The purpose of this guide will be to help everyone keep track of what is contained in each release, and for new players to determine their best path of early purchases. It will be updated as I’m able with each release. Card images and FFG product pages will be linked throughout.For Hero Packs, I’ll include brief overviews of how the hero plays to help you decide if it’s an expansion that you want to track down, and also overviews of the aspect and basic cards to help you determine if the expansion is worth it if you don’t plan on using the hero.For scenarios, I’ll talk briefly about the theme, difficulty, and mechanics of each scenario as well as talking about any included modular sets and what they can bring to other scenarios you may own.Story boxes will be a combination of all of the above and may warrant their own detailed article, which will be linked from here.
Finally, this page is heavily inspired by the oft-linked Tales From The CardsNew Player Buying Guide for the Lord of the Rings LCG and features images and card info from the great Hall of Heroes and MarvelCDB resources. Many thanks to those creators.
Like all other LCGs, I expect the day will come that new players will ask the age-old question, “What do I buy after the Core?”. With the new distribution model of this game, we may even start to see, “Do I have to buy the Core?” and “What can I buy instead of the Core?”.
My advice depends on your playgroup situation. If you have been introduced to this game by friends that already own it and you just want to be able to play multiplayer with them, then I’d say identify your favorite hero (assuming it’s not one from the Core set) and buy just that pack, and possibly a second pack containing the aspect you most want to play if it wasn’t already included with your hero. If you are someone who enjoys deck building, I would then buy another pack of the same aspect to give you more options.
If you are playing solo, hoping to start your own group, really want to play a Core Set hero, or want to experience deck building across all the available aspects, then you are you going to want to start with a Core Set. From there I would continue as above, identifying heroes and aspects that interest you and seeking them out. One or two Hero Packs should be enough to have a good player deck. If you are also trying to build your own collection of scenarios, the best first or second purchase right now is The Rise of Red Skull, unless you want to spend a little less in which case go with The Green Goblin. If it is ever possible in the future to obtain the Standard and Expert modular sets (necessary for most scenarios) outside of the Core Set, I will note that here. Currently it is not, but you can play against The Wrecking Crew without any encounter cards from the Core Set.
Specific Buying Advice
Okay, so what if you just want to buy one or two expansions in addition to the Core Set and your tastes are based on play style and aspect more so than specific heroes? Well, if you want:
Overview: Well, you pretty much have to buy this if you want to play the game on your own. There will probably be a time in the future where you can go for a while without buying this product and instead just focus on buying whichever heroes you want to play and whatever scenarios you want to play against. You will just be missing out on components, which can be replaced with other tokens you already have, and the Standard and Expert encounter sets. The only scenario that can be played without any modular sets from the Core Set so far is The Wrecking Crew. It is worth noting, however, that a group of up to 4 players could be supplied by just one Core Set, especially if players are buying additional expansions. Such a group could split the cost of a single Core Set, buy their favorite Hero Pack, and have a decent amount of deckbuilding options provided everyone plays a different aspect.Ultimately, the Core Set is a great value and should be the starting place for anyone wanting to play the game. You get 5 heroes and enough cards to build 4 decks simultaneously as well as 3 scenarios and a few extra modular encounter sets. That much content for the cost cannot currently be replicated by only buying expansions. It is roughly the equivalent of 4 Hero Packs and 2 Scenario Packs which would retail for a total of ~100 USD.
This may also be the best LCG Core Set product that FFG offers in that you can get away with just one copy and the contained scenarios are all worth your time. You will have a play-set of every card, so the only time you would potentially want more than one Core Set is if you’re determined to keep multiple decks built at once that share the same aspect or have multiple decks that want multiple copies of the same Basic cards. It is likely that many of these cards will be reprinted in Hero Packs so, if you can remain patient, even these situations may eventually go away for players with complete collections. As for the scenarios, other FFG co-op LCGs have made a tradition of the core set containing 3 scenarios with the first being a basic tutorial, the second showing off what the game can do, and the third being frustratingly difficult to the point it makes people quit the game. Thankfully, Marvel Champions keeps the good parts of that formula and gets rid of the bad parts. Rhino is very simple but the difficulty and flavor can be modified via modular encounter sets, Klaw is a fantastic scenario that can be dramatically altered by the minions that you include, and Ultron is difficult but hopefully won’t make you rage-quit like the corresponding Escape from Dol Guldur in Lord of the Rings or The Devourer Below in Arkham Horror. I expect to find myself revisiting all three Core Set villains in the future, especially as new modular sets are released.
Hero Overview: Cap can be built to do whatever you want, and do it well. A 2-2-2 stat line with a built-in readying ability and consistent access to his shield for +1 DEF and Retaliate means you can make Cap a good thwarter, attacker, defender, or all of the above. His alter-ego side even boasts an Ally cost-reducing effect if you want to go that route. Most of his cards are straightforward and efficient, making him a great choice for a teaching deck. He is also probably the best true-solo hero from the Core set through at least the first four Hero Packs. If there is anywhere that Cap is lacking, it’s in his relatively low REC of 3.
Player Cards Overview: Outside of Captain America, this pack contains support for an Avengers-themed deck or possibly an all-Avengers hero team in multiplayer. Avengers Assemble is the kind of card you probably build a whole deck around if you’re going to use it, with Avengers Tower likely being a key piece. Enraged could also be a card featured in future decks that focus on upgrading a monster ally.
Hero Overview: They followed up the best hero for a new player with possibly the worst hero for a new player. Ms. Marvel is quite tricksy, requiring constant identity-flipping and hand management and using abilities off multiple cards in play to trigger big burst turns. She focuses on recurring events that have the “Attack,” “Thwart,” or “Defense” keywords, so most likely you will be building her to focus on one of those types of events. She tends to have a quiet turn or two and then will deal 20 damage or remove all threat in play in one big turn. Her deck has lots of moving parts and each turn is its own little puzzle to figure out. This hero is a personal favorite of mine and will be one of yours too if you’re into card combos and working out the best timing of multiple abilities.
Player Cards Overview: Holy moly! This pack was originally released at the same time as Captain America and Green Goblin, so I kind of think of all those cards together as one, big release. But looking back at just this pack, it’s almost-all-killer-hardly-any-filler. Protection gets some important tools to control the game and deal damage and not just defend. Energy Barrier, Preemptive Strike, and Nova are great for damage reduction and ping damage and make both Iron Man and Captain Marvel Protection very interesting due to the Energy Resource icons and Energy Barrier being a Tech upgrade. Tackle and Concussive Blow each give a bit more damage and control options to Protection and Justice, respectively. Down Time and Endurance are great for staying alive and thinning your deck, and throwing extra copies on teammates in multiplayer is solid. Down Time is perfect for Captain America with its Physical Resource icon and boosting REC.
Hero Overview:Thor is interesting in that he seems to be the first niche hero, meaning he quite clearly has a focus on one aspect of the game and therefore will likely be very strong against some scenarios and very weak against others. Thor wants to find a worthy opponent and that means engaging minions. His Hero ability and Defender of the Nine Realms grant you bonuses for engaging minions and cards like Hammer Throw and Lightning Strike help you deal with them. His 1 Thwart can make him difficult in solo, and multiplayer always increases the odds that there will minions for Thor to deal with. He also has a small hand size, so deck building for Thor outside of large multiplayer games will be challenging as you try to balance his strengths and weaknesses. Some players will not enjoy a hero that lacks the broad effectiveness of someone like Captain America, but it is good that the game will support more focused heroes as well.
Player Cards Overview: The Aggression cards in this pack share the same focus on minions that Thor does, which makes them pretty obvious includes for a Thor Aggression deck. The two allies Hercules and Valkyrie definitely want engaged minions to get full value, and are supported by Get Over Here! which may also save your teammates some damage. Jarnbjorn is going to get a lot of attention in Aggression decks for the foreseeable future, and I’m only highlighting Heimdall because his stats are big and cards that support keeping big allies around could make him very good. Under Surveillance is an amazing card for solo Justice players. Second Wind is expensive but it also can provide more healing than most heroes’ Recover stat and doesn’t care if you’re in Hero or Alter-Ego form, so it’s worth a look. This pack is probably going to be a must-buy for Aggression decks due to Jarnbjorn alone, but overall it is extremely focused on minion control so if that’s not your thing you could skip it.
Hero Overview:Black Widow has a very reactive playstyle that lends itself to playing control decks that rely on consistent ping damage to defeat the villain. Most of her signature suite is focused on the Preparation card type, which are upgrades that you play during the hero phase but generally trigger during the villain phase. It’s a lot like laying traps for the villain. You can get additional card draw in Alter-Ego form through Natasha’s Mission Prep ability and the card Safe House #29, but all of the preparations in her signature suite can only be triggered as a hero so I like to build Black Widow decks that try to stay in hero form as much as possible. Being in alter-ego with a Grappling Hook in play and watching Shadow of the Past get revealed is a feel-bad moment. Justice gets a few extra preparations plus Agent Coulson so that is a natural deck to build and can really control the game, but I find that damage builds up quickly compared to her 9 hit points and forces you into Alter-Ego a lot which turns off many preparations. Therefore, I have really been liking Protection Black Widow to make use of Defensive Stance and Synth-Suit to stay in hero form for most of the game and eventually becoming nearly immortal once you’re set up. Another way to play Black Widow is to use Jarnbjorn in an Aggression deck that can trigger three times off of a single Dance of Death or even during the villain phase off of Attacrobatics or Widow’s Bite.
Player Cards Overview: This pack finally catches up the Justice card pool to the other aspects, but I am a little disappointed in the amount of space given to the preparation card type. They are fine cards but at the time of release I don’t see them going into many of my current non-Black Widow Justice decks. It’s a similar situation to all of the minion-focused cards in the Thor pack. Agent Coulson‘s ability and Spy traits at least make it easy to splash Counterintelligence or Spycraft into a Justice deck with a different hero, but I don’t see those as build-around cards or that much better than other Justice options. I like Quake‘s ability for any Justice deck that will regularly be in Alter-Ego form (She-Hulk, Ms. Marvel) and I think any 2-cost ally is good. It seems like all of the best Justice cards to be released since the Core Set have been the off-aspect cards from other packs. On that note, I do really like the preparations for other aspects included in this release, with Defensive Stance being worth a look in Iron Man and Captain Marvel Protection decks and Rapid Response likely being a key piece in some future, janky Leadership deck (or just drawing all of the cards with Maria Hill).
Hero Overview: Upon release, many claimed that Doctor Strange was so powerful as to potentially break the game. It is still early days as of the time of this writing, so we will see if that turns out to be true. His Invocation deck is indeed very powerful (notably Winds of Watoomb and Crimson Bands of Cyttorak) if you get the right card for the right situation, and that sums up what it’s like to play him. If you are able to play the Invocation cards for their full benefit often enough (Wong can help with this) then you will run away with the game. If the cards don’t quite line up for you then you may struggle for a few rounds. This deck is best suited to a player willing to build for a turn or two in order to have a big, flashy turn. Because you want to play Invocation cards as often as possible, the primary demands on your play are Hero exhausts and resources to pay for the spells. This means you want readying, or at least minimal other cards requiring you to exhaust/defend, and a low cost curve. The main weakness of Doctor Strange’s signature cards is a lack of small damage output for dealing with minions. You may find yourself under-utilizing a Magic Blast just to get rid of a troublesome minion. It would seem this would make Aggression a good aspect for Strange to shore up his weaknesses, but many of the cards in the current Aggression pool trigger off of basic attacks, which uses up a precious hero exhaust and Strange only has a base ATK of 1. Leadership, as always, gets a special nod in solo because it makes it easier to have multiple targets for Seven Rings of Raggadorr.
Player Cards Overview: After the game has gone on for a few years, this will most likely be looked back on as the Iron Fist ally pack. The damage output and Stun is so good, and not to mention minimizing the impact of Tough enemies, that I almost can’t imagine a Protection deck that wouldn’t use him (barring future errata or an even better hero version of Iron Fist). We also get the welcome addition of status card removal with The Night Nurse. Depending on the amount of ally upgrades we get, Iron Man could become a very good reason to pick up this pack as well. Desperate Defense and Unflappable focus on rewarding you for defending without taking damage, so this pack could be useful for Spider-Man, Captain America, and certain Black Widow builds. I maintain that all 2-cost allies are good and Clea will feel like you have two in your deck. Momentum Shift is a nice option for small amounts of healing without foregoing the chance to keep putting out damage.
Hero Overview: Hulk smash. That’s pretty much all you need to know. With 0 Thwart and 3 Attack, it’s obvious that Hulk is going to be dealing damage and leaning on others to remove threat. So if you play multiplayer and enjoy the role of primary damage dealer, Hulk may be the hero for you. In solo, your goal is to find a way to remove just enough threat to give you time to outrace the villain when it comes to damage. With many damage-dealing events in his signature suite, that’s not hard for Hulk to do. Having 3 Defense and 18 hit points, not to mention access to Immovable Object, Hulk can do a pretty good job of staying in Hero mode the entire game to minimize threat accrual. The other main concern when playing as Hulk is the hand size and inability to hold on to cards in hero form. Following the trend of other high-attack heroes, Hulk’s hand size is only 4 in hero form, but also only 5 in alter-ego. This makes it difficult to pay for more than one card every turn, but that can be a benefit for a teaching deck since the hero is super-focused and the player’s turn is just deciding which one card they want to play. This is occasionally offset by the Limitless Strength resource card. Hulk also benefits greatly from resource-generating cards like Martial Prowess and cost-reducing cards like Helicarrier.
Player Cards Overview: This is a strong set of player cards, overall. This is a good buy if you’re looking to play solo Aggression, physical/event-focused Aggression, or just need Beat Cop for your Justice deck. The only cards that I don’t think I’ll be playing often are Drop Kick and Resourceful, because the former is a little expensive and the latter seems like I’d rather play Quincarrier or one of the Enhanced upgrades if resource type was very important to me. Beat Cop looks busted to me and probably one of the first cards to receive a balancing errata. The effect doesn’t win you games so much as stop you from losing, but it stands out that there is no limit on either copies per player or threat stored/damage dealt by the card. I expect to see a “max 1 per player” and/or damage limit on this card in the future. It has made me happy though to ace Ronan when he comes out late-game and imagine the cop as a last-day-before-retirement/too-old-for-this-s*** character that saves the day. Sentry has better ATK/THW stats than any currently available Hero identity so the encounter card is fully justified. She-Hulk is another contender for a build-around Ally and something that may be interesting with Leadership/Aggression Spider-Woman in the future (Hulk and She-Hulk allies in the same deck? Yes, please). I like Brawn a lot in solo Aggression builds. He’s not flashy but he keeps you in the game long enough to deal the knockout blow. Speaking of solo Aggression, You’ll Pay for That is a nice thwarting option for an aspect that struggles with it and possibly pairs with Toe to Toe. Both of those cards look good for Aggression Spider-Man. I’ve been playing around with decks that look to defend most attacks and that makes Electrostatic Armor look pretty good, especially in Captain America. That deck is probably something I’ll post an article about in the near future. Finally, it’s nothing crazy but To The Rescue is a card that is nice to have in the pool and I’m a little surprised it wasn’t in the Core Set.
Overview: This pack gives you a lot value and is probably the first expansion you should get aside from the Hero Pack(s) of your favorite hero and favorite aspect. The reason for that is it includes two scenarios, one of which is generally thought of as fairly easy (Risky Business) and another that can be one of the hardest scenarios in the game (Mutagen Formula). Additionally, it comes with four modular sets that can greatly enhance the variety in scenarios you already own.Despite being not too difficult, Risky Business involves an interesting dual-personality mechanic for the villain that differentiates it from other scenarios and so can be a good first or second scenario for a new player if Standard Rhino and his single-scheme scenario is too boring. The damage heroes receive from Norman flipping to Goblin (due to Criminal Enterprise/State of Madness) provides a decision on when to attack and for how much rather than just as-much-as-you-can-all-the-time which is the best approach for other scenarios.
The more difficult Mutagen Formula features a full-time Green Goblin with the ability to deal extra encounter cards whenever he progresses to his next stage. This again forces the players to consider how to best time their attacks. Expert mode is a really tough test because each player will reveal 3 encounter cards in the very first villain phase due to the Green Goblin (II) When Revealed ability. The other focus of the scenario is minions. Most encounter cards either force you to draw a new minion, buff the minions’ stats, or do bad things based on the number of minions in play.
The modular sets each have a central mechanic so that you can tailor your scenarios as you see fit to challenge certain aspects of your player deck. Goblin Gimmicks features cards that mostly enhance the villain, or possibly minion, unless a Hero spends an action and resources. This is where you’ll find Pumpkin Bombs and Goblin Gliders to make for thematic battles against Green Goblin (or weird battles against Rhino, if you’re in to that). A Mess of Things features Scorpion and is focused on extra attacks and stunning your hero. Heroes with exhaust abilities or dependency on their basic actions (like Ms. Marvel and She Hulk) will be tested by this set. Power Drain features Electro and causes you to discard cards from the encounter deck, which accelerates threat accumulation on the main scheme. This can be deadly in a scenario like Klaw or against any hero that takes time to set up or is weak at thwarting. Tombstone appears in the Running Interference set which focuses on making you waste your actions and resources or otherwise be subjected to some pretty bad effects. Notably, the resources required for these effects are Mental and Physical, so heroes like Iron Man and Captain Marvel that depend on Energy resources can struggle to remove these obstacles.
Overview: The Wrecking Crew starts to show off how varied scenario design can eventually be. The gimmick here is that you are fighting against four villains at the same time, each with their own encounter deck, and there are rules and effects that determine which one is going to be punching you at any given time. There are no modulars in this expansion and the only way to alter the experience is to change the stage of the four villains, so it’s probably not an early buy for anyone hoping to expand their scenario options quickly. On the other hand, an advantage of this scenario is that it never has to be disassembled due to sharing cards with other scenarios so it is always ready to go.Each of the four Wrecking Crew members have their own specialty in terms of how they put pressure on the players. Wrecker puts out extra damage, encourages you to defend, and messes with your ability to plan for which villain is going to trigger when. Thunderball damages and stuns you and your allies and builds up threat quickly. Piledriver can remove your supports and upgrades, Retaliates, and can heal or otherwise block damage. Bulldozer forces discards from your hand and deck to remove your options and also deal more encounter cards.
The community assessment of this scenario so far is that it’s somewhat solvable and lacks enough pressure to be a challenge. If you identify which villains’ threats you can suffer most easily and take out the villain who is most directly affecting your game plan, then you can usually cruise to victory for the remainder of the game. Solving this puzzle isn’t going to be super obvious for all players, so there is still a challenge here and a unique experience even if it does eventually lose some replayability.
Modular Sets Included: Temporal, Anachronauts, The Master of TimeSpoiler Images
Overview: This scenario was spoiled in this article and with this FFG Live stream. As of the time of this writing, the only information we have on the scenario are from those sources. The takeaways are that the scenario will go through three villain stages, and there will be separate Expert versions of each stage. Stage I will be a normal villain experience, but Stage II will split all players into one of four randomly-drawn villain/main scheme combo. Each version of Stage II will represent a different era of time and the players will not be able to affect each others’ play areas. The four villains will all be different incarnations of Kang: Immortus, Rama-Tut, Iron Lad, and Scarlet Centurion. When a player defeats their Stage II villain, they are allowed to join another player at their Stage II. When all Stage II’s are defeated, all players join back up to face the final Stage III Kang.In addition to the splitting-up of players, the scenario seems to be designed around Obligations. There will be new, non-hero specific Obligations that can be drawn from the encounter deck and stay in play with some negative effect until the player can fulfill the condition of removal. The number of Obligations currently in play will buff other encounter cards. Additionally, many of these Obligations manipulate or put pressure on your Alter-Ego side and ability to flip your Identity.
The pack will only contain one rather large scenario, but it will come with three modular sets. Temporal involves threats being brought into the fight from other eras of time (most notably a T-Rex, as in an actual dinosaur). The Anachronauts are Kang’s personal guard and seems to be a collection of very strong minions. There is also a Master of Time set which allows Kang to be a minion in any other scenario. The minion version of Kang has a new keyword: Villainous. This keyword means the minion gets a boost card when they activate just like the primary villain. This is very exciting as it provides a way to have villain team-ups and mini-bosses in future scenarios.
Campaign Overview: If you’re familiar with FFG’s other co-operative LCGs, you should expect this campaign to be a lot more like the Lord of the Rings LCG Saga experience than any Arkham Horror LCG campaign. If you haven’t tried either of those products, what that means is that you’re mostly just playing the scenarios in a particular order with the same heroes, but there are no other restrictions on your deck building (meaning you can switch cards and even aspects). In campaign mode, the completion of each scenario may grant you with a bonus card to add to your deck, and/or add cards to the encounter deck or negatively affect the setup of future scenarios in the campaign. These additions are somewhat minor and, in my opinion, power up the player’s decks more than they increase the challenge of the scenarios. The other addition to campaign play, if you choose to play the “expert campaign,” is that your remaining hit points carry over from one scenario to the next, and that has the potential to affect how you play your last few turns, so you’re not setting yourself up for failure later. The story component of the campaign is very light, but centers around Red Skull trying to acquire one of the infinity stones. For an in-depth look at each scenario on its own as a standalone experience, look for a forthcoming article on this website to be linked here when it’s published. For now, it is hard to argue against purchasing this product for the scenarios since it nearly doubles what is available. Some of the included scenarios may be outclassed over time, but as of the time of this writing this one of the better value buys available for expanding your game play options.
Hero Overviews: Hawkeye is a very fun hero to play, as his signature cards capture the theme of an arrow-slinging sharpshooter very well. The other thematic aspect of his design is that, unlike the super-powered members of the Avengers, Clint Barton is just a regular guy and therefore cannot take much punishment. Your primary deck building goal is likely going to be how to use the rest of his deck space to prevent incoming damage and attacks, unless you are teaming up with another hero who can do that for you. Once that protection is in place, Hawkeye is free to shoot as many arrows as possible and can have one of the highest damage ceilings currently available. Spider-Woman is nearly the polar opposite of Hawkeye, in that her deck building options are much wider, but the thematic focus of her design is much more vague. She is a double agent, so she can include cards from two different aspects. That ability doesn’t lend itself to feeling like you’re a secret agent, but it does mean the possible Spider-Woman decks are extremely varied. You may have Spider-Woman take a backseat to a suped-up ally, but you could also leverage cheap aspect cards and readying to turn Spider-Woman into an absolute monster. Having both heroes in the box is a plus in that most players will be satisfied with the style of at least one if not both.
Player Card Overview: The only people that will likely disappointed with these player cards are Protection players, because that’s the only aspect without new cards in this release. Each other aspect gets some new cards worth looking at. Obviously, due to the theme, this box provides a lot of support to Leadership Avengers decks. The Leadership cards are skewed towards builds that prefer allies that stick around rather than quickly come in and out of play. This is explicitly true of Team Training and Ready for Action, but also Sky Cycle gets more value if the attached ally is in play for multiple turns. The allies all have either 3+ health or passive abilities such that you want them in play for more than a single turn, but Goliath gets a special shout out. He can provide a slightly scaled-back version of what the Vision ally can give you, but at a much lower investment of additional cards and resources. The best Aggression card is probably Spider-Girl, because all 2-cost allies are good, and she can give you a temporary reprieve from a problem minion not named Ronan. Press the Advantage is also interesting if you need cheap events or can count on the villain regularly being stunned or confused. For Justice (ha), Spider-Man is expensive, but can absolutely nuke a side scheme regardless of player count. Clear The Area is great for when For Justice is overkill, and Skilled Investigator can be very good against most scenarios as 0-cost drawing abilities are not to be under-estimated. Earth’s Mightiest Heroes seems like the kind of card that will be involved in a lot of future shenanigans.
Galaxy’s Most Wanted
Release Month: Expected February 2021
Heroes Included: Rocket (Aggression) and Groot (Protection)
Scenarios Included: The Collector (two scenarios), Nebula, The Brotherhood of Badoon, Ronan the Accuser
Release Month: August 2020
Available as a print-and-play from the FFG Marvel Champions product page under Player Resources here, or click the name of the modular set above to go straight to the PDF. Also available in multiple printing formats at Hall of Heroes.
Overview: This was a surprise release from FFG just before what would have been the weekend of Gen Con 2020, which was canceled. This is so far the biggest minion in the game by virtue of 3 SCH, 3 ATK, and hit points that scale with the number of players (not to mention Toughness and immunity to being stunned). Every card in the modular set is going to have a big impact whether it comes out as a boost card or revealed encounter card. Ronan, his scheme, and attachment all get put into play if they turn up as boost cards. The rest all have 3 boost icons. The theme of the modular set is punishing you for defending with allies, as many of the cards have an additional effect when a character is defeated or grant the overkill keyword. Personally, I think this a welcome addition to the game as decks that can churn out lots of expendable allies can have too easy of a time in the villain phase. If you have a Leadership deck that is stomping most scenarios, I suggest throwing this modular set into the encounter deck and seeing how it goes. In multiplayer this is probably the toughest modular set in the game now. In solo there’s probably still some discussion about this set versus Legions of Hydra and The Doomsday Chair.
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