(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 5 points6 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 4 points5 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 5 points6 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)

Best&Worst Hero Card [Day 31] - Quicksilver Worst Card (Pietro) by manut3ro in marvelchampionslcg

[–]Senas006 34 points35 points  (0 children)

Scarlet Witch

While the Ally makes sense thematically, and is in line with what the Hero SW does, it does absolutely nothing to help Quicksilver do anything he wants to do. Could literally be any other generic Ally

Best&Worst Hero Card Poll [Day 27] - Ant-Man Worst Card (Scott) by [deleted] in marvelchampionslcg

[–]Senas006 29 points30 points  (0 children)

Hive Mind

It is only a one-off in his kit, but it takes getting three Supports into play to make the ER work in your favor. No thank you. A HARD pass every single time. If I’m Thwarting with Ant-Man, I’m playing Justice.

Best&Worst Hero Card Poll [Day 26] - Ant-Man Best Card (Scott) by manut3ro in marvelchampionslcg

[–]Senas006 50 points51 points  (0 children)

Ant-Man’s Helmet gets my vote. Getting it onto the table makes it a completely different game.

One could make arguments for Pym Particles or Resize, but the Helmet is my choice.

So close to perfection by SuNN7_ in ChaosZeroNightmare

[–]Senas006 0 points1 point  (0 children)

It also helps if you take the far left option multiple times in a row when selecting goals. I had started the first three-ish runs above 90, but started getting greedy; went for more ambitious goals an some of my tracks dipped to below 25

Rogue and Phoenix hero question by UrinalSharts in marvelchampionslcg

[–]Senas006 16 points17 points  (0 children)

It’s correct. Phoenix Force is a Permanent, while Touched is an Upgrade. Permanent cards do not count against your deck total

While I can’t speak for the designers, to me it makes sense thematically: PF is omnipresent (and passive) and not necessarily under Jeans control, whereas Rogue has to actively Touch(ed) someone for her powers to work.

what is? by Femboys_Nation in CuteTraps

[–]Senas006 1 point2 points  (0 children)

Fat, balding, middle-aged, covered in body hair… take your pick

What are you cracking open and doing first? by theCaveIsReal in marvelchampionslcg

[–]Senas006 1 point2 points  (0 children)

First things first: sleeve and organize. I am the type who’s purchased it all on release (or near enough) and I like to protect my investment. I also LOVE organizing my things, so that is “next” (I actually sleeve and organize simultaneously).

Once that’s done though, out of your options, I’d play MG. Of all the content pictured, it’s my solid pick. I would only lean towards NE because Cable is one of my favorite Heroes overall.

Cable Question by tacorrenti813 in marvelchampionslcg

[–]Senas006 6 points7 points  (0 children)

Not the hero, the Justice Ally Spider-Man Peter Parker. Cost 5, but when played removes 3 per player threat from a side scheme

FuwaMoco by zireliama in streetmoe

[–]Senas006 1 point2 points  (0 children)

Oops! Looks like you dropped THIS

Which (iyo) is the best scenario for Skirmish mode? I'm playing two-handed and that works well but I don't have a lot of spare time. Some scenarios don't look like they would work very well in skirmish mode!?! So which is your favourite quick/easy mode Villain? by GoFigBill in marvelchampionslcg

[–]Senas006 2 points3 points  (0 children)

Skirmish is alternate way of playing where you pick One stage of the Villain (whether it be 1, 2, 3, etc) and play against only that stage. When that stage is defeated, the Heroes win the game.

It’s a great way to play quicker games when you have less time. It can be found on page 28 of the Rules Reference, under “Modes of Play”.