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  • Mojo Madness: Final Round!

    Welcome back to the Mojoseum! Round 3 is officially done, and the results are in! Here are your Round 3 winners: Doctor Strange & Phoenix Captain Marvel & Venom Cable & Spider-Man If you want to see how the results shook out, here are the original articles. Just keep in mind that the voting doesn't actually close, so votes can fluctuate. Round 1, Part 1 Round 1, Part 2 Round 2 Round 3 There is also a bracket at the end of the article! These three heroic duos will now match up against the fearsome Ronan! Which team do you think will do the best against Ronan and the Anachronauts? Thanks for voting! Let me know on reddit or discord what you thought of the matchups and if it is something you'd like to see again!

  • Card Highlight: Web-Warriors

    In this series, I highlight cards that I am currently enjoying. These are by no means the most powerful cards. They aren't even necessarily my all-time favorite cards. They are simply cards that I am really enjoying right now. At the end of the article you'll find a decklist that I've enjoyed using them in and a gallery that displays all the cards highlighted. Web of Life and Destiny This card is the crux of Web-Warrior builds, so I'm tackling it first. Web of Life and Destiny is amazing if you're a Web-Warrior, because it's a free resource generator. However, it is definitely worth the cost for non-Web-Warriors. This card rewards you for letting allies do what they do best... getting knocked out. Not only does it generate card draw, it lets you choose which player gets the draw. That's super important for the deck below, but it's also incredibly flexible and helpful for the team. Something else I really like about this card is that it only cares if the ally leaves play. Meaning that if an effect would force you to discard an ally or you're at your ally limit and need more space, you can still benefit from the ally being lost. Additionally, Web of Life and Destiny helps unlock Web-Warrior builds for heroes that are not Web-Warriors. Like many characters in the game, some of the Web-Warrior allies are trait-locked, meaning you must have a specific trait to play the ally. However, the Web-Warrior trait-locking is what I would call a "soft-lock." They don't require that your hero has the trait, only that you control a card with the trait. Enter Web of Life and Destiny. Not only does it give you the fantastic boon of giving any player a card draw when a Web-Warrior leaves play, it can facilitate playing all of the allies that have the soft-lock. If you're running any Web-Warrior build, this card is a must. Across the Spider-Verse Another auto-include for any Web-Warrior build, Across the Spider-Verse lets you ensure you can bring back your multiverse friends. Not only that, it can be triggered multiple times off a single play. You can choose to have yourself or another player repeat the ability, and then that person can choose themselves or someone else, and on and on and on until you run out of the things you need to pay the costs. As a bonus, this is also a nice way to get around Peter's Requirement ability, and it's a small discount compared to playing the 3+ cost allies from hand. Ghost-Spider This is likely one of the most powerful allies in the game, even if you're not running Web-Warrior. Not only will Ghost-Spider give you a card draw from Web of Life and Destiny, she will also hand-pick the hero event you most want from your deck. And since hero cards are usually the best cards (cough Legal Practice cough), you can snag something incredibly important. This is the one Web-Warrior ally that is worth running even if you run no other Web-Warrior cards. Just make sure you can get her into play with the likes of Make the Call. SP//dr SP//dr has some similarities with one of my other favorite allies: Starhawk. Both can be recurred into hand with their own ability, meaning that they become incredibly reliable and consistent cheap allies. Personally, I love cheap allies that incentivize you not to block with them, so SP//dr gains some brownie points from that. Here, SP//dr is essentially becoming a 1 cost source for 1 damage and 2 threat removal each turn (1 cost due to her drawing you a card from Web of Life and Destiny and not starting in your hand). Spider-Man: Peter Parker Spider-Man is incredibly flexible, and he can really accelerate your tempo. For Web-Warrior heroes, he's great for helping you be more flexible or really lean into a boosted stat. For non-Web-Warriors he is great for amping up allies like SP//dr. Honorable Mentions: Spider-Man (Spider-Men?) Hobie Brown and Otto Octavius are strong allies as is, and they can be powerhouses in the right deck. They can be deck dependent though, and they don't have quite the same overall impact. For example, Otto is naturally insane with the SP//dr hero, but essentially does nothing in the deck below. Hobie has some strong thwart, and he can crank out some unpredictable non-attack damage on the villain. Try It Out It's a little late for Christmas, but the gift giving continues with Captain Marvel. This is a deck that I took to Con of Heroes last year, and I had a blast handing out cards left and right. Shout-out to MrSelfDestruct from discord for reminding me of this deck, inspiring me to make some updates to it, and suggesting the new Mission Leader upgrade! Here it is on MarvelCDB! The whole point of this deck is to be as generous as possible. You can play it solo perfectly fine, but if you love playing support roles while still getting stuff done, then this is for you. Things you can give away: Carol Danvers' Commander card draw ability Avengers Mansion card draw Helicarrier discount Web of Life and Destiny card draw Mission Leader card draw Maria Hill card draw Players their own allies with Regroup An ally with Call for Backup A support with Build Support Basically you will be everyone's best friend. If you don't mind having a thick deck, feel free to toss in some reinforced suits or other ally upgrades for your friends. Some other notes: Agent 13 can ready Alpha Flight Station, which means in alter-ego you're getting bonus cards! Build Support can grab whatever you need most, but its primary target should be Web of Life and Destiny. Mission Leader only triggers if you are in hero form, so watch the timing. You'll be in alter-ego a decent bit with this deck. If you give the deck a spin, let me know how it goes! Featured Cards

  • Forms and their Function

    The goal of these articles are to expound upon rules found in the Learn to Play and Rules Reference Guide, incorporating relevant interactions that may fall outside either of the above. Hopefully these provide some insight and answer any questions you may have. Forms are one of the unique features of Marvel Champions that help to capture the thematic element of being a superhero. As a baseline, each identity card has two forms: alter-ego and hero. Alter-ego form is essentially your time away from the fight. While in alter-ego, the villain will progress their scheme, pushing toward one of their win conditions. There will be a number of cards and abilities that are exclusively usable in alter-ego form, and they will be labeled as such. Hero form is when you’re in the fight and messing up the villain’s plan. Most of your identity’s attacking and thwarting will happen in hero form. As above, there will be cards and abilities that are only usable in hero form. If a card ability is not labeled “hero” or “alter-ego”, it is usable in any form. As a baseline, you can choose to flip your identity card once per turn to change from one form to another. In addition to this, there are abilities that cause you to change form. These abilities do not count as your once-per-turn flip. It’s worth noting that the once-per-turn flip and changes from card abilities are not connected, so one cannot prevent the other from happening. Beyond these two built-in forms (alter-ego and hero), some heroes feature additional forms. Three heroes feature a “three-sided,” folding identity card that has an additional hero form (Angel, Ant-Man, and Wasp). Three others feature separate upgrade cards with the form keyword (Shadowcat, Spectrum, and Vision). Your once-per-turn flip can be used for the “three-sided” identities, but not for the separate form cards. Upgrades with the form keyword. There are a number of abilities that trigger on changing form. While you will find these abilities on all types of cards, all the current aspect and basic cards that trigger on changing form are Hero Response abilities. Most heroes will only be able to use them when flipping from alter-ego into hero form. This means at best they are only usable about half the game, and often less. Ready to Rumble and Moira MacTaggert stand out from the others, because they are played to the board and usable when needed. Moira also can be triggered when other players change to hero form, making it even more useful. Cards triggering on changing form. The heroes that have additional forms have more access to triggering these abilities. Changing from one hero form to another or changing your non-identity form upgrade meets the triggering condition for the "after you change form" abilities. This means these six heroes have more access to the form changing abilities throughout the game. Summary Additional Form Heroes: "Three-Fold" Identity Angel Ant-Man Wasp Form Upgrades Shadowcat Spectrum Vision Form Changing Cards: Lay Down the Law Moira MacTaggert Moxie Perseverance Ready to Rumble Surprise Attack Relevant RRG Sections: Ability (specifically Triggered Abilities) Form, Change Form Identity

  • Mojo Madness: Round 3

    Welcome back to the Mojoseum! Round 2 is officially done, and the results are in! Here are your Round 2 winners: Doctor Strange & Phoenix Angel & Spectrum Cable & Spider-Man (Peter) Ms. Marvel & Nova Black Panther & Captain America Captain Marvel & Venom The Black Panther & Captain America team up just managed to sneak ahead of Spider-Ham & War Machine. At the time of writing this, they were a single vote apart! If you want to see how the results shook out, here are the original articles. Just keep in mind that the voting doesn't actually close, so votes can fluctuate. Round 1, Part 1 Round 1, Part 2 Round 2 There is also a bracket at the end of the article! Now on to the good stuff! We have a new slate of baddies to go up against, and teams will pair off as before. Here are the three matchups for Round 3! Match 1 Match 2 Match 3 To Be Continued... That's it for this week! In two weeks I will post the results of Round 3 and the final matchup! In the finals the three remaining teams will all go up against the same villain. Below is the overall bracket.

  • The Wonderful Thing About Triggers

    Tracking all the triggers and abilities in Marvel Champions is one of the easiest things to mess up in this game. There are conditions on nearly every card, and as the game goes on, there are only more things to track. In this article, we’re going to take a look at triggering conditions for abilities, trigger windows, and timing priorities. We’ll do a few examples along the way, and there will be a few hidden answer examples at the end if you want to test your knowledge. Psst! I know after that title you were expecting a bouncing, stuffed tiger, but you're stuck with me instead. I’m here as the “Ackchyually” guy. In some cases being perfectly technical gets in the way of learning, so there will be some stuff Astrodar leaves out, glosses over, or even makes up for the sake of clarity. I’ll let you know when this happens. I’ll also include some fun* tidbits of extra info along the way. Don’t worry, though! You have my word that his info is still correct, regardless of omissions and made-up terms. Scout's Honor!** *Fun in a “I don’t understand what the word fun means” kind of way. **Technically he made me say that. Triggered Abilities Abilities are essentially any non-trait text in a card’s text box. Some are constant abilities that are always active when a card is in play, while others are keywords defined separately in the rules. Others yet are triggered abilities, where the text is preceded by a bold timing trigger indicating the ability is only active when triggered. These triggered abilities are what we’re focusing on in this article. While some triggered abilities are optional, others are mandatory. I've listed them below. While we won’t really go into it here, keep in mind that some of the timing triggers on abilities are also labeled Hero or Alter-Ego, which further limits when they can be triggered. Mandatory Triggered Abilities Boost Forced Interrupt Forced Response Setup* When Defeated When Revealed Optional Triggered Abilities Action Interrupt Resource Response *It’s worth noting that Setup is a keyword, while Setup is a timing trigger. There is no separate RRG entry for Setup, however, the ‘Ability’ entry and ‘Appendix II: Setup’ mention the timing trigger. See! "Fun!" Setup abilities are the first that you’ll run into during a game. These occur during step 12 (on the main scheme) and step 16 (on identity cards) during the game’s setup. After that, the easiest ability to understand is the Action ability. This is the easiest, because the triggering condition is… you! As long as it is the player phase and no other game step or ability is being resolved, you can choose to trigger an Action ability. This can be on your turn or another player’s turn! Resource abilities are nearly as simple, and they can be triggered when you’re paying the cost of another card or ability. There may be further limitations imposed, such as limiting the card type that a Resource ability can be used for (i.e. “generate an energy resource for a DEFENSE event”). The remaining triggered abilities all come with a timing trigger (Interrupt, Response, When Revealed, etc.) followed by a triggering condition in the ability text. For example, Upside the Head has the ‘Response’ timing trigger with “after your hero makes a basic attack and damages an enemy” as the triggering condition. Triggering conditions generally have “when” for an Interrupt or “after” for a Response as part of the description. Interrupt and Response timing triggers are worth diving into a little deeper. The timing trigger tells us the relationship between the triggering condition and the timing of the ability. An Interrupt ability will occur entirely before its triggering condition, while a Response ability will occur entirely after the triggering condition. One place where this really matters is with abilities that have multiple sentences or sentences with multiple effects. These are important to highlight, because while you cannot respond to an effect before it's done resolving, you can respond between sentences of an ability. Let's look at some examples. You're playing She-Hulk, and you're in alter-ego with the following hand: Split Personality, Surprise Attack, and four other cards each with a single resource. You play Split Personality, leaving only Surprise Attack and one other card in hand. The first sentence of Split Personality has you change form. If you do nothing else, you will resolve the second sentence and draw two cards, bringing you up to She-Hulk's hero hand size of four. However, you are allowed to respond between sentences. This means that you can play Surprise Attack (since it triggers on changing form), leaving you with no cards in hand. Then the second sentence resolves, allowing you to draw up to your full hand size. Keep in mind that moving on to the second sentence of Split Personality closes the window for 'form change' triggers. If during the resolution of the second sentence you were to draw into Surprise Attack, you cannot play it. Remember that while you can respond between sentences of an ability, you cannot respond in the middle of a sentence. Let's take a look at Spectrum to illustrate this point. If you play Gamma Blast, you will change to Gamma form and deal 7 damage. Those things happen simultaneously, and you cannot interrupt or respond to any part of it until the full sentence is resolved. This means you cannot trigger Gamma's Response ability to deal 1 damage until after the 7 damage has already been dealt. Bummer if your target has a Tough. So far we've been going through timing triggers, but that isn't the whole picture. Now let's dive into trigger windows. Trigger Windows When a triggering condition is met, it opens a window during which any ability with a matching triggering condition may be resolved. Multiple triggering conditions can be met at once, but only one window is opened. For example, the “after the villain attacks” condition shares a window with the “after your hero defends” condition. For the most part, a window stays open as long as players choose. However, it closes once the players do one of the following: move on by proceeding with another game step choose to activate an Action ability return to an outer trigger window (see below) resolve an ability or effect that invalidates or closes a trigger window There better be something below! What the hell is an outer trigger window? The first two are pretty simple. Essentially the players choose to move on, because there is nothing they want to do in the current trigger window. Once an Action ability is activated or you have moved to a new games step (such as finishing the villain attack and moving to deal encounter cards to players) you close all open windows. With the final two methods, there will be things that allow a window to remain open (even while playing other cards) or that prematurely close a window. Nested Trigger Windows After a trigger window is opened, secondary windows may be opened by abilities being resolved during the initial window. These windows are nested inside one another, meaning that when a new nested window opens, it doesn't close the current window. In other words, you can play Response and Interrupt abilities to this new trigger without closing the current window. As an example, we’ll look at Ms. Marvel’s Morphogenetics ability, Turn the Tide, and Justice Served. As the Ms. Marvel player, you use an event to clear the last threat on a side scheme. This opens up a window to play all cards that trigger off: your hero thwarting scheme being defeated all threat being removed from a scheme etc. As you can see, there are multiple triggering conditions, but they will share only one window. You chooses to play Turn the Tide, whose triggering condition has been met. Upon resolution of Turn the Tide, a second window opens up for all cards that trigger off your hero attacking playing an attack event etc. Thanks to this second window, Ms. Marvel can trigger her Morphogenetics ability, exhausting her identity to bring Turn the Tide back into hand. We don’t have anything else that triggers off playing an attack event or our hero attacking, so we let this window close and return to the outer trigger window*. Since the second window was nested inside the first, the first window hasn't closed, meaning we can play Turn the Tide again. After that, we have no further abilities to use, so we let this window close and move on. *I’m not sure if Astrodar knows this, but there is nothing about ‘nested’ or 'outer' windows in RRG 1.5. Actually there’s nothing about it in 1.6 either, but I’m not supposed to know that. It seems he is really just using these concepts to help demonstrate how players are choosing to close a trigger window by moving on with the game. To further the example above, let's assume the same situation given, but you also have Justice Served in play. Now you can pull Turn the Tide into hand a third time, by doing the sequence shown below. Invalidated Trigger Windows While most of the time players can choose to close a window at their whim, occasionally triggered abilities will invalidate or close a window. The best explanation here is, again, through Ms. Marvel. As the Ms. Marvel player, you are being attacked and dealt 5 damage. Luckily, you have Wiggle Room in hand, so you play it. As an Interrupt, its effect takes place before the damage is dealt, reducing the damage to 2 and drawing you a card. Being the clever Ms. Marvel player that you are, you trigger her Morphogenetics ability to pull Wiggle Room back into hand. Similar to our example above, the 'when you would take any amount of damage' window is still open. You play Wiggle Room a second time, reducing the damage to 0 and drawing a second card. What if, however, there were only 2 damage initially being dealt? The beginning of the sequence is the same. You play Wiggle Room and use Morphogenetics to bring it to hand. However, at this point you have reduced the damage to 0. The 'when you would take any amount of damage' window has closed, because there is no longer any damage being dealt. This means you cannot play Wiggle Room a second time, no matter how much you want that card draw. Similar Triggers and Timing Priorities First and foremost, it is important to remember that the triggering condition is the really important part! The timing trigger simply tells you when the ability happens in relation to the trigger (An Interrupt is before and a Response is after) and the ability’s priority if multiple abilities trigger off the same triggering condition. When there are multiple abilities that trigger from the same triggering condition, they will resolve according to the priority timing chart on page 5 of RRG 1.5. I have reproduced it here. Timing: Constant abilities, keywords, and acceleration, amplify, crisis, and hazard icons Status cards “Forced Interrupt” abilities “Interrupt” abilities “Boost,” “When Defeated,” and “When Revealed” abilities “Forced Response” abilities “Response” abilities Consequential damage Remember that the triggering condition must be met first. The timing chart only applies within the same trigger window. If there are multiple abilities with the same triggering condition and timing trigger, you can resolve them in the order of your choice. Let's take a look at some Protection upgrades as an example. Forcefield Generator, Energy Barrier, and Defensive Stance are all upgrades with the "when you would take any amount of damage" triggering condition. This means they will all have the same trigger window. Forcefield Generator has a Forced Interrupt ability, so it must be resolved before the Interrupt abilities on Energy Barrier and Defensive Stance. If Forcefield Generator prevents all the damage, Energy Barrier and Defensive Stance cannot be triggered. However, if there is still damage left over after Forcefield Generator, you can choose the activation order for Energy Barrier and Defensive Stance, because they share the same timing trigger. When you have cases like above, it's worth emphasizing that you should ensure they do actually have the same triggering condition. There are many similar, but different, triggering conditions to track. This is a particularly good spot to talk about ‘would.’ In Marvel Champions, ‘would’ shifts a triggering condition to an earlier point in time. Using the example from RRG 1.5, “when a character would be defeated” occurs before “when a character is defeated.” This is important, because it can prevent some triggering conditions from ever happening. For example, let's look at some defense events. Both Defiance and Preemptive Strike have Interrupt abilities that depend on a boost card being turned face up. However, Defiance's trigger cares about when a boost card "would be turned faceup," while Preemptive Strike cares about when a boost card "is turned face up." This means Defiance actually triggers at an earlier point. If you play it, the boost card is discarded instead of being turned faceup, and Preemptive Strike does not have an opportunity to trigger. As another example, we can look at an interaction Colossus may run into with Master Mold. Armor Up and Master Mold's ability both care about the villain activating. Though Master Mold is more specific, requiring a scheme activation, there is no timing difference between a villain activating, scheming, or attacking. Activating is just the more general term that encompasses both scheming and attacking. However, Armor Up's Interrupt ability has the trigger condition 'when the villain would activate,'* while Master Mold's Forced Interrupt ability has the condition 'when Master Mold schemes.' If these shared a window, Master Mold would trigger first. However, 'would' pushes Armor Up to an earlier time, meaning it is actually triggering in a different window. *I know what you're thinking. "Astrodar has lost it. There is no 'would' on Armor Up." While that first bit is true, the second isn't! There is an errata for Armor Up that changes 'activates' to 'would activate.' This allows the interactions to all work properly. You can find the errata on page 55 of RRG 1.5. Windows During Enemy Attacks To give us an idea of what triggering conditions we may see during an enemy attack and when we might see them, let’s look at this list below. This list isn’t guaranteed to be complete, but it does contain the most common triggers. (At least he’s honest about the carefree way he throws rules to the wind.) “when [character] attacks”, “when [character] initiates an attack”, “when [character] activates” when [character] basic defends turn boost card faceup deal damage take damage defeated (if applicable) leaves play (if applicable) after [character] attacks, after [character] activates, after [character] defends Conditions 3-7 each have a ‘when’ and ‘after’ version that occurs before/after the listed condition. Remember that adding ‘would’ to any of the above statements shifts it immediately above the same statement without ‘would.’ It’s also worth noting that in the outline above, I only pointed out the basic defense trigger. A ‘when [character] defends’ trigger can happen at any point in the process due to various timing on defense events. If you don’t use a basic defense, but later play a defense event, that would create the ‘when [character] defends’ triggering condition. I want to emphasize that dealing damage and taking damage are two separate steps during an attack. For example, let’s look at Rhino with a Tough status card and his Armored Rhino Suit attached. For the sake of precision, the RRG 1.5 entry for Tough states: If a character with a tough status card would take any amount of damage, prevent all of that damage and discard a tough status card from that character instead. Our two triggering conditions are “when any amount of damage would be dealt to Rhino” and “if a character with a tough status card would take any amount of damage.” If we attack Rhino with a 2 ATK hero, we exhaust our hero and deal 2 damage to Rhino. This opens up the ‘dealing damage’ window, triggering Armored Rhino Suit’s Forced Interrupt and placing the damage on the card instead. Since there are no more abilities that trigger on ‘dealing damage,’ we close the window and move on. There is no longer any damage for Rhino to take, so the ‘taking damage’ window never opens, and Tough* does not interact in any way. *This is a good time to mention that the first sub-bullet to the third bullet of the Damage section is incorrect. If that’s not enough bullets, I swear I’ve got more. We know this entry is incorrect via the Official Rules Specialist, Alex. Dealing damage happens first, then tough, then taking damage. Conclusion I hope this helps give you a better grasp on triggering conditions and timing windows. With luck, I’ll be back to make any adjustments based on a new RRG, rules answers, or maybe even just with more examples. For now, you can find a few more examples below. Thanks Thanks to the discord rules gurus who helped out with this one: igorbone, journeyman2, SCOE, Scott Hill, and Theorel. Get a load of this guy! He doesn't even give me credit in the Thanks section? What's a guy gotta do around here to get a little recognition for all his hard work? Relevant RRG Entries Ability p4 Action p5 After p6 Appendix II: Setup p43 Forced p17 Interrupt p21 Resource Ability p30 Response p31 Tough p36 Triggered Ability p37 Triggering Condition p37 When Defeated Abilities p39 When Revealed Abilities p39 "Would" p40 Examples Reduce, Reuse, Recycle: Question 1: Building upon the example given in the article, let’s say that Ms. Marvel has Counter-Punch in hand and Indomitable in play. If she plays a defense event (aka defends against an attack), how many times can she play Counter-Punch? (If you're getting stressed about playing Counter-Punch for Ms. Marvel's measly 1 ATK, pretend she used Repurpose during the player phase to boost her ATK to 4.) All Dressed Up, and Something Must Go Question 2: Both of these attachments are on one minion, and that minion has two hit points. What happens if you attack it and it takes two damage? Question 3: Both of these attachments are on one non-elite minion, and that minion has two hit points. What happens if you defeat the player side scheme Take Out the Guards? The Thorn in Thor's Side Question 4: Loki has 1 damage on him. Thor swings his mighty hammer, exhausts his identity, and deals 3 damage to Loki. If the top card of the encounter deck is a treachery, will you be able to trigger Battle Fury? *Back in my day, Loki's ability was optional. However, someone decided it was an error that needed to be errata'd to a Forced Interrupt. You can find the errata on page 54 of RRG 1.5. Though depending on how frustrated one is by Loki healing sixteen goddamn times, one may choose to ignore that errata. #PlayHowYouWant

  • 2023: Year in Review

    It's officially 2024, which means it is time for all the end of the year retrospectives! Before I dive into a little bit about my Marvel Champions year, I'll announce the winner of the hero pack contest. The winner is... Jamie! But wait! In a much less exciting version of a fourth name popping out from the Goblet of Fire, it seems we have a bonus winner! ZetaRinGrina! (I had a little extra floating around, so I bumped it up to have two winners. A pro of being in charge.) The winners have been emailed. Thank you everyone for entering. I loved reading your favorite things about the game, and I've shared a couple favorites below: How modular it is, and honestly, the great online community around it! The theme!! Getting to essentially command a team of Marvel heroes against the villains of your choosing is the "grown-up" equivalent to smashing your action figures around. Imagining comic scenes coming to life is a reason this game is so special for so many people. The joy of customization and all cards are listed and not random (hero packs and etc) Astrodar's 2023 2024 saw seven expansions containing: 8 heroes 5 scenarios 12 modular sets a new player card type (player side schemes) a new aspect ('Pool) Deadwolf from the Marvel Champions Community Server shared their "Best of 2023," which inspired me to share mine here. Below you will find all my favorites of the year! If there is a close runner-up, I've included them in parenthesis. I also pulled allies and side schemes into their own category to help show off some of the fun cards. Favorite: Hero: Cable (X-23) Ally: Honey Badger (Outlaw) Aspect Ally: Fantomex (Armor) Player Side Scheme: Call for Backup (Lock and Load) Aggression Card: Bombs Away Justice Card: Upside the Head Leadership Card: Med Lab Protection Card: Taunt 'Pool Card: Tic-Tac-Toe Basic Card: Digging Deep Scenario: Juggernaut Modular Set: Flight Most Played: Heroes: SP//dr Drax Black Widow Aspect Aggression Protection is my favorite aspect, but this year Aggression just snuck ahead for number of plays. I played a lot of SP//dr Aggression at Con of Heroes and a lot of Drax Aggression for Solo Champions League. X-23 gets a big shoutout. The only reason Cable beat her out is that I don't feel I have enough plays of her to for sure move her ahead. But she is a lot of fun. Outlook I think the game is in a really solid place right now. NeXt Evolution was such an incredible box to play through. The designs really rewarded things like going to alter-ego and defending. It’s a box that I would easily recommend for someone just getting into the game. ‘Pool was a really fun surprise, and I love both how silly it is and that the silliness is pulled out from the standard aspects. Age of Apocalypse has been announced, and I’m excited for its release in March. In the meantime, I’m going to be diving into these X-Force heroes more!

  • Mojo Madness: Round 2

    Pssst! There is a holiday giveaway going on until January 1, 2024! You can enter here! Welcome back to the Mojoseum! Round 1 is officially done, and the results are in! Here are your Round 1 winners: Cyclops & Wolverine Doctor Strange & Phoenix Psylocke & Thor Angel & Spectrum Colossus & Deadpool Cable & Spider-Man: Peter Ant-Man & Shadowcat Ms. Marvel & Nova Spider-Ham & War Machine Black Panther & Captain America Captain Marvel & Venom Gamora & X-23 If you want to see how the results shook out exactly, here are the original articles: Round 1, Part 1 Round 1, Part 2 There is also a bracket at the end of the article! Now on to the good stuff! We have a new slate of baddies to go up against, and teams will pair off as before. Here are the six matchups for Round 2! Match 1 Match 2 Match 3 Match 4 Match Match 6 To Be Continued... That's it for this week! Next week I will post the results of Round 2 and the semi-final match-ups! Below is the overall bracket!

  • 'Twas the Fight Before Christmas

    As a gift to each of you, I have made this ode to Night Before Christmas. If that's not enough of a gift (ya greedy little elves!), there's a contest below for a hero pack! ‘Twas the night before Christmas, and all through my decks Not a creature was stirring, not even T-Rex; The cards were all sorted from front to the back, divided so neatly by new Tesseracts. The heroes were nestled all snug in their sleeves, While Vision and Shadowcat phased through their dreams. My cards were all ready and my playmat the same, So I settled on in for another quick game. First I pulled out my phone to see all the chatter. I opened up discord to see what was the matter. I scrolled past the messages of fixes for Hulk and questions of when the next article posts. Discord was quiet this holiday night, so I pulled up Cerebro to choose me a fight. When what from the randomizer should appear, But Ronan with Mystique and, of course, Goblin Gear. With a dastardly villain and no hope for change, I knew in a moment it was time for Strange. More rapid than eagles I pulled out his kit, Then saw blue and gray as I chose Leadership. Now Fury! Now, Kaluu! Now Hill and Professor! In, Panther! In Stinger! In, Beast and White Tiger! Grab Rapid Response, Regroup, Make the Call! Now recur cards! Recur cards! Recur them all! As I looked at my deck, I thought “Oh of course!” Then added to it every double resource. The Mystic locked cards were added on top. Then Triskelion and Call for Backup. And then, in a twinkling, with my deck looking grand The scenario started, and I drew up my hand. As I mulliganed away the cards that were unwanted, I drew up again, certainly feeling quite daunted. He was dressed in his armor, his hammer in grip, A hazard icon sitting right on his ship. A side scheme he pulled from the deck on Stage II, A crisis icon limiting what I could do. With a hand full of cards and Rings of Raggadorr, I flipped up to hero to fight the Accuser. Allies were played, Invocations resolved. The puzzle of using each resource was solved. But soon my turn ended, and I gritted my teeth. Apparently Bands was still underneath. Without any stun or confuse to give aid, the villain phase started much to my dismay. The threat it increased. The amount was absurd. The main scheme was already ready to burst. The villain activation was up ahead, and I knew right away I had everything to dread. He wasted no time, but went straight to his work, attacking with two boost cards like a jerk. Then dealing encounter cards, oh what a bother. Surprise! Fanaticism; forced to surge to another. I drew Advanced Glider then, of course, was accused. I wish I could say I was left only bruised. I said as I scooped the few cards from the fight, What was even the point? I’ll call it a night. No Marvel Champions players were hurt in the creation of this rhyme. Contest Thanks for making it this far! Simply click the button below and fill out the Google form to enter the contest. Contest rules are as follows: Giveaway restricted to those residing in the US and Canada. The winner gets one hero pack of their choice from an online retailer that reasonably ships to their address. The winner will need to provide an address for shipping. The winner will be drawn on January 2, 2024. The winner will be contacted via the email address provided below. If the winner doesn't respond within 48 hours, a new winner will be selected. Good luck and Happy Holidays!

  • Mojo Madness: Round 1 (Part 2)

    Welcome back to the Mojoseum! Following up on last week's post, this is the second half of Round 1! As a reminder, I have randomly paired heroes into teams. Two teams will face off against a semi-randomly assigned scenario. I chose some scenarios for each round, then randomly assigned them modular sets and teams. Your job is to vote on which team you think can handle the scenario best. You have the freedom to choose whichever aspect you want for each hero. The team with the most votes will move on to the next round to match up against another team and a new scenario. So let's take a look at the second half of the round, consisting of 6 matchups! Match 7 Match 8 Match 9 Match 10 Match 11 Match 12 To Be Continued... Thats it for this week! Next week I will post the results of Round 1 and the Round 2 pairings. There are 3 remaining rounds, and each will be posted a week apart. We'll see you next week, and in the mean time let me know if you have any fun team names for the teams above!

  • Team Manager: True Solo Challenge

    Things have gotten out of hand, and as usual it has fallen to your team to fix it. Multiple issues have risen across the globe, so you're going to have to split your team up. Assign your team members to scenarios and guide them to success! Rules: You can only use one team for the challenge. You can only use each hero once. You can only use each aspect once. You can use one bonus card each scenario. The bonus card does not count against your deck and starts in play. You can only use each bonus card once. Bonus cards cannot be used in deck-building for any scenario in the challenge. Pick a team and assign your heroes to their missions! Avengers: Black Panther, Black Widow, Captain America, Captain Marvel, Iron Man, She-Hulk, Spider-Man: Peter Parker, Vision Avenger Bonuses: Avengers Mansion, Avengers Tower, Quincarrier, Quinjet Guardians: Adam Warlock, Drax, Gamora, Groot, Nebula, Rocket Raccoon, Star-Lord, Venom Guardian Bonuses: Charlie-27, C.I.T.T., Jack Flag, Knowhere Adam Warlock Note: Because Adam Warlock must use four aspects, simply remove one aspect of your choice from your options for the remaining challenges. X-Men: Colossus, Cyclops, Gambit, Phoenix, Rogue, Shadowcat, Storm, Wolverine X-Men Bonuses: The X-Jet, X-Mansion, Utopia, Danger Room Challenges: Brotherhood of Badoon with Ship Command, Enchantress, and Spectrum's Nemesis Set Zola with Ransacked Armory Venom with Symbiotic Strength and Nasty Boys Thanos with Weapon Master and Military Grade The Space Stone Special now reads: Discard 5 cards from the encounter deck. Place this card in the Infinity Stone deck discard pile. Example: If I chose to use Guardians, I could choose Rocket Racoon in Aggression to take on Zola. I'm taking Jack Flag as my bonus card, so he will start in play. In my next challenge, I can take anyone but Rocket in Justice, Leadership, or Protection (or 'Pool!). I can also take any bonus card except Jack Flag. Team-Up! This challenge was designed with true solo in mind, but if you want to add a second player, do the following: Each hero can only be used once. Each player can only use each aspect once. The first player chooses a bonus card to put into play under their control. Congratulate or Commiserate! Come join me on discord or reddit to discuss who you chose and how the challenge is going! I hang out in the following spaces: Marvel Champions Community Discord Living Card Games Discord Reddit Post This is something I am considering turning into a recurring series. Let me know if you enjoyed it and if you'd like to see more!

  • Mojo Madness: Round 1

    Welcome to the Mojoseum! As I'm always up for a good show, I have created a series of trials to find who the best (or maybe luckiest) pair of heroes is this year! I have randomly paired heroes into teams. Since we have an odd number of heroes, one hero was unfortunately left out. And the first recipient of the "The Computer Didn't Pick Me" award goes to Wasp! Sorry Wasp. Two teams will face off against a semi-randomly assigned scenario. I chose some scenarios for each round, then randomly assigned them modular sets and teams. Your job is to vote on which team you think can handle the scenario best. You have the freedom to choose whichever aspect you want for each hero. The team with the most votes will move on to the next round to match up against another team and a new scenario. So let's take a look at the first half of the round, consisting of 6 matchups! Match 1 Match 2 Match 3 Match 4 Match 5 Match 6 To Be Continued... Thats it for this week! Next week I will post the second part of Round 1. There will be 4 total rounds, each posted a week apart. We'll see you next week, and in the mean time let me know if you have any fun team names for the teams above!

  • Content Creator Roundtable: Age of Apocalypse

    Recently I joined Nelson All Over Cards in a roundtable discussion of the new Age of Apocalypse announcement. You can check it out on YouTube!

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