Hi me again
Let’s talk
about types of cards in champions and why you shouldn’t be afraid to put the
cards out of the table.
In marvel
champions we have two types of cards that you play onto the table, “permanent”
and “temporary” cards.
Temporary
are cards that stay for a while and then are discarded to be shuffled back into
your deck and then are used again.
Here are some examples of temporary cards.
Most temporary cards seem to help manage the game in game in some way, either by removing threat or dealing damage. This can be in the form of removing side schemes, defeating minions or helping with the win/lose conditions of the game (threat on the main scheme or damage on the villain).
Permanent cards are cards that baring any affect from the villain, will stay in play for the rest of the game.
Here are some examples.
Most
permanent cards are cards that either allow you to play more cards in a turn or
draw you more cards (which help you play more cards in a turn or give you more
options)
A healthy
balance of each is needed to win the game.
Here is an
exercise you can do next time you play. At the end of the game see how many permanent
cards you have on the table when the game is over and look if you won or lost.
I am willing to guess the more permanents you had on the table the better you
did in the game, but why is that if most of them don’t remove threat or deal
damage? How many times in deck building did you look at avenger’s mansion and
say, “this is too expensive I’m going to play something else” and that
something else wasn’t a card that stays in play.
Why are cards that stay in play so useful?
Here are a
couple of reasons why you might want to play cards that stay in play.
1)
They
give you more resources
Hopefully
its easy to see that having more cards in hand is better, and this can be an
argument to be in alter ego form more often as it will allow you to have more
turns where you play more than one card (as long as you keep an eye on the
threat) having more cards in play will allow you to play more cards in a turn
which means you will be able to manage the villains cards and deal damage to
them which will allow you to race better near the end of the game.
2)
They
make your deck smaller.
This
is less obvious and its less clear why this is good but if you think about it a
smaller deck is better for you.
Its
better because it means you find your powerful cards more often for example
It also means you can find your damage dealing cards more frequently and that allows you more turns where you damage the villain and end the game quicker.
I think the most obvious example of this is
Quicksilver.
If you look at how most people are building
Quicksilver (look over to the excellent site champions DB) and most of the
decks run cards that you can put into play (the plus attack/thwart def etc..)
so they can hit the ideal turn of always be playing always be running and deal
a million damage. If you think about it though you want to be doing the same
with the other heroes as well, cap, Spiderman et al all want to get to point
where you can throw web kicks, heroic strikes and allies into damaging the
villain rather than taking out minions.
Hang on though!
But Alex, what about the cards that give recourses but don’t stay in play????
Good
point random person that I made up, these cards are not as good for the reason
that they don’t stay in play and so do not give you the long term benefits that
other cards that do, take for example avengers tower/ team building exercise
you only have to have used these 4 times before they become more useful than
those mentioned before.
Unless
you plan on playing them and not using them until late on in the game, they
don’t give you enough bang for your buck in my opinion but you never know when they could become need.
BuT SpIdeR MaN?!?!
True
but I think one cost makes it a lot better and probably worth the fact that they go
back into your deck.
But what about the double resources?
I
think the double resource are needed to play these cards that come into play
and still be able to still play another card in a turn potentially and
complement the resources once you are set up, but don’t play too many otherwise
I will have to bring up the picture again (see last blog post).
Overall,
don’t skimp on putting stuff into your deck that you can play out and make sure
you take the time to get yourself set up.
Until
next time web heads!
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