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Marvel Champions
However, I learned early on that this game can make a character more (or less) interesting to me with the specific implementation in the game. For example, I never had any use for Spider-Woman in the comics. She seemed like a lazy attempt to extend the Spider-man brand, and her ability to fly seemed completely unthematic for a spider-themed character. But in Marvel Champions, she offers interesting deck-building opportunities because she can include two aspects in her deck, and she gets a temporary boost to all of her stats for each different aspect she plays in a turn. And her hero-specific cards include all four aspects, making her an unusually flexible character.
So on that basis, I will take a closer look at this set, though probably still pass on it. Offhand, all of the villain scenarios look like minor variations of what we have seen in the past. Domino has a novel mechanic focused on discarding the top of her deck and retrieving cards from her discard pile, which can potentially lead to some really strong and focused deck designs. But I'm not very interested in the deck design aspect of this game, and I feel that her discard mechanic is not sufficiently different from cards used by Adam Warlock and Scarlet Witch.
Cable is more interesting to me, because of his focus on side schemes. The new player side scheme card type finally answers a question that I have had in my mind for a while: How will this game express the genius of Reed Richards? Probably with player side schemes to represent the kinds of one-off inventions that Reed often cobbles together while the rest of the Fantastic Four stalls the bad guy. Reed's side schemes will probably be restricted to characters with the Genius keyword, and then Reed will have other cards that make him the best at using these genius player side schemes, like an alter ego ability and a lab location. Cable's other ability involving side schemes does seem fun, as he can remove side schemes from the game (at least until the end of the scenario), and gains bonuses from doing so. I hate the side scheme deck in the Red Skull scenario, so I would love to play Cable against Red Skull, or maybe team him up with Captain America in that scenario.
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I will still buy every bit of it. Probably end up reading some of the stories on Marvel Unlimited - Web Warriors did that for me. After playing with all the cards I wanted to read Spider-Verse (almost done - 2 issues left) - Good stuff.
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Omega Red came out early, but was only a big problem that first time due to his side scheme preventing his defeat. Scorpion has only entered play once, and Wolverine quickly dismissed him, but other cards in his set keep stunning Quicksilver. Wolverine does a lot of damage and Quicksilver might be able to set up multiple attacks, so we might be able to beat Green Goblin in just two more turns. Probably three or four.
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Ah_Pook wrote: Man I did a deeper read of the new stuff and it just looks super fun. Domino has all time hero kit favorite potential for me, she looks so so fun with her deck shenanigans. Exactly the kind of design I like.
With any card draw she should be able set up and recur any combo she wants with deck manipulation in both forms. Looks fun.
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But this time, everything worked out. Storm got several good upgrades and supports out early, and generally had at least one ally handy to take a block. The relatively few minions gave Valkyrie fewer opportunities to shine, but she got in some nice hits and blocks throughout the game. At one point, Valkyrie did get knocked down to one hit point, but managed to bounce back quickly due to two Godlike Stamina cards and some normal recovery. In the final stretch, Thunderball was the last villain, and we had him down to 18 hit points. Storm was stunned, but Havok hit him for 6 damage and Storm got him for 2 more with Thunderstorm. Then Valkyrie did an ATK of 5, followed by a Quick Strike for 5 more and the win.
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Technovirus Purge: A+. For a measly 5 points worth of thwarting, the Cable player gains a permanent +1/+1/+1 to his hero stats.
Call For Backup: B+. At a cost of 3 thwart per player, this a fair price for an average ally, and potentially a good deal if players have expensive allies.
Establish Perimeter: B. At a cost of 2 thwart per player, this is an okay price for a Tough status card.
Take Out the Guards: C-. At a cost of 4 thwart per player, this looks like a bad deal to me. It only works on non-elite minions, which often have 4 or less hit points anyway. I could see this being okay in a scenario where non-elite minions are often getting good attachments, like Sentinels or a scenario that includes the Ransacked Armory modular set.
There is a default assumption in this game that it smoothly scales at all player counts, but that isn't completely true. True solo is swingy, while three- and four-hero games tend to struggle against the final boss in each campaign, especially if there isn't at least one aggression deck and one justice deck in play. Extending this idea to the player side schemes, Technovirus Purge is the only one that I would definitely play in a four-hero game. And also Call For Backup and Establish Perimeter, but only if Cable is in play. Otherwise, player side schemes in a high player count game are a big drain on thwarting actions. Unless you have two justice decks in play, you will be hard pressed to do that much thwarting without also addressing the main scheme and any side schemes in play.
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www.fantasyflightgames.com/en/news/2023/4/27/flurry-of-blades/
Incredible Justice cards. Hero looks bonkers too... 2 resource generators that start in play, 3thw/3atk that you can swap back and forth between... Hopefully it overcomes her 4 hand size, which I'm still real wary of even though the last couple they've done have been baller.
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What makes this scenario distinctive is the separate Signs deck. Various effects trigger an effect called Read the Stars, which involves drawing and discarding the next 3 cards in the signs deck. If a given sign card matches Scorpio or one of the minions currently in play, their special ability is triggered. You also Read the Stars any time that Scorpio schemes. Despite his low scheme attribute, Scorpio is a scheming villain. He has some cards that give him acceleration tokens, either temporarily or permanently. With 11 minions, there are sometimes turns where it's very inconvenient to do any thwarting at all.
This was a fun game. Captain Marvel with aggression is a very straight forward hitter, but she eventually built up a nice set of upgrades and supports. Her ally Tigra was useful for finishing off minions. Her other allies Mockingbird and Spider-Woman helped by Stunning and Confusing Scorpio. Rogue also was effective, delivering occasional stuns with her attacks, which was nice because experimental weapons and the Zodiac Key sometimes got Scorpio hitting for a base five damage plus boost. Rogue's ally Iceman was great for this scenario, as he can stun up to three minions as they enter play. When Rogue borrowed cards from Captain Marvel, it was 50/50 whether she went for Crisis Intervention (thwart) or Photonic Blast (attack).
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First game: Iron Man/justice, Quicksilver/protection, Black Widow/justice, and Hawkeye/leadership. Starting modular set was ideal... the Masters of Evil. I later got Baron Zemo, Mister Hyde, and Crossfire's Crew in the game, and Avalanche also appeared. This was a brutal smackdown by the villains, leading to a very bad turn where three of my heroes got defeated. Late in the encounter turn, Crossfire popped up and assassinated Black Widow. Then the side scheme from Crossfire's Crew appeared and killed Iron Man. Mister Hyde murdered Quicksilver. The following turn, Hawkeye was left facing 8 minions, and he didn't have an explosive arrow handy, so game over. The Hood only took 9 points of damage, and the game was short enough that Hawkeye never drew his quiver, and Iron Man only got 5/7 of his armor in play.
Second game: Thor/aggression, Vision/protection, Black Widow/justice, and Captain America/leadership. The first modular set was the Wrecking Crew, followed by Radioactive Man, Enchanteress, and the Brothers Grimm. Seems like an oversight that Enchanteress is not a Mystic minion. This game went a lot better, but I still lost when the Hood schemed out for the win. Part of the problem was that I kept forgetting to use Black Widow's prep cards when potential triggers showed up. The turn that Enchanteress entered the game was at a point when the encounter deck was nearly empty, so suddenly 3/4 of my team was either Seduced or Beguiled. Really, all of my decks except Vision functioned quite well, and my biggest mistake was waiting too long to go for a final beatdown on the Hood. I need two more turns of beatdown to finish the Hood, so I should have gone for the kill at least two turns sooner.
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I can't recall exactly for each one, but the various scenarios took me on average three tries to beat on Standard. Sabretooth might have been four and Magneto definitely was at least four attempts.
Magneto was challenging and this is where I really started messing with the pre-cons and ditching cards I wasn't playing. While it was great to finally beat Magneto it was a little bit of a cheesy win as I'd replaced the majority of Cyclops' deck with allies. Still, a win's a win.
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Thematically, Angel makes for some versatile teamup action with other heroes. He is best known as a member of the original X-Men, but he has also been a member of X-Force, Defenders, and the original Champions. So far, the only other original Champion in the game is Black Widow, as well as as ally cards for Hercules and Iceman.
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