Monday, June 21, 2021

Trusting the Rush - how I learned to give up control (and beat Ronan in the process)

A lot of my most recent blogs and deck ideas have been driven by my gradually changing a core approach to how I'm playing Marvel Champions.  My successful run through the Rise of the Red Skull campaign with Ant-Man and Captain America had come by controlling the villain, taming their offense and threats then finally squeezing the life out of them once I was ready.  It's the approach I took into my first run at the Galaxy's Most Wanted campaign with Ant-Man and Scarlet Witch but it's ultimately one that saw me fall short of controlling Ronan The Accuser.

A bit bruised from my encounter I ran back to the world of having fun with non-GMW scenarios.  But the lesson stuck with me that my attempt to control Ronan had failed and, perhaps unconsciously at first, I shifted focus with my decks to move out of that comfort zone of being in control... to be faster and more aggressive.

I've shared the decks I've been enjoying exploring and playing along the way - Spider-Woman & Black Panther, Star-Lord, Iron Man - but I haven't shared the results of my exploits until now.

With the team of Star-Lord & Gamora I have faced the following...

  • Kang - Expert: win in 4 turns
  • Red Skull - Expert: win in 4 turns
  • Brotherhood of Badoon - Standard: win in 3 turns
  • Infiltrate The Museum - Standard: win in 2 turns
  • Escape The Museum - Standard: win in 3 turns
  • Nebula - Standard: win in 4 turns
  • Ronan The Accuser - Standard: win in 4 turns

That's seven of the toughest Standard difficulty scenarios defeated in a combined total of 24 turns.  And I'm not cherry-picking my results, by the way, those were back-to-back with each scenario defeated swiftly at the first attempt.

At first my progress was hesistant.  I was new to Star-Lord and new to trying to rush villains instead of control them.  I worked my way up through the scenarios slowly but as victory followed victory I got bolder.  I never set out intending to face Ronan but having gone 2/3/4 turns as I worked my way through the GMW villains I wanted to see if I could beat Ronan in 5 turns and complete the pattern.  I didn't do it 5 turns... I did it in 4 and was a whisker away from doing it in 3!

By the time Standard Ronan was in my rear view mirror I no longer had any doubts about the power of Star-Lord (I'm pretty sure he's better than Doctor Strange) and I was wondering if those sort of results were at all replicable with any other hero so I threw my Black Panther and Spider-Woman decks at Standard Ronan too.  It was definitely harder with Wakanda Forever replacing Blaze of Glory as my big finisher, but I still successfully rushed Ronan down in 4 turns with these B-list heroes.

There was only one hurdle left to clear: Expert Ronan.  This weekend I beat him with Star-Lord & Gamora in 4 turns at my first attempt.  That's my first ever victory against Expert Ronan, with or without the campaign modifiers, and after struggling for so many games with great heroes like Ant-Man and Scarlet Witch the Star-Lord rush burned through Ronan like he was nothing.  Again.

  • Ronan The Accuser - Expert: win in 4 turns
Rushing obliterated the toughest scenario in the game where control had repeatedly failed.

FYI: I'm not going to talk much about my particular Star-Lord and Gamora decks, but if you want to try and repeat my feats of cosmic heroism then you can find them here: Star-Lord & Gamora.

CHAMPIONING THE RUSH

My immediate success has blown me away but what I've found is that there seems to be a resistance to rushing among a lot of Marvel Champions players... an assumption that it's not a good strategy to take and you've got to be lucky to have it work out.  Although I've not written about these games in my blog I've been sharing them in other channels as I go along and had to deal with a fair bit of friction from players along the way.
"Rushing doesn't work, it's not reliable.  Do you just fold the games where you don't get a perfect draw?"
Well, it worked without fail the last dozen or so times I've done it, with different heroes against different villains.  You play the cards you draw just like everyone else, but you build and play to move quickly.
"Maybe you can do it in solo but not multiplayer"
I'm dual-wielding two heroes and it's working fine, and although I think doing it at 4 players would be tougher I think the card pool is getting deep enough that you can probably do it.
"Star-Lord is a really risky high variance character, dealing yourself all those encounter cards is going to mean you win some games and lose some games"
I've only been winning games.
"Star-Lord won't work against somebody like Ronan, his cards are too good it's not worth the cost of giving him an encounter card"
I beat Ronan in four turns.
"But it wasn't Expert Ronan.  Rushing won't work against Expert Ronan - he has 11PP extra hit points over Standard."
I beat Expert Ronan in four turns too.  And I put him on -16HP on turn 4.


At some point I think you've got to at least accept the possibility that rushing is a completely viable and powerful strategy.  And I think I know why.


WHY IT WORKS

At it's heart, Marvel Champions is an efficiency race between the heroes and the villain.  The villain's efficiency is dictated by the rules of the game and the scenario - how many things he starts off with, how quickly he gains threat, how many cards he reveals from the encounter deck, how damaging those cards are or how difficult they are to deal with for the heroes.  It's like jumping on a treadmill and setting it to a steeper or flatter incline while the heroes have the task of running fast enough that they don't fall off the back of the treadmill (and ideally fast enough that they've got a little left each turn to put towards actually winning).

This drive for efficiency is why some cards are good and other cards are bad.  It's why Clear The Area is better than For Justice! for example - removing 2 threat for 1 card is more efficient than removing 4 threat for 3 cards.  It's also why tougher villains throw out minions with larger hit points, it's so they can drain more of your resources in dealing with them and make you less efficient.

The most efficient response to any card the villain reveals is to ignore it completely because you're going to end the game before that card becomes relevant.

My game against Expert Ronan is an excellent example of this so I want to share it.  Here is Ronan's board state at the end of the game...

When the game ended Ronan had 6 cards in play.  I had completely ignored all of them (the Stunned Kree Commando was a side effect of Spider-Girl being played) because none of them stopped me from defeating Ronan before he actually made them count.

But looking at those cards on the table at the end of the game is far from the complete picture.  During the course of the game I had dealt myself 26 encounter cards in four turns...

  • 6 = 1PP x 2 heroes x 3 villain phases
  • 3 = Kree Command Ship x 3 villain phases
  • 3 = Universal Weapon, Cut The Power and Superior Tactics per the scenario
  • 4 = 4x What Could Go Wrong?
  • 3 = 3x Daring Escape
  • 5 = 5x Surge keywords
  • 1 = 1x shuffle the Universal Weapon away
  • 1 = 1x Star-Lord emptying his player deck
  • 26 TOTAL

Out of those 26 cards I had only had to slow down my rush to deal with 6 of them.  I'd basically completely ignored over 75% of Ronan's cards!  


Shadows of the Past, Special Delivery and Blind Side were all dealt with by exhausting the Milano so they were solved at minimal cost.  Cut The Power, Kree Lieutenant and Superior Tactics were the only ones that significantly swallowed up resources, and in hindsight I may not even have needed to deal with Superior Tactics and I misplayed by taking it on.  I also shuffled the first copy of Universal Weapon into Ronan's deck on the first turn, but that cost me no resources.

Everything else was absorbed as part of the rush, I think I chump-blocked one or two attacks but never with important allies and I took other hits straight to the face because I knew I could take it and keep piling pressure onto the villain.  My offense was much stronger than Ronan's was and I knew it.  This plays to one of the inherent advantages of an aggressive strategy - you get to take your whole hero turn before the villain does anything, so you're always a turn ahead in the damage race.  Never forget that in a game of Roshambo it's always best to be landing your hits first!


It made me think about how so many players have complained about Ronan being almost like playing on "Heroic 1" because of all the extra cards he gets from Kree Command Ship and all his Surge cards.  Committing to a rush strategy completely erased this advantage that Ronan had because I was ignoring 75% of his cards: I wasn't playing "Heroic 1", it was more like I was playing "Heroic -1"!

And this is why rushing works.  If you can commit to it fully you can remove the villain's agency and reduce him to having just a handful of cards in his encounter deck that will actually affect the outcome of the game.  Minions that don't have the Guard keyword?  Irrelevant.  Acceleration tokens?  Irrelevant.  Crisis schemes?  Irrelevant.  Hazard schemes?  If you're ignoring 75% of his cards then giving him another card is probably not going to matter either, so they're irrelevant too.



IT'S DANGEROUS TO GO ALONE

One of the most important parts of rushing is that it has to be a team strategy.  If the rest of your team is setting up to play a patient control game then Leeroy Jenkins-ing yourself alone isn't going to make you any friends. 

You almost certainly won't have the firepower to rush the villain down by yourself and in putting damage to the villain ahead doing your part to solve threats like minions and side schemes you're just pushing more workload onto your teammates right at the point when they're trying to set up their economy cards for a long slog.

This is probably where the 'rushing only works in solo games' stereotype comes from, because when you're on a team of one you don't have anyone else to worry about bringing along with you.  It's probably true that building decks to support an all-out rushing gets harder at higher player counts, but as the card pool deepens I think it gets easier and easier to avoid significant conflicts.  If you wanted to then all four players could bring Aggression decks, for instance, and the only thing you'd have to worry about is cross-chatter in having the same unique allies in play at the same time.  

Players avoiding the same aspects usually makes a lot of sense in multiplayer games but it's not essential, especially if you're building to rush the villain down.  You don't have to be locked into the roles of "somebody needs to be Justice for schemes and somebody else needs to be Protection to keep us alive" because the answer to every question your team would face is "kill the villain before it matters" and so long as you've got a moderate amount of thwarting or healing in your hero kit it's probably enough for those clutch situations where it really matters.

Just make sure you've got likeminded players around you before you charge in!



PITFALLS

The big danger to rushing is that if you aren't *quite* fast enough it can lead to a cascade failure.  If you're not going to be fast enough to kill the villain before his encounter cards kill you then you're going to have to divert energy from killing the villain into removing the encounter cards instead.  That in turn slows you down and puts you even further from victory meaning he'll see more encounter cards and you'll have to deal with those... which slows you down even more meaning he''ll see more cards...

In several of the games that I won in that initial rush I would have lost horrifically had the game gone just one turn longer.  This is partly by design - I only threw the kitchen sink at the villain knowing that I was going to win by doing so - but it's also a side effect of ignoring so many encounter cards and trusting that you're going to get the finish line in time.  If you duck for the line and don't quite make it then there's a good chance it's going to be adios muchachos when the villain gets that extra opportunity to swing back at you.


And there is another pitfall to deciding to rush the villain: it's the possibility that it might actually work.

Huh?

When I described why rushing was a successful strategy I explained that what you're really doing is removing the villain's agency from him - he can no longer affect the game.  If the villain was another human player they'd be having a Negative Play Experience (NPE) because they weren't allowed to actually play the game.  Thankfully the villains are just pieces of cardboard and don't have feelings, but ultimately that NPE may wind up bouncing off them and onto you - after all, you've just succeeded at winning a game of Marvel Champions by avoiding playing Marvel Champions.

If rushing has meant you're ignoring 75%+ of what the villain is doing and reducing them to just a cardboard punching bag then it's arguable that you've reduced the experience of playing the game to just being an exercise in scorekeeping.  If you know your deck is reliably going to deal lots of damage and you know that the villain's cards aren't going to be able to stop you then all that's left is to watch it happen and keep track of the hit points.  In the past I've been a bit scathing about all the solo decks that rely on the crutch of stunlocking the villain as essentially cheesing their way through the game by ignoring half of it... but a successful rush strategy seems to ignore more like three quarters.

Is what's left still enough of a game to be worth playing?


HOPPING ONTO MY STAR-LORD SOAPBOX

Is the game worth playing when you know you're going to win?

It's a question I'm asking myself now about Star-Lord in particular.  That game I played against Expert Ronan wasn't just like having the satisfaction from finally climbing Everest it was like hiring a helicopter to fly me up to the top to take selfies as the summit: somehow it had all happened very quickly and very easily.  Where am I supposed to go from here if I've trivially defeated the toughest villain in the game in 4 turns without even breaking a sweat?  I could add the campaign cards in and go again, but the whole reason the deck works is that it doesn't card what cards the villain has so adding a few new cards is unlikely to change anything.

When I first introduced my Star-Lord deck last month I said "it's not the most dominant deck I've played...this is by far and away the most absurdly ridiculously bonkers, fun, death-defying and outrageous deck I've ever played".  I'm a month wiser now and along the way I've become pretty sure Star-Lord rush actually is the most broken and powerful deck in the game for all the reason I've outlined above.  Star-Lord rush literally transcends anything the villain can do and leaves them with blank cards.  Doctor Strange has been the benchmark for broken heroes so far, and may fit more comfortably into any random assembly of heroes, but he still allows the villain to play the game in a way that Star-Lord doesn't.  Winds of Watoomb is an incredibly good invocation but in What Could Go Wrong? I've got +3 cards stapled to Star-Lord's hero card for me to use it every turn without having to exhaust... and then if I get Star-Lord's helmet down I can effectively get to play two Winds of Watoomb every turn!

My experience of jumping aboard the Star-Lord rush train to see where it took me has been exhilarating - a wild ride that had a lot of white knuckle moments as I scraped through games that I had won just seconds before I lost them.  Hindsight tells me now that the danger I felt was possibly an illusion and my victory was always assured.  

I'm not done with playing aggressively but maybe it will soon be time to retire Star-Lord and play Marvel Champions again instead...

Tuesday, June 15, 2021

Hulkbuster Armour - finding an Iron Man I enjoy

It's been a couple of week since my last blog and in that time I've still been bouncing back and forward between trying to the new heroes (Star-Lord continues to amaze me - beating Ronan in 4 turns!) and revisiting some of the old ones I never really gave time to.  That served me well in finding Spider-Woman and Black Panther decks that I liked in the past and now I'm playing Iron Man a lot at the moment.  But it's taken finding an unconventional approach to Iron Man to make me enjoy a hero I'd never really liked before.  

Here's three key facts...

  1. I'm playing Aggression
  2. It has Hand Cannons in as extra Tech upgrades
  3. Can you believe I was the first person to think of calling their deck 'Hulkbuster' on MCDB?


IRON MAN ORIGIN STORY

There's two heroes that I've still never played: Doctor Strange and Quicksilver.  I own all the expansion but I've never actually played either of those guys.  In Doctor Strange's case it's the stigma that not only does everyone say he's too powerful for the game, but that I can read his cards and see that they're right without ever having to put them on the table.  In Quicksilver's case it's something different - it's because I've told myself that I don't like the 'Builder' type heroes who spend ages setting up the board in order to have it all pay off in some big combo turn.

The main reason that I think I don't like 'Builders' (or what other players call 'set up heroes') is down to a dreadful experience I've had with one guy: Tony Stark.

You didn't do ok, Tony.  You were crapola on toast.

Back when I very, very, very first got into Marvel Champions and only had the core set it was Iron Man who was the first hero that I played after I got done with the Spider-Man & Captain Marvel introductory games.  I was still playing against Rhino and it was a car crash of awfulness where I hated everything that Iron Man was doing - I felt like had to be in Hero form ASAP to stop Rhino from scheming out immediately but then I had a hand size of like 3, so I was crippled and lost anyway despite apparently owning the world's most advanced super-suit.

Iron Man got punted into a dark hole pretty rapidly and I only pulled him back out a month or two later after I spotted that with Electrostatic Armour and Energy Barrier I could have more Tech cards and maybe actually have a proper hand size if I played him in Protection.  So I made a Protection Iron Man, the sort of thing that many players have already made and a pretty typical type of Iron Man deck... and I hated that too.  Something in the Protection aspect wasn't really jiving for me, especially when it was doubling down on a slow hero like Iron Man.  Sitting around and waiting for something to happen... I'm sure it's a good deck but it's just not the way I wanted to play the game.

Then I found more proactive heroes like Hawkeye, Ant-Man and Scarlet Witch so Iron Man got thrown back into the same dark hole.

A couple of weeks ago word got around to me that Aggression Iron Man was pretty fun, and I discovered I'd missed that the Hand Cannons from Galaxy's Most Wanted are a Tech upgrade.  I've already liked using Hand Cannon in my Scarlet Witch deck so I knew I liked them and it was the spur I needed to pick Iron Man out and dust him off for a third time.  Helped by some wise words about how to approach making Iron Man's hand size work I seemed to hit on the magic formula and found something I really liked: the Hulkbuster.


I AM IRON MAN

The Hulkbuster is an Iron Man deck for people who don't like playing Iron Man.  It sets up quickly then it starts blowing things up... and once it's started it doesn't really stop throwing out big attack numbers until there's nothing left to hit!

STEP ONE: Mulligan HARD for your tech. You draw 6 cards, you can mulligan for up to 6 more cards, you're almost certain to stay in AE on turn 1 so then you see another 6 cards, plus two shots of Tony Stark's Futurist ability.  That's as many as 24 cards in your deck that you'll see over two turns and it means you have a >85% chance to see & play 4 Tech cards.  It means the Hulkbuster can jump into Hero form on turn 2 with a good normal hand size very reliably.

^^^ This turned out to be the secret I was missing for all Iron Man decks in general, btw.  Having 10 Tech cards makes you much more reliable at seeing them by turn 2 than I had realised.  Virtually nothing is more important to you than getting those upgrades into play because you're going to starve to death without them.

STEP TWO: Stabilise the board and improve your armour. Because you were in AE on turn 1 the chances are you need to play catchup, especially on threat. Into The Fray and Looking For Trouble can help with that and you've lots of cheap attacks to remove opposing minions. You also want to keep expanding your armour whenever possible on the first pass through your deck so you can build to the max 7 card hand size. Don't be too precious about your minions, they're just meat shields for you to keep you upright and firing Repulsor Blasts.

STEP THREE: Bust some Hulks. On your second pass through the deck you should have your armour set up and a big hand size. With your upgrades out in play you're going to be drawing a lot of firepower every turn and it's time to take the fight to the villain. The combination of Angela/Looking For Trouble with Relentless Assault/Into The Fray and then Moment of Triumph as a kicker on top should be able to keep you healthy. Your Hand Cannons and Powered Gauntlets make it easy to set minions up for some big overkill hits and recovering a lot of health from Moment of Triumph.

STEP FOUR: I dunno. I saw a Shawarma joint about two blocks from here...


Hulkbuster Strengths

Once you've got your suit powered up there's not a lot of heroes who can consistently patrol the table and keep control of the villain's cards as this Iron Man deck.  You've got threat removal from your Mark V Helmet, Into The Fray and your native 2 THW (and the Arc Reactor to ready you) then for minions you've also 10 attack events, Powered Gauntlets and those tasty Hand Cannon attacks.

Hulkbuster's healing comes from Moment of Triumph, and all of your attacks can hit for big numbers and trigger big heals.  Just as importantly with things like your Powered Gauntlets you're able to chip minions down to the point where you can max those overkill hits when you need them.  Healing is important for Iron Man because although he gets to a ton of HP (this build maxes out at 20HP once you've got everything in play) he only has 1 DEF so if you've not got allies around to take hits for you he's going to take a lot of villain attacks on the chin.

The biggest strength for me, though, is how aggressive this Hulkbuster suit is once you're ready to turn his attention to the villain.  A couple of Hand Cannons in play, a Repulsor Blast and a Supersonic Punch can easily be 22 damage and you'll still have resources spare from your 7 card hand to play an ally or another attack!  It really helps you to push through those final villain stages as fast as possible and that's not something you get from every Iron Man deck.


Hulkbuster Weaknesses

Although you're not completely without tools for them I've found Side Schemes to be problematic for the Hulkbuster, especially once you get to the big ones in Galaxy's Most Wanted.  You've got a native 2THW but unless you have the Arc Reactor and the Mark V Helmet online that's all you've got and it's probably not enough.  You've also not really got any great Thwarting cover from your allies, two of which even have 0THW themselves.  It's not all bad - Looking For Trouble and Into The Fray make you very good at controlling the main scheme threat so you can usually cope with Acceleration schemes, and you've enough removal that you won't immediately keel over to Hazard schemes either, but a Crisis scheme can definitely slow you down a lot.

The other big issue I've felt is that if I don't land the Quincarrier into play you're not going to be able to activate your Rocket Boots and go Aerial every time you'd like - maximising Energy resources for Repulsor Blasts means there's not many Mental resources around.  When the Quincarrier gets to your hand you need to bear that in mind when you're deciding if you want to take the tempo hit to play it or not because without it your suit pieces will lose a fair bit of power.  It's not essential to play Quincarrier every time you draw it but it does help this deck by more than just being a ramping resource.

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So that's 2 out of 3 down.  I thought I hated the 'Builder' archetype but I've now got Black Panther and Iron Man decks that I really enjoy playing.  I think the trick is that I've been able to make them faster and more proactive, with low cost curves and it's worked twice.  Maybe I need to get over my prejudices and give Quicksilver a try after all... surely the fastest man on Earth can't be that slow can he?

However I'm also back playing X-Wing a little bit now so my blogging time will be split between that and Marvel Champions.  We'll have to see which game wins out and gets the most love!