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Marvel Champions
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Deck building repository site. Great tool to log your decks, and tons of other peoples builds to kickstart your deckbuilding. There's some pretty good authors, that do some amazing write ups. I couldn't dig She-Hulk until I netdecked some dudes leadership build and now I love her.
Also, I really enjoy the Team Covenant content. Their early streams and play sessions from last year are great. They talk a lot about deck building, and their play is really clean.
Here's my current fun : two decks designed for two handed solo. Aggro Hulk paired with Justice Captain Marvel. I've cleared everything on expert with these two...waiting for Rise of Red Skull on Tuesday.
marvelcdb.com/decklist/view/2879/hulk-weapon-gamma-1.0#
marvelcdb.com/decklist/view/2878/captain...ort-mode-justice-1.0
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I don't really get tired of trying out new hero builds or combos...the real spice in the game is having different villains/scenarios. And thats where the game has been a little light up til now....but this month we get Rise of the Red Skull with 5 new villains, and then next month, s Kang set that I am stoked about.
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Edit: with the assumption that you've spent stupid LCG money getting enough cards to enable interesting deck building, naturally
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Ah_Pook wrote: @b each hero's kit is always going to be the same, that's where presumably the deck building comes in. Trying out different stuff to complement what their 15 cards are trying to do in different ways. Different aspects, different builds within each aspect etc.
Edit: with the assumption that you've spent stupid LCG money getting enough cards to enable interesting deck building, naturally
And that's what makes the hero the hero. Their kit.
But the magic is starting to happen, where the game's hit that really sweet spot, where there enough meaningful options in deckbuilding that your Justice Captain Marvel might work a lot differently than mine with only a 6 or 7 card difference. I have a She Hulk deck that I run that I I rarely use 6 - 8 cards of her kit, because I really am playing her for 5 cards that synergize really well with this engine in the leadership aspect.
But that's for grognards (self identifying) that are really into playing the heck out of this game in "hard mode" The puzzles only get longer (or tighter depending on if you are trying to brute force it), with more break points. There's perfectly tasty little puzzles for standard play.
But there's this whole other magic in the types of stories we get to tell with these toys, and it's pretty nice. I was reading a mid summer 1979 issue of Black Panther. It had Cap as a co star. They were fighting Klaw. Vision and the Avengers showed up. After the 4 year old went to bed, I went and set up BP and Cap vs Klaw and went to town. It was a fun little puzzle, and it was cool to do the last 4 damage with Vision. 12 year old me was doing a victory lap.
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I don’t play with any regularity, I have maybe five games under my belt all told, but they are fun and I have so much stuff now it’s a little overwhelming. I am starting to sink in a little and get a feel for some of the Heroes.
My son and I took She-Hulk and Iron Man in against Green Goblin’s Mutagen Formula and just got rolllllled. We swapped out Iron Man for Black Panther and got rolled again, but it was closer. I could see a win in there, we just missed it. We’re trying again with Cap and Dr. Strange and we are absolutely blasting this guy.
Couple of questions. If I encounter the nemesis side scheme, I put the nemesis into play on their hero and put the guts in the discard pile, right? It doesn’t ONLY come into play via that one Standard card, right?
Can you “float” resources, e.g., pay for two 1-cost Cards with Genius?
Does damage “carry over” from Goblin I to Goblin II? If I hit him for 6 when he’s at 4, does his new form take the last 2?
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jeb wrote: I
Couple of questions. If I encounter the nemesis side scheme, I put the nemesis into play on their hero and put the guts in the discard pile, right? It doesn’t ONLY come into play via that one Standard card, right?
Can you “float” resources, e.g., pay for two 1-cost Cards with Genius?
Does damage “carry over” from Goblin I to Goblin II? If I hit him for 6 when he’s at 4, does his new form take the last 2?
The Nemesis side scheme and other cards are set aside during setup and only enter play through Shadows of the Past.
I don't believe you can float resources like that. Paying for a card is a discreet Resource trigger, where you can activate cards with the Resource keyword on them or discard cards to generate the required resources.
I would play that that damage carries over but I'm not sure if that's correct tbh now that you asked.
EDIT: excess damage doesn't carry over from stage to stage on villains
boardgamegeek.com/thread/2303449/excess-...ly-stage-villain-def
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We took on Crossfire in a little intro to Red Skull, using the prebuilt Hawkeye and Spider-Woman Decks. It looked to be a romp, we were through the first phase in just a few turns. Then things went really sideways, literally, as we encountered Side Schemes galore and could not get through as he built up weapons and started doing serious damage. We ended up losing, and he was still at 12 life or so.
I think we played the Schemes wrong, in our defense, we’d ruled a Side Scheme that adds an Encounter adds it the same turn it enters play, but I read up and it does not. I’m also not sure how Crossfire holds and uses 3+ guns.
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jeb wrote: Looking at them now, I realize my last two could have been answered by the Grim Rule.
We took on Crossfire in a little intro to Red Skull, using the prebuilt Hawkeye and Spider-Woman Decks. It looked to be a romp, we were through the first phase in just a few turns. Then things went really sideways, literally, as we encountered Side Schemes galore and could not get through as he built up weapons and started doing serious damage. We ended up losing, and he was still at 12 life or so.
I think we played the Schemes wrong, in our defense, we’d ruled a Side Scheme that adds an Encounter adds it the same turn it enters play, but I read up and it does not. I’m also not sure how Crossfire holds and uses 3+ guns.
We goofed that rule too, and the those hazard side schemes creamed us - We also immediately revealed encounter cards when we were reshuffling hero decks (also not right) rather than dealing them to be revealed during the next encounter phase of the villain turn.
We missed the acceleration token for reshuffling the villain deck for a few games.
Other rule we overlooked first or second play through - Allies take consequential damage when you use their basic powers of attack, thwart - based on the number of pips in the ability.
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jeb wrote: Then things went really sideways, literally, as we encountered Side Schemes galore and could not get through as he built up weapons and started doing serious damage. We ended up losing, and he was still at 12 life or so.
Yeah, I find getting rid of Villain attachments as soon as possible (the exception being the Wrecking Crew) is key. It burns cards but it can potentially keep you in the game longer. If playing with Justice, having Followed on a side scheme is really good value as a 1 cost card that can do 4 damage to an enemy.
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I get Rise of the Red Skull Monday. I may be arsed to do a proper review.
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Edit: also the card Beat Cop put in good work. I'm amused by the mental image of the cop in the card art arresting a bunch of killer Ultron drones.
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