The aim of this post is much more modest than the name suggests. But it’s not just clickbait! Nick Fury: Agent of S.H.I.E.L.D. gave us ten new S.H.I.E.L.D pieces with a “Changing the World” trait that throws a wrench in your enemies plan. To make things more interesting, the trait on each piece is slightly different from all the rest. So how do you get the most use out of them and which ones should you use?
How do you use them?
All of these traits trigger by an opponent being adjacent to two or more of your S.H.I.E.L.D. pieces. Here’s Steve Rogers’ as an example:
CHANGING THE WORLD: A WORLD UNITED: Opposing characters adjacent to two or more friendly characters with the S.H.I.E.L.D. keyword can’t use Willpower or Team Abilities.
So this means a few things.
1) Play a S.H.I.E.L.D. theme team. The trait only activates from friendly characters with the S.H.I.E.L.D. keyword. If you don’t have a lot of S.H.I.E.L.D pieces, then the trait is largely useless. Jimmy Woo can’t change the world by himself. If you want to make the most use of this trait, go all in and build a S.H.I.E.L.D. theme team.
2) Use some cheap tie-ups. We have lots of S.H.I.E.L.D. generics now, so use them to base your opponent so that your ranged pieces can take their shots. The twenty point S.H.I.E.L.D Recruit comes to mind. She’s disposable, but also has Plasticity and Combat Reflexes. She’s great for tying up your opponent and she’ll easily have justified her points by the time she dies.
3) Fit some close combat attackers in. This is a bit counter-intuitive for a S.H.I.E.L.D. team, which relies heavily on firearms to deal damage, but you need someone to get in the fight. Iron Nail and U.S.Agent are great choices. Pieces with Poison like AVAS001 Black Widow or S.H.I.E.L.D. Infiltrator are effective too.
4) Play multiples. These field leader pieces are fairly inexpensive, so put more than one on your team and get the most out of it. Your pieces can activate all the traits at once, making your tie up pieces or close combat pieces more effective.
Which ones are the best?
A lot of this is going to depend on how you want to change the world and what kind of team you anticipate going up against. All of them shut down Willpower, but each of them also has a unique effect. So here are a few things that stand out to me.
1) Shutting down Team Abilities. Steve Rogers has the unique ability to shut down any team ability as part of this trait. Mystics, Batman Ally, Power Cosmic/Quintessence? Not on Steve’s watch. Remember, ATA’s are simply Additional Team Abilities, so Steve will shut them down too. He’s a bit more expensive than the other field leaders, but he brings this trait along with a host of other great tools. Play him. Seriously.
2) Shutting down defense powers. Three pieces can shut down certain common defense powers. Maria Hill prevents Energy Shield/Deflection. John Garrett disregards Combat Reflexes. Eric Koenig blocks Shape Change. All of these are useful, as these are common powers in today’s game. Shape Change is especially frequent with the rise of Precision Strike. If you have the points, consider playing more than one of these three.
3) Shutting down Mystics. So maybe you can’t get your hands on the Steve Rogers Super Rare. Jimmy Woo is another great option. While he doesn’t shut down all team abilities, he at least addresses one of the worst. Don’t fear Mystics with Jimmy Woo on the case.
If you can’t tell, I like a lot of these traits. Each one serves a purpose. I really think these traits are designed to stack, which offers some great combos for players who experiment. From a thematic standpoint, I think it’s a great way to bring out S.H.I.E.L.D.’s teamwork. Swarm teams full of S.H.I.E.L.D. generics get the greatest benefit, so I appreciate how this provides value for a good field leader.
So what are you waiting for? Get out there and make a better world…or at least a different one.