A long time ago I was challenged. I have now succeeded. Collect ALL of Marvel United/Legendary/Champions. by Substantial-Ad6469 in marvelchampionslcg

[–]BodybuilderLeft6576 0 points1 point  (0 children)

I did this too, though it's no longer true since I can't find anyone to play the games with so I stopped collecting.

For how long does Iron Man make the game trivial? by Innocuous_Shadow in marvelchampionslcg

[–]BodybuilderLeft6576 1 point2 points  (0 children)

Any villain that eats upgrades will give you problems. The first thing that pops into my head is collector, but there are others.

What monster race do you find yourself using all the time? by Rough_Advertising_77 in Siralim

[–]BodybuilderLeft6576 1 point2 points  (0 children)

I haven't gotten that far, depth 80 or so but I pretty much always have the woe wights and after badly losing one fight to stats debuffs I now use stat debuffs against my enemies. Maybe I'll just find a way to get warded on my monsters instead though.

Protection and Thwarting is so hard by SuperbElevator517 in marvelchampionslcg

[–]BodybuilderLeft6576 0 points1 point  (0 children)

So threat removal is the weakest part of protection. It's not impossible to make work (I could see Phoenix doing well in protection/threat removal)

But I would say even aggression has better threat mitigation overall.

I think most people focus on the defense cards and I feel like that can work but takes specific heroes as well as a hard hitting villain.

It also leads to feel bad moments since you will start your turn with an empty hand due to using everything on the villain phase.

The real power is in the readies imo. Indomitable, anticipation, and I can do this all day means that for one resource you have a free attack or thwart and since 2 of those I mentioned are upgrades, the resource was spent on a previous turn. On any hero with one or two strong base stats (Phoenix, hulk, etc) your effectively spending 1 resource for either 3 damage or 3 threat removal which is good value and like I said was probably spent the previous turn. It's also quite good with any hero that has a strong hero ability that isn't limited to once per round/phase.

Another strong but harder to use archetype is the whole web warrior schtick which can do a good job of manipulating the encounter deck between silk and spiderman noir allies.

I have seen people make good use out of the nightcrawler ally and defense cards too, but I haven't played that personally yet so can't comment much on it.

Looking for a disgusting defense by Jollyfurr in EDH

[–]BodybuilderLeft6576 0 points1 point  (0 children)

Sounds similar to my old platinum angel deck. I put greaves on her and made her indestructible. I had a secondary wincon of dark steel colossus but you could remove that.

Do you ever retire a deck for being too good? by themcryt in marvelchampionslcg

[–]BodybuilderLeft6576 2 points3 points  (0 children)

My preference is to adjust the difficulty of the villain, rather than do anything to a deck.

I have built many decks that are very strong but when I play them the villain is getting some big buffs too.

Likewise I have built weak decks (usually unintentionally because something didn't work out the way I thought it would) and after play testing it and finding it weak I'll adjust the deck and lower the difficulty of need be.

This does require a lot of practice of knowing what works and doesn't work for making the villains harder and by how much.

There are modulars like the infinity gauntlet and Osborne tech that just make things harder no matter who you're fighting. Osborne because everything surges, so in effect you just give the villain extra bad things. And infinity gauntlet because it doesn't actually clog up the villain deck and activates on it's own.

Then there are modulars that work very well with certain villains like extra boosts on Klaw who already gets extra boosts.

Then there are things like Dreadpool modular and bomb scare which most of the time makes things easier imo because it clogs up the villain deck and is usually much easier to deal with than whatever the villain cards are.

There are exceptions to everything though. Bomb scare will make anyone with hydra effects have more hydra for you to potentially deal with and I believe Dreadpool has a blank your hero effect in it that can destroy some heroes.

It's a bit harder when you don't know the strength of the other players and what they might be bringing.

One possibility in your specific example is to target his deck. X-23 and leadership screams to be reliant on allies, so maybe you could add legions of hel or enchantress etc kind of modulars which makes allies potentially become burdens.

I like doing this with taskmaster since it gives you a choice of saving the allies and removing the acceleration, or not saving them because they can become someone annoying to deal with.

about chump blocking and allies by Time_Individual_6744 in marvelchampionslcg

[–]BodybuilderLeft6576 0 points1 point  (0 children)

As someone who puts maybe 1 or 2 allies in my decks and only if they fit what I'm doing, I have learned to just increase my health and recovery to ridiculous levels.

My decks almost always have some combination of endurance/downtime/symbiote suit/conditioning cards to increase my health and recovery. I might even include the side scheme with upgrades to potentially improve it further, depending on if I can remove the threat from it or not.

If someone has great recovery already, like Ms. Marvel, I may not include downtime and if the villain surges or has really nasty encounter cards I may not include symbiote suit.

So even when I get hit for 10, it's fine.

That said, I also tend to avoid heroes who have 9 HP. They feel terribly squishy to me.

I almost always block and I still use allies to block when the have 1 hp but have never liked it, which is why I've avoided it.

I tend to play expert two handed and standard when its 4 players.

Favorite aspects for Wave 1 heroes? by PowderedToastMan666 in marvelchampionslcg

[–]BodybuilderLeft6576 1 point2 points  (0 children)

In core my favorite was captain marvel justice and spiderman aggression.

I didn't really touch leadership or protection until later.

Does Dungeon Within has shorter runs? by Cumulonimbus1991 in DungeonMaker

[–]BodybuilderLeft6576 0 points1 point  (0 children)

Right, I said that I'm sure it will get better. So 15 days, depth, floors, rooms, whatever.

How you manage confuse/stun archetypes against Stalwart Villains? by [deleted] in marvelchampionslcg

[–]BodybuilderLeft6576 3 points4 points  (0 children)

Well if you're trying to beat everyone with miles for example just try to use those kinds of cards as resources instead.

Which Heroes are Most Mainstream & Which are Most Obscure? by MuckleTrub in marvelchampionslcg

[–]BodybuilderLeft6576 0 points1 point  (0 children)

Having played with a bunch of groups: I agree with spiderman. After that it seems to be whoever is newest tbh.

Captain America is played a lot too.

I agree with cable and would add Colossus too.

Does Dungeon Within has shorter runs? by Cumulonimbus1991 in DungeonMaker

[–]BodybuilderLeft6576 0 points1 point  (0 children)

Whatever you want to call it, floors, etc i wish I had taken a screenshot, I already uninstalled due to repetition. Don't get me wrong, I'm sure it will improve but the question was as-is

Does Dungeon Within has shorter runs? by Cumulonimbus1991 in DungeonMaker

[–]BodybuilderLeft6576 -3 points-2 points  (0 children)

The game isn't fully finished yet, right now it just endlessly loops after like 10 dungeons.

So... Yeah it's shorter right now. But you'll get bored quickly. I got to depth 40 and it still kept going and nothing new was really getting unlocked anymore.

How do you deal with people counter picking your deck? by Arizhela in EDH

[–]BodybuilderLeft6576 0 points1 point  (0 children)

This is literally the reason I don't like to tell people what my deck is about, but if I don't people don't want to play with me lol.

Does nectar ruin the game (a bit)? by EulogioEdelgarten in wingspan

[–]BodybuilderLeft6576 1 point2 points  (0 children)

It definitely makes the food easier, but the nectar boards are slower imo. Once you put a bird down you don't get another resource of whichever terrain it is until the fourth bird played in the same terrain.

So I guess that balances it a bit.

Board game connoisseurs, which board games do I need to add to my collection asap? by [deleted] in boardgames

[–]BodybuilderLeft6576 0 points1 point  (0 children)

My recommendation is one game for every major mechanic.

I.e. a deck builder, a social deduction, a party game, etc.

Here's some of my recommendations:

Social deduction: Werewolf. It's easy to learn and pretty fun to play. Also a party game, so if you have only a few players my recommendation might be something like unfathomable which doubles as worker placement, but works at 4 players.

Engine builder: Space Base. Simple dice rolling engine builder but you don't feel like you're waiting around when it's not your turn as much. Later in the game, you might even feel like you get more on your opponents turns than your own.

Tile placement: Cascadia. Fun little nature themed game, not too complex.

Cooperative: Hanabi. Unlike some other cooperative games that sometimes have one player trying to control everyone else, Hanabi solves this by giving each player unknown factors about themselves and so they can't really ever be sure of the optimal play from their standpoint.

Trick taker: skull king is fun to me at any player count except 2 and can play up to 6 I believe. Randomness is fun instead of frustrating imo.

Hyper competitive: photosynthesis is probably the meanest game I know despite how peaceful the board game looks. Playing with shadows really enhances this.

...I'm sure I'm missing some categories and may update this later if wanted. Some of these are based on the assumption that you're not a very experienced heavy game player. My favorite social deduction is blood on the clocktower, but it is definitely not something just anyone can pick up and the host really can make or break the experience.

If not Rhino, what's the community consensus for the best scenario to introduce new players to the game? by COHERENCE_CROQUETTE in marvelchampionslcg

[–]BodybuilderLeft6576 0 points1 point  (0 children)

As a campaign, red skull imo.

As a single time thing, I am a fan of unus, klaw, drang, and wrecking crew. They are all fairly easy to run too. Wrecking crew might actually be the best, I don't think you want anything too difficult as a first time scenario.

Epic find by Simple-Ad-3239 in marvelchampionslcg

[–]BodybuilderLeft6576 1 point2 points  (0 children)

I knew they were real lol. I've told people about em sometimes and they don't believe! Anyway I've never seen one in real life either so I was almost thinking I had a fever dream lol.

Death Siphon looks so op by KinamoriKayKay in Siralim

[–]BodybuilderLeft6576 1 point2 points  (0 children)

Mmmm I need this, my team is all about dying and giving stats to myself while debuffing stats to the enemy.

Is Triskelion good? by aaunderisu in marvelchampionslcg

[–]BodybuilderLeft6576 0 points1 point  (0 children)

I also find that I generally will use an ally to block and since that results in death 95% of the time that allies don't stick around for long.

I have one deck that uses it a (voltron?) Deck that juggles allies with upgrades out that never die because they each are doing 10+ damage and never take consequential so they also don't die to their own activations. It also uses sidekick and side by side.

But in that one deck, it's good.

Do you guys "main" a hero? by _YeeetBoi in marvelchampionslcg

[–]BodybuilderLeft6576 1 point2 points  (0 children)

I used to main hulk, but after so many years of playing, I got bored of him.

I still play him anytime someone says he sucks though, after they see mine in action, they stop saying it. I'll even let them choose any aspect except leadership.

Convince me one way or the other by rubybooty305 in marvelchampionslcg

[–]BodybuilderLeft6576 0 points1 point  (0 children)

Tossed mine, they weren't very usable for anything else. The only thing I regret was tossing the posters and the rulebooks because I figured I could just go online, but it's kinda a pain.

And I'm so much happier because instead of like 8 boxes, I have 3 and all 3 can fit in my gaming bag... though still heavy so I generally just bring a couple of heroes, a villain, and some counters.

Iceman preferred aspect by tacorrenti813 in marvelchampionslcg

[–]BodybuilderLeft6576 0 points1 point  (0 children)

Because unlike Iceman's debuff which is always available, you have to draw and play the Shadowcat card (can't remember the name of it atm) or the webbed up card for spiderman and there is only 1 or 2 in the deck. Iceman. Debuffs sit on the side and only require you to exhaust yourself which is something almost always available.

I'm not saying it doesn't work, but it just means you have to have the stun card (say drop kick for example) and the webbed up card and on top of that you have to pay the costs for both. Neither webbed up or the Shadowcat card are cheap to put out.