for a nemesis.
- Discards upgrades upon damaging the hero.
- Can be difficult to remove quickly, especially for justice heroes in solo.
- Rivalry
- Marvel
Mechanics (from transcript analysis)
- Ally Removal — Interrupt: When this minion would enter play, discard the Gamora ally from play.
- attack — Has two attack.
- Health — Has six health.
- Nemesis Minion — Gamora's nemesis.
- thwart — Has two thwart.
- Upgrade Removal — Response: After Gamora attacks and damages you, choose and discard an upgrade you control.
Video topics + discussion points
Quotes (from this video)
- This is a two cost support it's a leadership card play under any player's control max one team card per player this is a team card the team trade is on it if each of your characters has the guardian trait this card gains response after you play an upgrade on an ally draw one card
- I like this card for the possibilities because yes it has to be used in alter ego form yes you're only going to have two in your in your deck so it's not going to come up as frequently but there's so many protection cards already in the game
- the important thing to note here is that there are cards like we just went over with guardians of the galaxy the leadership card where you're going to need the guardian trait on specifically on allies this allows you to be able to include cards in your deck that don't have the guardian trait and then with the plan being add honorary guardian onto them
- nebula is a pretty unique hero and i will say that i think that it's not going to be one that necessarily everyone is going to love
- it's a constantly evolving puzzle is the best way i can think to describe it
- the nine hit points is pretty low when i'm playing solo
- i think it's a really solid hero it's not one i'm disappointed with by any means