by Jlerpy
Catwoman seems irritating to keep track of, and she'd scale strangely based on the number of players; almost worthless in a 2-player game, could be great at 5.I'd recommend making it +1 card if anyone bought any Equipment.
Wally is just straight-up stronger than "regular" Flash. His effect is the same, but doesn't require you to get hold of card drawing cards.
Guy could be excellent in the early game, especially in turns where you've drawn all your Vulnerabilities together and you're faced with only having 2 Power. If there are no 2-cost cards out, it's obviously worth destroying a Vulnerability. Even if there are, it may still be worth it, in terms of deck pace.
John Stewart seems strong. I'm not sure, but even with the 5 cost limit, he seems like he may be too good.
I'm not sure about Kyle. +2 Power, but only for Super Powers (which are pretty rare as it is) and you can only get one? Hmm.
Kid Flash bugs me, but that's probably because I don't like things that make you discard cards at random.
Oracle's awfully specific. I'd say delimit it to any time you're getting Attacked. Sometimes it won't be helpful, but the main thing about the Super Hero effects is that they encourage a particular strategy and make some things more appealing than they might be otherwise. This would make things like Nth Metal and Power Ring extra enticing for her.
Red Hood doesn't seem like it's worth doing. What's the point? I suppose you could pitch a Supergirl to stop someone adding to their Suicide Squad collection, but it seems very petty for the cost.
Red Robin seems a bit strong; I think Equipment's more common than Villains.
Robin seems just ... kind of boring.
Superboy presents interesting choices about mortgaging this hand to make your next hand better. I'm unsure how useful he'll be (although many of the Defenses are Super Powers, so there's that), but still.