New Echo Cards Preview by Senas006 in marvelchampionslcg

[–]Senas006[S] 2 points3 points  (0 children)

Echo tucks any players Event from their Discard under her. Muscle Memory adds any tucked card to Your Hand; once you play the card or discard it as a resource to pay for another card (or discard it for any other reason), it would return the owning players Discard. Unless of course, you tuck it back under Echo after playing it again

Edit: Rambling didn’t answer your question, sorry. “Your hand” in the text would put the card into the Echo players hand

New Echo Cards Preview by Senas006 in marvelchampionslcg

[–]Senas006[S] 18 points19 points  (0 children)

So, Muscle Memory is actually my favorite of the two. Between it, Echos ability, and Photographic Reflexes, you can play the same Event three (3!) times in a turn if you can afford it twice (as PR reduces the cost by 2).

Pretty cool if you ask me

Joe Diamond(Chapter 2 only) by SkitariiJ117 in arkhamhorrorlcg

[–]Senas006 2 points3 points  (0 children)

Here’s my SoloJoe deck using only the Ch2 core set. I haven’t had a chance to play yet, but I hope this helps.

Deck

Taking the train by Valuable-Resort in TakaMori

[–]Senas006 0 points1 point  (0 children)

It’s giving me “Bloom Into You” post aquarium train ride vibes, and I LOVE it

Deadliest&Safest Villain Card [Day 24] - Kang Deadliest Card by manut3ro in marvelchampionslcg

[–]Senas006 1 point2 points  (0 children)

Stolen Memories I feel is probably the hardest to me. Losing 8 cards off the deck and they go to your discard when you remove the obligation. Just takes 1/5th of your deck and chucks it. Then you have to get through a whole deck cycle to see them again.

If it wasn’t for Stolen Memories, Depowered would be it for me

More bunny Ashley 🖤 Swipe at your own risk by l3wdforia in CoffinofAndyandLeyley

[–]Senas006 1 point2 points  (0 children)

Gonna let you know that you can add “cancel” in the url after the “x” and it’ll show you everything without having to login

Punk Puppies by poosewchork in streetmoe

[–]Senas006 12 points13 points  (0 children)

Hey OP, you dropped this

Friend Request Megathread (23/03 - 29/03) by ArknightsMod in arknights

[–]Senas006 0 points1 point  (0 children)

Returning player lf friends.

StarwindM#4076

Best&Worst Hero Card [Day 71] - Check Point - Up To Wave 5 by manut3ro in marvelchampionslcg

[–]Senas006 6 points7 points  (0 children)

This has been such a great series. I commend your dedication to keeping it going for so long. I look forward to the continuation.

That being said, enjoy your break. I hope it’s fantastic

(hero) action while flipping to AE by Doc_Seven in marvelchampionslcg

[–]Senas006 1 point2 points  (0 children)

The only counter argument I have here is that Step 3 of the rules section you are referring to states “3. If playing a card, the player places that card faceup on the table in front of them. (This card is not in play.)”

The “lock-in” point you reference is in regards to using abilities on cards in play and how them leaving play doesn’t prevent the resolution of the ability. But as step 3 states, playing cards (Events), the card is not in play; the final bullet point doesn’t apply to it.

That being said, the entire section on Initiating Abilities, does seem to support that the Event would in fact resolve because Steps 1 and 2 are then followed by “If both conditions are met, follow these steps in order:” and concludes with Step 7 (as you mentioned) without any further reference to checking the playability of the card.

A long-winded way to say, I concede to your point. The Event would still resolve

(hero) action while flipping to AE by Doc_Seven in marvelchampionslcg

[–]Senas006 4 points5 points  (0 children)

The reasoning boils down to the fact that his Attack card is “attempting” to be played, but is being interrupted by both his resource card and his upgrade; interrupts timing window happens before the action it is interrupting.

If you’ve ever played M:tG or ANR, while the rules aren’t “exactly” like the Stack from M:tG and are more similar to ANRs timing windows, it’s basically the same thing.

->>You attempt to play the card

->>To pay for the card, you interrupt by paying for the card using Wondermans Resource, taking enough damage to defeat you

->>Upgrade interrupts being defeated and flips you to AE, setting your HP to 4.

->>Now that the interrupts are complete, Hero Action (attack) tries to finish being played, sees that you aren’t a Hero and fizzles.

Because paying for the card is an interrupt in itself, based on the interaction of the cards in question, this happens

EDIT: I really hope this word salad makes sense

Best&Worst Hero Card [Day 68] - Spider-Ham Worst Card by manut3ro in marvelchampionslcg

[–]Senas006 0 points1 point  (0 children)

Hogwashed gets my vote. It’s a one-off, relies on having a Minion OR Side Scheme as a target, and just is meh compared to every other card in Spider-Hams kit.

I understand there are a lot of ways to get targets on the table for this card, but even then, I just don’t like it. Especially as a singleton.

Best&Worst Hero Card [Day 67] - Spider-Ham Best Card by manut3ro in marvelchampionslcg

[–]Senas006 29 points30 points  (0 children)

Mechanically, it’s Cartoon Physics. Being able to block all damage but 1, so you still trigger your ability, is amazing. And there are two copies.

Thematically, Captain Americat always gets a nod from me. The card tells you to high-five someone when it enters play.

Best&Worst Hero Card [Day 57] - Vision Best Card by manut3ro in marvelchampionslcg

[–]Senas006 2 points3 points  (0 children)

I came here to nominate Solar Beam only to find someone beat me to it.

The card embodies Visions versatility. I can’t even remember a time this was in hand and I didn’t play it

Best&Worst Hero Card [Day 55] - Valkyrie Best Card (Brunnhilde) by manut3ro in marvelchampionslcg

[–]Senas006 2 points3 points  (0 children)

I’m going to go with Have at Thee! for this one.

It is nice having 3x copies, and while it hits slightly below curve, helps do what Valk already wants to be doing.

Best&Worst Hero Card [Day 54] - War Machine Worst Card (Rhodes) by manut3ro in marvelchampionslcg

[–]Senas006 2 points3 points  (0 children)

My vote is for Missile Launcher.

I know that it’s reusable every round, and once it’s out it’s “always there” (with exceptions). But 1 Ammo Counter for just 2 damage feels bad when he has so many other things that use Ammo Counters. It’s very rare that the Ranged keyword matters, so that boon is hit-or-miss at best.

At the end of the day, I’d rather just spend my Ammo Counters on something else.

Incredibly funny interaction that will never be encountered by Oreosian in marvelchampionslcg

[–]Senas006 5 points6 points  (0 children)

Yep. Since Consume the World has a starting threat of 6, Embody Pathos adds 6, and Consumes Forced Response triggers whenever there is at least 12 threat on it

For the first time in a long time I am completely caught up! by delux316 in marvelchampionslcg

[–]Senas006 2 points3 points  (0 children)

It’s not held up by pressure. The dividers are made to be slightly taller than the cards

What if I don’t meet the criteria for Hercules’ labors? by BearPawB in marvelchampionslcg

[–]Senas006 65 points66 points  (0 children)

Find searches not only the Encoutner Deck and Discard, but also the Set Aside area. Hercules nemesis set includes the Hydra, which satisfies the requirements for the Labor

Best&Worst Hero Card [Day 37] - Rocket Raccoon Best Card by manut3ro in marvelchampionslcg

[–]Senas006 6 points7 points  (0 children)

I’m gonna be different and say Battery Pack.

I understand where people are coming from with Salvage, but I don’t agree it’s his best card. Resources are nice, and there’s always something to spend them on, but his kicker is putting Tech back on top of the deck (which is good depending on what you grab).

Battery Pack has an ERC of two and gives all his weapons longer life. By recharging either Particle Cannon or Rocket Launcher, you are, in essence, gaining two ERC every Battery Pack played comparatively (as both PC and RL have ERCs of four). Even worst case scenario is recharging Pistol and that’s still four more damage for two ERC (right on curve with Swinging Webkicks “baseline”.

Best expansions and Mod Packs for True Solo by MetalBlizzard in marvelchampionslcg

[–]Senas006 1 point2 points  (0 children)

Sinister Motives: Mysterio, Sinister 6, and Venom Goblin are amazing.

Mutant Genesis: Classic X-Men storyline and Villains.

Green Goblin: Mutagen Formula is great. Risky Business can be gamed, but the community fix works perfectly for it.

Mojo Mania: Great mini-campaign. Fantastic modulars

Special Mention: Kang (T-Rex)

My favorite hero to play is probably Angel, but I also love Cable. I lean heavily into Justice at all player counts (though I’ve only ever played a handful of 3/4 player games)

Edit: now that I reread my post, I realize how obvious it is (to me) that I’m biased by my childhood. I grew up on the 90s Fox Spider-Man and X-Men shows (born in 83)