I want to build a support deck.

By HirumaShigure, in Marvel Champions: The Card Game

I have been playing mostly 3 player games lately and what I would really like to build is a deck that can funnel cards, resources, and help my fellow players with their big turns. I haven't figured it out yet who the hero for this deck should be nor which aspect to run. It's possible that there is no ideal deck for this yet, but I'd like other's thoughts and opinions. Thank you in advance.

Honestly I think the best we can do in the core set is Protection Spidey?

Everyone’s still gonna have their hero’s damage-dealing cards and whatnot, but I feel like Enhanced Spidey-Sense and Webbed Up are great cards that can help others, and defending for others is helpful as well.

Edited by SpiderMana
Remembered a word

Yeah spidey would be my pick for hero. The free resource you get as peter also makes it where you can more easily pay for your stuff while also giving your support away

There really is no proper support deck yet. Tho, I think leadership will eventually branch in that direction.

The closest you can get at the moment is, as others said, Protection (and Spiderman, is currently the best Prot deck) as they can block for teammates, cancel treacheries, and heal others with Med Team.

6 minutes ago, Deadwolf said:

leadership will eventually branch in that direction.

I dunno, it’s pretty obviously focused on allies, where Protection is basically “how to keep your health up while still contributing.”

The more allies we get that are focused on defending, the better the aspect’s support capabilities will be, but I feel like generally speaking allies are sortof half aggression/half justice with just a hint of protection thrown in.

Just now, SpiderMana said:

I dunno, it’s pretty obviously focused on allies, where Protection is basically “how to keep your health up while still contributing.”

The more allies we get that are focused on defending, the better the aspect’s support capabilities will be, but I feel like generally speaking allies are sortof half aggression/half justice with just a hint of protection thrown in.

It currently is all about allies but doesn't mean that will always be the case.

The leadership card in the Ms Marvel pack, Morale Boost is a buff card to heroes (not allies) and imo, a support leadership deck will become a thing at some point.

3 minutes ago, Deadwolf said:

It currently is all about allies but doesn't mean that will always be the case.

The leadership card in the Ms Marvel pack, Morale Boost is a buff card to heroes (not allies) and imo, a support leadership deck will become a thing at some point.

I suppose even Aggression has some potential for supporting. The “come at me bro” card that’s coming with Thor is somewhat support-y.

11 minutes ago, SpiderMana said:

I suppose even Aggression has some potential for supporting. The “come at me bro” card that’s coming with Thor is somewhat support-y.

As its co-op all aspects will receive cards to affect their teammates. And I think as we go forward, they will branch the aspects in different ways.

I just think a support/buffing leadership deck will be a thing at some point (in addition to the ally leadership deck). Tho I think Protections support capabilities will also be expanded also.

As a side note, it will be interesting to see if heroes other that Thor would ever run Get Over Here (especially since I believe you need to be aerial to get full effect).

Edited by Deadwolf

I’d probably be tempted to try something like Protection Captain Marvel. Flip every turn so you can always give a card out, focus on lots of effects you can use while in Alter ego mode (Med Team, Emergency, etc). Block lots when in hero form. Allies, obviously useful here. You can build up big Energy Blasts while in Alter ego, then flip back to use them while still maintains a steady stream of cards from her commander ability.

Not sure the card pool is fully there yet though, but that’s probably where I’d start...

I think Leadership and Protection can do this. For Leadership, you're upgrading other people's key allies with Inspired, boosting everyone with Lead from the Front, getting important allies back with Make the Call, giving everyone a card with Maria Hill and blocking with allies.

Protection is healing characters with Med Team, boosting player's defense with Combat Vest, and being rewarded for blocking lots with Indomitable and Counter Punch. Stopping bad treacheries with Black Widow and Get Behind Me.

Obviously basics like First Aid, Helicarrier and Avenger's Mansion give people cards.

As for Heroes I think everyone in the core set other than Iron Man is suited for the above. Spiderman becomes so good at defending with 3 or 4 defense, plus Spider Sense, Backflip and Enhanced Spider Sense. She Hulk is big enough to take hits, wants to take damage for Gamma Slam and likes to flip back and forth. Captain Marvel is a little bit less suited to Protection (although the Helmet and Cosmic Flight can let her do it) but her resources make for good Leadership role and she's got more card draw to hand out to people. Black Panther likes to play Protection because he has decent defense + retaliate. And his Vibranium lets him spit out lots of Allies.

52 minutes ago, jonboyjon1990 said:

Iron Man

While I certainly don’t think it’s the best way to play him, I disagree that you can’t play him as a decent support. I haven’t played Protection Iron Man outside of solo, but Indomitable + Arc Reactor means he can defend 2x and still attack or thwart or recover on your turn. His low defense sucks, but the Armored Vest helps mitigate that a bit, plus the capability to recover after a round of high attacks.

Leadership would be the preferred way to run him in general, though I haven’t played with as much of a focus on Inspired or Lead from the Front I’ll have to try those in a multiplayer game, where you’re more likely to have allies out and get good use from those cards.

Plus Futurist is incredible for him, so he can often afford to pass off his Avengers Mansion/Hellicarrier actions. If you’re teaming up with Spidey, use Stark Tower to pull his Webshooters/Tracers back out of discard.

While he still needs some time to set up effectively, there are definitely things you can do to use Stark as an effective support, IMO.

1 hour ago, SpiderMana said:

While I certainly don’t think it’s the best way to play him, I disagree that you can’t play him as a decent support. I haven’t played Protection Iron Man outside of solo, but Indomitable + Arc Reactor means he can defend 2x and still attack or thwart or recover on your turn. His low defense sucks, but the Armored Vest helps mitigate that a bit, plus the capability to recover after a round of high attacks.

Leadership would be the preferred way to run him in general, though I haven’t played with as much of a focus on Inspired or Lead from the Front I’ll have to try those in a multiplayer game, where you’re more likely to have allies out and get good use from those cards.

Plus Futurist is incredible for him, so he can often afford to pass off his Avengers Mansion/Hellicarrier actions. If you’re teaming up with Spidey, use Stark Tower to pull his Webshooters/Tracers back out of discard.

While he still needs some time to set up effectively, there are definitely things you can do to use Stark as an effective support, IMO.

I don't disagree at all, I'd just put him last on the list of characters that can perform the role I described.

Once the protection pool grows I think he'll be able to do it no problem, particularly due to:

mc05en_energy-barrier.png Stark Tower

Dang I hadn’t really looked at that card. It’s like it was built for (by :P) Protection Iron Man.

Tech is a keyword I’m really excited to see grow, because Stark Tower is a really cool card and I like that he can help others build tech with it, too.

Right now, I think Spiderman is the only good Protection deck (She-Hulk is only okay, BP has more resources than he can spend), but with the Ms Marvel pack branching Protection in a direction that doesn't involve defending, it opens it up to more Heroes, like Iron Man (and introduces more expensive cards for BP).

I think they will come back and expand the support capabilities of the aspect as well tho.

Edited by Deadwolf
1 hour ago, SpiderMana said:

Dang I hadn’t really looked at that card. It’s like it was built for (by :P) Protection Iron Man.

Tech is a keyword I’m really excited to see grow, because Stark Tower is a really cool card and I like that he can help others build tech with it, too.

Also another upgrade for Shuri to find for Black Panther.

I think Captain Marvel leadership is also a strong choice. She's got a lot of good draw, and resources to play allies, which can take hits and thwart, letting players stay in whichever side they need to more. Thwarting is a huge way to facilitate other players, since many characters benefit from flipping frequently, and you give them the room to do so as needed. With Alpha Flight Station, you can dig for more Make the Calls to just keep replaying Maria Hill. I also don't frequently find her needing to use her own helicarrier/avengers mansion, so you can lend those out easily, and Energy Absorption increases the odds of you being able to play them out easily.

On 12/9/2019 at 4:24 AM, HirumaShigure said:

I have been playing mostly 3 player games lately and what I would really like to build is a deck that can funnel cards, resources, and help my fellow players with their big turns. I haven't figured it out yet who the hero for this deck should be nor which aspect to run. It's possible that there is no ideal deck for this yet, but I'd like other's thoughts and opinions. Thank you in advance.

I play with my 10 year old mostly and use Spiderman/Leadership exactly for this. Use Mansion/Carrier/Maria Hill to let him draw cards and set up faster (he usually plays BP/Agg or IM/Justice and both could use a boost setting up faster), then use Lead from the Front on whichever one of us has got the most allies in play at the time and First Aid to heal allies. Has been working like a charm and the kid is excited for getting to make all the big plays (he took down Rhino III at 27 hp yesterday and his excitement was why I love this game).

On 12/9/2019 at 4:21 AM, jonboyjon1990 said:

For Leadership, you're upgrading other people's key allies with Inspired

This is specifically mentioned in the FAQ as not being possible, you can't play Inspired on someone else's Ally.

On 12/28/2019 at 6:47 PM, Kneebiter said:

This is specifically mentioned in the FAQ as not being possible, you can't play Inspired on someone else's Ally.

99% certain that’s incorrect.

Which FAQ? It’s not in the Rules Reference Guide FAQ.

“Attach to an ally”

It doesn’t specify only yours. Therefore it’s ‘an ally’ I.e any ally.

285CFA61-AB69-48BD-BFF7-9182AEE4EEB7.jpeg

3 hours ago, jonboyjon1990 said:

99% certain that’s incorrect.

Which FAQ? It’s not in the Rules Reference Guide FAQ.

“Attach to an ally”

It doesn’t specify only yours. Therefore it’s ‘an ally’ I.e any ally.

285CFA61-AB69-48BD-BFF7-9182AEE4EEB7.jpeg

Unless the errata the card, there is no way this can be read as an ally you control.

34 minutes ago, Tarliyn said:

Unless the errata the card, there is no way this can be read as an ally you control.

And it would destroy the teamwork aspect of the game.

Caleb specifically answered that you can play Inspired on another player’s ally, and that Inspired is then under that player’s control (e.g. for attachment hate)

Edited by Schrodinger's Hat
Clarity
On 12/28/2019 at 1:47 PM, Kneebiter said:

This is specifically mentioned in the FAQ as not being possible, you can't play Inspired on someone else's Ally.

Out of curiousity, what FAQ are you referring to?

That isn’t stated in the RRG FAQ.

1 hour ago, Derrault said:

Out of curiousity, what FAQ are you referring to?

That isn’t stated in the RRG FAQ.

There’s an “unofficial FAQ”, but the author of it has made some... questionable interpretations. From what I’ve seen, his/her interpretation of anything ambiguous is usually the exact opposite of the way Caleb rules. It does collect some of the email answers from FFG that people have requested, so is helpful for that. Unfortunately the author thinks the Grim Rule is how the game rules are established, rather than a way to resolve in-game disputes (has said this in the BGG forum), so their interpretations are a bit skewed.

12 hours ago, Schrodinger's Hat said:

There’s an “unofficial FAQ”, but the author of it has made some... questionable interpretations. From what I’ve seen, his/her interpretation of anything ambiguous is usually the exact opposite of the way Caleb rules. It does collect some of the email answers from FFG that people have requested, so is helpful for that. Unfortunately the author thinks the Grim Rule is how the game rules are established, rather than a way to resolve in-game disputes (has said this in the BGG forum), so their interpretations are a bit skewed.

Ah, so not a reliable source.