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Marvel Champions LCG Core Set
Marvel Champions LCG Core Set

Marvel Champions: The Card Game Core Set, a cooperative Living Card Game of super heroics for one to four players!

Rhino rampages through the streets of New York. Klaw peddles illegal weapons to the world’s most dangerous criminals. Ultron threatens global annihilation. The world needs champions to stop these villains. Are you up to the task?

Marvel Champions: The Card Game sees players taking on the roles of iconic heroes from the Marvel Universe as they try to stop infamous villains from enacting their devious schemes. With over 350 cards, 100 tokens, five hit point trackers, and more, the Marvel Champions: The Card Game Core Set gives you everything you need to start your journey in the Marvel Universe, letting you play as Iron Man, Captain Marvel, Spider-Man, Black Panther, or She-Hulk, combining your powers with your fellow heroes to take down the rampaging Rhino, the cunning Klaw, or the utterly terrifying Ultron!

The game brings the epic battles that define the Marvel Universe to your tabletop, inviting you to select a hero for you to embody and a scenario consisting of a dastardly villain and their devious scheme. Each villain and scheme provides a different experience, but all are challenges for your heroes! Nevertheless, if you can fight through the villain's various forms and thwart them with a combination of teamwork, skill, and luck, you and your fellow heroes will emerge as champions!

But it won’t be that easy. Every villain has their own encounter deck, full of minions and tactics, ready to knock out the heroes before they can save the world. Can you withstand Rhino’s assault when he finds a new ally in the dreaded Shocker? Will you be able to thwart Klaw when he unleashes a devastating sonic boom? Can you defeat an army of Ultron Drones? These challenges and more await you in each scenario. Do you have what it takes to overcome impossible odds and become the champions the world needs?

As a Living Card Game, the Marvel Champions: The Card Game Core Set is just the beginning. You can expect to see new Marvel Champions expansions coming out every month, and unlike a collectible game, there's no chase for rare cards—you'll find a full playset of each card in every expansion. As Marvel Champions continues beyond the Core Set, you'll be able to expand your collection with new heroes, scenarios, and more! Best of all, you'll always know exactly what’s inside a new Marvel Champions product.

In addition, although previous Living Card Game Core Sets required multiple purchases to get a complete set of cards, Fantasy Flight Games is proud to announce that just one Marvel Champions: The Card Game Core Set will give you a complete set of cards, giving you everything you need to customize your heroes!

Extraordinary Heroes
In every game of Marvel Champions, you step into the shoes of an iconic Marvel hero—a hero brought to life in the game with their own double-sided identity card and customizable deck representing their powers, tools, and allies they use to achieve victory. These 40-50 card decks allow you to truly embody the five heroes found in the Core Set. You can play as Tony Stark and build your own personal Iron Man suit with an Arc Reactor, Mark V Armor, and more. Then, when you’re ready, you'll put on the suit and unleash devastating Repulsor Blasts on your foes! Or maybe you’ll embody Spider-Man, thwarting villains' plans with superhuman agility and speed before inventing new Spider-tech as Peter Parker!

As these heroes, you can use your superhuman strength and speed to deal a massive attack to the villain, or use your genius intellect to thwart the villain, waylaying their progress toward completing their scheme.

Every Marvel hero has amazing abilities, but any hero can tell you these skills come with a cost. During your turn, you’ll have the opportunity to play ally, upgrade, event, and support cards from your hand. Allies can thwart and attack the villain on their own terms, events are one-time effects that can provide a powerful punch, while supports and upgrades stay on the field to assist your hero in their battles!

To play a card from your hand, however, you have to first pay its cost, seen in the upper left corner of the card—and these resources are most commonly generated by discarding other cards from your hand. Perhaps these resources represent the mental fortitude you needed to invent a new repulsor ray on the fly, or the physical prowess to deliver a devastating web kick. This makes every turn of Marvel Champions a strategic decision. Will you forgo using your Legal Practice (Core Set, 23) to deliver a massive Gamma Slam (Core Set, 21)? Or discard a One-Two Punch (Core Set, 24) to thwart the villain with your Superhuman Law Division (Core Set, 26)?

Importantly, although you're giving some cards up, this also means you'll always have the oppurtunity to perform amazing feats on your turn! You refill your hand at the end of your turn, meaning you'll always have the resources you need to make an impact in the fight, and you never have to "sit out" for a turn, engendering fast-paced action with a mix of strategic decisions. Marvel Champions is always about reading the field, working with your teammates, and prioritizing the best course of action.

But being a hero is about more than just super heroics. In fact, you start the game as your hero's alter-ego—the side of your hero identity card representing Peter Parker, Carol Danvers, T’challa, Jennifer Walters, or Tony Stark. Once per turn, you can change the form of your character, morphing into a powerful hero or returning to their alter-ego. In your alter-ego form, you'll gain access to a unique ability and the option to heal up. As the hero, meanwhile, you'll be able to directly attack the villain.

Marvel Champions: The Card Game places just as much emphasis on your character's alter-ego as it does on their hero form. Many cards in your deck aren't based on your hero's powers, but on their life outside their costume. As the leader of a nation, T'Challa (Core Set, 40B) has unique advantages compared to the more stealth-and-tech oriented Black Panther (Core Set, 40A). For example, only T'Challa can call on his Ancestral Knowledge (Core Set, 42) to find the proper course of action. But having a life outside of hero work also entails a certain sense of danger. Each of these alter-egos has their own obligations and responsibilities that your adversaries can target at the worst possible moment!

Choosing between your hero and your alter-ego also directly impacts how the villain acts in their phase. If you're in your hero form, the villain will ignore their scheme in favor of attacking you directly, but if you're in your alter-ego form, the villain will ignore you to advance their nefarious plans. Taking too much damage from the villain's attacks can cause your hero to be knocked out of the fight, but sometimes you have to do whatever it takes to stop the villain’s plans! It’s also about teamwork—if all of the heroes decide to end their turn in their alter-ego form, a villain like Rhino is free to rampage through the city. But always facing the villain head-on and dealing with his brute strength may not be the best idea, either. Proper teamwork is key to defeating the monstrous villains arrayed against you.

Unstoppable Villains
Your hero is endowed with undeniable might, but saving the world won’t be easy, as each villain’s scheme puts your hero directly in harm’s way and the Marvel heroes will have to rely on their wits, skills, and a little bit of luck if they have any hope of saving the world.

Marvel Champions is a truly cooperative game, meaning no player directly controls the villain during a scenario. Instead, an easy-to follow checklist and unique encounter deck guide the villain's actions while throwing in plenty of surprises along the way!

The villain begins their turn by placing threat on their scheme. These threat tokens represents the villain's plans coming to fruition, and it's something the heroes want to avoid at all costs. If a villain can push their scheme to fruition by placing enough threat on it, the heroes lose the game. Luckily, you always have a chance to fight back. If your band of champions can work together and knock out the villain with photon blasts, web-kicks and more, you win the game!

After the base threat is placed on the scheme, the villain then turns their attention to each individual hero by activating against them. If you are in your hero form, the villain attacks you! If your character is in their alter-ego form, however, they aren’t around to stop the villain from advancing their scheme further!

And the villain won't stop there. After activating once for each hero, every player is forced to draw an encounter card! Each villain’s encounter deck is unique to them and represents their powers, tools, minions and more. Each hero also has a unique obligation shuffled into the encounter deck at the start of the game, ready to pop up at the most inopportune times. Some of the encounter cards you face might be minions or additional villains arriving to help the main villain in their scheme, while others may represent a devastating obstacle to your heroes. If your characters can withstand all of these attacks, they enter another player phase where they continue in their battle to save the world!

A World of Heroes
The world needs champions—are you up to the task? This Core Set is just the beginning, and as a Living Card Game, new heroes and villains are on their way to Marvel Champions. What new challenges and powers await? Find out when Marvel Champions: The Card Game launches in the fourth quarter of 2019, and be sure to keep an eye on our website for more information on Marvel Champions, including additional previews, livestreams, announcements of upcoming expansions, and more!

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91.70 €
Marvel Champions LCG: Ant-Man Hero Pack
Marvel Champions LCG: Ant-Man Hero Pack

When his daughter Cassie contracted a serious illness, Scott Lang drew on his checkered path as a thief and stole the Ant-Man suit to get his daughter the help that she needs. Now, Scott wears the Ant-Man suit full-time, and whether he’s growing to gigantic sizes or fighting alongside his armies of ants, he’s ready to take down the villain wherever they may be lurking.

If you want to change your form at every opportunity, then Ant-Man is the ideal hero for you. Like every Hero Pack, this expansion offers a 40-card pre-built deck that’s ready for you to play straight out of the box, featuring Ant-Man and the Leadership aspect. And of course, you’ll also find plenty of cards for any hero to use if you prefer to construct your own decks.

Tiny or Giant
As a hero, Ant-Man is known for his size-changing powers, and that’s aptly represented in Marvel Champions by making Ant-Man the first hero to feature two different hero forms—one Tiny and one Giant. With an innovative design featuring a hero card that can unfold to become an appropriately giant-sized card, Ant-Man is sure to have an imposing presence on your table to match his size within the game.

You’ll also quickly notice that Ant-Man’s abilities reward you for changing forms as often as possible. Flipping to the Tiny version of Ant-Man (Ant-Man, 1A) lets you remove one threat from any scheme, transforming into your Giant Ant-Man (Ant-Man, 1C) lets you deal a damage to any enemy, and switching back to Scott Lang (Ant-Man, 1B) lets you automatically heal a damage! In addition to unique abilities, it’s also notable that Ant-Man has different stats based on his size, so he’s much better at thwarting schemes while Tiny and attacking enemies while Giant. By Resizing (Ant-Man, 5), Ant-Man is sure to get the upper hand on villains of any size.

Your size also comes into play with many of Ant-Man’s signature cards. Pym Particles (Ant-Man, 6) is a resource that offers a valuable kicker effect that changes based on whether you’re in Giant or Tiny form. Similarly, Ant-Man's Helmet (Ant-Man, 8) mirrors those effects, but lets you heal damage or draw a card every time that you change into one of your hero forms! Alternatively, you can fire your Wrist Gauntlets (Ant-Man, 10), spending resources to inflict a status effect that changes based on your size.

The Gang's All Here
In his pre-assembled hero deck, Ant-Man focuses on the Leadership aspect, and there are plenty of new allies that you’ll be happy to lead into battle. Hank Pym can fight alongside Scott Lang, wearing the suit of Ant-Man (Ant-Man, 11) himself—and you’re sure to get value from Hank Pym, since you pay resources to determine how many hit points he has. Giant-Man (Ant-Man, 12) becomes a true threat once he’s taken some damage, and Scott’s own daughter Cassie makes an appearance as Stinger (Ant-Man, 14)—a one-cost ally that doesn’t count against your ally limit!

If you want these allies to stick around a little longer, you can easily boost their hit points with a Reinforced Suit (Ant-Man, 18), ensuring that they can keep thwarting schemes or dealing damage. And since all of these allies are Avengers, they’ll be able to benefit from Team-Building Exercise (Ant-Man, 24). This support seems destined to be a staple in decks that want to compile a like-minded team of allies, making it a natural fit for Leadership decks or other decks focused on building a team.

Swarm Tactics
Whether he’s infiltrating the villain’s stronghold as an ant-sized interloper or smashing their fortress to bits as a giant, Ant-Man can be the right size for the job. Get ready to change your size!

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17.80 €
Marvel Champions LCG: Black Widow Hero Pack
Marvel Champions LCG: Black Widow Hero Pack

KGB assassin, agent of S.H.I.E.L.D., villain, hero: Natasha Romanoff has taken on many roles, and played many sides in a life shrouded in mystery. But throughout every new stage of life, Natasha has developed a unique set of skills that she now uses in the role of the Black Widow, international super-spy. Soon, you'll be able to make use of these skills as you battle villains from across the Marvel Universe.

The Black Widow Hero Pack includes a pre-built deck for Black Widow utilizing the Justice aspect, the Taskmaster nemesis set, and additional cards to help increase your deck building options! With well-rounded base stats and a Preparation card for every occasion, Black Widow is always ready for what's coming next!

The Dance of Death
As one of the world's most notorious spies, Black Widow (Black Widow, 1A) is always rewarded for proper planning. Within the Black Widow's hero cards, you'll find a variety of Preparation cards. Each of these cards is an upgrade, with an effect that triggers automatically when a specific event occurs. For example, Widow's Bite (Black Widow, 10) won't do anything when it's played, but the Widow's trap will be sprung when her prey appears. While Black Widow is always prepared for enemies, she can also ready a quick escape by playing a Grappling Hook (Black Widow, 8) that can be used to avoid a treacherous situation. Black Widow also has plenty of ways to ensure these Preparation cards are in constant rotation.

Even if most of these cards can only be used while Black Widow is in her hero form, her alter ego Natasha Romanoff (Black Widow, 1B) is just as vital of a role, keeping your hand stocked as you prepare for upcoming operations, whether it's undertaking Covert Ops (Black Widow, 3) or performing a Dance of Death (Black Widow, 4).

In the Name of Justice
All of Black Widow's espionage actions are undertaken in the name of Justice, so it's fitting that this aspect fills out the rest of her deck! While aspect cards can of course be used in any deck, these new Justice cards synergize particularly well with Black Widow. For example, Agent Coulson (Black Widow, 34) is a solid ally for any hero looking to thwart a villain's plans, but can specifically help Natasha find one of her many Preparation cards. But this doesn't mean Coulson is useless with other heroes, as several new Justice cards in the Black Widow pack are also Preparation cards! This includes giving you access to Counterintelligence (Black Widow, 17) to outwit the villain's schemes.

As always, this Hero Pack also includes an additional card for the other three aspects, increasing your deckbuilding options. In this case, each of the other three cards take the form of a Preparation card, providing new ways for Black Widow to be effective in any aspect. For example, Rapid Response (Black Widow, 31) lets an ally return from the brink of defeat thanks to careful planning. And if your team is under the leadership of Black Widow, you'll always be prepared for anything!

Like any Marvel hero, Black Widow has her own personal demons to contend with. The life of a spy is dangerous, enemies are around every corner, and even your employers can turn their back on you at a moment's notice. Receiving a Burn Notice (Black Widow, 25) requires all of Black Widow's attention, as she suddenly finds herself on the run without support, and her best prepared plans can crumble around her.

But that's not all Natasha Romanoff has to worry about. With perfect memory, the insidious Taskmaster (Black Widow, 26) can copy nearly any move he sees, making him one of the deadliest mercenaries in the world. The more prepared you are, the stronger Taskmaster becomes, gaining boosts to his attacks and schemes based on the number of upgrades you control. And even if you defeat Taskmaster, you can never truly be rid of him. He's always hiding in the shadows, working with the main villain and lending them his skills when he is used as a boost card. With the skills of some of the most iconic Marvel heroes, Taskmaster is no easy to foe to overcome, but Black Widow will have to find a way if she hopes to complete her mission.

Mission Accomplished
When you need a job done with grace and subtlety, there is no better agent than the Black Widow. Not only does she have the skills to accomplish any task, proper planning and preparation means she's ready for any fight. Will the villains feel the Widow's sting when the Black Widow Hero Pack releases?

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22.00 €
Marvel Champions LCG: Captain America Hero Pack
Marvel Champions LCG: Captain America Hero Pack

When Steve Rogers was deemed too frail to enlist during World War II, he took part in a secret government program to transform him into the world’s first Super-Soldier. With the help of a revolutionary serum, Rogers emerged from the experiment as the embodiment of physical perfection. Now in peak condition, Rogers served as a special operative and a bastion of freedom in World War II until an accident near the end of the war submerged him in ice for decades. Discovered by the Avengers in the modern era, Captain America continues to fight for the American Dream. A man out of time, but never out of courage.

With his iconic shield made of pure vibranium, Captain America can lead the charge against even the most fearsome of foes, inspiring those around him with legendary valor.

Like all Hero Packs, the Captain America Hero Pack includes a fully-playable deck right out of the box that includes 15 Hero cards, 17 cards from the Leadership aspect, and 8 basic cards. Additionally, look for Captain America’s signature obligation and nemesis set, and three copies of one new card for each of the other aspects! This deck brings Captain America to the forefront of the action with his trusty shield, as he assists the heroes around him while calling on new Avengers to join the fight!

Stars and Stripes
No one can take a hit like Captain America (Captain America, 1A). No matter how much damage he takes, no matter how much effort he exerts, he can always push past his limits and continue the fight. This allows him to be twice as effective as a normal hero during his turn, standing up just when the villain thinks he’s out of gas!

With his iconic shield (Captain America, 9) in hand, Captain America is unrelenting in his desire to protect the freedom of others, and is always ready to defend the innocent and retaliate against the guilty. Not only can this symbol of freedom be used to protect Cap from harm, he has mastered its use as an offensive weapon, able to neutralize enemies with a quick Shield Toss (Captain America, 6) at a moment’s notice.

But it doesn’t take a costume and shield for Captain America to inspire those around him. As Steve Rogers (Captain America, 1B), Captain America can enlist new allies to join the fight against evil with ease. Any hero would jump at the chance to work with Captain America, and a well-coordinated team of Avengers led by the iconic hero can take down any foe! Furthermore, Cap is always prepared, and starts every game of Marvel Champions with his shield ready for action!

One of Captain America’s most trusted allies, Falcon (Captain America, 11) can get a bird's-eye view of the battlefield, scanning for new treacheries before the villain can reveal them, allowing Cap to focus on defeating the villain and not worry about any unexpected tricks up their sleeve.

When Captain America has assembled his team, those who follow him can push themselves beyond their limits when it means standing next to the most legendary hero in the Marvel Universe. When all hope seems lost, Cap can use Avengers Assemble! (Captain America, 15) to have elite squad of Avengers gain a second wind and work together to thwart a villain's plans once and for all. Even Honorary Avengers (Captain America, 25) can heed the call!

Generational Grudge
As a Man Out of Time (Captain America, 26) Steve Rogers knows he will never truly belong in this new heroic age, and this long history can lead to a sense of loss at the worst of times. The looming shadow of the past constantly hangs over Captain America, ready to strike at just the right time in the form of Baron Zemo (Captain America, 28).

The son of Baron Heinrich Zemo, Baron Helmut Zemo seeks revenge on Captain America for thwarting his father during the second World War, and can show up when Captain America least expects it.

With the Quickstrike ability, Baron Zemo immediately attacks Captain America when he enters the fray, and can prevent the good captain from stopping the main villain’s scheme. But Baron Zemo doesn’t show up without a plan. With the help of Hydra, Baron Zemo enters the battle with the intent of defeating every hero in sight. Can you keep Zemo and Hydra at bay while saving the world?

The Price of Freedom
The Captain America Hero Pack contains a complete deck. However, each of the other three aspects also receives three copies of one new card in this pack. These cards are not a part of Captain America’s deck, but provide more options during deck-building for any hero in the game! This includes Expert Defense (Captain America, 33), a new card for the Protection aspect that allows a character to defend themselves from even the heartiest attack. When the enemy is preparing for a massive assault, a well-timed Expert Defense can stop them in their tracks.

With new options for every aspect, the Captain America Hero Pack is your next step to adventure in Marvel Champions: The Card Game! The Field of Battle

Red, White, and Blue
For generations, Captain America has inspired the world through his extraordinary strength, integrity, and loyalty. Fighting not just for the American Dream, but for a better world free from injustice. Will you recruit Captain America and fight alongside him in your games of Marvel Champions when the Captain America Hero Pack releases in the fourth quarter of 2019?

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22.00 €
Marvel Champions LCG: Doctor Strange Hero Pack
Marvel Champions LCG: Doctor Strange Hero Pack

When renowned surgeon Doctor Stephen Strange sought to fix his broken hands through magical means, he found a new calling in life. Utilizing mystic forces beyond our mortal understanding, Doctor Strange now protects our dimension as the Sorcerer Supreme!

Doctor Strange calls upon forces beyond our understanding, represented within the game by a unique Invocation deck. As the defender of our dimension, the Doctor Strange Hero Pack offers a fully pre-built deck using the Protection aspect to ensure your team of heroes can defend against any attack, from this mortal realm or beyond!

Master of the Mystic Arts
There are invocations beyond our wildest understanding. To represent the incredible knowledge and magical power of Doctor Strange (Doctor Strange, 1), he begins each game with a special, fixed deck of five Invocation cards, in addition to his player deck. The top card of this Invocation deck is always faceup, and can be played with Doctor Strange’s Spell Mastery ability. Alternatively, you can use the natural talent of Stephen Strange (Doctor Strange, 2) to discard the top card of the Invocation deck, helping you cycle through the five cards and find the one you need at the right time. If the Invocation deck is ever empty, you’ll simply shuffle the five cards back together to form the deck again with no penalty—preparing you to launch into these powerful spells again!

Playing these cards comes at the cost of exhausting Doctor Strange, but they are appropriately powerful. Crimson Bands of Cyttorak (Doctor Strange, 32) not only deals out a massive seven damage, but ensures the villain will be all wrapped up when it’s their time to attack. Alternatively, the Winds of Watoomb (Doctor Strange, 36) can be used to fuel your next turn, giving you a windfall of new cards to energize your mystic spells.

Meanwhile, Master of the Mystic Arts (Doctor Strange, 5) allows the Sorcerer Supreme to bend the rules of his own Invocations, essentially letting a card be played twice before being replaced. You may draw six cards with the Winds of Watoomb or lock down multiple enemies with the Crimson Bands of Cyttorak!

Dimensional Defenders
Doctor Strange guards our realms from mystical threats, but he doesn’t do it alone. Puncturing the very heart of the dragon Shou-Lao the Undying, Danny Rand also maintains a legacy title, that of the kung fu master Iron Fist (Doctor Strange, 14)! As the master of the Iron Fist, Danny Rand puts an extra beatdown on his foes with additional damage and a stun condition whenever he attacks.

While Iron Fist takes a more proactive approach to protecting this realm, The Night Nurse (Doctor Strange, 19) takes a different tack—patching up the heroes who come to her with no questions asked. Entering the game with three medical counters, she can easily heal damage and remove status cards when you’re in peril.

While the Doctor Strange pre-constructed deck included in this Hero Pack uses the Protection aspect, it also includes cards for each of the other three aspects. Doctor Strange’s allies extend far beyond the Protection aspect. Most notably, this also marks the first time a hero in the game has been reintroduced as an ally!

Controlled Chaos
Not all who immerse themselves in the mystic arts have mankind’s best interest at heart. Some serve a far darker lord. Baron Mordo (Doctor Strange, 28) is Doctor Strange’s nemesis, and he also uses the mystic arts to achieve his own ends. You never know what Baron Mordo has in store, each attack hitting Strange with an additional random effect. As long as Mordo is on the board, the Sorcerer Supreme can never truly be safe.

Of course, Doctor Strange’s enemies aren’t all external. The mystic arts always have a cost and a toll must always be paid. Unless Doctor Strange is willing to exhaust, the Physical Toll (Doctor Strange, 27) the mystic arts take on his body will increase the cost of the next event he plays by three, making his job as a sworn defender significantly more difficult.

The Hoary Hosts of Hoggoth
This world is constantly under threat from beings beyond our imagination. The last line of defense is Doctor Strange, the Sorcerer Supreme himself. Will you take on this mantle and defend this world from extradimensional threats?

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21.00 €
Marvel Champions LCG: Drax Hero Pack
Marvel Champions LCG: Drax Hero Pack

Killed by Thanos in a wicked act of cruelty, Arthur Douglas was reincarnated as Drax, a knife-wielding warrior with a thirst for vengeance. Now a member of the Guardians of the Galaxy, Drax travels far and wide, driven and determined to put an end to the mad titan once and for all.

As a member of the Guardians of the Galaxy, Drax charges into the scene with unrelenting fury in this expansion pack, which introduces Drax as a brand-new playable hero, along with his fifteen signature cards. With a pre-built Protection deck ready to go, you’ll be able to try out Drax’s unique vengeance-fueled gameplay from the moment you open the box. Punish the villains who wrong you and show them why Drax is a force to be reckoned with!

An Eye for an Eye
With a relentless thirst for revenge against Thanos and anyone else who stands in his way, Drax comes to the table ready to dish out as much of a beating as he takes. With high damage potential and borderline-absurd durability, Drax is a valuable combatant that is right at home in the front lines against the villain.

As a warrior fueled by vengeance, it’s only natural that Drax has several tools to punish the villain for attacking him. For starters, while in his hero form (Drax, 1A), Drax gains a vengeance counter each time a villain attacks him. His attacks get stronger and stronger for each vengeance counter he has, so use cards like "Fight Me, Coward!" (Drax, 3) to draw the enemy’s fire your way. You can even defend a fellow hero from a villain’s attack to gain vengeance counters even faster. Don’t worry about taking too much damage—with 14 hit points and cards like Subdue (Drax, 18) softening the villain’s blows, you can be sure that Drax will survive long enough to build up the power he needs to steamroll his enemies.

Once your ATK is good and boosted, it’s time to get some Payback (Drax, 7) on the villain! Use your Intimidation (Drax, 4) to stop the villain’s schemes in their tracks, then launch yourself at them with a devastating Knife Leap (Drax, 5). If you need just a bit more damage, then preempt that attack with a Leading Blow (Drax, 17)—with three vengeance counters, Drax’s attack will be more than high enough to still deal damage, allowing you to attack twice in one turn.

Eventually, even Drax needs to cool down. When you finally run out of steam, switch over to Drax’s alter-ego (Drax, 1B) form for a substantial heal. If you can’t afford to let the villain scheme, then take out a minion with Hard Knocks (Drax, 16) to grant yourself a tough status card instead. If there are a few too many minions for your liking, then call on the aid of Moondragon (Drax, 13) to make them fight each other. Or you could always have a minion attack the villain for some extra damage—that works too! After all, sometimes the best defense is an unrelenting offense.

Too Stubborn to Die
Drax’s powerful offense combined with his impressive durability makes him a potent warrior and a valuable member of the Guardians of the Galaxy. The Guardians arrive in Marvel Champions: The Card Game with The Galaxy’s Most Wanted, and with the Drax Hero Pack arriving in June, the team will be nearly complete.

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22.00 €
Marvel Champions LCG: Galaxy's Most Wanted Expansion
Marvel Champions LCG: Galaxy's Most Wanted Expansion

The second campaign expansion for Marvel Champions: The Card Game!

Not every villain is content to contain their schemes to a single parochial planet—some have much more cosmic ambitions, unleashing their evil against the countless worlds of the galaxy. If you’re ready to leave Earth behind, it’s time to fuel up the Milano, grab that guy’s arm, and blast off for the stars!

It’s time to team up with the Guardians of the Galaxy and take your games of Marvel Champions onto the galactic stage. Within The Galaxy’s Most Wanted, you’ll find an entirely new campaign, with five distinct scenarios pitting you against Drang of the Brotherhood of Badoon, the Collector (featured in two separate scenarios), Nebula, and Ronan the Accuser. You can play each of these scenarios individually or bring them together in an epic campaign, and with seven modular sets, there are opportunities to mix up all of your other scenarios. What’s more, this campaign expansion also introduces the first Guardians of the Galaxy heroes to the game, with fully pre-built and ready-to-play hero decks for Groot and Rocket Racoon.

Galactic Villainy
From your very first scenario, your heroes are hit with new challenges. In your battle against Drang (The Galaxy’s Most Wanted, 58), you can expect to battle the villain and minions like the Badoon Grunt (The Galaxy’s Most Wanted, 118). But it’s not just a fight on the ground—you’ll be flying the Milano (The Galaxy’s Most Wanted, 142) against Drang’s Badoon Ship (The Galaxy’s Most Wanted, 63), dodging through a Blockade (The Galaxy’s Most Wanted, 66) and dealing with perils like a Hull Breach (The Galaxy’s Most Wanted, 146).

Once you defeat Drang’s incursion on Earth, you and your band of heroes decide to infiltrate the museum of the Collector (The Galaxy’s Most Wanted, 70), which takes your games in a completely new direction. Here, you’ll face the prospect of a rapidly thinning deck as the Collector invites you to Stay Awhile (The Galaxy’s Most Wanted, 78), claiming both player cards and encounter cards and incorporates them into The Collection. If you lose too many cards, you’ll face certain defeat, forcing you to fight to keep your cards out of the Collector’s clutches.

Drang and your first encounter with the Collector are only the first two scenarios in The Galaxy’s Most Wanted, and you’ll face new twists and turns throughout the unfolding campaign. You’re taking on these villains because it’s the right thing to do, of course… but you also expect to be well paid. Throughout The Galaxy’s Most Wanted campaign, you’ll collect a reward in Units after each scenario, which you can spend in The Market to purchase new cards for your deck. The new cards you purchase might get you out of a sticky situation, like By Any Means (The Galaxy’s Most Wanted, 151) or Sure Gamble (The Galaxy’s Most Wanted, 169). Or, you might invest in some Milano Mods, like a Mounted Laser (The Galaxy’s Most Wanted, 171) or a Reactor Core (The Galaxy’s Most Wanted, 165), tapping into these powerful upgrades that grow more potent if you control the Milano.

As you play through this campaign, you’ll also face the threat of a lethal Badoon Headhunter (The Galaxy’s Most Wanted, 183) hot on your trail. Though he may not seem like much of a threat, this minion will keep chasing you in scenario after scenario—and even a temporary defeat only brings him back stronger in your next battle. Whether you’re playing on standard or expert, The Galaxy’s Most Wanted campaign is a chance for you to take on some of the iconic spacefaring villains of the Marvel universe.

Unlikely Heroes
Within The Galaxy’s Most Wanted, you’ll find two pre-built hero decks ready to launch you into fighting alongside the Guardians of the Galaxy. Rocket Racoon (The Galaxy’s Most Wanted, 29B) revels in overkill, and whenever he deals excess damage to an enemy, you can draw a card—making him a perfect fit for taking out minions. A Rocket Launcher (The Galaxy’s Most Wanted, 37) can deal widespread damage, and when you Reload (The Galaxy’s Most Wanted, 31) to fire twice in one round, you have a good chance of wiping out every minion that stands in your way.

It’s only fitting that Rocket Racoon’s pre-built deck features the Aggression aspect, and you’ll find other cards that lean into his penchant for excess damage and his love of Tech upgrades. Into the Fray (The Galaxy’s Most Wanted, 42) damages a minion and gives an Aggression hero a good way to remove threat from the main scheme, while packing a Hand Cannon (The Galaxy’s Most Wanted, 46) boosts your base ATK and gives you overkill.

If Rocket Racoon is always eager to take the fight to hordes of minions, Groot (The Galaxy’s Most Wanted, 1A) has a much more defensive hero ability. In alter-ego form, Groot will stack up growth counters, and when he flips into his hero form (The Galaxy’s Most Wanted, 1B), those same growth counters will block damage coming at you. That doesn’t mean Groot can’t hold his own in combat though! A Root Stomp (The Galaxy’s Most Wanted, 5) might squash an enemy, and it lets you bank up more growth counters for the future.

Among the Protection cards that fill out the rest of Groot’s deck, you’ll find some powerful ways to gain the advantage if you’ve kept your hit points intact. The Dauntless (The Galaxy’s Most Wanted, 16) upgrade gives you retaliate 1, so long as you haven’t been damaged by your battles.

Take to the Stars
Take your battles against villainy to new heights with The Galaxy’s Most Wanted, the second campaign expansion for Marvel Champions: The Card Game

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58.10 €
Marvel Champions LCG: Gamora Hero Pack
Marvel Champions LCG: Gamora Hero Pack

Trained and tormented from childhood by the mad titan Thanos, Gamora is a deadly warrior able to wield nearly anything as a weapon and dispose of enemies with fatal finesse. No longer under Thanos’ control, Gamora now travels the stars as a member of the Guardians of the Galaxy, and she is determined to end the suffering that she once endured.

As a member of the Guardians of the Galaxy, Gamora dances into the scene with a deadly flurry in this expansion pack, which introduces Gamora as a brand-new playable hero, along with her fifteen signature cards. While she comes packaged with the Aggression aspect, Gamora is unique in that she can have up to six cards from other aspects in her deck as well! With event cards for both Protection and Justice also included in her pre-built deck, you’ll be able to try out her unique tactical flair right off the bat. With incredible combo potential and the ability to both deal damage and thwart schemes reliably, Gamora is a versatile hero and a valuable member of any team. You’ll be happy to have her!

Killer Combos
While Gamora’s childhood was anything but happy, she did gain an impressive array of skills from being trained by Thanos. Boasting incredible versatility and the ability to consistently deal damage and remove threat simultaneously, Gamora is sure to have an answer to nearly any situation.

Your arsenal of options begins with Gamora’s alter-ego (Gamora, 1B) ability, Skilled Tactician. By including up to six Attack and/or Thwart cards of other aspects in your deck, you can build a suite of skills to foil the villain’s plans. Use your alter-ego action to pull an extra Attack or Thwart card into your hand, then, when you’re ready, flip to Gamora’s hero form (Gamora, 1A). Unleash a devastating combo of Finesse and Precision to show the villain exactly why Gamora is known as the most dangerous woman in the galaxy!

Use your Keen Instincts (Gamora, 9) to help start your turn with Impede (Gamora, 16), removing 3 threat from the main scheme and triggering Precision to deal 1 damage to an enemy. Assuming Keen Instincts was played on a previous round, Impede will bounce back to your hand after it resolves (since it was your first card played this turn), allowing you to use it to help pay for a powerful Decisive Blow (Gamora, 6). Since you already played a Thwart event this turn, this attack will deal a whopping 7 damage, on top of triggering Finesse to remove 1 more threat from a scheme. This means that with just two cards you dealt 8 damage and removed 4 threat, and you haven’t even used a basic hero power yet.

Even if you can’t pull of this specific combo, Gamora still brings plenty of options to the table. Some events, such as Hit and Run (Gamora, 20), count as both an Attack event and a Thwart event, allowing you to trigger both Finesse and Precision with just a single card. Your hero abilities can trigger during the villain phase as well, allowing you to use cards like First Hit (Gamora, 15) or the powerful Crosscounter (Gamora, 4) to stop the villain’s momentum before it can even get started. If you run out of steam, take a moment to come up with a Plan of Attack (Gamora, 13) and start building up a new combo. With so many options at her disposal, Gamora will constantly dish out damage while removing threat from schemes. Is there anything she can’t do?

A Nebulous Alliance
Gamora was not the only person to be “raised” by Thanos. Her surrogate sister, Nebula (Gamora, 2), also joins the fray as an ally in Gamora’s deck. Being able to search for any Attack or Thwart event in your deck makes Nebula a valuable teammate, as she can help you find the right tool for the situation at hand.

However, be careful not to get too comfortable. Nebula is not a lovey-dovey sister, and an alliance with her is tenuous at best. Sometimes her jealousy of Gamora is simply too much to bear, and she may switch from your ally to your nemesis (Gamora, 26)! Whether Nebula ends up as your friend or your foe, there can be no denying that she will have a profound impact on any game Gamora is in.

A Deadly Dance
Gamora’s unrivaled versatility makes her a valuable member of the Guardians of the Galaxy. The Guardians arrive in Marvel Champions: The Card Game with The Galaxy’s Most Wanted, and with the Gamora Hero Pack arriving in May, the team is really starting to come together.

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19.70 €
Marvel Champions LCG: Green Goblin Scenario Pack
Marvel Champions LCG: Green Goblin Scenario Pack

To many citizens of the Marvel Universe, Norman Osborn is an eccentric billionaire. A man who has put his demons behind him. The truth of the matter is Norman Osborn is always teetering on the brink of a relapse into the villainous Green Goblin. With advanced technology, superhuman strength, and regenerative healing, the Green Goblin is one of the Marvel Universe’s most frightening villains, and a longtime nemesis to Spider-Man.

But Norman Osborn rarely makes public appearances as the Goblin. As one of the richest men in the world, Osborn himself is virtually untouchable, making his alter-ego just as effective as the sadistic goblin. Can any team of heroes truly stand up to the might of Norman Osborn and the Green Goblin?

This 78-Card pack introduces two new scenarios to Marvel Champions showcasing the devious Norman Osborn and his sadistic alter-ego, the Green Goblin. Also included are four modular encounter sets that can be mixed in with these scenarios to customize your experience! Are you ready to take your games of Marvel Champions to the next level and take on Norman Osborn?

Risky Business
Hello, heroes.
As you know, Norman Osborn is a ruthless businessman and the head of the multinational corporation, Oscorp. We also have intel that he’s fueling a large crime operation.

Unfortunately, Osborn has set his sights on purchasing a failing branch of Stark Industries. Not only would this bring a surge to Oscorp stock, but we’re certain he plans to use the Stark tech to enhance his criminal enterprise.

While directly taking down Osborn is out of the question, we think that you can provoke Osborn by targeting his criminal enterprise, forcing his alter-ego, the Green Goblin, to come out to play.

The first scenario featured in The Green Goblin Scenario Pack is "Risky Business," a confrontation that sees the heroes try and defeat the Green Goblin by indirectly assaulting his alter-ego, Norman Osborn (The Green Goblin, 1A), until he is forced to take action as the Goblin (The Green Goblin, 1B)!

When the scenario starts, you won’t be directly attacking Osborn, after all, he’s one of the wealthiest men in world. Instead, you’ll be focusing on bringing down his Criminal Enterprise (The Green Goblin, 6A). Any time a hero would attack Norman Osborn, instead, they target his criminal empire, getting under Osborn’s skin and getting one step closer to drawing out his Green Goblin persona, who the heroes can attack directly.

Of course, this means Norman Osborn is free to scheme while the heroes are distracted by his criminal syndicate. Should Norman Osborn maneuver into a Hostile Takeover (The Green Goblin, 4B), he makes the heroes job that much harder, and if he gets his hand on new Stark tech via a Corporate Acquisition (The Green Goblin, 5B), the heroes lose the game!

But through teamwork, wit, skill, and a little bit of luck, you can drain the infamy counters off of Criminal Empire and bring the Goblin out to play. When Norman Osborn is flipped to his Green Goblin side, he immediately deals damage to every hero in sight, who must now contend with his State of Madness (Green Goblin, 6B). The heroes will only have a limited time to hit the Goblin before his State of Madness ends and Norman Osborn returns, so make sure that every shot counts!

Norman Osborn’s encounter deck also plays to his terrifying duality. For example, when the Green Goblin reveals his Mad Genius (The Green Goblin, 13) he will either attack a hero if he is in his Goblin form, or strikes at their resources by discarding cards from their deck if he is in a more presentable state. Both of these attacks put the hero in danger, and the Goblin's bag of tricks runs deep no matter which form he takes.

But this is just one of the two scenarios included in The Green Goblin Scenario Pack. Do you have what it takes to bring down Norman Osborn’s Criminal Empire in "Risky Business"? And what will you do when the Goblin army attacks in "Mutagen Formula"?

Goblin Gimmicks
The Green Goblin Scenario Pack also contains four modular encounter sets that allow you to customize both scenarios contained in the pack. The choice of which sets to include is up to you (both setup cards provide a recommended set, but any of the four can be used) or selected at random. If you want an easier challenge, you don’t have to include any modular encounter sets, if you want a greater challenge, you can include multiple modular encounter sets.

The "Goblin Gimmicks" encounter set allows Osborn (or other villains) to bring his bag of tricks to his fight against the heroes of the Marvel Universe. The Goblin Glider (The Green Goblin, 33), for example, is a floating glider that can travel up to blistering speeds of 90 MPH and gives its wielder unparalled maneuverability. In Marvel Champions, the glider its wielder's attack power, but a quick-thinking hero can sabotage the glider on their turn!

When fighting the Goblin, you always have to be on the look out for Pumpkin Bombs (Green Goblin, 34 ), grenades that can deal serious damage to any do-gooder caught in their blast. The Jack-O-Lantern shaped bombs are deadly, and come in several varieties. However, like the glider, a hero with some strength behind their punches can disarm the pumpkin bombs before they have a chance to do any damage!

The Goblin is more than just cutting-edge technology, his Regenerative Healing (Green Goblin, 36) makes him a true terror to behold. You have limited opportunity to actually deal damage to the Green Goblin in "Risky Business," and being able to simply heal that damage may make the Green Goblin seem like an insurmountable enemy. But a hero never gives up, and with the power of a Marvel Champion, you can stop the Green Goblin in his tracks!

Sadistic Choice
Whether he’s building a criminal empire as a ruthless businessman or leading a goblin army, as a sadistic madman, The Green Goblin is one of the most dangerous villains in the Marvel Universe. Will you have what it takes to go toe-to-toe with this dastardly foe? Find out when The Green Goblin Scenario Pack releases in the fourth quarter of 2019!

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29.70 €
Marvel Champions LCG: Hood Scenario Pack
Marvel Champions LCG: Hood Scenario Pack

Ever since he witnessed a battle between Electro and Daredevil as a child, the life of a supervillain was enticing to Parker Robbins. Later, while stealing money to pay for his mother’s medical care, a chance encounter with a demon left Robbins with a pair of boots that let him walk on air and an equally-mystical red cloak. Now, as the Hood, Robbins and his budding criminal empire are swiftly becoming a formidable threat to the people of New York City.

This 78-card scenario pack introduces a new scenario to Marvel Champions showcasing the Hood and his notorious organization of supervillains. Also included are a whopping nine modular encounter sets that can be mixed in with any scenario—including the Hood’s—to add more customization options to your Marvel Champions experience. Are you prepared to take down a dangerous criminal empire?

Crime State
"Hello, heroes.
We’ve received intel that the Hood has been busy recruiting lowlifes from every nook and cranny of the city.
The villains he has reached out to aren’t ones to scoff at. Among others, he’s made contact with Mister Hyde, the Sinister Syndicate, and the Wrecking Crew. Additionally, there are reports that he may have raided one of our armories, although that is currently unverified. It’s also likely that the recent string of emergencies—the fire, the shipyard disaster, the prison escape—are all connected to the Hood and his group in one way or another.
If the Hood is able to truly unite all of these criminals under one banner, he’ll have a formidable empire that even the strongest of you will struggle against."

When you first begin the Hood ’s (The Hood, 1) scenario, he is only just beginning to establish his empire by Making Connections (The Hood, 4A). During setup, you will choose seven modular encounter sets from your Marvel Champions collection (including from those included in this scenario pack, if you wish), but you will only shuffle one of these into the encounter deck to begin with.

As the heroes battle the Hood, they will repeatedly be forced to resolve his Foul Play ability through cards like Establish Dominance (The Hood, 7) and Madame Masque (The Hood, 10). A side-effect of this ability is that it swiftly burns through the Hood’s deck, causing him to gradually build up acceleration tokens on the main scheme. As he completes his schemes, the Hood draws more and more criminals into his organization with Promised Prosperity (The Hood, 5A), permanently adding additional encounter sets from the set-aside pool into the game. Add in the chance for some Field Recruitment (The Hood, 12), and suddenly the Hood’s budding empire has grown into a threat that even some of Earth’s mightiest heroes might struggle against!

Even when he isn’t building up his criminal organization, the Hood is still a formidable threat in his own right. Armed with his two Pistols (The Hood, 9), the Hood can easily dish out enough damage and threat to keep heroes on the defensive, and his Mantle (The Hood, 8) can protect him from the heroes’ attempts to slow his momentum. Once he has the Upper Hand (The Hood, 13), the Hood will call in his new supervillain friends to make things even more difficult for the heroes—you’ll have to stay on your toes to keep yourselves from being overwhelmed!

A Villainous Empire
As we mentioned before, this expansion comes with nine new modular encounter sets for your Marvel Champions collection. While you can use any seven encounter sets for the Hood’s scenario, the nine that come in his pack are all thematically related to his criminal empire in some way.

For example, as was mentioned in the S.H.I.E.L.D. briefing in the previous section, the Hood has reached out to notable villains like the scheming Calvin Zabo (The Hood, 34). While not a very imposing minion on his own, the true terror of Zabo is when his Self-Experimentation (The Hood, 33) causes him to transform into the monstrous Mister Hyde (The Hood, 35). Hyde is a powerhouse of a minion with a ridiculous amount of health, which means he is a perfect distraction to keep the heroes away from the Hood’s plans.

Other notable villains in the Hood’s organization are Boomerang (The Hood, 44) and Shocker (The Hood, 45) from the Sinister Syndicate, Crossfire (The Hood, 26) and his Crew, and all four members of the Wrecking Crew. Even beyond the members of his organization, the Hood can arm his lackeys with a Flamethrower (The Hood, 37) from a ransacked armory, take advantage of a Citywide Crisis (The Hood, 59) to keep the heroes busy, and retreat to a Secret Lair (The Hood, 61) to accelerate his schemes even further.

Finally, if all that still isn’t enough challenge for you, this scenario pack also comes with more difficult versions of the Standard and Expert encounter sets. The Standard II and Expert II encounter sets can be implemented in any scenario in place of the usual Standard and/or Expert sets, and they pack quite the punch. For example, Standard II makes the villain a more Formidable Foe (The Hood, 49A), utilizing Dark Dealings (The Hood, 50) to advance the scheme and Total Annihilation (The Hood, 54) to tear through heroes and allies. With all this and more, now is the perfect opportunity to revisit some old foes and see if you can rise to the new level of challenge! Establishing Dominance

Just because the Hood isn’t a powerful cosmic entity like Thanos doesn’t mean he is any less threatening. Muster your heroes and get ready to challenge his criminal empire when The Hood Scenario Pack arrives this fall!

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28.20 €
Marvel Champions LCG: Hulk Hero Pack
Marvel Champions LCG: Hulk Hero Pack

Saturated by deadly gamma rays while saving his best friend from the detonation of an experimental bomb, the genius Dr. Bruce Banner has transformed into the towering, muscle-bound Hulk. Though Hulk’s unbridled rage can make him unpredictable, he is one of the world’s strongest heroes. Whether he’s angry or not, you’ll definitely want the Incredible Hulk on your side!

If you’ve ever wanted to tap into your anger and leap into the fight with the Incredible Hulk, this is where you start. Like every Hero Pack, the Hulk Hero Pack comes with a 40-card pre-built deck, giving you the chance to start playing and smashing the villain right out of the box.

Hulk Smash
Though many heroes across the Marvel universe feel the pull between their alter ego and their hero persona, few can match the chaotic dichotomy between Bruce Banner and the Hulk. One is a genius scientist, the other is an unstoppable force of raw strength and rage. Just as in the comics, you’ll have to find a way to bring Bruce Banner and Hulk together if you’re going to tap the true potential of this hero in Marvel Champions: The Card Game.

As Hulk (Hulk, 1A), this hero eagerly throws himself into the fray, so long as there’s something to smash! Hulk boasts three attack and a massive eighteen hit points, but with zero thwart, you’ll have to move fast—either finding some other way to remove threat or racing to defeat the villain before they can hope to bring their evil schemes to completion. While he can be a powerhouse, Hulk also isn’t great at planning for the future. He has a hand size of only four cards, and you’re forced to discard your entire hand if you end your turn as Hulk. Even though you’ll refill your hand, you can’t make plans for the future based on keeping cards in your hand.

Bruce Banner (Hulk, 1B) marks a distinct contrast to the Hulk’s wild, chaotic power. Bruce Banner has a natural talent for setting up your future turns with some Experimental Research. By drawing a new card and filtering your hand, Bruce Banner helps to ensure that you can find the pieces to set up the Hulk’s next rampage.

Though he has little ability to thwart the villain’s schemes, Hulk more than makes up for it with his ability to pump out damage. Your basic attack of three damage should not be dismissed, but you can send that damage through the roof with Hulk Smash (Hulk, 3). By playing this event when you make a basic attack, you increase your attack value by ten! And, if you paid for the event with only physical resources, your attack gains overkill, letting you KO a minion and send the rest of the damage straight onto the villain.

You can push your attacks even higher by tapping into the Hulk’s Boundless Rage (Hulk, 9). For only one resource, you permanently increase Hulk’s attack by one—but as soon as you change form, you’re forced to discard this asset. Balancing your time as Bruce Banner and the Hulk is a key part of playing this hero, and deciding whether or not you want to give up your Boundless Rage is just another piece of that puzzle.

Putting Up a Fight
Hulk’s player deck is packed with Aggression cards, and as you’d expect, many of them specialize in dealing maximum damage to the villain. You may decide to go directly Toe to Toe (Hulk, 15) with your target—taking an attack from an enemy in exchange for dealing five damage. For heroes with high defense, like Hulk or Spider-Man (Core Set, 1A), Toe to Toe is an easy choice for inclusion.

Even if you’re not planning to defend against the villain’s attack, you can turn this damage to your advantage with "You'll Pay for That!" (Hulk, 16). By playing this event after the villain attacks you, you can remove one threat from a scheme for each damage you took from the attack, giving Aggression decks (and heroes with plenty of hit points, like Hulk) an excellent way to keep threat from building up.

Clash of the Titans
Hulk’s power is undeniable, but the demons of his past are equally strong. Can you balance the genius intellect of Bruce Banner against the uncontrollable wrath of the Hulk?

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17.50 €
Marvel Champions LCG: Mad Titan's Shadow Campaign Expansion
Marvel Champions LCG: Mad Titan's Shadow Campaign Expansion

The third campaign expansion for Marvel Champions: The Card Game!

The universe is full of both good and evil. Mighty heroes clash with dastardly villains in every galaxy, and yet one threat has risen above all the others. One being has established himself as a scourge on all life, whose power is unrivaled across all the cosmos.

Of course, we are talking about Thanos.

This time, you and your fellow heroes must challenge the forces of Thanos. This massive expansion contains a brand-new campaign featuring five thrilling scenarios pitting you against members of the zealous Black Order, including Ebony Maw, Proxima Midnight, Corvus Glaive, and, of course, the Mad Titan himself. As with previous expansions, you can play each of these scenarios individually or as part of a larger campaign, and with a slew of new modular encounter sets, there will be ample opportunity to mix things up for all of your Marvel Champions content. Of course, a new wave of expansions means more heroes as well, and The Mad Titan’s Shadow starts it off with the mighty champions Adam Warlock and Spectrum, both of whom come with fully pre-built and ready-to-play decks right out of the box.

The Black Order
In his mad quest for the Infinity Stones, Thanos sends his subordinates to every corner of the galaxy to carry out his brutal plans. Your heroes must first face Ebony Maw (The Mad Titan’s Shadow, 71) and his Attack on Knowhere (The Mad Titan’s Shadow, 74B). You’ll have to deal with the Maw’s deadly spells, such as Fireball (The Mad Titan’s Shadow, 76) and Pacification (The Mad Titan’s Shadow, 78), and combat his powerful attachments like Abjuration (The Mad Titan’s Shadow, 82) and Restrained (The Mad Titan’s Shadow, 83) if you want any chance at stopping the onslaught.

Once you have saved Knowhere from Ebony Maw, you’ll need to rush to defend Avengers Tower (The Mad Titan’s Shadow, 100A) from Proxima Midnight (The Mad Titan’s Shadow, 92) and Corvus Glaive (The Mad Titan’s Shadow, 95). These two commanders work together in their shared scenario, each of them placing threat on their own main scheme while drawing from the same single villain deck. You’ll have to pay attention to your Focused Defense (The Mad Titan’s Shadow, 101) and determine which of the two villains is the bigger threat; just make sure you take them both down at the same time!

Of course, this expansion would not be complete without a battle against the mighty Thanos (The Mad Titan’s Shadow, 111). It’s going to take everything you have to stop the Mad Titan and his plan to Balance the Scales (The Mad Titan’s Shadow, 115A), especially as he wields the power of the Infinity Stones!

Infinite Power
You may have seen it mentioned on Thanos’s card, but this expansion also comes packed with the new Infinity Stone deck! This special seven-card encounter set can be added to almost any scenario in the game, not just those in The Mad Titan’s Shadow. The only scenarios that can’t use it are the ones with multiple villains (or no villain) in play at the start of the game, so feel free to revisit your favorite scenarios from previous Marvel Champions expansions and add the Infinity Stone deck if you want some extra challenge!

When you include the Infinity Stone deck in your game, the villain begins the scenario with the Infinity Gauntlet (The Mad Titan’s Shadow, 129) already attached. The Infinity Stone deck is separate from the encounter deck, and it has its own discard pile. As the game progresses, the six Infinity Stones will cycle in and out of play as the villain wields their powers against the heroes. This means that, not only will the villain’s schemes and attacks be more potent with the Gauntlet attached, they can also overwhelm the heroes with added bonus effects, such as confusing someone with the Mind Stone (The Mad Titan’s Shadow, 130) or using the Space Stone (The Mad Titan’s Shadow, 134) to teleport an extra minion into play. With infinite possibilities for new levels of challenge, this encounter set will test your mettle like never before!

Heroism on a Cosmic Scale
Thanos and his Black Order are some of the most formidable foes in the Marvel universe, and they likewise bring some formidable challenge to Marvel Champions: The Card Game. Thankfully, The Mad Titan’s Shadow also comes packed with a pair of potent heroes!

Starting off, we have Adam Warlock (The Mad Titan’s Shadow, 31B), the avatar of life and a powerful cosmic sorcerer. Warlock is an extremely unique hero due to his deckbuilding condition: he must include an equal number of cards from all four aspects in his deck, and he can’t have any duplicates outside of his signature cards. In exchange for this need for balance, Warlock’s pre-built deck comes packed with powerful unique or limited cards like the Living Tribunal (The Mad Titan’s Shadow, 48) and Shield Spell (The Mad Titan’s Shadow, 61). In addition, his hero form (The Mad Titan’s Shadow, 31A) has the innate ability Battle Mage, which gives him new ways to spend the aspect cards that he doesn’t need. Combine that with Warlock's Cape (The Mad Titan’s Shadow, 35) and Mystic Senses (The Mad Titan’s Shadow, 36), and suddenly every aspect card in your deck becomes a way to ready your hero and draw a card!

When you play as Adam Warlock, you may find that you burn through your deck faster than other heroes. This is especially apparent with cards like Karmic Blast (The Mad Titan’s Shadow, 38), which discard multiple cards from the top of your deck. This may seem detrimental, but it is all part of Warlock’s battle plan. If you need a card that you discarded, simply retrieve it with Quantum Magic (The Mad Titan’s Shadow, 40), and when your deck runs out of cards, the Soul World (The Mad Titan’s Shadow, 33) will reward you for your perseverance in the face of adversity. The power of a full heal is nothing to scoff at, and aspect cards like Zone of Silence (The Mad Titan’s Shadow, 50) and Summoning Spell (The Mad Titan’s Shadow, 55) will help you charge up a soul counter even faster.

Adam Warlock isn’t the only powerhouse to join the forces of good. As a one-time leader of the Avengers, Monica Rambeau (The Mad Titan’s Shadow, 1B) comes to the table ready to rock with a pre-built Leadership deck. As the hero Spectrum (The Mad Titan’s Shadow, 1A), she is able to take on the properties of three different types of energy: Gamma (The Mad Titan’s Shadow, 2), Photon (The Mad Titan’s Shadow, 3), and Pulsar (The Mad Titan’s Shadow, 4). Each time she flips to hero form, Spectrum can decide which energy form to take on, and, by extension, which of her basic powers she wants to excel in next. Spectrum can get extra use out of her energy forms with cards like Energy Duplication (The Mad Titan’s Shadow, 6) and Pulsar Shield (The Mad Titan’s Shadow, 9), and if you need to change forms on the fly, simply use Speed of Light (The Mad Titan’s Shadow, 10) to keep your momentum going without needing to swap to your alter-ego!

Befitting her role as a leader, Spectrum’s deck comes packed with some powerful Leadership cards to guide her team to victory. With the help of friends like White Tiger (The Mad Titan’s Shadow, 13) and Kaluu (The Mad Titan’s Shadow, 14), you can designate your team as the Mighty Avengers (The Mad Titan’s Shadow, 15) to buff the THW and ATK of your allies, making heavy-hitters like Power Man (The Mad Titan’s Shadow, 12) even stronger. Once everyone’s ATK is good and boosted, unleash on the villain with a mighty Mass Attack (The Mad Titan’s Shadow, 16); with each of the aforementioned allies in play, combined with Mighty Avengers, Power Man’s ability, and Spectrum’s Gamma form, you could deal a whopping 13 damage in a single hit. It seems these Avengers are mighty indeed!

A Universal Threat
With Thanos and his Black Order looming on the horizon, fans of Marvel Champions: The Card Game should look forward to tackling this challenge when The Mad Titan’s Shadow campaign expansion releases in August of this year—and look for more mighty heroes to join the ranks of Adam Warlock and Spectrum with the release of four subsequent Hero Packs!

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58.10 €
Marvel Champions LCG: MojoMania Scenario Pack
Marvel Champions LCG: MojoMania Scenario Pack

Welcome, one and all!

Join us in the marvelous and magnificent Mojoverse, a terrifically televised realm of nonstop entertainment and jaw-dropping drama. We have a really special show for you tonight, folks: a bunch of upstart heroes think they can triumph over the trials before them, but will they actually manage to make a scene? Or will they drop off the charts like a bunch of has-beens? Stay tuned to find out!

This 78-card scenario pack introduces three brand-new scenarios to the game, each featuring a different member of the Mojoverse. These scenarios can be played standalone or sequentially as the game’s very first three-part mini-campaign. Also included are six new modular encounter sets that can be added to any Marvel Champions scenario, expanding the game’s customization options to starry new heights. Do you have what it takes to survive the most dangerous reality TV ever?

A Battle for Ratings
The first episode of this mini-campaign pits the players against the mighty MaGog (MojoMania, 1A), the ninety-nine time defending Mojoverse champion.

This scenario may seem like a classic, no-holds-barred brawl, but you’ll soon realize that this is no ordinary fight. MaGog will keep getting back up over and over again; he is the reigning Champion (MojoMania, 3A), after all. You and your fellow heroes are the Challengers (MojoMania, 4A) here, and in order to win this Melee in the Mojo-seum (MojoMania, 2B), you must win the crowd’s favor. Earn yourselves (MojoMania, 4B) 10 ratings counters per player before MaGog does (MojoMania, 3B), and you will walk away victorious!

Not that it will be easy. MaGog will fight tooth and nail to Defend the Title (MojoMania, 10), utilizing Jolts of Adrenaline (MojoMania, 5) and Pumping Up the Crowd (MojoMania, 8) to keep the heroes on their toes and ensure the audience stays on his side. And if things get dicey, he might get help from a Surprise Contender (MojoMania, 7), so you will always have to stay on your toes!

Once you escape the Mojo-seum, you will have to contend with Spiral (MojoMania, 12A). This mystical teleporter could help you escape Mojo’s clutches, but you’ll need to catch her first. While Spiral is on her Escaped side, you’ll have to chase her Across the Mojoverse (MojoMania, 15B). The Search for Spiral (MojoMania, 16) will take you across several of Mojo’s sinister shows, but you must persist, because only once you’ve Cornered (MojoMania, 17) her can you actually engage her in combat.

The Many Shows of Mojo
Once you’ve caught Spiral and convinced her to aid you, it’s time to face Mojo (MojoMania, 22) and kick off the main event: MojoMania (Mojomania, 25B)! Spin the Wheel of Genres (MojoMania, 26A) and see if you can defeat the Spineless One before the show writers run out of ideas. Once the wheel stops (MojoMania, 26B), another show is added to the playlist, but if there aren’t any shows left, your party will wind up canceled!

Both Spiral and Mojo’s scenarios utilize the “show” modular encounter sets included in this scenario pack. In these six encounter sets, you’ll find yourself thrown across several genres of television, from crazy crime drama to high fantasy to hair-raising horror to silly sitcom. Each show has a different theme to its mechanics; for example, the “crime” show focuses on side schemes, with schemes like Crime Scene Investigation (MojoMania, 37) and Law & Order (MojoMania, 38) massively hindering the heroes’ efforts. Meanwhile, the “fantasy” show has mechanics that represent quests, whether it’s a Fetch Quest (MojoMania, 45) to find something useful in your deck or a quest to defeat a monster, such as a Troll (MojoMania, 44) or a terrifying Dragon (MojoMania, 42).

Longshot Takes the Stage
In addition to the six modular encounter sets representing Mojo’s television shows, MojoMania also includes a special single-card encounter set, Longshot (MojoMania, 71)! Just like normal modular encounter sets, Longshot can be included in any scenario (though he does not count toward the number of sets that make up that scenario). However, Longshot is an encounter card that actually helps the heroes—he enters play as an ally under a player’s control, and he will continue to swoop in periodically throughout the game. This can slightly lower the difficulty of the game, so if you find yourself struggling with a particular scenario, give Longshot a call!

Televised Mayhem
Mojo is a formidable foe, and the struggles of you and your fellow heroes are giving him the sky-high ratings he desperately craves. Can you escape your televised fate? Or will you be forced to perform for the faceless masses forever? Find out when the MojoMania Scenario Pack releases this fall!

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31.50 €
Marvel Champions LCG: Ms. Marvel Hero Pack
Marvel Champions LCG: Ms. Marvel Hero Pack

Already struggling with who she was, and who she wanted to be, teenager Kamala Khan just wanted a simple life. But when she became trapped in a Terrigen Mist enveloping New Jersey, Kamala’s life went in a different direction. After emerging from the mist, Kamala discovered she was able to morph her body into nearly anything. Inspired by her idol Carol Danvers, Kamala took on the name Ms. Marvel and New Jersey gained its very own teenaged crime fighter!

Ms. Marvel is one of the most flexible heroes in the game, able to fit into whatever role is needed while learning to be a hero and protecting her friends from harm by reusing event cards from her hand!

Morphogenetic Master
Even when out of costume, Kamala Khan (Ms. Marvel, 1B) is always preparing for her next battle, with her Teen Spirit ability allowing her to discard cards form the top of her deck until she finds a Ms. Marvel hero card! While this will discard aspect and basic cards, it guarantees you’ll be ready for the job when it’s time to step up and be a hero. With five recovery, staying in the Kamala Khan alter-ego form is a surefire way to refill your hand while recovering plenty of hit points.

While Ms. Marvel (Ms. Marvel, 1A) may be inexperienced, with low attack, thwart, and defensive values, she truly shines in her versatility and flexibility. Any time Ms. Marvel plays an Attack, Thwart, or Defense event, you may exhaust her to return that event to your hand! Ms. Marvel’s hero cards feature three different events that have these traits, representing her ability to morph her body in strange new ways.

Ms. Marvel doesn’t need a big attack value when she can just use Big Hands (Ms. Marvel, 3) to put a villain in their place! By enlarging her hands, Ms. Marvel can deal a devastating four damage to an enemy. And because Big Hands is an Attack event, Ms. Marvel can exhaust to return Big Hands to her hand, able to play it again immediately or save it for just the right time. The flexibility of Ms. Marvel allows you to get the most out of her big events by replaying them!

Of course, you still have to pay the cost of these events, but luckily, Kamala Khan has the love and support of friends and family in her quest to become a hero. Best friends since childhood, Nakia Bahadir (Ms Marvel, 8) and Kamala Khan have always supported each other, and Nakia can help Kamala in her superheroics by reducing the cost of cards. You can only use Nakia when you’re in your Alter-Ego form, but that doesn’t mean you can’t flip your identity immediately afterward, prepared to kick butt at a discounted cost!

But Nakia isn’t Kamala’s only ally in her fight against evil. Kamala’s other best friend, Bruno Carrelli (Ms. Marvel, 7) was one of the first to know about Kamala’s powers, and is always ready to help her carry the burden of being a Marvel Champion.

As an Alter-Ego Action, you may attach cards to Bruno facedown, letting you draw more cards at the end of the player phase. Then, when the time is right, you can bring up to three cards attached to Bruno back to your hand, setting Ms. Marvel up for a massive turn!

Valiant Protector
With the ability to heal by returning to her natural form, Ms. Marvel fits right at home in the Protection aspect, which fills up the majority of her pre-constructed deck included in the Ms. Marvel Hero Pack. Kamala can deliver a devastating Tackle (Ms Marvel, 15) to her foes, both stunning them and dealing damage if you paid for the card using a strength resource! With the enemy stunned, they won’t be able to attack the first hero they activate against, letting Kamala Khan protect her friends while dealing some serious damage to her foes.

Ms. Marvel can also use more directly protective measures. Energy Barrier (Ms. Marvel, 17) follows a similar pattern to Tackle, letting Ms. Marvel strategically soak up damage and deal it back to her enemies.

Teen Dreams
Of course, like any hero, Kamala Khan has her own personal obligations and history to contend with. As a teenager, Ms. Marvel has to deal with a problem other heroes simply don’t: curfew. Kamala always has to be Home By Dawn (Ms. Marvel, 25) , or else she faces punishment from her over-protective parents, losing access to some of her good friends!

One of Kamala’s first tests as a hero was taking down The Inventor, a clone of famed historical icon Thomas Edison (Ms. Marvel, 27)! After she thwarted his plans to use the youth of New Jersey as an alternative energy source, The Inventor has held a grudge against Ms. Marvel, and is ready to strike when she least expects it!

Also included in the Ms. Marvel Hero Pack are three-copies of one card for each of the other three aspects. As the leader of the Champions, Kamala is also a solid fit in the Leadership aspect! Morale Boost (Ms.Marvel, 32) can give Ms. Marvel or a teammate the boost they need to overpower the villain and defeat their evil schemes!

The New Normal
With the ability to morph her body into nearly anything, Ms. Marvel is one of the most versatile characters in Marvel Champions. Bring powerful events back to your hand and smash the villain before they complete their scheme when the Ms. Marvel Hero Pack and Game Mat launch in the first quarter of 2020!

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22.00 €
Marvel Champions LCG: Nebula Hero Pack
Marvel Champions LCG: Nebula Hero Pack

Created by Thanos to be the perfect killing machine, Nebula broke free from her tyrannical father to become a feared space-pirate. But when the Mad Titan threatened all life in the universe, she joined forces with the Guardians of the Galaxy to stop him. Though she may have a checkered past, Nebula is ready to prove that she can be a hero too.

As a sometimes-friend, sometimes-enemy of the Guardians of the Galaxy, Nebula blitzes into action in this expansion pack, which introduces her as a brand-new playable hero, along with her fifteen signature cards. With a pre-built Justice deck ready to go, you’ll be ready to try out Nebula’s technical gameplay from the moment you open the box. With a versatile range of abilities and the potential for some powerful combos, Nebula is a dangerous hero that should never be underestimated!

Deadly Technique
Thanos built Nebula to be a lethal fighting machine. Because of this, she has amassed a plethora of effective (and deadly) combat techniques, which are reflected in her unique special Technique upgrades! Nebula’s whole playstyle revolves around the proper management and usage of these powerful upgrades, allowing her to perform some devastating burst turns with the proper setup.

To help you set up, use Nebula's (Nebula, 1B) Cybernetic Upgrades to build up your arsenal of Techniques. Each one grants a different passive ability while Nebula is in hero form, such as Evasive Maneuvering (Nebula, 5) allowing her to bypass enemy defenses and Unyielding Persistence (Nebula, 6) powering her up into an unstoppable force (remember that “stalwart” prevents her from being stunned or confused). Combine that with Wide Stance (Nebula, 8), and you can safely face your enemies during the villain phase, then unload on the villain with Nebula’s hero form (Nebula, 1A) ability, Combat Protocols.

While you will lose your Technique upgrades if you resolve their Special abilities with Combat Protocols, Nebula also comes with ways to trigger them outside of that ability. With Combat Ready (Nebula, 9), you can trigger a Special ability immediately upon playing a Technique, then you can utilize your Lethal Intent (Nebula, 10) to trigger all of your Techniques’ Special abilities at once, and then do so again at the start of your next turn!

In order to optimize her Technique combos, Nebula will likely want to switch back to alter-ego form fairly often. Thankfully, her pre-built deck has plenty of cards to help keep the enemy’s schemes in check. Allies like Eros (Nebula, 11) can confuse minions while Venom (Nebula, 13) can take advantage of his high stats to steamroll enemies while there is no threat on the main scheme. Meanwhile, cards like Justice Served (Nebula, 14) and Brains Over Brawn (Nebula, 18) can help you get the most out of each of your turns, allowing you to thwart when necessary without losing momentum.

Lethal Sisters
Similar to the Gamora hero pack, Nebula comes with her sister (Nebula, 2) as her signature ally. Gamora allows Nebula to get some extra usage out of her Technique upgrades, and with her (or the Gamora hero) in play, you can use the team-up event Daughters of Thanos (Nebula, 22) to give yourself a boost of cards to your hand.

However, just like before, this alliance can get a bit strained. These two sisters often struggle to get along, and so Gamora will sometimes appear as Nebula’s nemesis (Nebula, 28) as well. Don’t take anything for granted, and you’ll prevail even in the face of this sibling rivalry.

Cutthroat Ambition
Nebula’s technical prowess and amazing combos make her a valuable addition to any team of heroes. With the release of The Mad Titan’s Shadow, you will want as many powerful heroes as possible to take down Thanos, and who better to do so than his daughter, Nebula!

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18.80 €
Marvel Champions LCG: Nova Hero Pack
Marvel Champions LCG: Nova Hero Pack

A boy, a helmet, and an intergalactic legacy! Sam Alexander isn’t just any teenager; he’s been recruited to the Nova Corps, the universe’s police force. And it’s his job to look after his family and his planet as the high-flying hero Nova!

This cosmic hero rockets into battle in this expansion pack, which introduces Nova as a new playable hero along with his fifteen signature cards. With a pre-built Aggression deck ready to play from the get-go, you’ll be able to tackle your enemies with Nova’s wildcard gameplay from the moment you open the box. With lots of uses for “wild” resources and some powerful, efficient event cards, Nova is a thrilling hero who can contribute to any team!

Also, for the first time, this hero pack comes with a bonus modular encounter set featuring the ridiculously sturdy Armadillo!

Like a Human Rocket
When he’s not fighting crime, Sam Alexander (Nova, 1B) is like any other teenage boy. But when trouble rears its head, Sam can search his deck for his signature Supernova Helmet (Nova, 9), the source of his powers and the cornerstone of his playstyle. If he uses a “wild” resource to pay for his ability, then the helmet goes directly into play, allowing him to launch into battle with little to no setup time!

In his hero form, Nova (Nova, 1A) is a powerful burst character with lots of low-cost events. The Supernova Helmet is the only upgrade among his signature cards, and with its ability to consistently generate “wild” resources, Nova can use it to pay for cards like Lightspeed Flight (Nova, 4) and Pot Shot (Nova, 5) without sacrificing any other cards from his hand. With Ms. Marvel (Nova, 2) letting you get multiple uses out of the same event and Nova’s innate ability letting you ready his helmet, you’ll start stacking up threat removal and damage before you even know it. If you’re ready to clear out lots of minions or side schemes, then be sure to Unleash Nova Force (Nova, 6) to gain unstoppable momentum. Even if you’ve completely exhausted your Supernova Helmet, you can still utilize your Connection to the Worldmind (Nova, 7) to help pay for your events, which means Nova will almost always be ready for some serious burst power.

The rest of Nova’s pre-built deck perfectly complements his playstyle. With The Locust (Nova, 10) on hand, you can get multiple uses out of Aggression events like Pitchback (Nova, 12) and One by One (Nova, 14). Utilize Fluid Motion (Nova, 16) to take advantage of all the Attack events you’ll be playing, and if you ever need to switch to alter-ego form, you can use Everyday Hero (Nova, 19) to help pay for another player’s card and keep the momentum going. The high amount of “wild” resources in Nova’s deck can also help you pay for cards like No Quarter (Nova, 13), which requires that you spend at least one “physical” resource in order to play it—since “wild” resources count as all resource types, you can always fall back on the Supernova Helmet to help you pay for it!

Tough as Nails
As we mentioned earlier, the Nova Hero Pack is the first hero pack that also comes with a bonus modular encounter set! This set features the ultra-tough Armadillo (Nova, 29), a Brute minion with the unique ability to stack up multiple tough status cards at once. Only one tough status card is discarded when Armadillo would take damage (unless the attack has piercing), which means the more times you let him activate, the harder he becomes to defeat! Armadillo on his own is already “tough” to deal with, but with cards like Rollin', Rollin' (Nova, 30) and Tough it Out (Nova, 32) also added to the mix, it’s clear that this encounter set can make any situation significantly harder!

Like all other modular encounter sets, the Armadillo set can be added to any scenario for some extra challenge. Test your mettle and see if you can defeat this resilient foe!

Nova Corps Champion
With unlimited burst potential and some wild thrills, Nova is a fantastic hero eager to join his fellow Champions in the battle against the Sinister Six.

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23.80 €

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