Join hosts: KennedyHawk, Crimson, and Lester as we dis— wait, what’s that — ANOTHER HOST! Amerikano joins the cast as a Protection specialized co-host. This episode is all about the big campaign box reveal. We’ll be discussing everything we’ve seen about the box with an overview of: Spider-woman, Hawkeye, the Villains, the Campaign mode and we’ll wrap things up with a discussion about the silhouette prompts for the next wave of villains and heroes! Special Thanks to Guardian Games from Portland, OR. You can find them on facebook and thank them for the support to our show.
Attention readers! The world is in a scary state right now, many countries around the globe are instructing citizens to not leave their homes except for essential reasons. At the MCM Podcast we take this situation very seriously in our personal lives and wanted to provide a brief guide for how-to play Marvel Champions with friends even when not at the same table! Read this article or browse to find information about the method you want to try out. Disclaimer: First, we encourage you to buy a physical copy of Marvel Champions. There’s nothing anyone can do to support the company that makes this game better than purchasing the game and playing it. These are some alternatives to playing the game with friends, when a physical setting isn’t possible.
Method 1: Tabletop Simulator
Tabletop Simulator is a game system you can purchase and download through STEAM workshop. Within Tabletop Simulator (TTS) you’ll find hundreds of free games and paid DLC. You can pay a small fee to purchase fully support versions of board games like Wingspan. There is also a huge community of people who create custom games or mods on TTS. This is where you will find Marvel Champions.
To get started:
Create or login to a STEAM account
Purchase and download Tabletop Simulator
Search under the TTS workshops for Marvel Champions
Subscribe to one of the free mods (detailed below)
Load up Tabletop Simulator and the mod of your choice… START PLAYING!
There are three primary mods that I will point out:
-=SoF=- Crimson’s Mod –
This mod is managed by MCM co-host Crimson! It has everything you’ll need to get started played Marvel Champions on TTS including all the currently released heroes and villains! In addition Crimson’s mod has a big focus on custom content. In addition to the custom challenge environments if you scroll north of the table (UP) dozens of custom heroes and villains from the homebrew discord are available for testing!
This mod is best suited for 1-2 players
Anesthesia’s Mod (NOw defunct!)
This mod offers a large table and all currently released content. It has sufficient space for 4-5 players and offers a lot of unique trays and features. This mod focuses on just the game as released by FFG so you won’t see a ton of custom content and because of that it will load quite a bit faster. I use this mod when playing large multiplayer games as it offers optimal space.
This mod is the beginning of an automated mod. Whether it’s small automations added to the villain turn or great scripted features (like loading a deck from marvelcdb!) This mod is really a great start at an automated masterpiece. I’ve been testing this mod out and it grows better each update. I’m excited to see where the villain automation goes!
All three of these mod managers are on discord so feel free to reach out to them with requests or feedback on their amazing work! I’ll end the TTS section with a list of shortcuts and commands, a screenshot of Crimson’s mod with some information about where you may find the components you seek, and a brief youtube tutorial video!
TTS Tip List
Make sure you select a color to have a seat at the table (click on your name on the top right to do this)
Use a playmat to define your play area
Don’t forget to mix in your obligation!
TTS Shortcut List
P – change camera view
WASD – Pan Camera up, left, down, right
Q/E – rotate a card counterclockwise or clockwise the angle displayed at the top
R – shuffle a deck or randmoize a dice roll
Click and hold, then drag – move a pile of cards
1, 2, 3, etc – when hovering over a pile of cards draw 1, 2, 3, or etc cards
Here is the tutorial video, we’ll probably do an updated one soon and we’ll update this blog entry accordingly. UPDATED with new tutorials by both Crimson and KennedyHawk.
Method 2: OCTGN
Another digital platform option is OCTGN. I’ve used OCTGN a lot in the past for playing other LCG’s remotely with friends (Star Wars, LOTR, etc) but it had been a while. So I loaded up the platform and got acquainted with the Marvel Champions set-up. To begin you’ll want to download OCTGN from their website. Once you have the program installed run it and you can install Marvel Champions from within the app! Most games natively come with text cards instead of ones with images. You can download and install the image packs from OCTGNGames website here. This entire mod is curated by twitstedsistem who you can find on the main Marvel Champions discord.
OCTGN is perfect for scripting and allows easy automation. The Marvel Champions mod for OCTGN is still rather new so there is not a ton of automation but there is enough to be really helpful. When you create a game you can choose how many players to allow, once in the game simply right-clicking on the game mat allows you to load a deck, you can even just input a URL from MarvelCDB to have your entire deck loaded.
Once loaded you’ll be able to load a villain and modular set in the same way with a final screen having both your hero and the villain in play! From here you’ll be able to mulligan cards from your deck and get started with your first turn. The area near the bottom that shows where the hero and villains HP are tabs so you can tab back and forth between your deck and the villains deck! Automation is still somewhat limited but a few things have been incorporated. Pressing F12 will toggle between a players turn and the villains turn, it will ready all your hero’s cards and draw up to your hand size (if you have an increased hand size from say Asgard you’ll have to fix that manually.
On the villains turn you’ll need to tab to the villain area and increasing the threat. Double clicking on the villain will draw a boost card for the foe and you can go on your way completing the villains turn. As more is automated in this system the OCTGN implementation of this game is sure to be rock solid. We’re excited to see where it goes!
Here’s a quick list of tips and hotkeys for OCTGN
OCTGN Tips and Hotkeys
F12 – toggle end the current phase and move to the next (swap from villain to hero or hero to villain phase)
Up, Down – while hovering over a card this will add or subtract 1 damage token
Right, Left – while hovering over a card this will add or subtract a general purpose token
Double click on a player card (hero/ally/support) – exhaust the card
Double click on a villain – deal a boost cast
Delete Key – while hovering over a card this will place the card into the appropriate discard pile
Right-click on the table – option appear to load a hero/villain, defeat a villain stage (and load the next), complete a main scheme phase (and load the next!)
Be sure to try out OCTGN if you are looking for something a little more automated and speedy to get through (especially once you learn all the shortcuts)! I’ll be making a tutorial video for this program shortly so we’ll update this article with the video when it goes live!
Method 3: Skype/Video Conferencing
The final way I’ll list here is my favorite way to play Marvel Champions when social distancing. You won’t need any fancy software, just a camera, and some way of video conferencing. You can use a lot of platforms, facebookLive, GoggleHangout, Skype etc. Find a way you can send video and voice feed from your phone or webcam to a video conferencing system and you are good to go. We use Skype in our house to play Marvel Champions remotely with friends all over the world! There are a couple things to consider. Everyone will need cards, but only one player will need a villain deck to stream to the group. You can purchase a webcam clamp mount which will also work with a tripod cellphone adapter. I linked the one we use for our cameras! Not the best image but we have a computer off to a table on the right, we can adjust the camera to capture two players set-ups and play remotely with friends who may be managing the villain deck.
Players on the Magic reddit have shown their set-ups for use during this time of social distancing. You can get as janky as you want including this set-up I saw on the MTG facebook group, all of these work and provide a fun experience for playing Marvel Champions during this critical time of isolation.
Just because we are isolated doesn’t mean we can’t game together. If you are looking for a game consider joining one of the many discord servers and arranging a game with one of us or one of the many active community members. The best way to keep this game alive is to keep playing it during this time, so try out some interesting deckbuilds from marvelcdb. Or pit your best deck against a custom hero from Hall of Heroes. Until next time! Thanks for reading.
Today’s article is going to be a brief primer on a Thor/Leadership deck, for the next 3 Thursdays I’ll be testing Thor out with each aspect in the game so be sure to check on back or follow us on podbean, facebook, or twitter to be alerted when the latest article drops! I promise next week I’ll move on from Leadership and try another aspect. This deck is going to focus on Thor adventuring with 3 allies, the warriors 3 and will focus on a new Leadership card, Teamwork! As always our card images are provided courtesy of the amazing Hall of Heroes website. Be sure to check them out and consider supporting their endeavors! Without any more introductions, let’s look at Teamwork.
The objective with this deck is to get allies out with statlines of 2-3 and use Teamwork to add their stats to Thor. Thor has a base 2 attack (3 with Mjolnir) and a base 1 thwart. This is his major weakness if threat gets away from him or if side schemes become abundant Thor struggles to contribute to this problem! To get the best use out of this we will look for characters that have stats of at least 2 thwart. Those characters tend to be expensive (other than Maria Hill) and with Thor’s limited hand size this can be a struggle. We really rely on Thor to hold down the fort while we get things set-up. Remember when we use Teamwork the ally does not take consequential damage so we can plan on having a pretty hefty ally wall and can even use those allies to stabilize the game so long as we leave them at one life! Let’s look at our three favorite Warrior options…
First, Maria Hill. Maria comes with a 2 THW 1 ATK stat line and is pretty cheap on cost. She’s great to help with Thor’s limited hand size. I always try to target her with Teamwork when I can for thwarting but since several allies are in your deck don’t be afraid to let her die and bring her back on a future deck pass. Her enters play ability is crucial to keeping up your tempo.
Next, let’s look at Thor’s signature ally, Lady Sif. She comes with another amazing 2 thwart stat and 2 attack as well. Remember to use Thor before playing her, so you may swing for 3, ready Thor then team work for 3 leaving yourself 3 uses for Lady Sif. Another great ally, again, with an enters play ability. Note neither Lady Sif or Maria Hill are Avengers so they won’t be pumped further with an Avengers Assemble!
Finally we come to my favorite Teamwork ally. Ironically a character that’s not super big on teamwork in the comics! Wonder Man! While he does not have 2 thwart he boosts an amazing 3 attack at very low cost (only 2 resources)! His typical downside is circumvented with Teamwork, usually to attack with Wonder Man you are spending a card from hand, with Teamwork Wonder Man basically becomes an amazing support that pumps Thor’s attack by 3. Even better we can inspire Wonder Man and get him to 4 attack for quite the boost. Now if we really live the dream on a future turn we may use Avengers Assemble to Ready Wonder Man after he’s attacked for 4, then use team work to pump Thor for 5! How would I describe that feeling? Wonderful?
You may be wondering, how am I going to pay for all this stuff! Well just like the Captain America deck from our last deck tech, we are going to use Strength in Numbers. Since our objective is to bring three allies into play and then use them to pump Thor’s stats when we aren’t using Teamwork we need to find a use for them other than sitting around ready for no reason. This is where we use Strength in Numbers to really cycle our deck and get the combo up and running. Thor has plenty of other cards to help mitigate this hand size (Asgard, God of Thunder x2, Avenger’s Mansion) but this card is crucial to the deck.
I hope this brief write-up inspired you to try assembling Thor with a merry band of adventurers. Whether you end up with the three above or a different pairing the mighty son of Odin is sure to appreciate their stat buffs. Try this deck out and let us know how it goes. You can comment on the article here, on facebook, or yell at me about my bad decisions on the MCM Podcast discord! Check back next week for a Thor Protection deck!
First and foremost, use your allies as thwarting support to set up your combo, just like the Pump it Up cap deck.
Use your first deck pass to build your board state. Don’t be afraid to use Teamwork with a 1 THW ally to keep yourself afloat while you play cards like God of Thunder and Asgard
Take is easy with the Defender of the Nine Realms, only use this if you have a plan to kill the minion that turn (this goes for any Thor deck!)
Make good use of Squirrel Girl and Hawkeye to set up big kill counts with Lightning Strike!
Mulligan hard for hand support – Consider a hard mulligan for Asgard, or 2x God of Thunder. Your deck doesn’t revolve around Mjolnir so you can even pitch it as a resource and bring it back later. Opening up with double God of Thunder sets you up for success. With these strong allies you should be afforded time to flip back to alter-ego and retrieve the hammer!
Always pitch Mjolnir – In your initial hand, you’d rather see more combo pieces and return it to hand as a resource!
Don’t be tempted by Attack and thwart events – Don’t let the allure of Hammer Strike get you early on, pitch these cards to look for cheap allies and resource boosts (those allies become resource boosts through Strength in Numbers)
This combo works well in solo but really shines in multiplayer. If you can con your aggression friends for a Enraged on Wonder Man you can get him to 6 attack without events. Add Lead From the Front or Avenger’s Assemble and things get even bigger. Don’t be afraid to ask for cards once you are set up you’ll be able to pay them back by clearing the board every turn!
(Editor’s Note: Today’s article is brought to you by…. Amerikano… you can find him on many of the Marvel Champions discords… he’s joining the MCM team writing a new article series and more… Heroic Intuition is Amerikano’s first article series here where he’ll be overviewing each heroes kit… now get to the good stuff, ’nuff said! -Kennedy)
I want to do a series of short articles featuring each released hero’s kit. I understand that a deck consists of 40-50 cards and only 15 of those cards (plus the identity card) make up the hero’s kit. I also understand that each hero can feel extremely different depending on the other 25–35 cards you add into your deck (especially from aspect cards). But, I think it will be fun to dive into each of the hero’s cards. I’ll give you the reasons why I like certain cards and don’t like others.
First up: Captain Marvel / Carol Danvers
Carol Danvers’ ability to choose a player to draw a card is one of the best in the game, IMO. Her hand size is 6. This means that in a solo game, when starting the player phase in Alter-Ego form, your hand size is essentially 7. But, the best part about this is that in multi-player games, you have the ability to boost other players that can do significant damage to the Villain but that struggle with hand size (read: She-Hulk, early game Iron Man, and now Thor).
On the flip side, Captain Marvel’s ability spend an Energy resource and heal 1 damage to allow her to draw a card may keep you in Hero form longer than you may otherwise choose. This is an extremely powerful ability – as it should be – that allows you to cycle through your deck. The major downside is that if you don’t have any damage to heal (i.e., early in the game), you won’t be able to draw that card.
Cards I Love:
Energy Channel – There are fewer things more exciting than delivering a fully charged Energy Channel directly to the face of whichever unlucky Villain you’re facing.
Energy Absorption – This card ties in nicely with Energy Channel to fill up quickly on Energy resources.
Cards I Like:
Spider-Woman – Her downside is that she only has 2 health. But if you’re playing her, it’s likely because you want to confuse the Villain and to gain a cheap(ish) blocker. (Editor’s Note – See the Avengers Annual #10 from 1981 for the beginning of Spider-Woman and Captain Marvel’s friendship – Kennedy)
Cosmic Flight – Being able to prevent any amount of damage is always nice. It also gains you the Aerial trait. If Aerial had more of a benefit (with aspect cards, for example), this would be in the “Love” category.
Cards I Dislike:
Energy Absorption – Resource cards in a hero’s kit sort of feel cheap to me. There are 2 copies in her kit, so it can sort of feel like we’re missing out on 2 other potential cards. Also, it does emphasize a high Energy resource build (or maybe because of EA, you decide to put other types of cards in her deck).
Captain Marvel’s Helmet – While it’s nice to get +1 Defense, her base Defense stat is only 1, so it doesn’t really feel all that worth it. I get that’s why they added in the Aerial bonus of another Defense, but I typically use Cosmic Flight to prevent 3 damage (especially if you are staying in Hero form for a large part of the game).
Well, there you have it. That’s my take on Captain Marvel / Carol Danvers’ kit. Let me know in the comments below what you think about my choices and if I’m completely off my rocker.
On February 25th, 2020 FFG released a new updated version of the Rules Reference Guide. You can find the official document here. This article will summarize some of the updates, clarifications and changes so you can know how this impacts your favorite marvel card game! Changes ranged from minor things, like clarification on when Setup abilities trigger to things as wild as how (defense) events are used! Read on to find out what’s new!
I’m going to lump things into one of two categories: minor clarifications, major clarifications, and major changes! This article is by no means all-inclusive but I will highlight the clarifications and changes that may change the way you play this great game!
Minor Clarifications (‘Nuff Said) – These clarifications are pretty obvious and are really wording updates to make sure we are all playing the same game. Most people probably played this correctly, but if not, we now have direct updates to reflect this!
Player card abilities cannot resolve during game setup, unless they are noted with a “Setup” timing trigger. So despite what She-Hulk want’s she can’t use her “I Object” ability to prevent threat at game setup. You can still use alter ego setup abilities like Steve Rodgers and T’Challa have! Nuff’ said
Previous versions of the RRG did not list Setup, Force Interrupts, and Forced Response abilities as mandatory abilities. They are, we knew this, now it is written so no one can lawyer you out of it. Thanks FFG!
Another yup… obviously. Previously it stated if you run out of tokens simply use something else to denote it (I suggest M&M’s so you can eat them later). It mentioned every type of token in the game except…. acceleration tokens. Hopefully no one is playing a game where they run out of those, but if they are. Fear not, you can use red M&M’s instead.
Major Clarifications (Stan’s Soapbox) – These clarifications are a bit more complex, they change the way some people play the game or address commonly asked questions. The FAQ highlighted here are questions I’ve seen come up a lot on discord but there are several more FAQs answered, be sure to check them out!
Boost ability clarity
The order in which boost icons and abilities trigger is now more clear. In the enemy attacks section we are now instructed to resolve boost abilities (stars) before the attack resolves (in step 3)! This has a few implications. If the boost ability gives the villain toughness when attacking a hero with retaliate the tough token will be placed prior to retaliate damage. Another situation arises when a player defends with an ally but the boost ability destroys the ally (see Concussive Blast). More explanation on this later but it is now clear that the defending ally is destroyed due to concussive blast and the attack now becomes undefended (the check for undefended happens in step 4) against the ally’s controller! This may open the design space for some really cool boost ability cards.
Several instances of hero in the RRG were replaced with identity. This has been clear in printed cards for a while. Cards like Shocker only affect you when in hero form, like wise for cards that target alter egos. The rulebook was a bit more sloppy. It told players to place their hero card in play, when in reality you place your identity card in alter ego form. No brainer right?
There’s a few instances where this makes a big difference. One is in the overkill entry. Previously a player in alter ego form could defend for another player with their ally. If the attack had overkill the overkill entry instructed you to deal excess damage to your hero. Thus, many players assumed they could avoid the overkill damage. Not the case anymore you now take the overkill damage to your identity. General rule of thumb, if the rule book used to refer to your hero card you may want to check and see if it changed to identity card.
Additional clarity has been given to characters that have a dash as a stat value (attack, thwart, scheme, etc). If a game step or ability references those values are now treated as a zero. Similar language is used for a star ability (like on Green Goblin / Risky Business). Combining this with the answer to when boost icons resolves let’s us determine what happens when Green Goblin flips mid attack. He will flip before resolving damage, and then his attack will be treated with a base of 0. More on that in the FAQ next!
Risky Business FAQ
There was previously some confusion about this scenario. First, if Norman Osborn is stunned what happens when he prepares an attack. The answer was in the rules all along, the status cards always take priority so stun is discarded and no tokens will be added to criminal enterprise as this is a replacement effect.
Second, several instances occur where Green Goblin flips mid-attack due to a boost ability. With out increased awareness of when boost abilities trigger this means he will flip and his star value on the Norman Osborn side will be treated as a zero. The forced interrupt has missed it’s window so tokens will not be placed on criminal enterprise due to the attack.
Ms Marvel Embiggen/Shrink Common Questions
Lots of questions have come up with Ms. Marvel’s upgrades Embiggen and Shrink. Two common questions were answered Embiggen will increase both instances of damage from the card Melee. and Shrink does not interact with Emergency as no threat is removed it is only prevented.
Captain America Living Legend Clarification
Living Legend, Steve Roger’s alter ego ability only impacts the first ally played, so if you flip after another player has already played an ally you still cannot use his discount!
Major Changes (Needs a No-Prize!) – These clarifications are a bit more head-scratch. I’d say some of these straight up change the way the game was played. Be sure to review these so you are playing the game as FFG design team intends!
Defend ability triggers
This is the big one! The way defenses work has now been changed. Some changes are minor (like explaining what an undefended attack is). This actually has some interesting consequences. Abilities that trigger after you defend, are no longer triggered by (defend) events. Only the act of using a hero or ally to defend makes an attack defended. The 5th bullet is the major new update a triggered ability labelled as a (defend) can only be triggered when you are the target of an attack. For solo this doesn’t change much but it changes a lot in multiplayer. Let’s go through some examples.
Example I: Sound Manipulation
Sound Manipulation is a treachery card from Klaw’s villain deck. It is NOT an attack and it is now a lot more deadly! Previously defense interrupts like Shield Block and Wiggle Room could stop this damage, but not any more. Since you are not the target of an attack you can no longer block that damage!
Example II: Preemptive Strike
This card has changes a bit as well. In solo, no big difference, but in multiplayer. This card is significantly worse. In the previous RRG if Ultron flipped a three boost icon card on your play partner you could play this from the side lines. No more, you now need to be the target of the attack, so you would have had to defend with an ally or your hero. Quite unfortunate! The TLDR is be careful with (defense) events they interact a bit differently now and have an extra condition.
Some RRG updates are also not in the rule-book in red. Note the underlined phrase below that was changed between the last RRG and this one! Tricksey FFG not even showing us this change, maybe there will soon be other ways to defend?
One errata is officially now in the rule book changing Thor’s nemesis Loki from an optional response to a forced response (I think we all thought it belonged that way!)
That’s it for this summary of the RRG update, there may be more hidden gems let us know in the comments below (according to FFG’s site there was another update on March 5th but I’ve yet to see the new content in this second update, so hopefully it’s not a big deal). For this RRG update we are going to considered the Case Closed!
Special shout-out to discord user ApotropaiC for helping me muse out any changes I didn’t fully understand! Thanks friend!
Welcome to Episode 9 of Marvel Champions Monthly… a podcast about the Marvel Champions LCG by Fantasy Flight Games
Join hosts: KennedyHawk, Crimson, and Lester as we discuss an arrange of topics including: recent news, a new deck garage primer, the latest RRG update, opinions on Wrecking Crew, and a recap on Dr. Strange spoilers.
This month we help Lester build a Black Panther – Aggression deck using some of the new cards from Thor’s pack! Will Crimson try out this deck or is it a Wakanda For-Never?
0:00:00 Intro 0:01:45 News Segment 0:05:37 When We Last Saw Our Heroes (Recent Plays) 0:16:15 Tony Stark’s Deck Garage (Black Panther Aggression) 0:34:45 Marvel Comic Reading Club (Black Widow Lore) 0:41:47 Jennifer Walter’s Rules Lawyer Minute (RRG Updates) 1:00:30 Meanwhile In a Secret Lair (Modular Set Review and Strategy vs Legions of Hydra) 1:07:00 Crimson mysteriously vanishes 1:15:30 SHIELD Villain Database (Wrecking Crew Discussion) 1:30:00 New Hero Recap (Dr. Strange Spoilers) 1:43:00 A Hero Returns (Crimson rejoins us to discuss Wrecking Crew and Dr. Strange)
KennedyHawk here. I wanted to type up a deck-tech on one of the decks I’ve been running. Each week I’ll be posting a deck-tech or some other article to our Podbean site so be sure to follow us on Podbean or facebook to get the latest updates. This week’s article will focus on a Captain America / Leadership deck – that is NOT all about his allies! Instead, we will focus on Captain America’s awesome statline and ability: “I Can Do This All Day!”. Most people recognize this from the Captain America movies but it really embodies Cap’s spirit to give his most. The images used on this blog-post are from the Hall of Heroes website. Be sure to check out their site as it’s a top notch resource for the Marvel Champions LCG community! (Thanks HoH!)
When building a deck I often have an objective in mind. I like to consider this the Secret Origin of my decklist. For this deck our objective is to pump Captain America’s hero stat line, then use his basic attack and thwart as many times as possible in one round. Cap’s hero ability to ready once per round is amazing, it means any card we use to increase his stats can become super efficient. If we play an event to increase our heroes attack value by 1, we can now get 2 damage out by using his basic attack twice in a round. Without further ado let’s look at this deck’s stat buff cards. We will be pairing our hero with the leadership aspect mainly to obtain as many stat buff cards as possible but the first card belongs to Cap’s hero pod. We get to include 2 copies of Fearless Determination. This card increases Captain America’s thwart value by 1 until the end of the phase. This is great for removing annoying side schemes that begin with 3 threat (looking at you Klaw!) but also for taking large chunks off of the main scheme. Iron Man’s arc reactor is often used to allow Iron Man to double tap while thwarting. Cap has this ability built in and Fearless Determination makes it even better. My favorite part of this card is it’s net effect on your hand. Often when a card costs 0 it still has a net effect on your hand as playing the card removes a resource from your options. This is not the case with Fearless Determination as you get to draw a replacement card! That means if you plan to flip there’s little reason to mulligan this event as it will just pump your stats and allow you to see the next card in your deck.
Next, we have three leadership cards which all can be used to increase our basic abilities. First, Morale Boost, this card comes from the Ms. Marvel pack, but don’t be confused. It is an obvious combo piece with Captain America. For 1 resource we can increase our attack, thwart, and defense values by 1 until the end of the round. The use of the word round instead of phase is key here. If we play this card to begin our turn we can perform a basic attack (increased by 1), trigger Captain America’s ability and thwart/attack (again increased by 1), then we can defend during the villain phase and since the round hasn’t ended our defense value for this defense is increased by 1. That’s amazing value! Combined with Cap’s shield you’ll have 4 defense which is enough to really hamper many villain attacks!
Another leadership card available at our disposal is Lead From The Front. This card is helpful at increase Cap’s attack and thwart values and also the values for all his allies. In this deck the allies are mainly used to draw cards but this can set up some pretty big turns once you have 3 allies in play. Overall this card is often the last stat buff I will play unless I plan to end the game that turn and expend all my allies.
Finally, we have Avengers Assemble! This card plays double duty in our deck, it both increases Captain America’s stats and readies him (along with all the other Avenger’s allies you control). The stat buff even hits all Avengers in case another player has a turn later in the phase! This card is pretty expensive at 4 cost but can really pay for itself. If you’ve pumped your stats with one of the ways above and then played this, you’ll ready and get to Thwart or Attack at a value of +2. My RPG characters like those passive buffs and so does Cap! This card combos well within the deck and is often critical to getting Cap’s big splashy turn off!
We now have 4 stat buff cards and 2 ways to ready our hero but I also wanted to make use of a lesser used card and that card is Tenacity. In most decks Tenacity can’t seem to find a home but it slots into this Cap deck perfectly. We really want to optimize the use of our buff cards. Tenacity is like providing your hero with an extra “I Can Do This All Day!” with some upfront cost. If you can get 2-3 copies in play just a single morale boost can see it’s benefit 4+ times in a round! Now that’s a combo to write home about.
Try this deck out and let us know how it goes. You can comment on the article here, on facebook, or yell at me about my bad decisions on the MCM Podcast discord!
First and foremost, use your allies as thwarting support to set up your combo. Get to 3 allies out and use Strength in Numbers as much as possible. Ideally you’ll have 3 Avengers allies, play Strength in Numbers, and draw the cards to play Avengers Assemble.
The sequencing of your basic attack/thwarts and buffs matters a lot. If you are going to play Avengers Assemble make sure you have exhausted all of your Avengers characters first (don’t waste a Cap activation.
Set-up Tenacity and your allies on your first deck pass. Later in the game Tenacity can combo with Super Solider Serum for a free activation.
Live the dream, using 3 Tenacity activation, your hero ability and Avengers Assemble you can get 6 activation in one turn. That turns a single morale boost into +6 attack or thwart!
Mulligan hard for ally set-up – You really want to get your draw engine going, this consists of playing Strength in Numbers to greatly increase your handsize.
Search for Super Soldier Serum – The combo in this deck can be expensive don’t be afraid to hard mulligan away combo pieces for ramp early in the game.
Consider Keeping Morale Boost – Depending on the villain it may be prudent to keep a morale boost in hand. For just 3 cards you can play Morale Boost and thwart or attack for 6 in the opening round. This is great for getting rid of Klaw’s minions and schemes or clearing an early game Breakin’ and Takin!
This combo works well in solo but really shines in multiplayer. If you can con your aggression friends for a Combat Training or the guy who always plays Justice to dump a Heroic Intuition on you, then bingo-bango. You can really take full advantage of those stat buffs. Don’t be afraid to ask for cards if you are close to an explosive turn. 1 additional card can mean an extra 5-6 damage easily.
Lester makes his triumphant return in this short issue 8.5. Spoiler warning we discuss a potential hero to be revealed by FFG next week!
Lester gives us his feedback on our last Deck Garage and we do some rules pop-quizes about status cards. Lester gives us his opinions on Black Widow since he missed out in Episode 8. Next month we’ll have all three hosts together in one issue again!
00:00 Intros 01:00 Recent Plays 05:10 The Pulse – News Segment 10:45 Tony Stark’s Deck Garage Recap (Discuss Iron Man Leadership Further 18:30 Iron Man Lore Discussion 29:00 Jennifer Walters Rules Lawyer Minute (Rules topic discussion on Status Cards!) 43:40 Lester’s Black Widow Opinions
Join KennedyHawk and Crimson for a January issue of Marvel Champions Monthly. Lester was frozen in the North but we’ll get his comments later this month. In this episode we discuss recent Marvel Champions News, Recent Plays, Team Build a Deck, Argue about Indirect Damage and eventually discuss Black Widow spoilers!
00:00 Intros 01:45 The Pulse (news) 04:00 When We Last Saw our Heroes… (recent plays) 09:15 Listener Questions (’nuff said) 16:20 Tony Stark’s Deck Garage (Real time team deck build – this month Iron Man Leadership) Iron Man Lore Discussion (postponed to next episode so Lester can join us) 46:00 Shield Toss Story (another play story) 49:00 Jennifer Walters Rules Lawyer Minute (Rules topic or debate) 56:00 Meanwhile… in a Secret Lair… (Strategy primer for “Doomsday Chair” encounter set) 1:01:35 Spoiler Talk (Black Widow Talk)
Join hosts (KennedyHawk, Crimson, and Lester) as they go over the cards recently spoiled for the Thor hero pack. We discuss our excitement for the potential, maybe, hopefully, early release December 20th (Captain America, Ms. Marvel, and Green Goblin in the US), Thor Pack spoilers, and our favorite cards recently added to the spoilers from Cap and Ms Marvel’s packs! Who do you think is truly the Mightiest Avenger of All?
0:00 Intro and News 36:00 Aggression Cards 50:00 Cap and Ms Marvel New Spoilers Top 3’s 1:13:00 Speculation on the Silhouettes
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