Sunday, July 05, 2020

Marvel Champions - Scenario and Hero Pack reviews

With any Living Card Game (LCG) from Fantasy Flight Games (FFG), the meat of the game comes from the never ending stream of new content. While the base game for Marvel Champions is decent right out of the box, with the kind of IP available from Marvel comics, getting a new slew of heroes and villains was never a question of if, but only how much and how soon.

Scenario Packs are new bad guys and new modular sets that can be used with any of the scenarios in order to keep things fresh and new (even while beating up the Rhino for the 800th time). 

Hero Packs on the other hand, not only give you a new hero to play, but introduce a wide variety of new cards. Each hero pack comes fully setup with a set of aspect and standard cards (making them playable out of the box) and three copies of a single card for each of the other aspects in the game. Getting these hero packs not only expands your hero choices, but starts to really give you some options when it comes to building decks and customizing the aspect cards in your deck (and even a little bit with some new standard cards as well). 
  
The Green Goblin Scenario Pack was the first scenario pack released for FFG's LCG Marvel Champions. This scenario pack, based around the Green Goblin, is actually two new scenarios and also includes four new modular encounters (though one of the four modules is very Green Goblin specific). 

If you are looking for a decent change in pace, then the scenario Risky Business is going to be right up your alley - Norman Osborne (the Green Goblin's alter ego) starts the show and has to be driven to the edge of madness for the Green Goblin to come out and play. Managing threat until you are ready for an all out attack takes some planning and timing because the Green Goblin is not only nasty, but he doesn't stay out too long before changing back to Norman. It's a good change up from the straight beat em up of the others.

Mutagenic Formula (the second scenario) is almost a straight plot steal from Spider-man and His Amazing Friends (the old Saturday morning cartoon from the 80's). Here you are just going up against the GG in a scenario that feels a little like an amped up version of Klaw's scenario - there are a lot of minions to deal with and GG can be nasty. 

One thing to note, while the Risky Business scenario is original feeling, it feels pretty easy to manage. Because Norman can't attack and the Green Goblin can't scheme, it's actually fairly straight forward during the early parts of the game to get yourself a breather when the GG comes out by switching to your alter-ego for some healing.

Overall, it is a decent enough couple of scenarios and the new modular encounters add some new variety to your base game, but not enough so to change your world view of Marvel Champions. Solid B

Captain America was one of the first wave of hero packs released. This package comes fully ready to play, with a full starter setup of new and existing cards. 

Captain America comes with a set of Leadership aspect cards geared towards his allies - combined with his own cards geared towards his shield and you have the two things that make him a great hero. When you mix you and build your own Leadership set for Cap, you don't have to feel bad adding extra Avengers in, as new leadership cards can expand the number of allies you are allowed AND make it easier to get them in play. A new standard card will even make an ally an honorary Avenger (which is 0 cost and give the ally an additional HP).

Captain America is a great addition to your collection of heroes - he's really flexible and powerful, and doesn't take quite the time that Black Panther and Iron-Man do to get running. 

The downside to Cap? He can make the game feel on "easy mode" at times, but the cards you get for the set make him an A+

The Black Widow is a recent release that likely was meant to coincide with the MCU Black Widow movie (now slated for release at the end of 2020). As with other Hero Packs, Black Widow comes ready to play out of the box with a full set of Justice aspect cards and standard cards (new and old).

The Black Widow cards are centered around the idea that she is a SPY (you may have seen this key word on some allies already) and that as one of the top spies in the world, she has prepared for whatever might be thrown her way.

As such, there are quite a few cards that are Preparation cards - and they are plentiful and inexpensive. She isn't a big hitter (she can have her moments though) but she is pretty good at neutralizing whatever is thrown her way. By the time you cycle through her deck, she probably is ready to start whittling down the villain. 

She does take some time to get setup and I'm not sure how well her best traits would play with another aspect, but as she is, she is decent fun and the cards that come in her pack are welcome additions for other heroes that want to play Justice too. B+

Dr. Strange is literally the latest release in North America, having arrived July 3, 2020. If you have heard anything about this Dr. Strange pack, it is that he might be a little over-powered. I'm here to confirm that.

Dr. Strange is different from the other hero packs in the makeup of the cards you receive. While he is indeed playable straight out of the box (like the other hero packs), the cards you get are a little different because of the 5 card "spell deck". You still receive the 15 Dr. Strange cards and enough Protection aspects cards and standard cards. In order to "make up" for the extra cards, The Iron Man Leadership card is included (only 1) and no Justice cards (3 of an aggression card are included). 

Dr. Strange's main ability is to exhaust and then you pay the cost to cast the top (face-up) card in the spell deck. Which you will want to do a lot. Thankfully, his cloak allows you to ready Dr. Strange (one time per turn) so assuming you can pay for it, you can get off a couple of his spells.

The allure of his spells and the reason you keep hearing that Dr. Strange is over-powered is that his spells really allow you to control the game (moreso in solo mode). You will constantly be giving up to three of your characters "toughness", making the villain stunned or confused, taking that toughness off a bad guy and making him any other status you like, etc.

And while he's not a huge damage dealer, one of his five spells does 7 damage and a stun. Another card in the Dr. Strange deck does a nice 5 damage plus a random bonus based on the top card of your draw pile. So while he's not going to deliver the hits like She-Hulk or Captain Marvel, he can deliver a hit when he needs, while he utterly controls the rest of the game. 

If you are playing solo, you might need to up the difficulty a bit to get a reasonable challenge. Dr. Strange (Protection) does a good job of neutralizing threats long enough for you to take care of things in your own time. You also won't see a ton of cards for your other aspects. That said, he's fun and should put something new in your toolbox. A-

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