Greetings! And welcome to a new series I'm starting titled: Fanta-Flix. In this series, I'll be taking a step back in time to re-visit classic fantasy films and see how they're holding up. You'll likely have heard of some of them, but maybe you'll discover a few gems along the way that you never got around to watching. So buckle-up and get ready to journey to the center of the universe as we tackle: Masters of the Universe.
Today we're taking a look at all the Basic allies Marvel Champions has given us thus far. Who are the most thematic, most powerful, or just the most fun to play? Let's rock and roll.
I love it when new Marvel Champions articles drop. The electricity of a new hero, villain, or campaign dropping is electric. The new mechanics get the brain flowing about new ways to interact and overcome these challenges. How will this card interact with that card? What’s the ruling on that new keyword?
There’s been a lot said about the Obligation cards in Marvel Champions. The biggest complaint of these cards is how ‘same-y’ they can feel. That’s a fair criticism as almost of all of them share the same option on the first half of the card: you have the option of flipping to alter-ego form, then if you do (or are already there) you can remove your obligation from the game by exhausting. It’s the second half of the card that offers a unique option.
Picture this. It’s Saturday morning, 10am. You just had your favorite sugary cereal and that iconic theme music hits. Bomp Bomp Bomp… It’s time to go to battle with the Master of Magnetism using your amazing mutant power of… …rolling dice?