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Marvel Champions
08 Jun 2023 17:42 #339618
by Kmann
Replied by Kmann on topic Marvel Champions, a New Cooperative Living Card Game, Announced by Fantasy Flight Games
I loved playing the Boom Boom reward ally in the Mutant Genesis campaign, she was my MVP in a number of games, so it was cool to see her in this pack as an actual ally.
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09 Jun 2023 15:43 #339636
by Shellhead
Replied by Shellhead on topic Marvel Champions, a New Cooperative Living Card Game, Announced by Fantasy Flight Games
I was initially excited about the X-23 deck, because aggression is my favorite aspect and I like variety. But I am indifferent about the character, a thin and transparent extension of the Wolverine brand. I care even less about Honey Badger, who was not even on my radar until this announcement, and it feels weird to have a hero deck based on interaction with such a minor character.
Honestly, I think that most of my enthusiasm is for the new aggression cards. "Now I'm Mad" looks ideal for my Hulk deck and possibly my Thor deck. Boom Boom and Rictor are great aggression allies and Rictor should probably cost more. The Direct Approach is a game changer, at least for solo aggression play.
The player side scheme Specialized Training doesn't do much for me. 5 thwart isn't too terrible in a true solo game, but 20 thwart is a nearly impossible requirement in a 4-hero game. Even in a 3-hero game, I am only likely to have one justice deck, and 15 is a lot of thwarting to deliver while still keeping the main scheme in check and potentially fending off other more pressing side schemes. Leveling up is crucial in an escalating MC campaign that is going to have an extremely difficult final boss, but leveling up in a one-off game is of very limited value, especially when playing a deck that is already efficient.
Honestly, I think that most of my enthusiasm is for the new aggression cards. "Now I'm Mad" looks ideal for my Hulk deck and possibly my Thor deck. Boom Boom and Rictor are great aggression allies and Rictor should probably cost more. The Direct Approach is a game changer, at least for solo aggression play.
The player side scheme Specialized Training doesn't do much for me. 5 thwart isn't too terrible in a true solo game, but 20 thwart is a nearly impossible requirement in a 4-hero game. Even in a 3-hero game, I am only likely to have one justice deck, and 15 is a lot of thwarting to deliver while still keeping the main scheme in check and potentially fending off other more pressing side schemes. Leveling up is crucial in an escalating MC campaign that is going to have an extremely difficult final boss, but leveling up in a one-off game is of very limited value, especially when playing a deck that is already efficient.
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12 Jun 2023 10:28 #339649
by Shellhead
Replied by Shellhead on topic Marvel Champions, a New Cooperative Living Card Game, Announced by Fantasy Flight Games
I downloaded the Brother Voodoo cards last weekend:
drive.google.com/drive/folders/1bEH1df_d...ZcEtrhOp-T9dxfDZ2RZB
Made a leadership deck that included mostly Avenger allies, and ran it against Norman Osborn, since I still had all the Risky Business scenario sitting out on my gaming table. Norman is a bit easy once you get the hang of his timing and prepare for the indirect damage every time he flips. The Brother Voodoo deck sort of plays like a cross between Dr. Strange and SP//dr. Small hand size, but good access to resources, and useful against everything except swarms of minions. My Avenger allies were there to help mop up goons and occasionally chump block.
drive.google.com/drive/folders/1bEH1df_d...ZcEtrhOp-T9dxfDZ2RZB
Made a leadership deck that included mostly Avenger allies, and ran it against Norman Osborn, since I still had all the Risky Business scenario sitting out on my gaming table. Norman is a bit easy once you get the hang of his timing and prepare for the indirect damage every time he flips. The Brother Voodoo deck sort of plays like a cross between Dr. Strange and SP//dr. Small hand size, but good access to resources, and useful against everything except swarms of minions. My Avenger allies were there to help mop up goons and occasionally chump block.
The following user(s) said Thank You: Kmann
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19 Jun 2023 11:23 #339720
by Shellhead
Replied by Shellhead on topic Marvel Champions, a New Cooperative Living Card Game, Announced by Fantasy Flight Games
I played another game with Brother Voodoo and Valkyrie against Green Goblin, with the Sinister Six modular replacing Goblin Gimmicks. Too hard. Even with Valkyrie's great minion smashing abilities, the Sinister Six are a little too beefy for her to go take down more than one or two in a turn, and then there are all those mutagen minions. Solid loss.
A friend that I got hooked on this game came over yesterday to play. He doesn't have his own cards, so he was excited to try my 8 new X-men decks. We took on the Mutant Genesis campaign, only with the twist that we could switch heroes after each scenario. Game one was Wolverine/aggression (me) and Gambit/justice (him) against Sabretooth. Aside from some tension near the end, it was a strong win. Nimrod showed up, and has haunted this campaign ever since. Game two was Rogue/protection (me) and Phoenix/justice (him) against the Sentinels. We won again with relative ease, though it got really tough at the end with Dark Phoenix, Nimrod, and a couple of Sentinels. Third game was Cyclops/protection (me) and Phoenix/justice (him) again, against Master Mold. This game was really tough, with Dark Phoenix showing up repeatedly, and Nimrod again right at the end, but we managed another win.
A friend that I got hooked on this game came over yesterday to play. He doesn't have his own cards, so he was excited to try my 8 new X-men decks. We took on the Mutant Genesis campaign, only with the twist that we could switch heroes after each scenario. Game one was Wolverine/aggression (me) and Gambit/justice (him) against Sabretooth. Aside from some tension near the end, it was a strong win. Nimrod showed up, and has haunted this campaign ever since. Game two was Rogue/protection (me) and Phoenix/justice (him) against the Sentinels. We won again with relative ease, though it got really tough at the end with Dark Phoenix, Nimrod, and a couple of Sentinels. Third game was Cyclops/protection (me) and Phoenix/justice (him) again, against Master Mold. This game was really tough, with Dark Phoenix showing up repeatedly, and Nimrod again right at the end, but we managed another win.
The following user(s) said Thank You: Ah_Pook
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20 Jun 2023 14:52 #339737
by Kmann
Replied by Kmann on topic Marvel Champions, a New Cooperative Living Card Game, Announced by Fantasy Flight Games
Finished a second run through the Mojo scenario pack last night. I was playing Rogue aggression and Gambit justice using a couple of net decks. The first two scenarios were close games and a lot of fun but then I hit the wall with Mojo.
After three close losses I sat down to tinker with the decks last night but decided to spend the time playing instead so just shuffled up and went at it again. The defeats had all been close so I suspected the decks had what it needed to beat him. One of the games I had him down to a handful of health but two turns of atrocious hand draws - pulling all thwart events with both heroes exhausted due to defending- saw me secure the loss. That was painful.
Last night I played more aggressively, ignoring the threat piling up and just attacking Mojo as much as possible. It paid off but it was very tense completely ignoring the motherflipping dragon that was engaged with Rogue for a good three or four turns.
I dig the mini-campaign style of this pack and think the various mechanics it employs through its three scenarios are a lot of fun. Kang still remains my fave scenario pack but that could be due to the great memories playing it. It's been roughly a year since Kang last got to the table so I'm going to play it again soon to see how it stands up.
After three close losses I sat down to tinker with the decks last night but decided to spend the time playing instead so just shuffled up and went at it again. The defeats had all been close so I suspected the decks had what it needed to beat him. One of the games I had him down to a handful of health but two turns of atrocious hand draws - pulling all thwart events with both heroes exhausted due to defending- saw me secure the loss. That was painful.
Last night I played more aggressively, ignoring the threat piling up and just attacking Mojo as much as possible. It paid off but it was very tense completely ignoring the motherflipping dragon that was engaged with Rogue for a good three or four turns.
I dig the mini-campaign style of this pack and think the various mechanics it employs through its three scenarios are a lot of fun. Kang still remains my fave scenario pack but that could be due to the great memories playing it. It's been roughly a year since Kang last got to the table so I'm going to play it again soon to see how it stands up.
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10 Jul 2023 10:41 #339977
by Shellhead
Replied by Shellhead on topic Marvel Champions, a New Cooperative Living Card Game, Announced by Fantasy Flight Games
My friend was looking forward to finishing the Mutant Genesis campaign while he was still in town, but avoided me for nearly 3 weeks after I came down with Covid, even after I recovered. But he finally came over on his last day in town and we started in on the Mansion Attack scenario, featuring the Brotherhood (of Evil Mutants) plus Mystique.
My friend switched to playing the Storm/leadership deck while I played Shadowcat/aggression. Our first opponent was Avalanche, who forces you to tap an ally when he attacks, which was frustrating because the first battleground was the Basketball Court, where all allies and minions gain Toughness. But Avalanche only got a couple of minions while he was in play, and Shadowcat's Wolverine ally was able to ruthlessly dispatch them. However, Storm had to frequently go to alter ego to heal, so Avalanche managed to destroy the Basketball Court and move onto the Cafeteria. In the Cafeteria, everybody gets Retaliate 1. So Storm kept changing the weather to Hurricane, making it Retaliate 2 for everybody while also getting some extra thwarting power.
We finished off Avalanche, so Toad took over the attack on the Cafeteria, and quickly advanced it to the Courtyard, where everybody gets +1 ATK. We were both pretty well set up by that point, with multiple allies in play, so Storm switched to Thunderstorm, making the global bonus into +2 ATK. Then we just pounded on Toad for the win. It was relatively fast game, with neither of the hero decks or even the villain deck getting reshuffled even once.
Then we moved onto Magneto and his Acolytes. My friend stuck with the Storm/leadership deck, and I switched to Cyclops/leadership because it is probably the best hero deck that I have made for Cycle 6. The first game did not go well, aside from the fact that only one Acolyte showed up the whole game. I started with a hand that was actually too good... six great cards but I had to spend four of them to pay for two of them. Storm got a bad starting hand. We didn't even manage to get all the way through the linked series of side schemes that we need to overcome before we can beat Magneto, and didn't beat his first form. One issue was that my friend still has an aversion to chump blocking, and Storm doesn't have the starting hit points or DEF to defend herslef against a heavy hitter like Magneto. So she kept going to alter ego, and then Magento would scheme for 6 or 7.
After our heinous defeat, we had to try again. The second game went a lot better. We steadily burned through Magneto's linked side schemes while also keeping the main scheme under control. My friend finally got more comfortable with chump blocking. And the really big difference was that we were coordinating Storm's weather cards with Cyclops' tactic cards. Especially in the final turns where we were getting +2 ATK for all our guys against Magneto.
My friend switched to playing the Storm/leadership deck while I played Shadowcat/aggression. Our first opponent was Avalanche, who forces you to tap an ally when he attacks, which was frustrating because the first battleground was the Basketball Court, where all allies and minions gain Toughness. But Avalanche only got a couple of minions while he was in play, and Shadowcat's Wolverine ally was able to ruthlessly dispatch them. However, Storm had to frequently go to alter ego to heal, so Avalanche managed to destroy the Basketball Court and move onto the Cafeteria. In the Cafeteria, everybody gets Retaliate 1. So Storm kept changing the weather to Hurricane, making it Retaliate 2 for everybody while also getting some extra thwarting power.
We finished off Avalanche, so Toad took over the attack on the Cafeteria, and quickly advanced it to the Courtyard, where everybody gets +1 ATK. We were both pretty well set up by that point, with multiple allies in play, so Storm switched to Thunderstorm, making the global bonus into +2 ATK. Then we just pounded on Toad for the win. It was relatively fast game, with neither of the hero decks or even the villain deck getting reshuffled even once.
Then we moved onto Magneto and his Acolytes. My friend stuck with the Storm/leadership deck, and I switched to Cyclops/leadership because it is probably the best hero deck that I have made for Cycle 6. The first game did not go well, aside from the fact that only one Acolyte showed up the whole game. I started with a hand that was actually too good... six great cards but I had to spend four of them to pay for two of them. Storm got a bad starting hand. We didn't even manage to get all the way through the linked series of side schemes that we need to overcome before we can beat Magneto, and didn't beat his first form. One issue was that my friend still has an aversion to chump blocking, and Storm doesn't have the starting hit points or DEF to defend herslef against a heavy hitter like Magneto. So she kept going to alter ego, and then Magento would scheme for 6 or 7.
After our heinous defeat, we had to try again. The second game went a lot better. We steadily burned through Magneto's linked side schemes while also keeping the main scheme under control. My friend finally got more comfortable with chump blocking. And the really big difference was that we were coordinating Storm's weather cards with Cyclops' tactic cards. Especially in the final turns where we were getting +2 ATK for all our guys against Magneto.
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07 Aug 2023 12:26 #340174
by Shellhead
Replied by Shellhead on topic Marvel Champions, a New Cooperative Living Card Game, Announced by Fantasy Flight Games
The long-awaited Deadpool preview is up:
shop.asmodee.com/marvel-champions-5-the-...pool-expanded-mc44en
It seems a bit pricy, but is described as an Expanded Pack instead of an Expansion Pack, and includes both a pre-made deck and 47 cards supporting a new fifth aspect for the game, for a total of 18 extra cards. The 'Pool aspect dials up the intensity of the game with more powerful cards that have built-in disadvantages, like icons you would normally only see in the encounter deck or a maximum of one copy of that card per deck. Any hero deck can choose to use the 'Pool aspect. Spider-woman could use 'Pool plus one of the other aspects. Adam Warlock could include 'Pool as one of the four aspects in his deck, though it wouldn't work as well with some of his other capabilities. If at least one player in a given game is playing a deck with the 'Pool aspect, then the encounter deck must include a copy of Crisis of Infinite Deadpools. That card works like a Shadow of the Past to bring in a nasty modular set that features a villain called Dreadpool. When a player defeats Dreadpool, Dreadpool immediately flips over to become a facedown encounter card for that player!
Deadpool himself is nearly indestructible. He can only be defeated by an attack if he is in alter-ego form, and there are not many cards in the game that can damage a character in alter-ego form. But his abilities and cards can generate and benefit from acceleration tokens, so he needs to win relatively quickly before the villain can scheme to victory. The style and tone of his cards seems dead on, a mixture of humor, annoyance, and a bit of 4th wall breaking. For example, Armed to the Teeth allows you to _search your collection_ for a weapon upgrade and and eventually swap it with a weapon upgrade that you already control. Other cards seem designed to amuse the player and annoy any other players in the game, especially the 0-cost event Exhausting Personality.
With the new aspect, the exciting Deadpool hero, and a brutal new modular set, this set seems like a mandatory purchase for most Marvel Champions players.
shop.asmodee.com/marvel-champions-5-the-...pool-expanded-mc44en
It seems a bit pricy, but is described as an Expanded Pack instead of an Expansion Pack, and includes both a pre-made deck and 47 cards supporting a new fifth aspect for the game, for a total of 18 extra cards. The 'Pool aspect dials up the intensity of the game with more powerful cards that have built-in disadvantages, like icons you would normally only see in the encounter deck or a maximum of one copy of that card per deck. Any hero deck can choose to use the 'Pool aspect. Spider-woman could use 'Pool plus one of the other aspects. Adam Warlock could include 'Pool as one of the four aspects in his deck, though it wouldn't work as well with some of his other capabilities. If at least one player in a given game is playing a deck with the 'Pool aspect, then the encounter deck must include a copy of Crisis of Infinite Deadpools. That card works like a Shadow of the Past to bring in a nasty modular set that features a villain called Dreadpool. When a player defeats Dreadpool, Dreadpool immediately flips over to become a facedown encounter card for that player!
Deadpool himself is nearly indestructible. He can only be defeated by an attack if he is in alter-ego form, and there are not many cards in the game that can damage a character in alter-ego form. But his abilities and cards can generate and benefit from acceleration tokens, so he needs to win relatively quickly before the villain can scheme to victory. The style and tone of his cards seems dead on, a mixture of humor, annoyance, and a bit of 4th wall breaking. For example, Armed to the Teeth allows you to _search your collection_ for a weapon upgrade and and eventually swap it with a weapon upgrade that you already control. Other cards seem designed to amuse the player and annoy any other players in the game, especially the 0-cost event Exhausting Personality.
With the new aspect, the exciting Deadpool hero, and a brutal new modular set, this set seems like a mandatory purchase for most Marvel Champions players.
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22 Aug 2023 15:04 #340295
by boothwah
Replied by boothwah on topic Marvel Champions, a New Cooperative Living Card Game, Announced by Fantasy Flight Games
Got NeXt thus weekend and we played through the first 3 scenarios. First two were fun and very repayable. Juggernaut kicked our butts. As he should. Cable is fun. Domino is bonkers in a " I can't believe you can do that in a barely tuned precon" kind if way. I believe with deckbuilding she us definitely SpiderHam tier
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11 Sep 2023 14:26 #340493
by boothwah
Replied by boothwah on topic Marvel Champions, a New Cooperative Living Card Game, Announced by Fantasy Flight Games
So now that we are up to a grand total of 45 heroes and 41 villains, I feel I should update my buyer's guide :
You should get it all.
If you have an extra $800.00 laying around. If not, the core and your favorite hero is a good place to start.
After that, without taking into account your personal affinity towards a particular hero or storyline - A campaign box is the best bang for your buck :
- Rise of the Red Skull - I think it has the best difficulty across the villains and it is the "easiest" campaign.
- Sinister Motives - Both of the heroes are excellent and the villains are a good mixed bag with a monster at the end in Venom Goblins
- Next Evolution - I love X-force. The villains are a nice progression. Player side schemes are such a huge change in the game and the box is full of them. From a deckbuilding perspective, it's right up there with RotRs
- Mutant Genesis - 4 more great villains and a fittingly epic end boss. You can bump this one up if you loved the 90's show.
- Mad Titan's Shadow - Love this box - a good mix of thematically satisfying fights, and then a couple of big tests in Thanos and Loki. Characters are so-so.
- Galaxies Most Wanted - Not gonna lie - I rarely play 3 out of the 5 scenarios in the box. But I love Groot and Rocket. And if you are a deckbuilder, there are some keystone cards - Deft focus, Hard to Ignore, Hand Cannon, and the Rocket and Groot Allies.
The Scenario packs are great - people bash on Wrecking Crew, and it's decently easy in low player counts, but I still like it. The rest of them are all great villains.
Hero Packs - I don't know your kinks - buy stuff you like until you start deck building...Hall of Heroes is your friend for previewing packs to see what aspect cards are included.
You should get it all.

After that, without taking into account your personal affinity towards a particular hero or storyline - A campaign box is the best bang for your buck :
- Rise of the Red Skull - I think it has the best difficulty across the villains and it is the "easiest" campaign.
- Sinister Motives - Both of the heroes are excellent and the villains are a good mixed bag with a monster at the end in Venom Goblins
- Next Evolution - I love X-force. The villains are a nice progression. Player side schemes are such a huge change in the game and the box is full of them. From a deckbuilding perspective, it's right up there with RotRs
- Mutant Genesis - 4 more great villains and a fittingly epic end boss. You can bump this one up if you loved the 90's show.
- Mad Titan's Shadow - Love this box - a good mix of thematically satisfying fights, and then a couple of big tests in Thanos and Loki. Characters are so-so.
- Galaxies Most Wanted - Not gonna lie - I rarely play 3 out of the 5 scenarios in the box. But I love Groot and Rocket. And if you are a deckbuilder, there are some keystone cards - Deft focus, Hard to Ignore, Hand Cannon, and the Rocket and Groot Allies.
The Scenario packs are great - people bash on Wrecking Crew, and it's decently easy in low player counts, but I still like it. The rest of them are all great villains.
Hero Packs - I don't know your kinks - buy stuff you like until you start deck building...Hall of Heroes is your friend for previewing packs to see what aspect cards are included.
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11 Sep 2023 15:49 #340494
by Shellhead
Replied by Shellhead on topic Marvel Champions, a New Cooperative Living Card Game, Announced by Fantasy Flight Games
My buyer guide tips:
You must buy the base set to play the game, but it is a very good value. Marvel Champions offers up multiple ways to play the game, so you need to start with just the base set and get a feel for what you want out of this game. Do you want to play short, fast, straight-forward solitaire games? Do you want to play more epic co-op games with your friends? Do you want to win more often, or do you prefer a difficult challenge? Are you frustrated by the untuned starter decks, or do you appreciate not needing to worry about deck-building? Over time, your preferences may change.
I agree that the Red Skull campaign is the easiest campaign and a suitable challenge after the base game, though it does set up the pattern of offering a very challenging final boss. Galaxy's Most Wanted is the hardest campaign, and at least two of the five scenarios are downright unenjoyable for most players. The other campaigns fall in between these two extremes, though I feel that the final villain of Sinister Motives is overwhelming and not fun.
Playing solitaire with a single hero generally leads to a fast game that is more luck-dependent. Three or four players will face a long game that can get a bit repetitive. Two-player (one hero each) is the sweet spot for this game in terms of play time and level of challenge. If you are going to do any deck-building, you should purchase individual hero decks that focus on your preferred aspect(s), in part because the base game doesn't have enough cards to offer much deckbuilding. You can also buy single cards from online vendors, though the prices are a bit high.
Every campaign box (with the possible exception of Galaxy's Most Wanted) is a good deal. Two new hero decks and five scenarios that can be played individually or as a campaign.
In my opinion, the scenario packs are also worth the money, though they tend to cater to specific interests. Green Goblin is a nice mini-campaign, with two linked scenarios, plus it has several modular sets that can be mixed and matched with other modular sets to adjust theme or difficulty level. Wrecking Crew is just a straight-forward slugfest, though some players claim that they can easily manipulate the scenario. Kang is fun if you are playing with two or more heroes, especially with more than one player. The Hood potentially uses several modular sets in each game, and the pack includes several new modular sets. I dislike Mojo in the comics, so I haven't tried his scenario set, but it's another mini-campaign.
The individual hero decks are the one part of the game that feels a bit over-priced for what you get. If money is no object, sure buy one of everything. Otherwise, focus on the heroes you like, either from comics or the movies, because this game generally does a nice job of delivering the thematic differences between the various heroes. If you like winning, the Dr. Strange deck is somewhat overpowered. If you like a challenge, the Hulk deck is somewhat underpowered. Don't buy the Valkyrie deck unless you are going to play with at least two heroes in a given game, because she is overly specialized in defeating minions. If you have a favorite aspect and want to do deck-building, focus on the hero decks that feature that aspect.
It would be easy for the game designers to churn out more products more quickly for Marvel Champions, as Marvel has a lot of characters with a lot of history. But so far the game designers have done a good job of making most of the heroes and most of the villains seem fairly distinct from all the rest.
You must buy the base set to play the game, but it is a very good value. Marvel Champions offers up multiple ways to play the game, so you need to start with just the base set and get a feel for what you want out of this game. Do you want to play short, fast, straight-forward solitaire games? Do you want to play more epic co-op games with your friends? Do you want to win more often, or do you prefer a difficult challenge? Are you frustrated by the untuned starter decks, or do you appreciate not needing to worry about deck-building? Over time, your preferences may change.
I agree that the Red Skull campaign is the easiest campaign and a suitable challenge after the base game, though it does set up the pattern of offering a very challenging final boss. Galaxy's Most Wanted is the hardest campaign, and at least two of the five scenarios are downright unenjoyable for most players. The other campaigns fall in between these two extremes, though I feel that the final villain of Sinister Motives is overwhelming and not fun.
Playing solitaire with a single hero generally leads to a fast game that is more luck-dependent. Three or four players will face a long game that can get a bit repetitive. Two-player (one hero each) is the sweet spot for this game in terms of play time and level of challenge. If you are going to do any deck-building, you should purchase individual hero decks that focus on your preferred aspect(s), in part because the base game doesn't have enough cards to offer much deckbuilding. You can also buy single cards from online vendors, though the prices are a bit high.
Every campaign box (with the possible exception of Galaxy's Most Wanted) is a good deal. Two new hero decks and five scenarios that can be played individually or as a campaign.
In my opinion, the scenario packs are also worth the money, though they tend to cater to specific interests. Green Goblin is a nice mini-campaign, with two linked scenarios, plus it has several modular sets that can be mixed and matched with other modular sets to adjust theme or difficulty level. Wrecking Crew is just a straight-forward slugfest, though some players claim that they can easily manipulate the scenario. Kang is fun if you are playing with two or more heroes, especially with more than one player. The Hood potentially uses several modular sets in each game, and the pack includes several new modular sets. I dislike Mojo in the comics, so I haven't tried his scenario set, but it's another mini-campaign.
The individual hero decks are the one part of the game that feels a bit over-priced for what you get. If money is no object, sure buy one of everything. Otherwise, focus on the heroes you like, either from comics or the movies, because this game generally does a nice job of delivering the thematic differences between the various heroes. If you like winning, the Dr. Strange deck is somewhat overpowered. If you like a challenge, the Hulk deck is somewhat underpowered. Don't buy the Valkyrie deck unless you are going to play with at least two heroes in a given game, because she is overly specialized in defeating minions. If you have a favorite aspect and want to do deck-building, focus on the hero decks that feature that aspect.
It would be easy for the game designers to churn out more products more quickly for Marvel Champions, as Marvel has a lot of characters with a lot of history. But so far the game designers have done a good job of making most of the heroes and most of the villains seem fairly distinct from all the rest.
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