Marvel Champions: The Card Game Review – with Tom Vasel



Tom Vasel takes a look at the new Marvel LCG fromFantasy Flight Games where heroes are trying to stop villains evil schemes!

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42 thoughts on “Marvel Champions: The Card Game Review – with Tom Vasel”

  1. This seems needlessly complex… and generic at the same time.
    Generally, for deck building games, either building the deck is part of the game (think draft games), or the rules are simple (MTG: 60 or more cards, up to 4 of each… except basic lands.).
    Beyond that, this seems both stingy with characters, and wasteful. Stingy as you get 3 villains (and Rhino is the Spiderman one?) vs 5 heroes, and wasteful as you get named characters who are part of both villain and hero's deck. Like, I can understand wanting to be able to "recruit" other characters (though perhaps not in a 2+ character game?), but I'd also like freedom to do so. Why can't Klaw use the Rhino as his henchman, for example?

    I like the "secret identity" thing.

    I'm not sure I like shuffling the hero's problem(s) into the villain deck… this seems like there should be a couple of problems for each character, and you draw randomly each game.

    Finally, I'm not a fan of the "costs" tabs. WOTC's Transformers does something similar, and it just seems… arbitrary. In mtg, a swamp taps for 1 Black mana. But here? One of my cards can be discarded to pay for 1 or 2 of a cost on another one of my cards? Why? The cost should be tied to the flavor of the card, and at least from what I see here, it's not. Also, the cost is unrelated to the effect of the card, creating memory issues. "Oh, this card is bad… but i can discard it for two green things, so it's good?"

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