Rock, Paper, Scissors

This is the card that convinced me that I needed to build Magik in Pool. When you can see and change the top card of your deck, this is practically just an Avengers Mansion for 1. Domino is obviously another good choice for this.

If you aren't playing a character who can see or fix the top card of their deck, it's not quite as valuable but will still be more likely to pay for itself than not. You can look at your deck in advance to see what it has the most resources of and guess that. You should win a bit more than a third of the time just by being aware of the resource costs in your deck. Without having to memorize your entire deck's resources to make the most of this, it might be smart to consider two general states of your deck. One at the beginning with no setup, and one with maximum setup. Ask yourself, "what resource will my deck have the most of with nothing on the board?" and "what resource will my deck have the most of once all my upgrades are out." Answering these questions will help you figure out what to try to go for to get the most likely draw at different stages of the game.

Or if you need a specific card for a combo, you can just guess the resource that beats that card and hope you get lucky.

Even this metagaming isn't necessary to get value out of this. Since wild beats everything and it's more likely that one of the 5-6 cards in your hand is a wild than the top card, a wild in hand is usually a guaranteed free draw.

One thing I dislike about this is that it's a hero action, which means you can't go alter-ego as Star Lord, swap a card in your hand with the top card of your deck, and use this to draw whatever you put on top. But you can at least do the swap the next turn before going hero.

Did — T-Challah · 83
Did you forget about Spider-Woman? — T-Challah · 83
Tic-Tac-Toe

This feels like a very underrated card with some decent non-pool allies. It costs 0 to get out and then can be used to heal up to 7 at your leisure.

At its cheapest, this is 4 ER to heal 3 and deal 3 damage. That alone would be a great value. At its most expensive, it's 8 ER to heal 7 and deal 7 damage. And this can be split up across several turns, used to make a basic ally effectively immune to consequential damage for up to 7 turns and then slap an enemy in the face with all of that damage.

So what are some good allies to use with Tic-Tac-Toe? What basic allies get the most out of being healed by Tic-Tac-Toe?

Snowguard can either have 3 thwart or 3 attack. Either of which dramatically increases the value of Tic-Tac-Toe.

Gambit is a bit more conditional, but can potentially end up with 3 attack and thwart. If he does, he's worth keeping around with this.

Storm is considered to have 4 effective thwart, letting you shuffle threat from one bad scheme to a less bad one.

Gamora in a Guardians of the Galaxy deck might be the best use of this, letting you put an event in your hand and making the cost effectively free.

Rocket Raccoon can just straight up massacre minions with 4 attack and overkill. And his 2 thwart wouldn't be a terrible use for this on turns with no minions out.

You can also get more value out of any of the attackers by equipping a Sidearm

Also consider heroes that allow you to mix aspects. Spider-Woman and Adam Warlock can make great use of this with non-basic allies. And it's great in multiplayer where you can heal the allies of teammates.

The weirdest thing about this card is just that the thing it's best at is negating consequential damage in an aspect that doesn't have consequential damage. It's a Pool card that's ideal for non-pool allies.

"Stop Hitting Yourself"

One of my favorite new cards to try and make work, with the right hand and tucked cards, Silk can get this to 10+ damage and it's one of those plays where when you pull it off, you feel like a master card game player.

Jvenom23 · 4
Great that in the 6 year of game we still got fun cards — nosiak · 142
Caught Off Guard

This card needs to be changed. Maybe it could be an expert card.

Edit: Home Rule: “Discard an upgrade or support you control, or pay two plus the cost of the upgrade to keep it in play. If no cards were discarded, this card gains surge.”

One of the big problems with Marvel Champions is how many scenarios end quickly. A common complaint is, “just when I get my hero built, the game is over.” The [getting built out] part is often the struggle.

I used to hate Stuns because the complaint is “I didn’t get to do anything.” Usually, you can clear them, BUT more importantly, they slow down attacks, which gives you more time to build out. So now I kinda like them for pacing.

Caught Off Guard adds to the pacing problem, and prevents the fun of building out. Our Home Rule fixes both problems.

Saying this "needs to be changed" is an overreaction, but you are entitled to play how you enjoy. This will usually cost you 2-3 resources of value, which is on par with other encounter cards. Does it feel bad? Sure, but that's the encounter deck's job — Stretch22 · 1321
Yeah, obviously it's your board game so you should play how you want, but "needs to be changed" is a bit of an overreaction when a card like Overwhelming Force exists. Definitely sucks to pull it when you' only have a big upgrade or support on the board, but a card you have to think about when deckbuilding. — Jvenom23 · 4
Well, it’s the Standard I modular which gets added to almost every scenario because Shadows of the Past is a base game element. Overwhelming Force is Standard II (which many people don’t play because it’s just punishing and worse than Expert 1). As it stands, most consider that S1 < E1 < S2 < E2. If we cared about S2, we’d probably change that card. “Needs to be changed” refers, of course, to base game pacing. Breaking hero build-outs on the base game leads to late build-outs which are often not economical to play + game might be over next turn, so you might not get to experience the full (or near full) build-out. The Upgrades and Supports are kind of weird anyway. Did Vision lose his cape? Thematically, suiting up tends to match powering up for a villain fight (especially with stage 1 feeling like an initial villain fight and stage 2 feeling like the final showdown). I mind cards like Caught Off Guard less in harder scenarios, but for learning the game –come on. That’s not learning, that’s just robbing players of the full experience. Why have a deck, if you can’t play it? Also, I would argue that the hero decks are the most fun part of the game. Lots of people spend a lot of time building them. Building custom villain scenarios with different modulars? Not as much (with notable exceptions). — underthewronghat · 57
Thanks to all you commented... We decided to change this home rule to, “Discard an upgrade or support you control, or pay two plus the cost of the upgrade to keep it in play. If no cards were discarded, this card gains surge.” The main reason here is because heroes like Hawkeye have a built-in mitigation for this card. Thus, it would cost Hawkeye one total resource plus flipping to get his bow back, or he could pay two resources right now and draw another encounter card. Thor could flip and get the hammer back for 1 cost, or he could pay 3 total resources and draw another encounter card to keep Mjolnir in play. Options are great. This has the effect of letting the player choose to have a resource set back plus another encounter card, or a full deck and re-shuffle setback. This retains the usefulness of those Alter Ego abilities. — underthewronghat · 57
Eh, when I first started playing, cards like this and Shadows of the Past used to irritate me. It always felt like it was derailing everything I wanted to do. Now? There's plenty of cards in the collection to mitigate treachery cards or cheap upgrades that can sacrificed to this card. If your concern is that you feel like you're missing the full build out experience, well, since you're already house ruling, why not just put all a hero's upgrades and supports into play from the start? Why wouldn't Vision start with his cape in play, or Cyclops without his visor, right? Makes logical sense but the game wasn't balanced that way, and that's why I generally don't house rule to make things easier. — erikw1984 · 29
Slingshot

I'm really confused. Are we allowed to use Actions on cards in our hands that haven't been played yet? That feels like the clear implication but... why would we ever need to pay for any other card in that case? It would seem this means that all Events can just happen from our hands without cost. What am I missing here? I get that the action specifies it happens from your hand, but that text is after the "Action" text and after the cost, so it doesn't matter until Actions are available, which means actions must be available before the costs are paid?

Turbowombat · 76
The legalese of doing an action from hand is unsatisfying, but the intent is abundantly clear. According to the dev comment here, "The card's ability is worded in such a way to allow this": https://hallofheroeslcg.com/latest-ffg-rulings-post-rrg-1-6/ — Stretch22 · 1321