Ahem…
60 x S.H.I.E.L.D Agents.
I then remembered that you only draw so many cards a round, and this wouldn’t work, but the premise is like this:
Every time you recruit one, your opponent loses 2 endurance. So let’s look at the maths:
Turn 1: 2 Endurance
Turn 2: 4 Endurance (6 Total)
Turn 3: 6 Endurance (12 Total)
Turn 4: 8 Endurance (20 Total)
Turn 5: 10 Endurance (30 Total)
Turn 6: 12 Endurance (42 Total)
Turn 7: 14 Endurance (56 Total)
So, with seven turns of gameplay, you could whittle your opponent down to 0 endurance, without ever entering into combat. You’d always have more characters than them by Turn 3 or 4, and can simply reinforce with no problem. Finally, you’ll never miss your drop.
So, what’s needed is to add into the fray a way to get cards into your hand as quick as possible, by Turn 4, as that’s when you start to drastically get diminishing returns. Something like Birthing Chamber would help, as would Damocles Base.
There’s some danger to be had from Scarecrow, Chiroptophobic, but whilst that reduces board presence to nothing, it also fills my hand up again, ready to place the cards into play again.
Once I have more of a concrete idea of what cards are in Marvel Universe, I’ll be sure to come back to this, as it seems like a great win-condition to pull on an unsuspecting opponent.

The fact that they are Reservist actually adds to the potential of this, with a little bit less characters obv.
Fun stuff.