Jump to content


  • Content Count

  • Joined

  • Last visited

Posts posted by BCumming

  1. I was hoping for silhouettes too.  Hopefully they're saving those (and more Wasp previews!) for some December content since no new products are releasing then.

    As for which heroes we get, I think we're all in agreement that Star-Lord, Gamora and Drax are practically guaranteed and the 4th pack is up in the air.  Mantis makes some sense with her MCU appearances though she's not quite what I'd call a main character.  Nebula is a possibility but she has more screen time as a villain, plus she's a villain in GMW and I don't think they want to have the conflict of a new character not being usable in one of the most recent scenarios.  This could be a great slot to add in another comic-only character like Adam Warlock, Nova, Phyla-Vell, etc.  Then for aspects in the cycle packs, Leadership and Justice should be in the first two to round out GMW's Aggression and Protection.  After that, it's a gamble, though I hope Justice gets another pack quickly since its card pool is a bit behind the others.  Thus my predictions are:

    • First: Star-Lord/Leadership - he's the team leader after all, might have a Team-Up card with Gamora
    • Second: Gamora/Justice - former assassin turned hero lends itself to Justice IMO
    • Third: Drax/Aggression - the brute/muscle of the squad in the movies lends itself well to Aggression
    • Fourth: ???/Justice(?)

  2. Dauntless looks like a great reward for not taking damage or finding ways to pump your hit points.  Endurance works well and Iron Man, Hulk, and Thor have HP boosting cards in their kit.  She-Hulk isn't going to get good use of it since Focused Rage and Gamma Slam are her engine and big hit.  Black Panther might not like it either since he often wants to take small amounts of damage to deal with right back with Vibranium Suit + Wakanda Forever.

    I'm excited for Into the Fray for my minion-hunting Thor deck to double down on what it does best while I sneak a Hand Cannon into Hawkeye Aggression for the 5ATK base attack, even if it is cheating thematically. ;)

  3. Thor is dependent on the amount of minions in a scenario and ranges from fine to great based on that.   He plays better than most people thought from just looking at his cards, and getting engagement-manipulating cards in other aspects will improve his options.

    Hulk missed the mark on a few things so I'd expect more aspect cards designed to prop him up than errata or a complete re-do anytime soon.

  4. 1 hour ago, KimJoshIl said:

    What’s the verdict on using Team building exercise with Antman (Pym)? Can I play him at 4 reducing his cost to 3, but still give him the 4 Pym counters? 

    No.  Ant-Man (Pym) only gets pym counters for the amount that was overpaid and reducing his actual cost of 0 cannot go below 0.  Thus he doesn't combo well with Team-Building Exercise.  He does work well with Team Tactics since it gives +1HP beyond the pym counters so he could be a free 2THW, 2 ATK, or block.


    20 minutes ago, maniakmedic said:

    I've been playing with his pre-con deck since I (finally) got him last week and the one thing I discovered is that you have to have his helmet out on the table fast. You really need to hard mulligan for it. He works so much better once you have it out.

    And you have to keep flipping him (part of the reason his helmet is key). The first time I played with him I realized that it felt like I was playing the restaurant fight scene from Ant-Man and the Wasp. Which was freaking awesome.

    Scott wants to flip a lot so anything that rewards that is excellent.  His helmet is great and definitely makes him better but not seeing it early isn't as bad for him as Hawkeye not getting his quiver. My favorite part of the helmet is effectively eliminating the hand size penalty for being in Giant form since you get to draw a card by going Tiny.

    Haven't watched Ant-Man and the Wasp since release so I forget the specifics, however totally agree that he's just plain fun like the movies.  Even if you don't know much about him or have any particular love for the character he's still enjoyable.

  5. 4 hours ago, darthweasel2 said:

    2 is Use Iron Man's Basic Thwart Power to remove 10 threat or more in a single turn

    3 is Use Stark Tower to return all 7 different signature tech cards to hand in a single game

    2) Teamwork and Earth's Mightiest Heroes can help too.  EMH is better with stat boosts that last beyond one action while Teamwork is only going to a a bit of extra Thwart.  Side note - this pretty much has to be done in multiplayer since threat caps on the main scheme are too low to ignore for long while side schemes are more punishing in solo too.

    3) This is going to be tough until we get cards that let use sacrifice cards in play so that you can lay down some Tech cards early and be functional in hero form until you get the Tower out.  Protection has the edge of Tech cards in-Aspect while Justice or Leadership might be more necessary to deal with the extra threat of spending more turns than usual in Alter-Ego form.  For letter-of-the-law players, they'll need to find a way to indicate which boot or gauntlet is which to ensure they bring each boot back and not just the same boot twice.  ;)


  6. I wanted to go theme-y with him so I added Goliath to make it all the size-changing allies, plus Iron Man and Ronin to get the best effect from the ally upgrades.  Having 7 upgrades that have to attach to allies can give me janky hands where I draw all the stuff to boost allies but no actual allies to play them on.  Cutting Call for Aid entirely kind of hurts in that regard but I'm fine with it since the real solution should be to cut 1-2 of those upgrades.  Running 3 copies of Team-Building Exercise is too many and that was a problem I also had with just the preconstructed deck, currently going with a single copy but 2 in Scott also seems fine.  I also got rid of Moxie even though it's best in Ant-Man (and soon to be Wasp) decks.  Inspiring Presence to get more swings out of loaded-up guys like Giant-Man and Goliath fits better with what I want this deck to do.  Anyone with an Inspired and Power Glove makes a great target for readying too!


    Only played solo so far and haven't done more than a few bouts with Rhino and a single battle with Klaw but it's been fun.  

  7. Avengers Tower and Team-Building Exercise can indeed be used to reduce an Avenger ally by 2.  You'll have to use the Tower first since it's a floating effect and TBE is a combination of immediate reduction and playing of the ally.

    I knew Scott was going to be fun and good so I started out with the preconstructed deck against Expert Rhino and Legions of Hydra.  LoH on the first turn in two of three games was awful and the 3-boost on it made me lose to an untimely Advance.  I tuned the deck up to try Expert Rhino with Masters of Evil and simply crushed him.  Expert Klaw with MoE took a bit long and was more fun.  Can't wait to play him with friends and also with the Wasp!

  8. Champions wasn't built for head-to-head play so it would be interesting to see how they make it work. 

    Love the Annihilation suggestion - not only was it a great story with a fun cast, it would fit in nicely after/during the Guardians campaign and cycle.  Annihilus is one of my favorite villains in the comics so I'm up for a battle with him.

  9. I'm fine with Wanda having two obligations and I wouldn't be surprised to see another hero get that in the future.  There's plenty of design space to explore with Obligations, what they do, how they're removed, and so on.  Future Obligations could summon or enhance a Nemesis, cause problems for other heroes, buff villains, or more - I'm excited to see what they can do.

    There are times now where an Obligation comes up and it's just too tactically risky to exhaust for removal.  Having meaningful options when choices come up is good design.  Her extra one could be very nasty at times and I think it's a good balance to a powerful character who can also manipulate the encounter deck.

  10. 3 hours ago, SpiderMana said:

    My first game with the Ant-Man pack, I've decided, will be Iron Man Leadership + Ant-Man Aggression vs Ultron.

    Iron Man finally gets some tech in a new aspect to play around with! :D He's one of my favorite heroes to play, so I'm pumped about that. As for Aggression Ant-Man, it's a kindof janky build concept, but I really want to try it out. 😅 (Spoiler tag bc it's based on a card that was never officially revealed)

    As for which aspect he'll do best with? I don't honestly have any strong opinions. I think I've seen people talking protection for him, since he has a decent amount of healing from his helmet and Pym Particles in Giant form, plus a good DEF stat in Giant I believe? So that could be fun.

    Get some Earth's Mightiest Heroes in that Ant-Man deck!  Protection Giant sounds neat too.

  11. What Aspects or combos are you playing or want to test with him?  I'm going to try Leadership with the new cards and Goliath to have the size-changing allies all together but other than that I don't feel he really has any particular synergy there.  His Justice card is neat so I may try that next, then switch him to Aggression when Janet Wasp comes out in Nadia Wasp's pack.

  12. 7 minutes ago, IceHot42 said:

    Interesting although you have to be careful when your whole deck supports only a single character that may show up late to the party.


    Very true, though Leadership has plenty of other good Allies to fill the gaps until Felicia shows up.  In particular, Goliath and Iron Man are tailor-made for doing the same sort of thing.  I agree with OP that Team Training and Reinforced Suit aren't me as necessary for her in particular since she's more suited to attacking, though they'll help when facing Concussive Blast, Thunderball, and indirect damage, or provide you with more cushion to thwart with her if needed.

    As for a Black Cat hero, I'd love to see her with a hero power or a number of hero cards that involve milling a card from your deck or the encounter deck for extra effect, a la Hulk Ally and/or that one Scarlet Witch card that counts boost icons.  I loved her first card in Vs. System since it did similar things. ;)

  13. On 9/26/2020 at 6:35 PM, Abyss said:

    This is why I think they need to introduce some kind of extra action you can take with allies (maybe signature only) that match a hero that's in the game. 'Discard this card -> Good but not amazing effect'. It means you're not getting screwed out of an often good card just because someone decided to play with a particular hero, especially when most of the the time they're heroes people will want to play together.

    Most, maybe all, of those signature heroes are a wild resource which is a good but not amazing effect.  Smart design to build that into the game.

  14. I could see him using health as a resource of sorts.  Some powerful cards that deal damage to him as well, or are medium power if you don't spend any health to boost them but strong if you do.  He'll heal a lot regardless, whether it's built into his identity card or hero cards.  3 ATK on his hero card would be perfect but I wouldn't give him any way to raise it with his hero cards.  Even though ATK doesn't translate to pure strength, it would be ridiculous to have him be obviously better than Hulk, Thor, and She-Hulk there and Thor as a printed 2 is a stretch even for game balance.  1/3/2 stats in hero form since he's capable of defending himself even though he doesn't do that often in the comics, 4-5 REC in alter-ego mode.  I dig the idea of having him nemesis deck be all minions from his many, many enemies.

  15. On 9/17/2020 at 1:03 PM, IceHot42 said:

    6) The exception that proves the rule: The 20 fixed cards can go up to 22 with Spider-Woman which is one reason I will likely run Jessica at  50 cards since I can double up on the power of aspect resources including getting more consistency out of her finesse resource engine. 

    Playing more cards that don't trigger Spider-Woman's ability ("Power Of" cards) and adding more of each Aspect card might improve consistency of Finesse from 95% usefulness to 99% but you're going to get noticeably more hands where you draw only a single Aspect's worth of playable cards, not to mention greater odds of drawing a "Power Of" card that doesn't match any other Aspects in your hand.  And at 50 cards instead of 40, you're not going to consistently draw into your Finesses as early either.  Don't get me wrong, play however you want to have fun - just be aware of the tradeoffs you're making.

  16. Only played one game against him so far, 3-player with Captain Marvel Justice, Captain America Aggression, and Hawkeye Leadership.  Normal Mode but with the extra three Expert cards because of miscommunication.  He got Exo-Suit right away and we took way too long to deal with it, there were turns with explosions of minions, big bursts of threat, or other messes but we won in the end.  Can't say too much since one game is a small sample size so my advice is to be flexible and deal with whatever hits the board during his turns - attachments, minions, or side schemes - before dealing damage to him.  He's likely to ignore Tough but otherwise allies look like they ought to block well against him.

  17. Looks like Aggression is the Aspect with most synergy for him (Martial Prowess, minion control, etc.) while the other three are best for covering his weaknesses.  Justice for handling threat since he's deficient there, Protection's healing and damage prevention cards would be a lot better for him than the 'defend to do X' cards, and Leadership covers threat and survival through putting more bodies on the table.  The deck that comes in the box needs some tweaking to suit him better, like adding a couple more cheap Allies in place of Events or cards you don't need three copies of.  If the two reprints of Lead From the Front were Maria Hill and Squirrel Girl, he'd be in much better shape.  His version of Mockingbird is amazing for keeping him out of harm's way though it's expensive to do so.

  18. I know enough about Hawkeye from the comics but have a lot more exposure to him from the EMH cartoon and the MCU.  Long story short, I was happy to have him come to the game though not terribly excited.  Played a couple solo games with him last night against Rhino and he feels right.  He's all about arrows and having the right one for the job.  He's squishy like an un-enhanced human would be.  He's not great at thwarting or defending but can deal a lot of damage if he gets to focus on that part of the game.  Much like in the comics, heavy hitters like Thor/IM/etc. are the flashy ones while Hawkeye absolutely gets the job done.

  19. One of the neat things about Champions' structure is that it's wide open for mixing, matching, and tweaking to make up scenarios.  If we want more mileage from our Nemesis sets then we just have to figure out ways to bring them to the forefront - put include them in Villain decks as modules, start with one in play like a Villain's sidekick, or make them the focus of a new scenario.  I had a shower-thought about the latter:

    Lethal Legion

    Setup: choose two unused Nemesis sets per player.  Each Nemesis and Side Scheme starts in play while the other cards get combined with the standard (and maybe Expert) Villain cards, along with a modular set or two or maybe more.  The Nemeses' health values get multiplied by the number of players so in a 3-player game, a Nemesis with 5 health becomes 15.  Their Side Schemes will be the Main Schemes with Target Threat equal to 3x or 4x the amount of Threat they start at - probably best to ignore Crisis icons on any of these and replace that effect with an Acceleration Token or extra Encounter card.

    Play: The Nemeses will have an 'active Villain' mechanic similar to The Wrecking Crew to determine which one of them schemes or attacks.  Randomly determine which one of them begins the game as active.  At the start (or maybe end?) of the Villain Phase, the active villain will change to the next Nemesis down the line of Nemeses.  And for more chaos, whenever a Nemesis deck card is drawn as an encounter card the active Villain changes to that Nemesis so they can do their thing.  When any one Nemesis Scheme hits its Target Threat, the enemy wins.  Heroes win by defeating all Nemesis.

    Notes: The Encounter deck won't be normal-sized so it may need to be propped up with extra modular sets or maybe seeing more of these Nemesis deck cards and going through the deck faster will be part of the fun.  Numbers are fast and loose here - add more health or ATK or SCH to the Nemesis to make them more challenging, or adjust the Target Threat of the schemes if they're too difficult or easy.  Modular sets with named minions could be a good stand-in for a Nemesis as well - Scorpion, Tombstone, M.O.D.O.K., and so on.

  20. Highly unlikely to be a hero/villain pack but at this point we don't have anything concrete.  He seems to be a standard hero pack, which definitely means not enough space for a full villain deck as well.  I wouldn't be surprised to see a hero pack come with the same character as a modular set to put into a villain deck, however I'd expect that to be for someone more prominent/infamous as both villain and hero in the comics.

  • Create New...