Marvel Champions: Ms. Marvel Hero pack
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Awards
Rating
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Artwork
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Complexity
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Replayability
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Player Interaction
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Component Quality
You Might Like
- Feels like a very flexible Hero
- Interesting use of alter-ego actions
Might Not Like
- Ms. Marvel not as well known as other Heroes
- Pre-constructed deck feels weaker compared to other pre-constructed decks.
Related Products
Description
Marvel Champions is a Living Card Game (LCG) from Fantasy Flight. That means that it will continue to grow and expand roughly monthly with new content. The good news is that this content is not random booster packs but set cards, like hero expansion decks, new schemes and villains.
The game play is cooperative and based around hand management. Each hero has some cards that are specific to them and then you either use a prebuilt deck, or take cards from two other decks, a general deck with generic cards and one of four attribute decks. These are leadership, justice, aggression and protection. Helpfully the deck names are an accurate description of what the cards will do! Cards are super important as every card you play must be paid for by other cards.
It is fun to fit characters with their best themed deck, Captain America with a leadership build for example, but also fun to mix it up a little too, especially given the challenge of the villains. Villains come into play with their own decks, with a main scheme you must stop, minions, side schemes and more. Interestingly each hero can be in their heroic form or their alter ego and the villain reacts differently to each. Villains will directly attack heroes, but if the hero is in their alter ego form then the villain doesn’t know who they are and will therefore continue with their evil scheme.
The game is thematic and fun to play providing a good challenge for players and meaningful team-ups.
The Ms. Marvel deck adds the flexible hero to your roster. As well as Ms. Marvels pre-built deck you get 12 extra cards for your Aggression, Justice, Leadership and Basic decks. Ms. Marvel is a very different prospect in the world of Marvel Champions. Starting out as relatively weak it becomes clear that she is a jack of all trades, master of none sort of character probably best paired with some other heroes who can close out battles well.
This is not a bad thing of course and it’s great to see a less known character get a turn in the spotlight.
Player Count: 1-4
Time: 45-90 Minutes
Age: 14+
The Story So Far
Marvel Champions is a one to four player super hero game where players take on the role of one of five Marvel heroes to battle it out against one of three villains. Play as Captain Marvel, Spiderman, She Hulk, Black Panther or Iron Man and face off against Rhino, Klaw or Ultron. Each Hero is represented by a deck of cards made up of basic cards, hero specific cards and aspect cards (one of leadership, justice, aggression and protection). Each Villain is also represented by a deck of cards comprising villain specific cards, basic villain cards and a modular encounter set.
During a players turn they will play cards. (paying for the cost by discarding other cards from their hand). Then, activate cards and perform a number of actions all in attempt to defeat the “big bad” and to thwart his schemes. Players can also switch from alter ego to hero form once per turn. And activate their characters special ability as well the basic recovery, attack or defend actions. Once a player has performed all of their actions it passes to the next player. They repeat the process until all players have performed their actions.
Villainous
Next is the villain phase. During the villain phase threat is added on the main scheme based on player count. Then the villain will either attack (if you are in hero form) or scheme (if you are in alter ego form). When they attack or scheme a boost card is revealed from the encounter deck and added to the Villian’s base attack/scheme value. Each player (in turn order) is then dealt an encounter card. Any minions in play will also attack or scheme.
Players will need to manage the amount of threat tokens that is placed on a scheme as if a certain quantity is reached the scheme advances to the next stage and eventually the Villain will win by completing his scheme. In addition to the threat/schemes players will also have to take out minions and deal damage to the Villain to reduce his health to zero and win the game.
Marvel Champions is a living card game (LCG) and as such the publisher Fantasy Flight Games (FFG) are supporting the game with new Hero & Villain packs to further expand the game, the combinations and replayability. Check out a full review & final thoughts of the core game here.
Ms. Marvel Hero Pack
One of these new packs is Ms. Marvel Hero pack which I will talk about in more detail here.
Kamala Kahn just wants what any other teenager wants – a simple life. But after emerging from a Terrigen Mist covering New Jersey she discovers she can bend and morph her body. Inspired by Captain Marvel she takes on the role of Ms. Marvel as a teenage crime fighter.
The Ms. Marvel hero pack is a new playable character that can be added in to the Marvel Champions base game. Straight out of the pack is a pre-constructed deck with 15 hero cards, 14 leadership aspect cards and 11 basic cards. As with the other Heroes Ms. Marvel comes with her own obligation and nemesis set. The pack also contains three identical additional cards for the other aspects in the game as well as three identical basic cards.
Ms. Marvellous
Ms. Marvel feels like a very flexible deck. There are some interesting cards in this deck which in turn generate some interesting moments in gameplay. Wiggle Room is a 0 cost event that prevents three damage and gives the player a card draw. There are a number of event cards that allow Ms. Marvel to attack or thwart. A selection of the upgrade cards combo off these events to increase the power of the played card.
Ms. Marvel is not alone however, she has a number of support characters to help her out. A lot of these characters provide support when she is in alter-ego form giving the players a more dynamic feeling character. This is the way that this deck feels different. Ms. Marvel feels like she needs to rely on her support characters a lot more than other Heroes. The Ms. Marvel deck also comes with a new ally for the basic cards (Lockjaw) and protection aspect (Nova).
Final Thoughts
As with the other packs the deck feels thematic and plays differently to the other hero packs. Ms. Marvel is not a personal favourite of mine but I have not extensively explored deck building and other aspects with her. The fact that she feels different excites me to investigate more possibilities with her deck. It is a deck that I am very interested in playing with though and I want to learn how to more effectively play with Ms. Marvel. Playing with her solo feels challenging and I look forward to swapping in a different aspect to see how that affects her play style. Playing with her and another character could offer some very interesting combos and gameplay interaction with other Heroes.
Another interesting addition for the Marvel Champions core game and one that I would still recommend picking up.
Marvel Champions is a 1-4 player superhero game. Each player takes on the role of a Marvel hero to battle it out against one of three villains. Play as Captain Marvel, Spiderman, She-Hulk, Black Panther, or Iron Man and face off against Rhino, Klaw, or Ultron. Each Hero is represented by a deck, consisting of basic cards, Hero-specific cards, and aspect cards. Each Villain is represented by a deck of cards, comprising villain-specific cards, basic villain cards, and a modular encounter set.
Marvel Champions is a Living Card Game (LCG). As such, the publisher, Fantasy Flight Games, is expanding the game with new Hero & Villain packs all the time. If you’re inclined, check out a full review & final thoughts of the core game here.
Set-Up
To set up the game, each player will select a Hero to play and place their identity card, alter-ego side up in front of them. The identity card will number the hit points they have and these are entered into the hit point dial. Each Hero will have an obligation card and a set of Nemesis cards which are set aside for the moment. The player then shuffles their player deck which will consist of Hero specific cards, basic cards, and aspect cards. Hero decks come pre-constructed but players are free to build their own decks whilst complying with the deckbuilding rules.
Next, a Villain is selected and is placed on the table along with the Villain’s main scheme and the Villain’s main deck. The Villain’s hit points are entered into the Villain’s hit point dial. The main scheme may have some setup instructions which are followed and resolved at this stage. The relevant encounter cards and modular sets and the Heroes obligation cards are added to the Villains the main deck and shuffled to form the encounter deck.
Each player then draws a starting hand of cards as detailed on their identity card and can discard any number of cards, drawing back up to their hand limit. If a Hero has any setup instructions these are resolved and followed now.
The game is played over a number of rounds, alternating between the player’s turns and then the Villains turn. On a player’s turn they can perform a number of actions:
- change form from alter ego to Hero or Hero to alter ego but only once per round,
- play cards from their hand paying the relevant resource costs
- Use their Heroes basic attack or thwart ability (only in Hero form and exhausting their identity)
- Use an ally they control to attack or thwart (exhausting the ally)
- Activate an action card they control (and exhausting the card if applicable)
- Use their alter-egos recovery ability to gain hit points (only in alter ego form and exhausting their identity)
Once a player has performed all of their actions they pass, the next player performs their actions until all players have passed. At this stage players can discard any remaining cards in their hand (if they want) and draw up to their hand limit (This may change depending on the form they are in) Each player then readies all of their cards (identity, allies, action cards).
Next is the Villain phase. At the start of the Villain phase threat is placed on the main scheme as detailed on the main scheme card. The villain and any minions then activate against each player. If the player is in Hero form the Villain attacks. If the player is in alter ego form the Villain schemes and adds a threat to the main scheme. Each time the Villain activates they draw a card from the encounter deck and add the number of boost icons to his base attack or scheme value. The Villain then deals each player an encounter card face down and in turn order, each player reveals and resolves the encounter card.
The first player token then passes to the next player and the player’s start the round again.
The game continues this way until the Villain has been defeated by reducing his hit points to zero for both stages and the player’s win. Players lose if the Villains scheme threshold reaches its maximum or they all have their hit points reduced to zero.
Strategy
What I love about Marvel Champions is the way the Heroes and Villains play differently. The key to success is figuring out how the Heroes play, their strengths, weaknesses, and how to best utilise them to take down the Villain. Certain Heroes require a certain amount of setup to become strong. He is best left in alter ego mode as he builds up his suit, armour, and weapons. Once he is up and running he can be a formidable character.
Figuring out when to stop building and when to take the fight to the Villain comes with practice and experience but it is worth that time investment. Where it might seem that you are not making progress by hitting the enemy it’s wise to learn the “arc” of the Hero and play into that. Being efficient with your cards and trying to not have any cards left in your hand at the end of the turn is a good idea.
The board state needs to be managed very carefully. Often the best move is not necessarily just smacking the villain in the face. Controlling the minions and the side schemes that can mount up is often a better move. Keeping an eye on the main scheme threshold is also key. Knowing how the Villains play and what’s in the encounter deck can help you decide how best to defeat them. At some point you will have to start dealing damage to the Villain but knowing when to push and when to hold off and control the threat/minions is critical. Like the Heroes, each Villain and modular encounter set has a different feel. Knowing how to handle them is essential. The timing of when to defeat one stage and advance to the next is often a critical step.
Aspects
There are four aspects in the game that all have their unique playstyles.
Aggression, as the name suggests, is all about hitting the enemies hard and fast. Generally, aggression based Heroes are not great at thwarting and removing threat from a scheme. Subsequently, t is often a race against the threat build-up and taking the Villain down
Justice is more focused on removing threat from schemes. Justice based characters are good at managing threat and keeping things under control however they are not typically hard hitters.
Protection is all about defending, preventing damage, and healing. It can react to incoming attacks, prevent that damage and sometimes cause reactive effects based on that.
Leadership is a very versatile deck and can do a lot of things but is mostly about bringing out Allies.Allies can be good for attacking, thwarting and defending and is a good all purpose aspect if used with a large selection of ally cards. Protection is reliant on these allies so Villains that target allies can make this aspect weak.
Deck building is a big part of Marvel Champions. You can customise your Heroes deck around the Villain you’re facing. There are great resources online such as www.marvelcdb.com
Zatu Score
Rating
- Artwork
- Complexity
- Replayability
- Player Interaction
- Component Quality
You might like
- Feels like a very flexible Hero
- Interesting use of alter-ego actions
Might not like
- Ms. Marvel not as well known as other Heroes
- Pre-constructed deck feels weaker compared to other pre-constructed decks.