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Marvel Champions
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"Also, there has been a rules clarification that you remove the magnet counters off the main before resolving the magnet card. And you also remove all magnet counters when the scheme advances."
"I was looking at the Magneto scenario in Mutant Genesis, and I noticed that about 1/4 of the magnetic cards add a magnet counter when revealed. When these cards are revealed as part of the response on the main scheme, does adding the magnet counter re-trigger the response before the counters have been removed (resulting in another Magnetic card)? If it doesn’t trigger the Forced Response, why not?
No; you should remove the 3 magnet counters first before resolving the Magnetic card you revealed.”
I don't feel so bad for spamming allies at him now
That said, I do hope they get on top of this sort of thing. This is a significant change to how the scenario plays and it was only by chance I saw it.
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Currently I'm running pairing of the Core set Heroes with the first waver against the Mutant Genesis stuff on expert. Peter Parker and the Black Widow took down Sabretooth. Next up is Cap and She-Hulk vs. Night of the Sentinels - Then Thor/Iron Man, Black Panther/Hulk, and of course I saved Captain Marvel and Strange for Magneto.
After that I think the Xmen are going to Outer Space and I'm going to play through GMW and my 3 least played scenarios - Collector 1, Nebula, Ronan. I'll probably use the Gideon's Gamin suggested tweaks - gideonsgaming.com/marvel-champions-fixing-galaxys-most-wanted/
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I won, but it was a sloppy win that indicated I need to tweak both of these hero decks. As you might guess, I had Wolverine focus on the fighting while Adam Warlock did the thwarting. By its very nature, Warlock's deck is very unfocused, so I didn't draw into much thwart, and his allies weren't super helpful. Wolverine did what he does best, but his nemesis Omega Red popped out on turn 3 or 4.
Absorbing Man got his all-keyword side scheme early, so he was punching above his weight for most of the game. Wolverine got stunned a couple of times while Warlock got stunned four times and got hit with Omega Red's poison gas twice in a row, leaving him gasping.
Fortunately, we got Absorbing Man down to his second stage after a while, and also got the Surveillance thing in play that adds 4 to the target number for the main scheme. Then Wolverine nearly got defeated, but he had his I Got Better upgrade in play for the save. Two turns later, Wolverine got defeated for real, with no allies in play and both heroes tapped.
In addition, villainous Kang finally showed up while Adam Warlock was stunned, low on hit points, and in alter ego to try to get rid of the second Omega Red poison card. There were two acceleration tokens in play, and Absorbing Man still had 14 hit points. Adam wasn't well set up, as he accidentally discarded several good upgrades while paying for a Cosmic Awareness Thwart.
In alter ego, Adam discarded a card to get rid of Stunned, tapped to get rid of the poison card, and went back into hero form. Between his two allies, his mage discard, a boost from Audacity, and a Magic Attack, he pulled off the win.
My Wolverine deck works okay, but I need to include more attack events in his aggression cards and find better basic and aggression allies than the ones that came with his precon deck. Psylocke sucks, while Colossus and Longshot are both expensive. I haven't tuned my Adam Warlock deck in over a year, so there are probably better cards that I should be using for his aspect cards.
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Risky Business is actually a challenging scenario until you realize that you can somewhat control when Norman becomes the Green Goblin, and prepare for the 3 indirect damage when he changes forms. However, I forgot that his second stage (yes, I am still playing on standard) form would also bust out some indirect damage when revealed. So careless play caused me to receive 7 points of indirect damage per hero in very short order, costing me four allies and knocking both of my heroes low on hit points. And then Green Goblin reverted to Norman Osborn again.
So even though I was within two turns of winning, I had both heroes go to alter ego for a turn to do some recovery and fill up on cards. They came out swinging and finished Norman in two turns.
Though Rogue could have used a few different cards from Spectrum's deck, she went with Gamma Blast all three times that she borrowed a card. Both heroes did decent amounts of attacking and thwarting, but Spectrum was a little more effective at thwarting while Rogue was dealing a lot of damage with Southern Cross and Gamma Blast. After the game, I tuned Spectrum's deck. It's still pretty similar to the original starter deck, but I noticed there was 41 cards, including three Mighty Avengers. That's a great support, but has a one per player max, so I took two out and added a Get Ready.
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www.fantasyflightgames.com/en/news/2023/6/8/slicing-through/
I don't know anything about her but this design looks fun. Her main mechanic is take damage and then ready and a lot of her kit is based around protecting an ally named Honeybadger. I also dig the art. I'm glad Andrea Di Vito has been illustrating most of the heroes for this wave.
Someone worked out that if you went to the shop you could see the back of the pack and even though it wasn't announced her Nemesis set is Lady Deathstrike.
I had a look on the shop and the pack doesn't say anything about an extra modular set, which has been a trend recently. I'm guessing that space has been filled with cards for the new Player Side Scheme which introduces 'Linked'. Defeat the side scheme and each player gets to choose a reward card for their deck. Seems neat.
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