I was wondering why sometimes two different cards seem to have two different wording but at the end it mean the same thing?
-Select a Hero that hero may use a power now vs One hero may use a power now
-Each vs All
And some other I can't think right away
Argent Adept's deck seem really underpowered unless you have very specific setup and become sligthly underpower, considering he starts with the lowest HP from all other hero too. His decks seems way too "random" or doesn't seem to do anything other than some random 1 damage or may add +1 or -1 damage at some targets. it my least favorite Hero, maybe there something I am not seeing?
Are cards like Citizen Dawn destroy all slightly unfun for a games where you have to "setup" some kind of board to have actual "fun" or benefit in combat ( I would reduce it to H or something like that)
Well, a card like Alacritous Subdominant lets you, as a Power, play the best card in any player's hand. Inspiring Supertonic lets you use the best Power of any Hero in play. Once you're setup with Inspiring Supertonic, the Harp, and the Lyra, plus some other cards, you can let several people play cards out of turn. And often playing a card out of turn is better than playing it on your own (Grease Gun, Overdrive, Zealous Offence, Prayer of Desperation, Take Down, Know When to Hold Fast, Electro Deployment Unit, Scrap Metal, Unity's Bots, and so on). Sarabande of Destruction and Cedistic Dissonant provide awesome control. Giving extra damage reduction to the guy on the highest hit points is excellent when playing against the likes of The Matriarch or The Organisation, and Fanatic, Chrono Ranger and Absolute Zero love damage boosts.
AA's my favorite hero, and I don't think I've ever had a game with him that he hasn't contributed heavily, albeit a different way every time. I'd recommend reading Flamethrower's guide to him + the comments of that thread, linked in the new to the forum sticky. I think that can really help in figuring out AA.
Agreed, AA is awesome, he takes a little practice to see his potential though so I can see how a person playing him for the first time without looking to closely at the cards before hand would find him underpowered.
A^2 is one of the least direct heroes in the game, but often quite useful. He's the guy who makes everyone else look good by boosting them in subtle ways.
The Adept was my favourite hero until Shattered Timelines came out - at the moment i'm now a bit more obsessed with Chrono Ranger (though Omni-10 is nice too). It's very very rare that I deal any damage with the Adept (though one time he made a single attack in the entire fight, which was the killing blow on the villain) because his thing is basically to let everyone else do stuff - play cards, use powers, or draw cards out of turn. People like Expatriette (who like card draw) or Unity (who can't put golems out in her own play phase) will really like the Adept. If you want to sit there nuking all the bad guys, don't play the Adept. His thing is basically doing a bit of everything…and he can often do a whole load of things in a single turn once you have a bunch of songs and instruments out. With both copies of Sarabande and his Pipes out he can take out two ongoings/environment cards per turn, for example. Meanwhile he can also be letting other people get out loads of stuff. Imagine letting Omni-10 get out a load more components ready to activate them at the start of his own turn, for example.
The Adept can take a bit of "learning" to get to know his deck and what sort of things you should be looking out for (eg which instrument would be best to dig out right now with Instrumental Conjuration, based on the songs you've got available at that time), but once you've played him enough times, you know what sort of stuff you can do and can really open out his potential.
Differences in wording (each vs. all): I've not thoroughly catalogued all of these similarities, BUT the answer is a little bit of "sometimes there really are differences" and "failure to rationalize all of the text". I'm afraid that's not very helpful. If there's every a specific case of different text meaning the same thing and you want to see if others agree with you, I'm sure someone on the forums would be happy to opine.
Relative power of AA: Others have covered this.
Card's like Citizen Dawn's Devastating Aurora: A poster on BGG (Matchstickman?!) articulated a difference between challenge and hardness, saying (paraphrased) that challenge is something that can be overcome while hardness can not. Examples -- the challenge of figuring out the right order to take out a bunch of targets so as to not waste any attacks vs. the hardness of dealing with a sequence of cards that simply can't be overcome. I often think that what is seen as hardness is simply a different type of challenge -- how do you overcome these cards that are coming up? Do you stack the deck? Change which cards you play, keeping some in reserver? Play an aggressive, short campaign rather than a drawn-out, definesive campaign? Different people enjoy different things. I certainly like getting my hero all set up so I can DO ALL THE THINGS, but there are other ways to enjoy the game, too.
In our group, we talk about difficulty vs. frustration. Difficulty = will the heroes win or lose. Frustration = whether or not the heroes will feel "effective" during the game.
Difficulty is often just about damage. Bomber Blade, Apostate, Plague Rat, Iron Legacy, Matriarch, The Chairman, all these guys (and gal) do a good job of killing the heroes. They deal out substantial damage, and ultimately, it becomes who can kill who first. Defeating these guys is often about dealing a specific type of damage (AE or high single target), getting DR yourself, and if possible, having some healing.
Frustration is mostly about destroying equipment/ongoings and often DR. Omnitron, Citizen Dawn, Apostate, Iron Legacy, Miss Information, even Voss, these people all do a great job of making you feel ineffectual (yes, I realize 2 names appeared on both lists). They destroy your ongoings and equipment, they bring back people you've already killed and give them (or themselves) DR. They may not destroy your hps, but they make it hard for you to destroy them. Defeating these folks is often about having heroes with damaging base powers, having heroes that don't require a lot of setup, and if possible, having some irreducible damage.
I like all types of games, and I play solo as often as not, but my group prefers high difficulty to high frustration. They don't might dying, but they hate feeling ineffectual.
Other notes include that your songs can be used multiple times per turn, since they aren't powers.
Therefore, you can use Inspiring Supertonic to play a whole bunch of accompany texts by giving yourself an extra power with each use. So, use the harp for a power and a harmony accompany. Then use the Lyra for a power and a rhythm accompany. Then use some other instrument to round it out. Bonus points for using the accompany of Alacritous Subdominant giving you even more powers.