The Elektra and Daredevil Team Tactics cards have been Spotted and confirmed by AMG- check out everything we know so far!
The new Elektra and Daredevil Team Tactics cards were spotted on the interwebs, then later (some of them) confirmed by Atomic Mass Games themselves, so that means these are the cards you’ll get. Well, at least some of them.
The cards for Elektra come from AMG. Let’s first check out the cards and rules we’ve seen so far, then jump into the new stuff.
Also, if you want to pre-order one for yourself, you can click here.

How Grunts Will Work
So, what are Grunts? A Grunt character is unlike our usual heroic and villainous figures; they are nameless backup that appear to support the hotshot leading them into battle. In a game of Marvel: Crisis Protocol, these characters represent the unsung legions joining the battle behind their commanders. Every time a Grunt falls, there’s another one waiting to take its place if their master calls.
This is so thematically perfect for the game as come on, who counts how many grunts fall in battle?
Mechanically this means Grunt characters are tied to a Parent character. A Grunt cannot enter the battlefield, be included in rosters or squads, or even take actions without their Parent character calling the shots. If a Parent character goes down, their loyal Grunts go with them.
While the Grunts can’t stand without their Parent, the reverse is not equally true. Knocking out a Grunt doesn’t hurt their Parent at all. In fact, Grunts tend to take the fall for their heroes. They fling themselves heedlessly into harm’s way, hoping to eke out an advantage their Parent can seize. This reckless fragility shows itself in the way Grunt characters handle damage. Grunts don’t have Injured sides and can’t be Dazed; if they would be Dazed, they are immediately KO’d instead.
This is interesting as they will be included in the threat of the parent character. Then, if the parent character falls, then they leave the field as well. However, they feel like they will be built-in bodyguards for the character as it said they will jump in the way for them. Not having an injured side or being KO’d when dazed do make them easy to take out, but they are grunts against superheroes… so what else did you expect.
Elektra Marvel Crisis Protocol Rules & Cards
But this is Elektra, and her stabs aren’t so simple as a mere jab with a bit of sharp steel. Her Ancient Throwing Blades represent the almost inhuman skill she has in combat, a Range 3, Strength 5 Mystic attack with both the Pierce and Bleed special rules. But even better, after hurling one of her blades at an opponent, she can summon a Hand Ninjas character to the field, which can make an immediate attack thanks to its own Ninja Ambush superpower.
It’s cool both she and Daredevil can summon the Hand Ninjas (their rules are below) and then they can ambush your foes!
But perhaps the most iconic attack at her disposal is Impale. Having been on the receiving end of it herself, Elektra knows exactly how it feels to have one of her sai punch straight through you. This close-ranged physical attack hits at 8 Strength, ignores critical results in the target’s defense roll, and allows Elektra to reposition after it lands. On top of that, if a Hand Ninjas character is close to her target, the attack gains 2 extra dice!
Getting buffed by the Hand Ninjas is just also super cool! Gaining two extra attack dice is no joke either!
Ninja Cards
And about those ninjas… the Hand Ninjas are Grunts who lash out with their weapons to open bleeding wounds. Their ninja training grants them a variety of abilities, such as Ninja Vanish, an active superpower that allows them to transfer an objective token to a nearby friendly character, or Ninja Ambush, which allows them to make an immediate attack when they are summoned to the battlefield.
Ninja Ambush and Vanish are really cool rules to give you more flexibility in your list and pull off some sneaky maneuvers. Plus, with them being able to pop onto the field and then start bleeding the enemy is pretty sweet.
Nick Fury, Jr. & S.H.I.E.L.D. Agents Cards & Rules
Fury has enough Stamina to stay on the field long enough to get the job done, which is enhanced by his decent Physical and Mystical Defense. When he needs to go on the offense, this S.H.I.E.L.D. agent brings a set of versatile Physical attacks.
Fury’s two basic attacks are the Fury Special and his Tactical Knife. Both hit at 5 Strength and have the Pierce special rule, and his knife can add the Bleed condition on his target. When Fury wants to bring down a priority target, though, he can Lead from the Front. This attack costs 3 Power to use and hits at 7 Strength. But as Fury lands his strike, he can call in for a tactical assist from a nearby allied S.H.E.I.L.D Agents character, who can make a short advance and unload on Fury’s target with a Pistol attack.
Obviously, a lot of his abilities work with the grunts, so it’s in your best interest to try and keep them on the field for a while so he can get all the benefits. He has some very powerful attacks and playing with the agents just seems like fun!
Fury’s last two superpowers both interact with the S.H.I.E.L.D. Agents he brings into the field. Call in the Cavalry is a 2 Power ability that allows him to place and allied S.H.I.E.L.D. Agents onto the battlefield who can immediately interact with an Extract objective. Ziplining down from a hoverflier to pull civilians out of the hot zone is all in a day’s work for these agents! And no matter how many times they go down, there’s always another Grunt ready to pick up the mantle and carry on.
S.H.I.E.L.D. Affilation & Grunts Rules


Elektra & Daredevil Team Tactics Cards





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