Kick

* Original Set
* Heroes Unite
* Forever Evil
* Teen Titans
* Rivals 1
* Street Fighter
* Naruto Shippuden

Super Speed is a Super Power from several entries of DC Deck-Building Game. It is featured in the Original Set, Heroes Unite, Forever Evil, Teen Titans, Rivals 1, Street Fighter, and Naruto Shippuden (where it is instead a Technique). When played, it provides +2 Power.

Kick comes from the Kick stack, a stack of 16 (8 in Rivals 1) Kick cards that are available to buy throughout the game.

Valor is an equivalent card to Kick in the Middle Earth sets. Other sets replace the Kick stack with similar cards, including Breakthrough, Flying Kick, Basic stacks from Rebirth, Enhanced Strength, Hard-Light Construct, Inside Joke, Titans Go!, Portal Gun, Slapshot, 3D Gear, and Wild Magic.

## Strategy

Kick exists to be a card that is always available to buy, should you not have any better options available. It only provides +2 Power, an ability which is valued at cost 2 by the Catwoman Cycle. As such, it is outclassed by most other cost 3 cards, as they typically provide more for your deck. Regardless, Kick can still serve as an inexpensive (but overcosted) improvement to your deck when there is nothing better to buy.

Kick is more important when your deck would benefit from having a large number of Super Powers, such as for Man of Steel or Starbolt. In cases like these, it can be best to flood your deck with Kicks (or other Super Powers) just to strengthen these cards. More often, cards and Characters will only benefit from having a few Kicks in your deck, and would rather supplement their deck with other, better cards that match their ability.

Buying Kick can also serve as a way to prevent adding new cards to the Line-Up while still adding cards to your deck. This can be useful if you hope to prevent an expensive card, or a variable VP card from entering the Line-Up and having an opponent buy it.

Kick is easily replaceable, and is a likely target for mandatory card destruction effects, such as Deathstroke's First Appearance Attack.

## Cube Strategy

In the Cube format, you are only allowed to buy one Kick per turn, limiting its consistency as a source of Super Powers and VP.

## Rivals Strategy

In Rivals 1, Kick serves much the same role as in normal play. There are a few additional factors that make it weaker, though. If the game ends from defeating a Level 3 Character, then the VP of Kick will be pointless. Additionally, buying Kick will reduce your Block card density, making you more susceptible to Confrontations. Due to these factors, it is typically best to buy as few Kicks as necessary, unless you expect they will highly benefit you later in the game, such as with The Joker Level 3.

## Crisis Strategy

While Kick can still remain a necessary part of your strategy in Crisis, it can quickly become a liability. Its VP is irrelevant, and it is often more important to have a small deck full of good cards rather than just to buy as many cards as possible. Once your deck is small enough, it is typically best to remove Kick from your deck, such as by contributing it to a Crisis, or simply destroying it when you have the chance.

It is also usually better in Crisis to buy cards from the Line-Up and to keep it small to quickly combat Crisis cards that are dependent on the number of cards in the Line-Up. Consider buying a card from the Line-Up (or nothing at all) instead of Kick, even if the card would be slightly weaker than Kick.

## Watchmen Strategy

In Watchmen, Loyal players can alternate between buying Kicks and a card from the Line-Up to decrease the rate at which the main deck empties. Conversely, the Secret Mastermind should try to buy cards from the Line-Up, to empty the main deck faster.