WIN More GAMES! | Strategy Guide For Marvel Champions

Published 2023-03-29

All Comments (21)
  • @VillainTheory
    Good video! Some great points here. Something I wanted to mention was that, even if you aggressively mulligan all six cards and don't find any of your key upgrades/supports, you are now closer to finding them on future turns. This is even more important on heroes with smaller handsizes, because it takes so much longer to get through your deck. I also saw a comment talking about the dangers of getting an encounter card from running out of cards in your deck faster due to the mulligan, and wanted to say that your mulligan has very little chance to affect the total amount of extra encounter cards you draw across a game - unless you run out of cards in your deck on the penultimate turn, it doesn't matter. Yes, you are likely to get an extra encounter card a turn early, but you are getting one at some point anyway. Something else I wanted to mention is that this very much strikes me as a solo players guide. There is nothing wrong with that but, in multiplayer, it's my experience that it's not so easy to just decide to all pivot to damage. In solo, you can see a good hand with nice damage options and decide to really push the villain, maybe halfway defeat them in one turn even~ But in multiplayer, it's very unlikely for a multiple players to have all their hands line up with high damage options. Especially with pairings like Justice and Protection in 2-player. Sometimes it's better to maintain absolute control for longer. The point about being on the first villain stage for 75-80% of the total duration is great. As is focusing on setting up early. So often, I see players lament not being able to deal a single point of damage to the villain after 3-4 turns, but sometimes - especially with unlucky encounter cards - it has to be that way. It doesn't matter if you get the villain down to 1 hp if you still lose, but it's fine if a game takes a couple of extra turns but you power up and win rather than having to restart. Not putting damage on the villain is fine, expanding your board is another way to measure your progress. Some heroes and villains force/encourage different amounts of setup, but most of the time control is king when it comes to your chances of winning. A way I like to look at it is: I start off controlling the board and building up upgrades. Soon, I will have enough extra value from my upgrades that I can control the board, play an upgrade, and start to slowly chip the villain down on almost every turn. And then, when I have a lot of upgrades (normally after one deck pass), I can control the board and do a LOT of damage. Rather than the mid-game being a pivot point, I almost go from an extended early game to the late game in one fell swoop. It's not always this clean, sometimes you get a bad encounter card and need to sink more resources into dealing with it, but generally I think this strategy works well - particularly on Expert, where villains have more hp and there are generally more threats such as Under Fire or expert-specific villain shenanigans.
  • Unrelated to the video but I just bought drax and I now understand why you forced yourself to retire him to play new heros, he is so fun!!!
  • @OresteGamba
    Congratulations and thanks! Very useful and clear!
  • @ms_zilia
    It's great Josh! 😁 We definitely need more videos about strategy! I personally often keep bad cards while I mulligan to pay for my best card that I have in hand. And really often what happens is that when I mulligan I get lot of great cards and don't know what to play first. 😅 It's sad when you need to pay with best cards from your deck. When I started with this game I definitely focused too much on dealing damage early, but board control is usually everything that matters, I quickly realized that from other games haha.
  • @dhdoc_h8839
    Excellent work—I want to echo Scydrex’ comment: I never have thought about the extra encounter card when going to alter-ego. That’s a valid point with all the extra surge opportunities and how much Advance hates me. Also, my wife overheard this one and says you said like a sweetheart.
  • @scydrex7828
    Thank you for another wonderful vid, man! I particularly liked the advice regarding trying to not deck out while in AE. I'll keep this in mind on all my future games.
  • @vizhyn8578
    Another stellar instructional video! Concise yet jam-packed with awesome information. Well done as always!
  • @bn5055
    Nice video! I'd love to see a series on strategies for dealing with each villain. Particular gimmicks to look out for, what decks work best against them etc.
  • @Nazzers
    I usually find the flip-villain-and-push phase to be right after going through the hero deck one time. By then you have most of the key upgrades and usually the villain is a hit or two from the next stage. Then all the hero damage cards get shuffled back in and you either deal with the double encounter card or you have enough damage to beat the villain in a turn or two.
  • I certainly play the same way that is build while managing the board then crush with the ideal being to take out the last stage in a turn. I'm terrible at rushing and do not enjoy it (are they by any chance related?). I do think you need to "do Maths" when you are planning your hand. Well arithmetic. eg Your second Spiderman hand can play Helicarrier of Meditation, Web shooter off Scientist and Innovation off the double. That gives you 3 to play Swinging Web Kick or if you mulligan it you will be able to play pretty much anything you redraw. The next hand with Avengers Mansion has Backflip - not a builder but one of PPs best cards. You can play Avengers Mansion and hold Under Surveillance and one Backflip, almost just restarting the game with +1 hand size. If twere done when tis done twere well it were done quickly. (or as Shakespeare would not have put it mansion turn one is best mansion) I completely agree about getting rid of Breakin' & Takin' being the top priority (I do NOT play heroic :)). Your initial hand lets you do this as you can play Beatcop plus Ironheart spending all the resources you have - 4 cards plus scientist. Ironheart, Beatcop & Spidey all thwart. You even get a card back which means you can also play Skilled Investigator or Web Shooter. Ironheart can chump block and Beatcop deals with the ticking threat for the rest of the game. This is not quite such a good start as the previous one but is very similar, and you're on expert. I love alter ego but I think the times that I lose due to a clear mistake as opposed to the game hating me or an accumulation of poor plays is when I greedily flip to AE when I did not need to. And Advance is not so bad, if you can deal with a trip to AE you can deal with Advance. The combination can be killer....
  • In that second hand, you could play everything. Meditation for Helicarrier, Alter-Ego Resource for Web-Shooter, Energy for Ingenuity. Then flip and use Ingenuity, Helicarrier, Web-Shooter to play Swinging Web Kick, or even have mulliganed the SWK for another shot at a playable card
  • @njh113
    Excellent description of early/mid/end game! It's fun to try to burn down the villain, bit your point about setting up board state is really good. Why do you suggest going to alter-ego as much as possible? Great video!
  • Great idea for a video Josh. When will we see some more content from your Multiverse versions of yourself?
  • @hugocruz2439
    I feel like the biggest enemy of true solo is Advance. Like 40% of games i have lose is for those surge + Advance that appear when i flip to AE when main scheme was 0 at the end of my phase. Is the only mechanic i don't like about the game, because you can't mitigate scheme as in the atk-def mechanic.
  • Great advice and great video as always. I need to ask you if you're up to date with the latest teaser?
  • Awesome tips. My only disagreement is that rush is absolutely a strategy. Every hero in the game can defeat a villain in 3 turns by focusing on dealing damage.