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AradonTemplar

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  1. Well, I won't argue that everything needs to be Captain America levels of strong. I don't really want that. But I do know that Ms Marvel never felt overpowered to me, and while she had some work to do to get set up, she never felt as aggressively un-fun to me as Thor has, for solo. At this rate I don't know when I'll play more multiplayer, but if he is fun to play in multi then I don't really mind the state he's in. A hero being niche multiplayer is probably just fine.
  2. Yeah, I am in agreement with you. I think Thor needs a LOT of things to line up to make him playable. Specifically, he has to ramp up with Asgard and two God of Thunders to get his hand rolling comfortably. If you don't have well-timed minions or Defender of the Nine Realms, you may not have the time to spare playing those out, and fall fatally behind. I think he's probably ok in multiplayer (or maybe even great, there), but I haven't had a chance to try it yet. I think he needed something more to make him tick. I would have liked to see his hammer have 'Action (attack): Exhaust, return this to your hand. Deal 1 damage to an enemy.' Maybe even in place of the +1 damage, if we want to just keep it a sidegrade. This would enable you to throw his hammer for more flexibility in playing out expensive cards when you need to, and give you more incentive to return to Odinson and 'recall' his hammer. Discarding the hammer for a resource and pulling it back to your hand is a great play with him, but you only get to do it once or twice in a game, because Hammer Throw is so hard to pull off (and still have something to play afterwards.) I also wouldn't mind if his God of Thunder wasn't just a Hero Resource. Cap's always Cap, Thor's always Thor even when he's relaxing in Asgard. I guess he does kind of 'power up' with dramatic lightning strikes when he's showing off, though.
  3. So, having played with him a handful of games now, I'm really not a fan of Thor. His hand size feels like you just need to get Asgard out very early, or you'll be behind the whole game. Hitting minions can help give you the boost you need to keep in the game, but it's too inconsistent. Missing key cards or weak minions showing up means you can't keep up with threat well. If a side-scheme flips up and you don't have a Defender of the Realm, you're in trouble. I've only tinkered with building other decks for him a little bit, but anything I build is going to suffer from the 5/4 hand size. Mostly, I wish there were an easier way to return his hammer to hand. I'd feel a lot better about his hand size if I could bounce my hammer, use it to pay for a card, then flip back to Odinson and retrieve it. That's basically his signature play, and it only happens when you use Hammer Throw, and even then I think at least half the time it's just better to play it right back out.
  4. It seems like AoE attacks specifically haven't been 'attacks,' in the case of BP's daggers and She-Hulk's Ground Stomp. Maybe they've been stepping around this rules issue for a bit, in which case Lightning Strike intentionally is not an attack, even though the writers of the text clearly thought of it as one.
  5. Rules question for Thor. His Lightning Strike event does not say (attack) on it, just Hero Action, but later it calls it an attack. Is this a known typo, should it be an attack? If so, how does it interact with Guard? Are you just not able to play it if you have a guard minion in front of you, since you're attacking the villain?
  6. Presumably they didn't feel like they had the room to let the villain scheme, since the deck's very inconsistent on threat removal.
  7. Yeah, the only downside to this is that it can't clear out side schemes like For Justice can. But adding +4 to the cap is a great deal that can keep you from losing the game to an unfortunate flip, and really give you some breathing room on things like Ultron's scheme 1. Or 3, for that matter.
  8. I don't typically sleeve most board games, unless there's a lot of shuffling involved. I think this one does qualify, but the primary reason I sleeved things in this game is to color-coordinate what is what. Villain cards get one sleeve color, each hero gets their own sleeve color. I can tell at a glance what's what. I only sleeve decks I've built, so I all my unused heroes and aspect cards are unsleeved, waiting to be used. All villain cards got sleeved the same color so that it's easy to grab modules and put the villain deck together. It does take up space, and with the Thor pack, I'll probably start looking into new storage solutions. It's pretty crammed with all the releases up through Wrecking Crew, and it looks like we'll be getting a steady flow of additional packs, so it's probably time.
  9. This Asgardian's deck HAS no weak cards, Kaiba!
  10. Our order of it is shipping for release this Friday. Soooon
  11. Yeah, it's a bit mixed for deckbuilding. On one hand, each aspect pool is currently rather shallow, and though growing at a reasonable pace, so your options for what cards from an aspect to include are limited and a bit obvious. However, I've found it to be surprisingly compelling even in the limited pool, because it really feels like each hero has some intriguing synergy to try out with each aspect. When I was playing with just the core at release, I went through pretty much every combination of hero and aspect before settling on which ones are my preferences. Except Iron Man, apparently? I can't remember playing a single game with him, ever. I guess I'm just not interested. Bottom line, though, I really enjoyed my deckbuilding experience, limited as it was, and I think it bodes well for the future, as we receive more and more card pool choices.
  12. Depending on how much you assist him and how interested he is in the heroes involved, I bet you could get going around 6, maybe younger if he actively wants to play it rather than getting bored and wandering. You'll have to help him through the process of discarding good cards to play other good cards. That's a hangup that I see lots of adults get stuck on, and I think kids will actively not like the game if they can't hang on to all the cards in their hand. You'll also probably want to abbreviate the game, such as only playing one stage of the villain, but otherwise, a lot of the concepts aren't too hard. The game is highly thematic, so it shouldn't be hard to grasp things like scheming advancing a bad thing that'll happen if they don't get in there and fight the villain. It's not very mathematical and is very thematic, so if your kid has the attention span to sit down and read cards with cool pictures on them, you should be ok. Edit: You can take my input with however much salt you want. I have no kids, so my closest points of reference are my nieces, one of which just reached 5 (and only recent would sit through games of candyland, in my experience) and hearing others talk about what they're playing with their kids. Long-term planning games don't seem to sit well with young kids, and games without engaging themes don't occupy their attention long enough, but if there's something exciting and simple they can do on their turn, generally they can be convinced to play for a time.
  13. Interesting. Was that changed with this update, or am I just remembering wrong? I remember seeing the ruling on this forum, and thought it was confirmed as correct. Guess I'll spoiler the original comment >.>
  14. You become the attacked player if you use an ally you control to block the attack. This has some weird rules with Overkill, since Overkill says the excess damage is dealt to the defending Hero, so if you are in Alter-Ego and use an ally to block for another player, you become the defending player, but aren't a hero, so the Overkill damage is negated. <Not true anymore, if it ever was.
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