She Hulk Home Rules
Extra She Hulk News: So I tried a game with my She Hulk Home-Rules. Most people home-rule her to just have a 5-card hand size. That makes sense, and probably solves most of her problems. But she has two cards that I hate: Gamma Slam, and Legal Practice.
Proposed Changes:
1. Gamma Slam is an upgrade which you play on setup (still requires 4 resources to activate, then you set it aside like Valkyrie's Death Glow). Now you can take damage and manage risk with some sense of gaming sanity. I want to have fun with that stupid card. I want to work She Hulk into a spot where GS is an awesome move ==> "The villain does 4 damage to you..." "...Hah! Just making me more angry..."
2. Legal Practice has an extra kicker: if you discard all 5 cards, you replace Gamma Slam. Now when you sacrifice your whole turn to thwart, you can prepare a later attack. This makes that goofy card more fun.
Result: it totally worked! I actually had the opportunity to use Legal Practice to get Gamma Slam out again. The first time it hit for 8, the second time it hit for 13. Super expensive, super risky (down to 2hp for the second GS), and you have to make big sacrifices, but those cards are way more fun to play with the home rule.
My gratuitous gripes about those cards:
Legal Practice... Six cards for 5 thwart? Everyone acknowledges that this is one of the most inefficient cards in all of Marvel Champions. Sure it's an emergency card, I get it, and you can play it in alter ego, which She Hulk does all the time to get more cards (+ she would prevent an extra threat in alter ego). Great to have for those dire moments, and she could often clear a side scheme with this move, but she effectively loses her whole turn as a trade-off. Sure she might have allies out and stuff, but as a new player, I want to play, not watch everyone else playing awesome cards, while I discard and draw. It's probably a great move at certain points in the game, but it's a total sacrifice*... It's WAY LESS FUN...
*Note that I sometimes play an underpowered or support hero if I'm teaching others to play, so I take a back seat more, and let them make the cool moves. So sometimes, it's oddly advantageous to have some low-efficiency options to let others play more.
Gamma Slam... I mean compare Captain Marvel's Energy Channel to Gamma Slam. It's no contest. Energy Channel has two in the deck, it's a zero-cost card (+ whatever you discard to power it), it's an upgrade, so you can play it now and use it later, there's no risk to manage, and it'll often do more damage than Gamma Slam. No one EVER plays Gamma Slam ==> it always pops up when you only have 4 cards in your hand, or you're near max life (5 Rec is a lot), or you're in alter ego... It's an event, not an upgrade, so you can't plan for it. Are you supposed to hang out at 4hp and wait to hopefully draw Gamma Slam? That’s terrible strategy, especially since having high HP at the end game is super powerful, because the losses usually come from being low on hp, and *having* to flip for a Recovery and then the Villain schemes, and then boost is unlucky, and then the encounter card, the Villain schemes again… Having high hp at the end, is very powerful for finishing strong. So if Gamma Slam is going to be worth the risk, you need to have it as an upgrade that sits where you can get to it.
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