Two years and change, that's how long it's been since my last Marvel Champions blog post.
It's not been two years since my last blog on other games, or even two years since I last mentioned Marvel Champions in a blog, but... yeah... I've been gone a while.
I left the game about halfway through X-Men cycle - I enjoyed Storm a lot, played through the campaign with Phoenix and Cyclops, and then just kinda drifted away. My evenings spent playing Marvel Champions became evening spent painting miniatures and while I kept current on expansions for a while I honestly didn't even register the Next Generation box coming into my FLGS.
Now, though, I'm dipping my toe back into the water and trying to get back up to speed. I found a Boxing Day deal online that was too good to refuse so I got back to pretty much entirely up to date on packs and with a backlog of new cards and mechanics to wrap my head around. Player Side Schemes? What the heck?
It's honestly been a little bit overwhelming so far - effectively cracking open 18 months of content all at once and trying to make sense of how it all fits together and how it would impact my existing decks for existing heroes.
- Colossus
- Shadowcat
- Wolverine
- Mojo Mania
- Gambit
- Rogue
- Cable
- Domino
- Angel
- Psylocke
- X-23
And that's without even mentioning this guy...
...I have no idea at all what to make of him yet!
I think he probably gets that a lot.
Getting Up To Speed
In the past I've liked to write blogs where I can bring something to you that I know is good. Something tried and tested and proven, and maybe it's going to help you learn something new about how the game works or how to have fun playing it in a new way. Right now, though, I don't feel like I can do that but then I was tinkering with one of my decks this morning and I thought that maybe actually just having somebody talking their way through their thought process for that would be interesting.
So let's do that instead.
I have already made a Colossus deck that I like a lot, but because I play two-handed (or dual-wield as I like to call it) I needed another hero to go alongside Colossus and that hero needed to carry the bulk of the thwarting load so had to be either Leadership or Justice, preferably Justice.
My first stop was Rogue because she looked like a lot of fun, but I very quickly came to the conclusion that Rogue wasn't going to cut it for me. You may love Rogue but so far I found her very frustrating: Touched was rarely adding much, Superpower Adaptation was a nothing card I had 3 copies of, and it always felt like I needed to be able to move Touched mid-turn rather than choose at the start of the turn.
So I shitcanned my Justice Rogue deck and moved onto a Justice Angel deck. Angel is one of the OG X-Men and thus one of my favourite Marvel characters, because for some reason I spent my childhood in early 80s reading classic back issues of the start of Spider-Man and the X-Men. You wouldn't find many people excited to see a module based on The Enforcers but I'd be there for it. Anyway, Angel/Archangel seemed to be along the same lines as Ant Man - thwart form and attack form - so seemed like my sort of thing and would suit a Justice build quite well so I threw a deck together to give it a try.
To give it a proper test I've been running my returning heroes into the Sabertooth encounter from Mutant Genesis (Expert) and so I lined that up for Colossus and Angel. I'd played through it with the Colossus/Rogue pairing and while we'd won it was entirely down to Colossus and Rogue had been carried the whole way.
With Angel in place of Rogue it was... well... it was actually kind of the same story. My Colossus deck is really strong and builds up fantastic economy while both Rogue and Angel have struggled to match it. Angel was probably a bit stronger than Rogue but had hit a lot of the same issues - half the time I felt like I needed to be Angel because I was a Justice hero and trying to do lots of thwarting, but I also needed to be Archangel to use the Techno-Wings for their cost discount on Aerial thwarting events. Then as Angel fell behind the curve he started taking damage, so now I needed to go to Alter-Ego to heal as well... it just wasn't possible to be every form every turn.
I played the encounter to the point where it was clear we'd stabilised and were going to grind out a win with Steel Fist hits from Colossus, then stopped. I'd got what I needed out of the game - I now knew that my Angel deck needed work.
He's Just A Bit Of A Fixer-Upper
I think there's three stages to tinkering with decks and trying to make them better:
1) Diagnose the Problem
This is definitely the hardest part of the process. Hard because it often takes some insight to look beyond something obvious to understand some deeper themes that you need to tackle, and hard because if you get it wrong everything that follows is going to be misdirected.
In this case I looked back at what I had been doing with Angel that I didn't want to be doing and what most immediately struck me was that by midgame I was having to change form with him all the time, to the extent that it was Metamorphosis that I was having to cycle back into my deck with his location.
Metamorphosis is not Angel's best card and I needed to playing cards that impacted the game a lot more than this, but I felt trapped into keep changing form. I was low on health so I needed to be in Alter Ego to recover, but I also wanted to be in Angel form to thwart schemes effectively and draw cards, but I couldn't do that because everything I wanted to do was expensive so I needed to be in Archangel form to use Techno-Organic Wings for their cost discount.
There's maybe two problems rolled into one here and flipping form was trying to cover over two deficiencies - an economic one that I needed the Techno-Wings for, and a defensive one that meant I had to go back and recover more often than I'd like.
The other thing I noticed was that while I thought I was playing an Aerial themed deck I didn't actually have that many Aerial cards. Power of Flight and Avian Anatomy might be resources for playing Aerial cards with but they aren't Aerial themselves, neither are the Techno-Organic Wings, while allies like Captain Britain might be Aerial but aren't an Aerial event for some other triggers. It was all a bit more fiddly and self-defeated than I thought it was going to be so I had a couple of turns where I drew loads of resources and nothing to really do with them, and it seemed whenever I got Cannonball down he was sucking up consequential damage at a crazy rate instead of being immune.
2) Find Solutions
I pulled the deck apart and laid it out. Usually I'll sort it by cost because that helps me to visualise the cost curve, and usually I'll keep the 15 hero cards separate from the others. I can't change any of those 15 cards but I do need to bear their costs in mind when I'm looking at the Aspect/Basic cards I'm including. In Angel's case he brings A LOT of 3-cost cards that crowd up the top end of the deck and cut out options I'd usually be using from my aspect and basic cards.
The next thing that I did was pull aside the cards that I was less happy with - what had I been drawing and just shrugging about or wishing was something else?
- 2x Power of Flight
- 2x Ready to Rumble
- 2x Turn The Tide
- Lay The Trap
- Turn The Tide -> Skilled Investigator
- Turn The Tide -> Sense of Justice
- Lay The Trap -> Specialised Training
- Power of Flight -> Endurance
- Agile Flight -> Quasar
- Ready To Rumble -> Yaw & Roll
- Ready To Rumble -> Yaw & Roll
- Quake -> Vivian