Helicarrier and Avengers mansion

By Tarliyn, in Marvel Champions: The Card Game

Now that card pool has expanded I am funding myself including less colies of avengers mansion and helicarriers in a deck.

It used to be a hard 2 of each (she-hulk did 1 mansion and 3 carriers) but now I am finding myself putting dropping down to just one of each in most decks.

Anyone else finding this too?

Edited by Tarliyn

2 Mansion and 2 Helicarrier is still good and i try to do it as much as i can. I rarely have room to do it in Leadership decks, as well as decks that want specific resources like Captain Marvel but I would say that most of my decks still have 2 & 2.

For Ms. Marvel I do one ofs.

She hulk I now do 1 mansion, 2 carriers, one of each 3 counter resource cards.

Capt Marvel does one ofs and the energy resource.

Havent built new decks for other heroes with the new card pool.

I wish I had a good way to get another copy of the core set aspect and basic cards. I would easily buy a 15 dollar pack of those to help get me running with one more decks built conncurrently

Edit: Heck, I would consider 30 for that pack

Edited by Tarliyn

I've had 4 decks built since the core released, so only 1 of each in each deck. 1x Helicarrier, Mansion, Fury, Mockingbird, and Energy/Strength/Genius were autos for each deck. Is multiple helicarriers that much better than one? It's not uncommon for me in a solo game that I have to pass on playing them anyways, because there are more pressing things to handle right at the start.

6 minutes ago, AradonTemplar said:

I've had 4 decks built since the core released, so only 1 of each in each deck. 1x Helicarrier, Mansion, Fury, Mockingbird, and Energy/Strength/Genius were autos for each deck. Is multiple helicarriers that much better than one? It's not uncommon for me in a solo game that I have to pass on playing them anyways, because there are more pressing things to handle right at the start.

So I find what multiples does for me is if I get it in hand it doesnt force me to play it. I can go for different plays and know there is still the option with cycling through deck.

With only 1 in deck when you draw it you basically have to play it or loose it and that feels bad

Edit: having other options make it feel less bad too. Like if I draw one but know I have the 3 counter resource cards in deck then I am dont feel like it was a bad play.

Ms Marvel is really great for that since she has the draw and the reduce by 1 persona supports

Edited by Tarliyn
51 minutes ago, Tarliyn said:

one of each 3 counter resource cards.

Im not really liking the 3 counter resource cards they give 3 resources 1 per turn but cost 3 resources (2 plus the card itself) up front.

5 minutes ago, IceHot42 said:

Im not really liking the 3 counter resource cards they give 3 resources 1 per turn but cost 3 resources (2 plus the card itself) up front.

Really, they have done wonders for my she-hulk deck and carried their weight in the others too

Double post

Edited by Tarliyn

All I know is that all games where I'm getting wrecked are those when I don't see a Carrier and a Mansion early, or at all. It's anecdotal, but because of this I still run them x2 by default, with some exceptions when draw effects are more readily available (such as with Spider-Man and Captain Marvel). When running Tackle with Protection, I usually include x3 Carriers. I'm generous with the new cards. I don't run 40 card decks anymore. 42-44 is my usual target.

6 hours ago, Ascarel said:

All I know is that all games where I'm getting wrecked are those when I don't see a Carrier and a Mansion early, or at all. It's anecdotal, but because of this I still run them x2 by default, with some exceptions

This why I usually Have 3 copies of Avenger's Mansion and 3 copies of Helicarrier. I play true solo, so I don't have to worry about sharing copies with others, so maybe that's why other people don't do it. I've been able to beat everything on expert in true solo doing this, so I highly recommend trying it out.

7 hours ago, IceHot42 said:

Im not really liking the 3 counter resource cards they give 3 resources 1 per turn but cost 3 resources (2 plus the card itself) up front.

I'm not a huge fan myself, but I do recommend the energy one for Captain Marvel. She'll appreciate the extra sources of energy on hand. I could also see it being alright for Jennifer Walters, since you're tight on resources in she-hulk mode, but otherwise I agree. They're batteries for other turns when you could be better off using those resources right away.

7 hours ago, IceHot42 said:

Im not really liking the 3 counter resource cards they give 3 resources 1 per turn but cost 3 resources (2 plus the card itself) up front.

The 3 counter resource cards are not good for straight resource generation. They are best when you need specific resource types.

Enhanced Reflexes is amazing with Vision, Nova, and Captain Marvel. Enhanced Awareness is good for Ironman to get aerial.

The Enhanced Resource Upgrades are extremely solid, though situational as noted.

Extremely useful for balancing your Alter Ego/Hero Hand size discrepancy, especially for She-Hulk as noted, or early game Iron Man if you’re not getting tech upgrades out there fast enough.

Another use I’m excited for is the Enhanced Physical resource (I’m guessing “Enhanced Might”) will make Tenacity 100% easier to use. Still expensive to play Tenacity, and I don’t know how often I’ll play it over other cards still, but it has potential to really boost Ms Marvel’s ability.

On 1/1/2020 at 3:40 PM, Tarliyn said:

Now that card pool has expanded I am funding myself including less colies of avengers mansion and helicarriers in a deck.

It used to be a hard 2 of each (she-hulk did 1 mansion and 3 carriers) but now I am finding myself putting dropping down to just one of each in most decks.

Anyone else finding this too?

I don’t like planning to have dead cards, and I’ve never played a game where I didn’t cycle my deck at least once (frequently multiple times), so...I actually prefer to only run the one copy of each.

Running 2 Helicarrier/Avengers mansions has 2 benefits.

1. Your chances of getting them early increases.

2. If you get them and want to play something else, its fine because you have another copy.

At the disadvantage of having a dead card once you do play it.

But yeah, as the card pool expands, it is going to be harder and harder to justify 2 of each. But atm, only in Leadership do I have a hard time fitting in more than one of each.

Edited by Deadwolf