Whether you're new to the game or a seasoned player looking to up their performance, these general tips and strategies are a great starting point on improving your play. I think it is important to note right from the get-go that more refined strategies are hero and deck specific. Taking a look at MarvelCDB can be really helpful, as many of the authors will do a write-up explaining the goals and strategies of their deck. That said, there are some tips and strategies that are pretty universal. Utilizing these can jump-start a new player’s play.
Don’t Half-Ass Two Things. Whole-Ass One Thing.
In Marvel Champions, card abilities and effects are all or nothing. It doesn’t matter how much damage is on a minion or threat on a side scheme. If they aren’t defeated, they are firing at 100%. For this reason, villain damage is generally one of the lowest priorities at any given point in the game. If you have a 2-HP minion in play, dealing 2 damage to it defeats it, reducing its power (or impact on the game) to zero. However, dealing 2 damage to the villain doesn’t reduce its power or impact in any way. They will still be hitting at full strength. This means it’s best to put out whatever fires you can before working on reducing the villain’s health. This is referred to as a “control” play style. As another approach, there is the “rush” play style, where you ignore most (if not all) fires to push damage on the villain. In both cases you're not wasting resources partially solving a problem. You're dealing with them or ignoring them.
Use It or Lose It!
More often than not, the best use of your cards is to play them in whatever way utilizes your full hand and any available resource generators. Keep in mind that first and foremost you want to be solving any major problems on the board. This usually means clearing minions and side schemes (see above). Beyond that though, you want to be using your resources in the most efficient way possible. Some of this has to be taken into consideration at the deck building stage. You want to ensure that the cost of the cards in your deck are something you can easily play without leaving resources behind each turn. For example, if you have a hand size of 5 in hero form, but you have mostly 3 cost cards, you will consistently have a card left over. This means each round you’re using only 4/5 of the resources available to you. As with all things in life, there are exceptions. Occasionally you will need to hold onto a card or have a card left over after putting out this round's fires. However, in most cases the most efficient play is to use all the resources available to you.
Never fear, though! There are plenty of ways to handle extra resources. Resource sinks like Lockjaw (play from the discard pile), Plan B (discard a random card for 2 damage), and Machine Man (use a resource to boost a stat for a single activation) offer ways to smooth your hand by converting leftover resources into damage and threat removal.
I'll Be Back (Quick Turnover)
On the heels of the above advice, don’t feel bad using a good card to pay for a great one. If you’re coming from a background like Magic the Gathering, you’ll certainly have anxiety about discarding a card or passing one up. The truth of it is, Marvel Champions has so much card draw built in that you will see that card again, and you will see it sooner than you think. Swinging Web Kick is pretty rad, but if it isn’t solving an immediate problem, take Elsa’s advice: let it go. There are obviously a few cards that are the exception to this. Dwi Theet Mastery and Friction Resistance are keystone cards for Drax and Quicksilver respectively. Prioritize cards like these unless you absolutely cannot. Beyond that, learn to be okay using a card as a resource if it helps you solve current problems or increase your ability to handle problems later. One of the places this issue shows up the most is with the mulligan. Use the mulligan as an opportunity to dig for cards that will have a long term impact on your game, even if it means discarding good cards.
A Noble Sacrifice (Let Allies Take the Punch)
Allies are the most efficient cards in the game. Why?
They often have an enter play or activation ability.
They generally remove a few threat or deal a bit of damage.
They can be used as meat shields.
Most of the time, the best way to use the final hp of an ally is to block a villain’s attack. What is better: clearing 1 threat or blocking infinite damage (absent overkill, of course)? It is hard to beat the incredible value of using an ally to defend for you or a teammate. Utilizing allies efficiently can drastically improve your survivability.
Over is Over
When you go over a main scheme threshold, it doesn’t matter how much or how little you go over. The threat will all be removed when the stage advances, regardless of how much is there. This can be leveraged! If you are fairly certain the main scheme is going to pop (and there are more main scheme stages), don’t waste resources clearing threat. For example, in a solo game with a main scheme that will increase by one threat at the start of the villain phase, I will make sure I’m two threat below threshold when the villain phase starts. This means that when the villain schemes, anything beyond one threat is threat I don’t have to manage! Instead, I’m able to use those resources elsewhere.
There is No Score
Unless you’re playing in the Solo Champions League (which you should be!), no one is scoring you. Which means it doesn’t matter if there are minions in play or threat on schemes when the villain is defeated. You win either way! Keep this in mind, because there will be a point in the game when you need to move from controlling the board to defeating the villain. It’s a somewhat nebulous point, but learning when you can ignore a minion or push toward defeating the villain is an incredibly valuable skill.
One, Not One per Player
This is just a super common mistake new players make: Hazard icons only deal one additional encounter card to the table, not one per player. You’re welcome.
I'm Going to Go Now
This is more of a quality of life tip than a strategy tip. Actions can be taken out of turn. If you have an action that won’t affect the rest of the table, take it! This will drastically speed up games, especially at high player counts. There is no need to wait to use Kamala Khan’s Teen Spirit ability. Get that card in hand, so you can start processing your turn before it gets to you.
In Conclusion
Taking these tips to heart will give you a solid framework for improving your play. As you improve, you’ll learn that there are occasions when you should absolutely toss these suggestions to the curb. In the meantime, focusing on them will help bring your hero’s true power to bear.
Comments