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Marvel Champions Top 10, Issue #7: Upcoming Marvel Champions Expansions (both announced & leaked)

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?

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Marvel Champions Rankings, Issue #1: Hero Obligations

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. 

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Marvel Champions – My Dream Team

Many content creators have posted their rankings and power lists of the individual characters, but what is the best 4 player team you can run now? Especially as its one character for one aspect. Now this was actually harder than you think to come up with, as the reality is all of my hero choices could have gone into any of the aspects. So getting the balance right was tough and it was the fine margins that decided who should sit in which aspect. Now I imagine everyone will have different ideas on this but all I can hope for is that when reading through this you at least appreciate my reasoning if you don’t agree with my choices!

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Don’t Cross the Streams? – A Look at Design in Marvel Champions, Issue #4: Leadership

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...

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Marvel Champions Top 10, Issue #6: Hero Packs

One of my favorite things about Marvel Champions is, how cheap the game is to collect and own compared to other titles I've played. If you set out the initial investment, you're looking at fifteen pounds or dollars, roughly, to get a new hero every 4-6 weeks on average with the odd campaign expansion box thrown in now and again. So if you're starting from scratch though, assuming your first purchase is the core box and your second is the Rise of the Red Skull campaign, which packs should you prioritize?