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A somewhat-monthly podcast all about the card game: Marvel Champions a LCG by Fantasy Flight Games. We discuss the card game, marvel movies, and comics!

Episodes

Hi loyal listeners,

If you follow us through our podbean page we are pleased to announce we have migrated all our podcast and blog materials to a new wordpress site www.mcm-podcast.com. There you'll find all our old content has already moved. The podbean site will still push new audio episodes but be sure to check out our new domain for articles, news and videos!

This was made possible by the support of our awesome patrons. Check out our patreon page at: https://www.patreon.com/MCMPodcast and consider helping to support the show.

Thanks for listening!

-KennedyHawk

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Welcome to Marvel Champions Monthly: A Fan Podcast about the game Marvel Champions designed by Caleb Grace and Michael Boggs at Fantasy Flight Games. Join hosts: KennedyHawk, Crimson, Lester, and guest host Tommy as we discuss our favorite card game. This episode we celebrate the release of Doctor Stranger and take you into his wizarding world with a decklist prepared for each aspect of his magic. You can find the decklists embedded in the shownotes at our site https://mcm-podcast.com/2020/07/12/ep-18-dr-stranges-sorting-hat

After we discuss the Dr. Strange release we go over the recently announce Kang pack! If you want to hear our thoughts on individual Dr. Strange cards be sure to check out our card reviews on youtube!

 

  • 0:00 Intros
  • 01:00 Guest Host Intro
  • 6:50 Dr. Strange / Leadership
  • 14:30 Dr. Strange / Justice
  • 18:30 Dr. Strange / Protection
  • 24:30 Dr. Strange / Aggression
  • 29:40 Kang Announcement Discussion

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Welcome to Marvel Champions Monthly: A Fan Podcast about the game Marvel Champions designed by Caleb Grace and Michael Boggs at Fantasy Flight Games. Join hosts: KennedyHawk, Crimson, Lester, and Amerikano as we discuss our favorite card game. This episode we discuss each hero released so far (up through Black Widow). We discuss the best aspect pairing for each hero and rank them into tiers (S, A, B and C). Listen and hear which heroes come out on top and which are left in tears.

  • 0:00 Intros
  • 04:30 Tier Hero Rankings
  • 48:00 Listener Questions

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Welcome to Marvel Champions Monthly: A Fan Podcast about the game Marvel Champions designed by Caleb Grace and Michael Boggs at Fantasy Flight Games. Join hosts: KennedyHawk, Crimson, Lester, and Amerikano as we discuss our favorite card game. This episode is for all the new players thinking about trying out this game. We overview the game, discuss some tips for starting out and strategy tips for newbies. Later in the episode we discuss common rules questions/mistakes, ways to bling out your game, and community resources. Check out the time stamps below to jump to the segment you are most interested to hear. You can also check out our SHIELD Agent Training article series geared at new players with new articles being posted 1-2 times a month.

  • 0:00 Intros
  • 01:45 Overview of Marvel Champions
  • 06:00 What to Buy?
  • 12:40 Starting Out and Deckbuilding
  • 24:20 Strategy Tips
  • 36:00 Common Rules Mistakes/Questions
  • 44:00 Component Upgrades
  • 56:00 Community Resources (Link)
  • 1:00:45 What other games might you enjoy?

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Welcome to Marvel Champions Monthly: A Fan Podcast about the game Marvel Champions designed by Caleb Grace and Michael Boggs at Fantasy Flight Games. Join hosts: KennedyHawk, Crimson, Lester, and Amerikano as we discuss our favorite card game - Marvel Champions! A great community has begun to form around this game and we wanted to celebrate that with a series of brief community interviews. We've prerecorded several interviews with community members and other content creators to create a Worldmind episode. We hope you enjoy this perspective from the Marvel Champions Community.

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Guest hosts include:

 Topics:

  • 0:00 Intros
  • 2:30 What is your favorite thing about Marvel Champions?
  • 11:30 What is your favorite hero/aspect combo and how to do you mulligan with that hero?
  • 35:00 If you could fight against any Marvel villain, who would you want to take your hero decks up against?
  • 50:00 Content Creator Plugs
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Welcome to Marvel Champions Monthly: a Fan Podcast about the card game Marvel Champions designed by Fantasy Flight games. In this issue we cover the core-set villain Klaw discussing some memorable games we've had, some lore, and some strategy to use against this unpredictable villain! Special Guest host Steve from the Critical Encounters Podcast joins us to cover the Aggression aspect for Lester. Thanks Steve!

Lore Comic List:

  • Fantastic Four (vol 1) #53 & #56
  • Avengers (vol 1) #54 & #55
  • Fantastic Four (vol 1) #326 & #327
  • Superior Carnage #1-5
  • Black Panther #166-171 (2016)

Show Notes:

  • 0:00 Intro
  • 2:30 Klaw Overview
  • 6:30 Memorable Klaw Games
  • 8:00 Special Guest Host Joins From Critical Encounters Podcast
  • 13:30 Klaw Lore
  • 21:00 T'Challa's Tactical Talk - Strategies Against Klaw
  • 31:00 In a Secret Lair Somewhere - Modular sets suited for Klaw

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Fantasy Flight Games has graciously provided us with a spoiler from the upcoming Hulk Hero pack. We received an aggression card... without further blathering here it is!

You can bet Lester is excited to see a new aggression card. See what the podcast crew thinks in the video below form our YouTube channel! 

Be sure to join us in discussion of this card and more on the MCMPodcast Discord!

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Check out these other great content creators for additional spoilers from the Hulk Hero pack!

  • 5/12 Bad Publicity
  • 5/13 Deck-celsior
  • 5/14 I Rebel
  • 5/15 Critical Encounters
  • 5/16 Marvel Champions Monthly
  • 5/17 The Side Scheme
  • 5/18 1-2-Punchboard
  • 5/19 Card Game Coop
  • 5/20 No Responsibilities

*Individual creators may change their planned release date

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#klawyourwaythroughmay brings us to Black Panther’s hero kit inspection. In the comic lore, Klaw and T’Challa have a rich history including Klaw killing T’Challa’s father, T’Chaka. Without further ado, let’s dig in.

T’Challa’s ability is nice in the context of his hero kit. I mean, you get at least one Black Panther Upgrade to start and potentially more with a lucky draw and a hard mulligan. But I am a bit disappointed that he doesn’t have a non-setup ability. 

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Black Panther has decent health, solid stat line. Retaliate is awesome. Ping damage for the win. How many turns can you simply ignore Klaw’s Weapons Runner? 2. Then it disappears into the shadows.

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Cards I Love:

 

Shuri - she is the MVP of his deck, I think. She can not only go fish for Black Panther Upgrades, but any upgrades: aspect, basic.

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The Golden City - getting to draw two cards is so good. The developers tempered this by making it an Alter-Ego action. I’m OK with that. It helps you set up a better board state more quickly, or it sets you up for a big damage dealing turn as Black Panther.

 

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Cards I Like:

 

Wakanda Forever! - the crux of BP’s deck. You can do a little bit without them, but with them, you can do a lot - depending on the Black Panther upgrades you have in play. You make the determination whether playing WF! With only 1 BP upgrade is worth it. Also, the different copies of WF! have different resource types. I think this was a nice touch.
 
Vibranium - with 3 copies in BP’s kit, it opens up more deckbuilding possibilities because you’re probably going to replace one or two of your double resource basic cards with one or two extra aspect cards.

 

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Cards I Dislike:

 

Ancestral Knowledge - it’s effect is cool. But you really need this card out and flip to AE when your deck is down to ~3-4 cards for it to really be potent. If my choice is between this and Golden City, I typically choose Golden City.

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There you go. These are my thoughts on Black Panther’s hero kit and how it helps him take down Klaw and other villains! 

 

Let me know what you think. Thanks for reading!

 

-Amerikano

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Hey everyone, continuing our coverage of #KlawYourWayThroughMay. I'm going to write up my first custom content highlight. I'll be doing more of these in the future by other creators but I wanted to present one of the ways I've used to spice up Klaw at my kitchen table. I know custom content is not everyone's jam, so if it's not your thing check back next week for more Klaw coverage only using official FFG content!

Welcome to the Return of the Klaw a new custom modular set I've designed for Marvel Champions. I've played both Lord of the Rings LCG and Arkham Horror LCG and both have content that allows you to return to old scenarios with increased difficulty. It can be quite a nightmare but I enjoy it. Marvel currently doesn't have this beyond just trying new modular sets with old villains. So I wanted to create a modular set for each villain that encourages me to Return to them time and time again. You may want to call this a retcon pack but it basically upgrades an old villain while keeping to their designed encounter themes. You'll be able to download and print and play this custom encounter set here.

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Each "Return of" kit contains an overview card. You can include this as an additional modular set (a 2nd set) in standard or expert modes. Or even use it as the modular set for an extra thin villain deck! Most of the cards have some way of discarding additional cards from the encounter deck so it doesn't thicken the deck too much! Without further introduction let's get to the first 2 cards. I wanted to champion one of the powers Klaw often uses in the comics that is not featured in the FFG villain encounter. Even from his first appearance Klaw has been using sound transformers to create creatures out of living sounds. Nothing is better than a giant gorilla or elephant stampeding our heroes. In the "Return of" set you'll find two copies of Sound Creature. This minion has a special response when it engages a player. So passing it around the table with any taunting tricks will trigger it's ability a second time. Each time this ability is triggered a card is discarded from the encounter deck which provides a status change to either the player or Klaw! The more boost icons the discarded card had the worse the outcome becomes!

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You'll also see a common boost ability among many of these cards. This is the same ability on some cards in the Green Goblin pack. It provides Klaw an additional boost card! This means Klaw may attack with 3 boost cards or scheme with 2! Look out for these special boost abilities! Next you will find two copies of High Frequency Pulse. This card doesn't have any immediate effect on your board state (thus the surge) but it also deals Klaw an additional boost card. Klaw often suffers from a bit of RNG (random number generation) if both boost cards are 0-1 boost icons his attacks are pushovers, if they are both 3 boost icons he swings hard. This card helps Klaw reduce the randomness of his activation and helps him mill the encounter deck another theme of Klaw's scenario!

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Next we have a 3 boost icon treachery card, Accelerated Approach! This card has some amazing art from the Cover of Black Panther #166 that is also on the #KlawYourWayThroughMay banner. This card will force the resolver to discard a card from their deck then choose one of two options. Discarding potentially several cards from hand (the typically preferred option) or giving Klaw at least 1 acceleration token! I love when players have interesting choices and this is certainly one. A lot of heroes focus on one energy type and this may force you to diversify your deck-building!

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The final card of this custom modular set is Piercing Noise. A side scheme where Klaw is sending dangerous shock-waves. Forcing the heroes away from his main plot. This card plays into Klaw's theme of both RNG and encounter deck mill. It comes into play with only 1 threat, but then discards two cards per player from the encounter deck adding 1 threat for each boost icon on the cards! This could be a huge or very small number. Note, if the encounter deck empties from this action you will stop and not continue discarding so depending on where in the encounter deck this shows up it could have a range of effects!

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I hope you all enjoy this custom encounter set which can be downloaded at this link! If you want another simple challenge with Klaw you can use the custom environment we've also been testing below. It begins the game in play and is sure to spice up Klaw but with a smaller impact on the overall game. Make sure to follow the MCM blog to see more custom content highlights in the future.

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Greetings SHIELD Agents! This is the third article in a series of new-player articles, aimed to get beginner players get up to speed on the game - Marvel Champions! This session is all about moving on from the introductory villain. You've stopped Rhino's evil plans more times than you can count. It's time to move on to the Klaw! We lined this article up with the community crossover event #KlawYourWayThroughMay so make sure you check out all the great content creators and their takes on the Immortal Klaw, you can find a summarized list of content from the crossover here.

SHIELD AGENT Training Session 004 - The Klaw!

If Rhino was a powerhouse then Klaw is a tactical genius - who sometimes blunders. The second scenario in the Marvel Champions Core-set is all about the Klaw! In this article we'll talk about a few of his signature cards and provide a few tips that each hero can use to counter the Klaw's sonic powers! The Klaw may sound like a joke from Toy Story but this guy can hit really hard when he wants to!

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Klaw Overview

Klaw has several key differences from Rhino and we'll go over those first. In the Break In scenario Rhino only had one Main Scheme. Klaw now has 2, a 1A/B and 2A/B. You'll begin with 1A in play which will flip to 1B and if (when) Klaw completes it you'll move on to 2A. You would think this leaves you with a lot of breathing room and less losses to threat. But let's look at Klaw's villain phase 1 card and see about that.

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Klaw I villain stat-line provides a terrifying 2 scheme. That means he can scheme you out of the scheme very quickly if you spend too long in alter-ego form. In fact Klaw's scheme value can get as high as any villain in the core set. You would think this means Klaw is a schemer. In the comics he's more of a brute force jerk, he has big visions that never come to fruition. Here, Klaw's attack value seems rather low, but his ability makes up for that. Each time Klaw attacks he will receive 2 boost cards. This ability serves two purposed for Klaw.

  1. Klaw's attacks become a lot less predictable - just as they are in the comics!
  2. Klaw advances through his encounter deck very fast especially in multiplayer.

So, knowing exactly what Klaw is going to do during the villain phase is a lot more tricky than Rhino. While Rhino boasts big attack numbers at most he is boosted by 3 icons. Klaw could have an amazingly powerful 6 strength attack turn 1 - or he could boost with two 0 boost icon cards and attack for nothing! You'll have to use some sound logic as to when you can forgo defending and when it's required. Glancing through Klaw's encounter cards he has only six - 2 to 3 boost icon cards. The rest are 1 or 0, so depending on the modular set these numbers will increase but knowing whats in his discard can be used to inform your decision.

Additionally Klaw will be burning through his encounter deck a lot faster than other villains. Even with a slightly larger deck than rhino, players in a 4 player game can burn through 12 cards without any sugres or double attacks!

Show Me Your Moves

Klaw has a few tricks up his sleeve.  We'll go over them briefly here. Klaw will always begin with at least one side scheme in play. Defense Network. This scheme has a Crisis icon which will prevent you from initially removing thread he may place on the main scheme. This side scheme CAN NOT be ignored for long or he will quickly jump to his second scheme. In addition, Klaw's scheme will discard cards from the encounter deck searching for a minion. This means right off the bat you'll have thwarting and attacking to complete - and Klaw starts milling his deck from the get go!

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On expert mode or when you progress to Klaw II he will fish another side scheme out of the deck. This one gives him a static hit points buff and an acceleration icon. So, in expert mode you'll be beginning the game with 2 side schemes and a minion in play! Ouch! Klaw has lots of small minions in his deck so be prepared with some small damage cards to take them out. In addition a few of them have guard and tough. This means they will act as meat shields for Klaw and will need to be hit with some source of damage before you can eliminate them! Klaw has a few treachery cards of note. Between the Standard Set and Klaw's cards there are 5 treachery cards that can cause Klaw to attack a second time. Like Rhino, Klaw has a healing treachery. In Alter-Ego mode this card will heal him for 4, but in Hero mode it's a lot more dangerous he can deal 2 damage to you and heal 2. Don't linger at low health after an attack or you may find yourself KO'd.

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 So How Do I Win?

 It's not all doom and gloom with Klaw. Every hero has a few cards at their disposal to help out when defeating this foe. One of Klaw's main weaknesses is stun and confusion, if you can avoid activation after activation, it goes a long way to avoiding his encounter deck burn. The pressure Klaw exerts it strongest when he has schemes and minions in play, so bringing something to take care of one of these obstacles in your hero kit allows your aspect selection to take care of the rest. Let's go hero by hero

  • Black Panther

    • Black Panther has a nice stat-line of 2/2/2 so he can provide the stat you need when you need it. Consider taking Tactical Genius or Energy Daggers with your setup ability.
  • Captain Marvel
    • Crisis Interdiction and Cosmic Flight! This card will just help you wipe those side-schemes off the board putting Klaw off his game and setting you ahead.
  • Iron Man
    • Iron-mans helmet can come in helpful early. Consider anything you can to keep the threat down while in Alter-Ego form to get set up.
  • Spider-Man
    • Backflip is clutch and can be used after you see the boost cards flip. Black Cat is another key card from your kit for removing tough.
  • She-Hulk
    • One-two punch will really help you remove guard minions.
  • Captain America
    • Fearless determination really put Cap ahead against Klaw. In expert mode you can Do This All Day and remove both schemes round 1!
  • Ms. Marvel
    • Wiggle Room is great. In solo consider bringing a few copies of emergency. You need to flip a lot to optimize Ms. Marvel.
  • Thor
    • Do what Thor does, keep the board clear of minions. Bring some means of threat removal (allies or aspect cards). You will need it!

A few other key cards that can keep you ahead of Klaw:

  • Chase Them Down (Aggression) - Lots of minions, lots of value.
  • Tackle (Protection) - Stunning Klaw is an amazing game swing.
  • Concussive Blow (Justice) - Same with confusion!
  • Morale Boost (Leadership) - This allows you to clear a scheme and boosts your defense for a bit attack or to avoid stun when Klaw is equipped

I hope you enjoyed this overview of Klaw and it helps boost your game from the days or taking down Rhino to thwarting your next foe. Be sure to check out other content creators like the Side Scheme who recently posted a great villain strategy guide for Klaw.

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Training Sessions

We have a whole slew of topics we want to cover in future training you can check out the entire series to date below - as always - thanks for reading!

 

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