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Marvel Champions
English version of cyclops article finally up. He looks fine?
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boothwah wrote: Not terribly excited about goofy Spider packs that come next from a theme standpoint, but they probably will be fun and then I'll end up reading a bunch of Spider-Manga.
I will probably never be interested in reading a comic with Spider-Ham, but he was okay in the Spider-verse movie and his deck looks reasonably fun. And there is something perversely appealing to me about having a goofy character beat on some of my most hated villains in this game. Also, that Inheritor module in his pack looks deadly serious and really challenging.
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I'm not finished with this second game yet, but it's going really well. Banner has a serious array of upgrades and allies in play, although it would be better if he could get a few more SHIELD cards in play. Wolverine is also set up well. Oddly enough, both Abomination and Sabretooth are in the mix now, but haven't been as much trouble this time around. Part of it has been luck. S-A keeps drawing 0 or 1 boost icons for his scheming, while Wolverine keeps lucking into nasty attacks just after a nasty minion or two enters play. At one point, he did a nice job simulating the Valkyrie deck, taking out 4 minions in one turn.
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If you though Thor was a good time against Ultron, Honed Technique Aggression Nova would definitely be your thing. One turn, after getting about 6 drones on the villain phase, I drew through my deck 1.5 times, between Nova Force draws and recycling No Quarter. Ended the game with a Unleash the Nova turn, where i cleared off 4 drones, 2 side schemes, and took Ultron from stage 2 to stage 3 with 12 health left. so we could just punch him with dudes on the table after we survived the villain phase. Dive Bomb + Honed Techinque is sooooooooooooooo good in multiplayer.
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So I moved on to a new scenario and team. Red Skull plus the two recommended Hydra modules on standard. My heroes were Hulk (Banner)/justice, Captain America/leadership, Black Widow/justice, and Nick Fury (custom)/justice. Which may seem like an excessive amount of justice, except that this is the Red Skull, the nastiest schemer in the game so far. His big gimmick is that he automatically gets another side-scheme into play every turn.
The Sleeper came out early, and it is scary with 20 hit points, but Banner drew into his big attack card (+10 ATK), so I flipped into Hulk form and smashed the Sleeper, who conveniently already had 7 points of damage from Nick and the Widow. We are holding down the main scheme reasonably well, but the side schemes may become a problem, despite the crucial assistance from Jessica Jones. Will finish this game tomorrow night while doing laundry.
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So in this game, every turn Nick is fishing one of the following cards out of someone's deck, depending on turn order and what is left in a given player's deck at the time.
Hulk/Banner: Hulk Smash, so he can punch the Red Skull for 13, or Homeland Intervention for the big thwarts.
Captain America: Hawkeye, for the ability to ping incoming minions for 2 damage each.
Black Widow: Winter Soldier, for a potentially cheap but durable 2/2 ally, or Grapple Hook for the ability to cancel a treachery card, especially Shadow of the Past.
Nick Fury: Jessica Jones for the big thwarts, or First Aid to heal Jessica Jones.
As a result, my team has continued to prevent Red Skull from scheming to victory, and have even defeated his first villain stage. At the moment, his main scheme is on the final stage but at less than half the target number, and the Skull himself has 56 hit points left on his second villain stage. There are no minions in play at the moment, but three side schemes. The one really bad thing is that there are six acceleration tokens in play, so Red Skull starts every turn by adding 10 threat to the main scheme and then adding another side scheme into play. All of my heroes have a good array of cards in play, so I will probably go all in on a frontal assault after the next time I smack Red Skull with a Hulk Smash.
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Next, we faced Zola, or Arnim Zola as he is known in the comics. His schtick is bringing out durable allies and slapping attachments on them to buff them. Another solid win for my slightly tweaked Iron Man/justice and Vision/protection. The biggest improvement I made to my Iron Man deck was to include two copies of Enhanced Awareness, which is an upgrade that you can tap up to three times to gain a blue (science?) resource. That is the specific resource that Iron Man needs to activate his boot jets, which double the efficacy of several other armor cards in his deck.
Finally, we faced the Red Skull. In previous solitaire games, I have gone after the Red Skull with 4-hero teams and really struggled to beat him until I swapped aspects to pump up my thwarting and attack abilities. But this game was a rout for the Skull and his Nazi lackeys. Every turn, the Skull brought out another side scheme, and we usually dispatched said scheme on our next turn. At the same time, we typically knocked his main scheme back to 0 or at least the low single digits, every turn. We whipped the Red Skull like he was just the Red-Headed Stepchild (with apologies to anybody here with red hair). I don't know if I am ready to play Expert level yet, but Iron Man and Vision had a nice synergy. As my friend summed up the campaign, we were both capable of strong thwarting and strong attacks, and if either of us had a bad turn, the other could usually handle whatever needed doing that turn.
My friend is leaving town after next weekend, but he wants to play MC at least one more time, with our Iron Man/Vision team going after Venom Goblin.
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Edit: forgot the link www.fantasyflightgames.com/en/news/2022/...sing-from-the-ashes/
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Gary Sax wrote: Have they ever done anything like this dark phoenix/consume the world side threat to balance a powerful hero before? Seems a pretty daring design.
No. this is new. Every nemesis enters play with their side scheme, but until Phoenix, none of these side schemes could directly cause a loss. Hers is especially exciting because it enters play with 6 threat and an Amplify icon that adds a boost token during each enemy activation. Dark Phoenix has the Villainous trait, so she gets a boost card each time she activates. So she could scheme for two, draw a boost card with three boost icons, then add one more for Amplify, for 6 threat. If the players don't put her down immediately (and she is Tough and has 12 hit points) or thwart her side scheme, they could lose the game after her first activation. And if they take time a couple of turns to shut down Dark Phoenix, that might be enough time for the villain to win.
To make matters worse, the Phoenix obligation card can also put Dark Phoenix and her side scheme into play, unless she is Restrained. So the Phoenix player needs to hold back and keep her Restrained as much as possible, despite the temptation of using her cards to greater effect if she is Unleashed. It's like a game within the game, and I can't way to try it.
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