Hero/Aspect Combinations

By Iuchi Toshimo, in Marvel Champions: The Card Game

I made a bunch of decks and tried them each for about 5 solo games or so against Basic difficulty villains.

My most successful solo decks:

Iron Man / Leadership : Allies keep Iron Man alive and the threat down while Tony assembles his suit. Three suit pieces is usually enough to start living in Iron Man mode. Second Rocket Boots can be recycled with Stark Industries for continuous Aerial trait. I never came close to losing, even with 4 schemes out at one point, because Mark V Helmet is ridiculous.

Captain Marvel / Justice : Justice role completely smothers threat and gives Carol time to set up gigantic death rays from outer space. There are a lot of energy icons in the Justice role for that sweet, sweet synergy. As a side note, Justice might be equally as good for Iron Man to stall things out and to help him fire better lasers.

I will also note that both these decks cycled themselves nearly every game.

My least successful solo decks:

She Hulk / Aggression : Some of She Hulk's cards are definitely more for group play (Ground Slam) and some of the Aggression cards are really bad in solo. Like if you, for example, never draw a minion. She Hulk wants to switch between Hero/Alter Ego as often as possible. Sometimes she found herself racing the threat clock but her aggression cards and Gamma Slam just wrecked everything before it was too late. Still, there were so many blank cards for solo

Black Panther / Protection : This seemed like a no-brainer because of retaliate, but it was pretty bad. Black Panther has very few ways of naturally reducing threat. Of course, grabbing Tactical Genius immediately mitigates that somewhat. I also had an issue with card costs and awkward hands playing Black Panther. I lost several games because this hero/aspect combination is racing threat and can't always win. This is probably a better match for multi player.

I honestly think the issue is more with the aspect and not with the hero. Justice and Leadership just seem more suited to solo play, where being in Alter Ego form during the villain phase can just immediately cost the game from zero threat with a regular scheme and then an encounter card scheme. In solo, heroes want to be able to live in their heroic form to avoid this or have Justice cards to hard counter it.

Did I get something wrong? Thoughts/advice welcome.

I've played 6 solo games this weekend with Black Panther / Protection and though they were just against standard Rhino + one of each of the modular sets, I believe it works very well. The two times I've lost were because of unlucky Encounter draws and surges, where Rhino jumped from 1 threat straight to 7 (and right after I had decided to discard an Emergency....). This can happen to anyone. The jury is still out long term, and I still have to get MODOK out of my way, but I do think this is playable solo. In any case I've had a lot of fun.

To my mind you don't play Black Panther / Protection for Retaliate, because in this context you should expect to defend more often. So I would say you were looking at it wrong. Rather, you play Protection for Indomitable and Counter-Punch. What I like with this Panther is that you can still cause a lot of damage while Defending and Thwarting. That was my initial feeling when I decided on what I would want to play, and so far it has held up. Oh, also, Luke Cage is an absolute beast.

I've seen some rumblings about Panther's card cost but I have not felt this is a problem. In fact, one of my game was crazy fast because in my early game I managed to get myself the Mansion, a Helicarier and Golden City. Any turn that began on the Alter-Ego side turned up a very potent Black Panther.

Edited by Ascarel
1 hour ago, Iuchi Toshimo said:

I made a bunch of decks and tried them each for about 5 solo games or so against Basic difficulty villains.

My most successful solo decks:

Iron Man / Leadership : Allies keep Iron Man alive and the threat down while Tony assembles his suit. Three suit pieces is usually enough to start living in Iron Man mode. Second Rocket Boots can be recycled with Stark Industries for continuous Aerial trait. I never came close to losing, even with 4 schemes out at one point, because Mark V Helmet is ridiculous.

Captain Marvel / Justice : Justice role completely smothers threat and gives Carol time to set up gigantic death rays from outer space. There are a lot of energy icons in the Justice role for that sweet, sweet synergy. As a side note, Justice might be equally as good for Iron Man to stall things out and to help him fire better lasers.

I will also note that both these decks cycled themselves nearly every game.

My least successful solo decks:

She Hulk / Aggression : Some of She Hulk's cards are definitely more for group play (Ground Slam) and some of the Aggression cards are really bad in solo. Like if you, for example, never draw a minion. She Hulk wants to switch between Hero/Alter Ego as often as possible. Sometimes she found herself racing the threat clock but her aggression cards and Gamma Slam just wrecked everything before it was too late. Still, there were so many blank cards for solo

Black Panther / Protection : This seemed like a no-brainer because of retaliate, but it was pretty bad. Black Panther has very few ways of naturally reducing threat. Of course, grabbing Tactical Genius immediately mitigates that somewhat. I also had an issue with card costs and awkward hands playing Black Panther. I lost several games because this hero/aspect combination is racing threat and can't always win. This is probably a better match for multi player.

I honestly think the issue is more with the aspect and not with the hero. Justice and Leadership just seem more suited to solo play, where being in Alter Ego form during the villain phase can just immediately cost the game from zero threat with a regular scheme and then an encounter card scheme. In solo, heroes want to be able to live in their heroic form to avoid this or have Justice cards to hard counter it.

Did I get something wrong? Thoughts/advice welcome.

Sounds like you might be using Stark Tower in Hero form, which isn’t allowed.

I agree that Leadership and Justice are the best 2 aspects for solo play. I’ve been liking Black Panther and Captain Marvel with Leadership and the other 3 with Justice.

Aggression definitely seems the worst aspect for solo right now, but it’s useful in multiplayer.

55 minutes ago, Ascarel said:

I've played 6 solo games this weekend with Black Panther / Protection and though they were just against standard Rhino + one of each of the modular sets, I believe it works very well. The two times I've lost were because of unlucky Encounter draws and surges, where Rhino jumped from 1 threat straight to 7 (and right after I had decided to discard an Emergency....). This can happen to anyone. The jury is still out long term, and I still have to get MODOK out of my way, but I do think this is playable solo. In any case I've had a lot of fun.

To my mind you don't play Black Panther / Protection for Retaliate, because in this context you should expect to defend more often. So I would say you were looking at it wrong. Rather, you play Protection for Indomitable and Counter-Punch. What I like with this Panther is that you can still cause a lot of damage while Defending and Thwarting. That was my initial feeling when I decided on what I would want to play, and so far it has held up. Oh, also, Luke Cage is an absolute beast.

I've seen some rumblings about Panther's card cost but I have not felt this is a problem. In fact, one of my game was crazy fast because in my early game I managed to get myself the Mansion, a Helicarier and Golden City. Any turn that began on the Alter-Ego side turned up a very potent Black Panther.

Protection is okay for solo, but not the best in my view - it’s by far the slowest solo game as well. Past the easiest scenarios I think it’s going to suffer more as well. You definitely need to have some decent hero abilities to deal with threat while you’re building up though.

Leadership Black Panther has been great in my plays - helps with card draw which he really likes, and his economy is second to none, so he can afford the expensive allies more easily.

9 minutes ago, FearLord said:

Sounds like you might be using Stark Tower in Hero form, which isn’t allowed.

Well, inasmuch as you mistyped Stark Tower for Golden City, the answer is still "not really". 😂 That's why I specifically mentioned turns that begin on Alter-Ego. It means I can use Golden City at the start of my turn, after which I flip on Hero side two cards richer.

My aim is to go as far as I can with Protection to start with. I don't believe I can stick with the same deck archetype to play through everything, at least not with this card pool. But for now I'm enjoying this one. 😀

29 minutes ago, Ascarel said:

Well, inasmuch as you mistyped Stark Tower for Golden City, the answer is still "not really". 😂 That's why I specifically mentioned turns that begin on Alter-Ego. It means I can use Golden City at the start of my turn, after which I flip on Hero side two cards richer.

My aim is to go as far as I can with Protection to start with. I don't believe I can stick with the same deck archetype to play through everything, at least not with this card pool. But for now I'm enjoying this one. 😀

You are quoting my response to the original poster, where I was talking about Stark Tower.

1 minute ago, FearLord said:

You are quoting my response to the original poster, where I was talking about Stark Tower.

Doh! My apologies. :facepalm: