Welcome back. Today we are bringing Don't Cross the Streams to a close with a look at stream crossing cards in the Leadership aspect. First, however, it must be noted that Leadership is a bit out an outlier in Marvel Champions. Where Aggression, Justice, and Protection all have pretty singular focus-dealing damage, thwarting, healing/preventing damage respectively -Leadership uses allies, and cards that use your allies to do all of the above. The main thrust of Leadership is that, if you've got good friends, you can accomplish anything (this applies to life too, que the warm and fuzzies). Because of this, there simply aren't that many cards in this aspect that fit the stream crossing formula I've been using in these articles. So, in honor of my current favorite Marvel Champion, this article will be a be quick one...
Welcome back. I hope you've all brought your floatation devices, because we are once again crossing the streams. This week we will be focusing on stream crossing cards in the Protection aspect. You know, the green cards that help you prevent damage and heal up you hero? So grab a shield, or better yet an energy barrier, and follow me down the rabbit hole of design in Marvel Champions.
Welcome to part two of "Don't Cross the Streams" a four part series, in which I look at cards in Marvel Champions that combine elements from two different aspects. The first instalment focused on Aggression cards that did Justice things. This week I'll be flipping the script and analyzing damage dealing Justice cards. Does HARD JUSTICE have a place in Marvel Champions? Let's jump in.
Deck construction games can be pretty daunting. Marvel Champions, avoids this through the simplicity that is "pair a hero with one of the 4 aspects." These aspects are all deeply tied to the goals of the game: "Aggression" deals damage, "Protection" prevents damage, "Justice" focuses on stopping the villains from completing their dastardly schemes (you dastards!), and "Leadership" focuses on using your allies to do all of the above. Because these aspects are so rooted in the goals of the game, the cards within them tend to be of a similar design. However, making games is hard and balance in design, whether intentional of not, can easily be disrupted. Here, in part one of a four part series. I'll be looking at aspect cards that cross the streams, blurring the lines between their own aspect and another. Are these cards necessary to make the game interesting, or do they break the game by doing too much? Let's find out.