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Ms Marvel Home Rules

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Ms Marvel Home Rules Sneak By : now adds the Response, "If this is the second time you have played this card this phase, increase the threat removed by 2."  This is just slightly better.  It's six effective resources for eight thwart.  Shrink could add another two.  But that's why this is cool, because it's flexible.  You could use Shrink on the first play or the second play.  So you could thwart for 5 and 5, or for 3 and 7.  That helps clear side-schemes and such. Big Hands : now adds  the Response, "If this is the second time you have played this card this phase, increase the damage by 2."  Same effect as Sneak By , working with Ms Marvel's recursion.  It's six effective resources for ten damage.  Embiggen could add another two.  The flexibility with Embiggen lets you hit for 6 and 6, or for 4 and 8.  That could help you defeat different strength minions. These are not major fixes to her mechanics --it's just a fix ...

Adam Warlock Home Rules

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 Ad am War lock Home Rules Here's my custom set for Adam Warlock.  Note that there are only a few hero decks which have major problems for me: Adam, Hulk, She Hulk, and Ms Marvel.  Finally, I'll probably make all the "team" cards discardable upgrades instead of unreliable events. Implementing house rules was tricky, because there's really not enough room on Adam's hero card to write anything.  Adding the rules to cards which get shuffled into your deck is sketchy: you might not get them when you need them.  We're back to Adam's original problem --he needs certain cards, but he ends up discarding them, and can't get them back.   I was inspired by the Retcon cards by werdunloaded from redit, so I made an extra hero card called Counter-Earth  which had the extra two rules on it on setup, and then a different interaction on the back.  This ended up being the best option, with more interesting gameplay from turn one.  This way, you can add ...

Helpful Links for Understanding / Improving your Decks and how to play them.

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These are a few YouTube links which helped me immensely in figuring out Marvel Champions, building decks, swapping aspects, and playing them. Fix These 10 Rules Mistakes To Win More Games - Marvel Champions From DaringLime I've made at least half of these mistakes.  This helps so much. 10 More Rules Mistakes To Fix That Will Help You Win Games! - Marvel Champions Rules Reference 1.6 From DaringLime Even more help from DL --again, I've made half of these mistakes. Every Hero's "Worst" Card: Core Set Edition From VillainTheory (with Boomguy ) This (series) helped me think about efficiency, coordination, and deck building.  Whenever I get a new hero pack, I often come back to this series. Marvel Champions: Every Hero's Best Aspect (At Every Player Count!) From VillainTheory This comprehensive video helped me think about aspect swaps, and why some heroes pair better with certain aspects in multiplayer.  Whenever I get a new hero pack, I often come back to this vi...

Multiplayer / Whole Box Deck Building / GMW difficulty level

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Non-negotiables + Whole Box Building Goals / Limitations Because of my limited options for deck building, what if we are never able to do some of the harder villains?  For me, I don’t care.  I like the team role-specific puzzle aspect to it.  I want something that plays easy on game night.  My friends are learning the game –they’re not going to sit around for an hour doing deck-building for a game they’ve never played.  I need a box of playable heroes ready to go.  For me it’s less deck-building, and more deck-tweaking.  Every once in a while I’ll do some aspect swapping. I'll never play solo for Marvel Champions. I like the puzzle of how to pair aspects and heroes to create a good team. Note on ally dispersal in Aspect decks for whole box building. I try to follow this rule, with a few exceptions: Leadership: 6 allies per deck (+ Make the Call ) Protection: 5 Justice: 3-4 Aggression: 3-4 People who deck-build in solo play to get the perfect deck...

MC Aspect Pairing Chart for Two-Player / Heroes vs Aspects

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These are my very general ideas about pairing. Leadership Protection Justice Aggression Leadership Shows hero differences  Need maximum versatility. Methodical, Slow, Careful, works if one deck is more aggressive Maximum Board control Fighting minions while building for a big end game Protection Methodical, Slow, Careful, works if one deck is more aggressive Shows hero differences  Expect high damage. Mutual Support, Survival Mode Balanced Defense and Damage. ...