Wednesday, April 21, 2021

So Hot Right Now - is Target Acquired actually good now?

Most cards get worse over time.

It's almost inevitable in any card game I've played, almost like a cardboard equivalent to the Second Law of Thermodynamics.  Over time other cards will come out that might straight up replace the older card, either directly or indirectly, or which raise the bar for what you need that card to do.

Go back to the earliest decks in Marvel Champions and there was Helicarriers, Avengers Mansions and Nick Fury in almost every deck.  Today most players would choose a Quincarrier first before a Helicarrier, and Avengers Mansion and Nick Fury is only occasionally taken because the game has moved on with better cards.  You even see this happening with heroes sometimes - Ant-Man is often regarded as an upgraded version of She-Hulk because he shares so many mechanics (flipping fequently, dealing damage on flip in direction, removing threat in the other form, Giant Stomp vs Ground Stomp etc).

It's rare for a card to get better over time, but I think with Galaxy's Most Wanted we've seen it happen.

We need to talk about Target Acquired.


What's interesting about Target Acquired is that its value is closely linked to the power level of the villains that you face and how much they take advantage of powerful boost abilities.  As villains get tougher Target Acquired tends to get better - not always as not every tough fight is tough because of boost abilities - but the potential is there.  And Galaxy's Most Wanted certainly unlocks that potential and should be pushing players to reevaluate Target Acquired because it's making big use of boost abilities in every villain encounter of the campaign.



Brotherhood of Badoon - you feel it most from the Band of Badoon module where all 10 Badoon minions have a boost ability.


Infiltrate The Museum & Escape The Museum both feature the dangerous Menagerie Medley module, especially the dreaded Psionic Ghosts that hurl themselves into play from their boost effect.  It's especially important in Escape The Museum, as in Infiltrate the benefit is offset a bit by Target Acquired going into the Collection when you use it.


Nebula is incredibly boost heavy, probably moreso than any other villain in the game, with all her signature Technique attachments going into play AND immediately resolving their effect when they appear as a boost card


Ronan takes a step back from boost effects after Nebula but still has his fair share of big ones, even grabbing the Power Stone directly from a hero!


And running through the whole campaign you're also being hunted by the dreaded Badoon Headhunter, who is a very dangerous minion (with Villainous) that launches itself into play from the boost.


How Many Target Acquired Should I Play?

It's a great question.  Just my posting pictures of some boost effects and going "ooh wow, look at the new scary things!" isn't really very helpful.  Just how scared should you be of the scary things?  Should you be scared enough to play Target Acquired?  Should you run 1 copy?  Should you run 3?

That sounded like something I could throw some maths at.

So I did.


Or if you're a visual person, like me...


My recommendation is that for any run at Galaxy's Most Wanted every player can afford to take 1 copy of Target Acquired in their deck.  Against Nebula you're going to wish you had 2 copies in every player's deck, but that's overkill for the other villains in the campaign.  


Before Galaxy's Most Wanted I would say only Mutagen Formula really cared enough about boost effects for you to definitely want to take Target Acquired, but the entire Galaxy's Most Wanted campaign uses enough Boost effects that you can rely on Target Acquired being useful.


=====READ ME=====
IMPORTANT: This recommendation isn't so that you'll definitely have a Target Acquired to counter every boost effect from the villain's deck - the probabilities of drawing cards from the hero and encounter deck can't guarantee you can do that, however many Target Acquired you pack in.

This is a recommendation based on the number of Target Acquired you should play to have a very good chance of using them.  And that in using Target Acquired it will be a more efficient and effective solution to the boost effects you face than putting another good card into your deck instead and taking the boost effect on the chin.

=================== 


How did I work this out?

I went back through every villain, gave them their 'recommended' modular sets and counted how many boost effects they had.  I then sorted those boost effects into two buckets - Minor effects and Major effects.  Not every boost effect is a gamechanger that requires Target Acquired to deal with and I wanted to make sure I reflected that, so if it was just something like 'the villain gains tough' I called it a minor effect as it's something you can take in your stride.  I also classed effects that were bad but only if something pretty unusual was happening as a minor effect.  These are effects that you can use Target Acquired against but they aren't really demanding you to include Target Acquired in your deck.


The rule I tried to apply for a boost effect being labelled as a Major effect was that it was one where it has a big impact on the game and Target Acquired is an efficient and effective way of dealing with the consequences of the boost effect.  Most effects that put a minion or attachment into play fell under this category, as did effects that prompted a new villain attack or had some other big impact like dealing a lot of damage.  


In the above examples: there's not many better ways of dealing with a Goblin Soldier than stopping it hitting play in the first place.  Avoiding the villain attacking you immediately from the Jet-Trooper could save you a good chunk of health and even keep you on the table or stop you going into Alter-Ego form.  That 1 damage from Starshark to all your team could easily devour a bunch of your allies, meaning spending the 2 cards for Target Acquired to keep them on the table is a really efficient use of your resources.


One specific example of how I did this is in Kree Militants, which you use when facing Ronan, I classed the Kree Private as a major effect because chump blocking with an ally is a very common way of dealing with a Ronan attack so Ronan gaining Overkill is very frequently going to mean you taking a lot more damage, while Kree Commando is a minor card because it's a lot more rare that you're Tough and the piercing will matter.


That's it.  You can go now.

So there you have it.  Most cards get worse.  It's kind of a rule.  It's a really nice change to be seeing an old card that players have mostly parked into long storage and never used much possibly come back to the fore.  Target Acquired... so hot right now.

I'd love to hear if you think there's any other old and unloved cards that are suddenly looking better when they come up against Galaxy's Most Wanted.  Can you think of any?

Tuesday, April 20, 2021

Gearing Up For Ronan - Ant-Man, Wanda and a Rocket

When you got your hands on Galaxy's Most Wanted what did you do first?  Did you immediately plunge into the campaign with your favourite heroes?  Did you sit down and start customising the perfect Rocket Raccoon and Groot decks?  Did you grab the preconstructed decks and pile into a game to see what they could do?

I've seen people talking about doing all of the above so there's no 'wrong' way to do it, but also none of those things are what I did first.  As a deckbuilder first and foremost the first thing that I did was strip the preconstructed decks down for parts and shove Rocket and Groot into storage.  The main thing that I wanted to know was what Galaxy's Most Wanted was going to do to boost some of my favourite decks with new cards, then we would be blasting off into space to fight evil and take on the campaign.  

It may not be quite as thematic as using the Guardians of the Galaxy characters, but somehow in my version of the co-opera-verse Ant-Man and the Scarlet Witch were about to commandeer a spaceship and go jetting across the galaxy!

But first, I wanted to see if I could upgrade their decks with some new cards...


ANT-MAN /// PROTECTION

One of the most eye-catching new cards in Galaxy's Most Wanted is surely Hard To Ignore, which adds another layer to the ultra-defensive Protection decks that already build around avoiding all incoming damage from an attack.  Excitingly, Hard To Ignore isn't limited to max one per player, which I would have expected, meaning I can stack multiple copies and remove 3 threat per turn from the main scheme just as a side-effect of defending!

This was what my Ant-Man deck looked like that defeated Red Skull alongside Captain America...

I felt like Hard To Ignore was a perfect fit for this deck and I'd already recognised I had a problem with thwarting that was bad enough to mean I played a couple of copies of To The Rescue for my run through the Rise of the Red Skull campaign.  What I thought would be a relatively low impact change to my deck (thwart cards out, thwart cards in) turned out to create a lot of ripples and saw me make some big changes to the deck.

At first I made just a couple of changes, mostly taking out To The Rescue to play Hard To Ignore instead as an almost like-for-like swap.  I played a couple of games with my deck like this and doing so told me two things: firstly that Hard To Ignore was really good and worth using, and secondly that I wasn't fully embracing it because I was still using Multiple Man.  

I think Multiple Man is an incredible card and it was the MVP on my Rise of the Red Skull campaign run with Ant-Man, but his main purpose is to block three incoming villain attacks and that was now three turns that I couldn't use Hard To Ignore.  It hurt, but Multiple Man had to go and that was a big repositioning of roles in my deck,  I was now expecting to spend more of my time with Ant-Man exhausted after defending, but that meant I now needed my allies to pick up more of the slack in attacking/thwarting than Multiple Man had previously given me.

Allies

  • -3 Multiple Man
  • -1 Brother Voodoo
  • +1 Luke Cage
  • +1 Starhawk
  • +1 Spider-Man (Miles Morales)

Events

  • -2 To The Rescue
  • +1 Desperate Defense
  • +2 Never Back Down

Resource

  • -1 The Power in All of Us

Supports

  • -1 Team-Building Exercise
  • -1 Helicarrier
  • -1 The Night Nurse
  • +1 Avenger's Mansion

Upgrades

  • -1 Indomitable
  • + 1 Energy Barrier
  • +3 Hard To Ignore

These changes also allowed me to shift my economy cards a little bit.  Moving from Multiple Man to Hard To Ignore had made my deck cheaper throughout and I no longer felt like I needed so much help from cards like Helicarrier or Team-Building Exercise, while Avenger's Mansion could now fit in at 4-cost and help offset my low hand size in Giant form.

My new Galaxy's Most Wanted version of Ant-Man looked like this:


I'm much more dedicated to the defending plan to trigger Unflappable and Hard To Ignore.  Desperate Defense and Never Back Down both help me to prevent all the incoming damage even if it's big hits while also putting me onto the offensive by readying to use Ant-Man's great stat line or stunning the villain so I get a turn off from having to defend.  I'm weak against side schemes, but Hard To Ignore should be able to keep the main scheme under control long enough for me to whittle the villain down with angry ants!


SCARLET WITCH /// AGGRESSION

Adding Hard To Ignore to my Protection deck had caused a few headaches but there were no such concerns with how I changed my Scarlet Witch Aggression deck after Galaxy's Most Wanted came out and it all went very smoothly.

  • -2 Relentless Assault
  • -1 Down Time
  • +2 Hand Cannon
  • +1 Deft Focus

I landed on Aggression for my Scarlet Witch deck as a result of what I felt I learned about the game from my 'Five Heroes' analysis.  That placed Wanda firmly in the Powerhouse category and told me two things: I wanted to bring in lots of basic economy cards to help me play all her powerful effects, and whatever aspect cards I added probably needed to be cheap to fit into my curve in order actually get used at all.  I found what I was looking for in Aggression, although it's a shame there's far too many Tech resources in the deck to use Hulk.


My Scarlet Witch deck leans heavily on the Basic cards for economy, like Sorceror Supreme, Helicarrier, Quincarrier etc.  Cheap Aggression cards like Skilled Strike to help Wanda deal more damage, while I was using a couple of copies of Relentless Assault because it helped me to remove bigger Minions without wasting Molecular Decay on them.  Hand Cannons went in to do much of the same work as Relentless Assault.

A word on Deft Focus, even though I've only got 4 targets for it (the Hex Bolts) you cycle your deck so quickly with Wanda that you'll wind up using it almost every turn anyway.  Having 4 copies of a card in a Scarlet Witch deck is like having 8-10 copies of that card in a normal deck!

Having played this deck several times now I really like it, and I really appreciate the Hand Cannons.  Wanda deals in uncertainty and chaos a lot of the time and I've found having a Hand Cannon on the table really helps you to finish targets off when you don't quite get the Hex Bolt results you wanted.  That was the theory when I put them in and it worked perfectly, but what I hadn't bargained for is just how much the Hand Cannons also played into big endgame strikes.  It took just one turn of smashing Klaw down with two Molecular Decay and a Basic attack for 11 damage (two Hand Cannons and three Skilled Strike) to find that out!

It doesn't really work for the aesthetics to have Wanda running around with a John Woo style pair of Desert Eagles, but it definitely seems to work in the game!


AN EFFECTIVE TEAM

In combination I think the two decks complement each other very well.  They both play a style where they build up power level steadily through the game and once they're set up together they're a match for any villain I've encountered so far.

With his army of ants and a stack of Hard To Ignore out in play Ant-Man is tremendous at controlling the board and chipping away at the villain until he draws a Giant Stomp.  

Across the table Wanda's slew of economy cards (Sorceror Supreme, Avenger's Mansion, Helicarrier, Quincarrier, Deft Focus) mean she can get up to playing as though she had 10 cards in hand, and then she starts chaining Hex Bolts and Molecular Decay's together for some really big turns.

And a really nice bonus is how much they both sidestep a lot of status effects.  I've played several games where I get Stunned or Confused and just ignore it because I can deal damage and clear threat from schemes anyway thanks to cards like Army of Ants, Hard To Ignore, Ant-Man's flip effects and all of Wanda's Hex Bolts.

As I prepared to start my.attack run at the Galaxy's Most Wanted campaign I was confident that I had two good decks to play against it.  But I also knew that the difficulty level was going to ramp up a lot from Rise of the Red Skull... how would my pair of heroes fare?



===== BONUS ROUND =====

I may have focused on Ant-Man and Scarlet Witch but I didn't ignore the new heroes completely.  I've not got a handle on Groot yet but I do like Rocket Raccoon a whole lot...  

ROCKET RACCOON /// JUSTICE

Small in stature but big in offensive verbiage, in the Marvel Champions LCG I think that Rocket Raccoon is actually a pretty straightforward hero.  Looking at his abilities, stats and card set I think he fits pretty neatly into the 'Team Player' archetype for a hero that I outlined in my Five Hero Types.  Rocket's got some good economy support in Salvage and both his Hero and Alter-Ego abilities, and he's also got an incredibly cheap cost for his 15 hero cards with most of them only costing 1 to play.  That's the precise description for a Team Player hero and it means that Rocket is good at showing off what an Aspect can do, so in deckbuilding for Rocket I was looking at including some high impact cards.

I've already seen some strong Rocket Raccoon decks in Leadership and Aggression so I decided to try my hand at a Justice version of Rocket.


With lots of in-built Thwarting capability Rocket is already well-suited for playing in Justice.  He starts with a natural 2 THW, then can boost that to 3 THW with his Thruster Boots.  He also has the thwarting equivalent of She-Hulk's One-Two Punch thanks to I've Got A Plan.  All I really did was layer on top a pretty typical selection of Justice cards (Clear The Area, Under Surveillance, Wiccan, Quake etc) and then be sure to drop in more of the higher impact cards, like Spider-Man and Nick Fury to give you that bigger power boost that's missing with Rocket having such a cheap and flexible kit of his own.

The one card that I think really plays especially well into Rocket is Stealth Strike, which can be used to trigger Rocket's hero ability as well as clearing out minions and removing threat.  Everyone has those cards that they seem to like more than everyone else and Stealth Strike is one of mine so I'd be playing it in most of my Justice decks anyway, it's just a happy coincidence that it also plays into Rocket's desire to murderise people.

One last note: I've gone with Groot ally here, but if you're playing with Groot as a hero you could easily switch this ally out for Spider-Man and it would work fine.


Wednesday, April 14, 2021

Threat Level Magenta - Getting ready to thwart a post-GMW World

The seeds of this article were sown when I made my first pass at a Rocket Raccoon Justice deck.  I shared it on Discord and somebody immediately suggested I should try Heroic Intuition.  I'd initially left Heroic Intuition out because Rocket comes with his own version in the Thruster Boots and I thought it would be overkill, and said as much.

"There's no such thing as too much thwart in Galaxy's Most Wanted" was the reply, and several people immediately agreed with that sentiment.

'Hmm', I thought to myself, 'is that right?  That sounds like the sort of thing I can throw some maths at to find out'.  

So I did.  


WE HAVE NO IDEA WHAT THREATS ARE OUT THERE

SPOILER ALERT - This blog will contain some spoilers of the Galaxy's Most Wanted encounters and campaign.  I'm going to talk in general terms about some of the maths around what we can expect from Galaxy's Most Wanted but what I'm going to try and avoid doing is giving any sort of detailed rundown of how specific cards work, or how to beat any of the encounters (I can't do that, because I've not played against them myself!)

Everyone has their own line drawn around what they do or don't want to have spoiled.  I think I'm going to be pretty spoiler-light but the information will help you go into Galaxy's Most Wanted a little forewarned of the sheer scale of the dangers you'll find.  Whether you want that information is up to you...

I went through each villain encounter from both the Rise of the Red Skull and Galaxy's Most Wanted campaigns, and worked out an average amount of threat that the encounters would generate.  Working out something like this has an element of 'how long is a piece of string' about it because obviously the more player you have, or the more turns a game lasts for, the more threat you'll see the encounter create.  To neutralise this I decided to calculate the average threat for the encounters if you had 2 players and the game lasted 10 turns.  This was a consistent approach for all the encounters so what we're left with should be a pretty comparable view of how many yellow triangles the villains are spitting out.

In general terms the calculation took into account:

  • Main Scheme starting threat, plus 10 turns of +2PP threat being added
  • % chance that an encounter card is a Side Scheme, multiplied by 2 players being dealt encounter cards over 10 turns
  • Odds of hitting an Incite effect or something like Advance, multiplied by 2 players and 10 turns.
  • Any additional factors, such as Red Skull's side scheme deck, starting side schemes, Shadows of the Past and Masterplan, the players having access to the Milano in Galaxy's Most Wanted, etc.

In doing this I made a few assumptions and if you repeated this calculation you may make different assumptions and come out with slightly different answers.  But I don't think it would change the overall outcome of this analysis: yes, there is more threat in Galaxy's Most Wanted.

How much more threat?

An absolute TRUCKLOAD more threat.


CROSSBONES vs DRANG

Crossbones and Drang are the two initial villains you face in their respective campaigns.  Crossbones plays it relatively straight as a pretty conventional villain without too many new mechanics while Drang immediately brings the Ship Command module and the Milano into the game.  It turns out that the Milano has a major role to play in the story of Galaxy's Most Wanted threat/thwarting so it's worth taking some extra time to talk about it.

The Milano attaches to the first player (so it moves around every turn) and that player can exhaust it to generate a Wild resource.  That's what's written on the Milano itself but probably the most important uses of the Milano appear on various villain Main and Side Schemes in the campaign... including that you can exhaust the Milano to remove 3 Threat from a lot of schemes you'll find along the way.  

Spoiler Alert: the amount of threat you're going to have thrown at you means you should probably view removing threat as your default use for the Milano and only use it for a Wild resource as a last resort.  In all my scenario calculations I've assumed the Milano being used to remove threat as much as reasonably possible and it still leaves a ton more threat for you to deal with than you would have faced in Rise of the Red Skull!

In an average game Crossbones would generate 41 threat tokens over 10 turns.  Over those same 10 turns Drang is going to generate 93 (NINETY THREE!) threat tokens.  Even if you assume that you're going to use the Milano to remove threat every turn you're still left with facing 63 threat tokens.  That's about a 50% increase on what Crossbones would kick out over the same length of game.  

Where those extra threat tokens come from is pretty important though, because if you're using Milano to help pin the Main Scheme back then it's the Side Schemes where you're going to see the threat really ramp up for Drang.  You're going to see both more Side Schemes (5 from Drang vs 3 from Crossbones) and importantly the Side Schemes are going to be much bigger - an average of 7 threat each in Drang vs 4 each from Crossbones.

Keeping all of Drang's side schemes under control is over twice as difficult as it was to keep Crossbones' schemes tidied away.

This isn't just a one-off for Drang, though, and in fact you see the same pattern playing out across all the other Galaxy's Most Wanted encounters too.

IMPORTANT: The Milano in 3 & 4 Player Games

The Milano's ability to remove 3 threat from a scheme does NOT scale with the number of players.  In a four player game you're dealing out 4x as many Side Schemes as you are in a solo game and you're putting 4x as much threat onto the main scheme as in a solo game.  The Milano is still only removing 3 threat regardless of how many players there are, though.  This may be a pretty big design oversight and it's certainly true that for most of the Galaxy's Most Wanted encounters it gets materially harder to deal with threat in larger player games simply because the Milano's impact is reduced.  You may even decide you want to house rule some scaling for how much threat the Milano removes (say: 1 plus 1 per player, maybe).


ABSORBING MAN vs COLLECTOR (INFILTRATE)

Both Absorbing Man and The Collector feature unique mechanics and I know The Collector is vexing a lot of players but ignoring all that for the time being, I want to look just at the threat generation in the two decks.  You get the same picture emerging of far more threat being generated by The Collector and in this encounter the players don't even have the Milano to fall back on to help in removing the threat.

Absorbing Man created 45 threat tokens in an average 2 player/10 turns game, while Infiltrate The Museum will create 70 threat tokens - pretty much exactly the same 55% increase in threat generation that Drang had over Crossbones.

You also see it manifest in the same way, with more Side Schemes to deal with and each Side Scheme having a higher threat value.


TASKMASTER vs COLLECTOR (ESCAPE)

If you thought the threat generation was crazy already then wait until you have to Escape The Museum again after successfully infiltrating it!  This encounter uses threat as the win condition instead of the villain's health pool, and it throws little yellow triangles all that much faster as a result!

Taskmaster would create 49 threat tokens (assuming you dealt yourself damage each turn instead of adding a second threat token with Hunting For Heroes) but over those same turns Escape The Museum will see 117 (!!!) threat tokens hit the table, with the Main Scheme stages both landing with a ton of threat AND adding a lot of threat per turn.

The good news is that players can use the Milano in this encounter to clear threat from Side Schemes and the final stage of the Main Scheme.  The bad news is that you need to make it past the first stage of the scheme in order to find the Milano and start using it - you're on your own at first!

At least Escape The Museum marks the peak for threat generation in Galaxy's Most Wanted.  The unique mechanics of this encounter mean it pushes threat to the fore more than in any other villain battle.


DR ZOLA vs NEBULA

Dr Zola was one of the toughest encounters in Rise of the Red Skull but that difficulty ramping came from his ability to hurl minions at you more than from his threat profile, with a pretty typical number of side schemes in his encounter deck.

After making it out of the Collector's museum you'll be glad to hear that Nebula offers a different challenge and isn't all about the threat tokens.  But there's a hitch.  Of course there's a hitch.  There's always a hitch.

Nebula's threat generation is closely linked to the number of Evasion counters on her ship.  Every turn she adds an Evasion token and every turn you can use the Milano and discard some resources to remove an Evasion token and put her back to the start.

If Nebula ever gets up to 2+ Evasion tokens she will very rapidly shift from "I'm not really all about the threat" to "holy hell we need to deal with all this threat she's making or we lose!" and (spoiler alert) there's a couple of Treacheries in her deck that will almost certainly push her up to 2 Evasion tokens eventually.

Even assuming you can keep Nebula pinned back to 1 Evasion token for the whole game she's going to generate 25% more threat than Zola does.  But if you let her spend half the game with 2 Evasion tokens that becomes 45% more and it spirals rapidly upwards if she ever gets to 3 Evasion tokens.

In theory Nebula isn't an enormous threat problem, but she can quickly become one.


RED SKULL vs RONAN THE ACCUSER

This is the one encounter that goes the other way and GMW has less threat than RORS.  Red Skull's whole schtick was Side Schemes and he had a special deck that threw one at you every turn instead of waiting for you to fish one out of the encounter deck.

By contrast Ronan The Accuser doesn't really care about scheming.  Ronan cares about crushing your skull like an egg and walking away with the Power Stone.

Even so, it's a testament to just how much Galaxy's Most Wanted ramps up the threat that even without trying too hard Ronan almost incidentally creates 90% of the threat (80 for Ronan vs 91 for Red Skull) that the Red Skull created as his whole purpose for living.

This analysis for the Ronan encounter has included that players have the Milano available, although it's more complicated in this final encounter with Ronan as you can't always use the Milano to remove threat from the Main Scheme (only in the first stage of the Main Scheme), and it now has a more powerful extra ability to cancel Treacheries so I think you'll use it to thwart a lot less than you would in other scenarios.  If I'm right and the Milano doesn't actually get to contribute much threat removal then Ronan could well turn out worse than Red Skull for threat with even trying!


THAT ALL SOUNDS AWFUL

It's definitely not not-awful.  Galaxy's Most Wanted is certainly playing a whole new ball game when it comes to the amount of threat tokens you'll face.

If you remove Red Skull from the comparison because his Side Schemes warp the numbers you get this:

You're going to need to increase your Thwarting by 20% just to avoid losing to the Main Scheme.  But if you also want to kill every Side Scheme that you see you're going to need to more than DOUBLE your thwarting capacity.


WHAT THE HELL ARE WE SUPPOSED TO DO ABOUT IT?

It's a great question, and I think there are four routes to explore...

  1. Bring more thwarters.  If you're playing a four player game it's not reasonable to expect one player to carry the load for everyone on thwarting, people need to be able to chip in more than the odd bit of thwarting here and there.  If you're really serious about handling all this extra threat you may even need multiple Justice players in your team.


  2. Change your thwart events.  I expect one big casualty of this to be Clear The Area, which until now has been the go-to Thwart event for most players.  With Side Schemes now averaging 7 threat instead of 4 threat it's that much harder to line them up to the point where Clear The Area than quickly and efficiently remove all threat and draw you a replacement card.  You may need more powerful thwarting from cards like Multitasking or Lay Down The Law (each removing 4 threat for 1 cost) instead of a small amount of thwart that draws a non-thwart card to play as well.  The Spider-Man (Peter Parker) ally may no longer be an expensive indulgence, Speed may demand to be played ahead of Daredevil etc...

  3. Bring different heroes.  Similar to number 2 we may also see the 'best' Justice heroes move around - Ms Marvel remains the best place to play both Clear The Area and Multitasking thanks to Shrink, but nobody can really make use of Lay Down The Law like Ant-Man, and with Heroic Intuition the fact that Captain America can ready himself to perform two big basic Thwart actions may be really important, even better with Fearless Determination.


  4. Let it slide.  If you have to DOUBLE your thwarting output to control every side scheme then it really begs the question of whether that's actually what you want to be doing.  There's always a tipping point where it's going to expend more energy to remove a Side Scheme than it will to cope with the consequence of allowing that Side Scheme to sit in play.  Players have been used to whack-a-moling Side Schemes the second they appear, much like that do with minions, but in Galaxy's Most Wanted that approach may need to become a thing of the past, with tough decisions to be made about what can stay and what needs to go.

I also have a final recommendation for some further reading.  Alex Marsden wrote about making these sorts of difficult decisions about leaving villain cards in play on his blog Ghastly Boss not long before Galaxy's Most Wanted was released.  In light of just how much harder it is to keep up with the threat in Galaxy's Most Wanted I think it becomes an even more important read.

Hit or Miss on the Ghastly Boss blog, by Alex Marsden

Good luck everyone... and try to stay away from yellow triangles!