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Haun tulokset 25 - 48 / 51



Marvel Champions LCG: Once and Future Kang Scenario Pack
Marvel Champions LCG: Once and Future Kang Scenario Pack

Prepare yourselves, mortal heroes! You have been tested before by the likes of Green Goblin or the Wrecking Crew, and you’ll soon be able to take on Hydra with The Rise of Red Skull campaign expansion. But you have never faced a villain with the futuristic technology, awe-inspiring intellect, and time-altering powers of Kang the Conqueror!

Few villains have challenged you in the same way as the indomitable Kang. You’ll face Kang in the present day and across the multifarious timestreams, battling his incarnations through the centuries in a scenario that’s unlike any other. With expert versions of Kang to swap in if you’re looking for a greater challenge and three modular encounter sets that you can pull into this scenario or any other, The Once and Future Kang promises to push you and your fellow heroes to their limits.

Battle Across Time
In any scenario, the villain that you face and your friends by your side have been the constant factors. No matter where your battle takes place or what treacherous schemes are thrown in your direction, you can count on having your fellow heroes battling alongside you as you work together to KO the villain as quickly as possible. But you have never faced a villain quite like Kang before.

Kang does not reveal his temporal powers immediately—in fact, for the first stage, you face a relatively straightforward brawl against Kang the Conqueror (The Once and Future Kang, 1). Though he may lead the assault with Future Weapons (The Once and Future Kang, 15) and a Temporal Shield (The Once and Future Kang, 14), at least you know what to expect.

Everything changes once you beat Kang’s first stage, however. Reeling back, The Master of Time (The Once and Future Kang, 8A) uses his powers to separate the heroes across time and space! One hero may be thrown into The Chronopolis (The Once and Future Kang, 9B), while another hero falls through dimensions to The Realm of Rama-Tut (The Once and Future Kang, 11B). For every hero, you’ll be drawn into your own play area and dimension. In every dimension, a new version of Kang waits for that hero—whether it’s Kang as Iron Lad (The Once and Future Kang, 3), the Scarlet Centurion (The Once and Future Kang, 5), or some other iteration of the villain.

Pushing forward, as soon as a hero defeats Kang in their own time and space, they join another game area, teaming up with another hero to defeat Kang in that game area! Only once the heroes are all back together will they be able to return to the present day and begin their final showdown against Kang the Conqueror.

Throughout the scenario, Kang will use his Temporal powers to weaken the heroes, calling on oppressive obligations, ranging from Stolen Memories (The Once and Future Kang, 19) to Depowered (The Once and Future Kang, 20). Three modular encounter sets, which can be added into this scenario or any other scenario, add even more replayability options. You may find yourself battling against a Tyrannosaurus Rex (The Once and Future Kang, 32) that’s been unleashed in Central Park. Kang can haunt you in any scenario with the Master of Time modular set, or if you’re really looking for a challenge, you could even test yourself against the full might of Kang’s personal guard, the Anachronauts.

A New Villain Rises
There’s a new villain on the way for Marvel Champions: The Card Game, and it may be the greatest adversity your heroes have yet faced. It’s a fight across time for the future of mankind… and all other possible futures! Do you have what it takes to defeat Kang?

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28.60 €
Marvel Champions LCG: Quicksilver Hero Pack
Marvel Champions LCG: Quicksilver Hero Pack

The fastest man on Earth may have a checkered past, but Pietro Maximoff now uses his super speed to fight alongside the Avengers as Quicksilver. You’ll soon get the chance to test his speed for yourself.

There’s no one faster than Quicksilver, and he’s ready to race into your roster of heroes. Like every Marvel Champions Hero Pack, this expansion features a pre-built 40-card hero deck that’s ready to play right out of the box, featuring Quicksilver and the Protection aspect, along with a smattering of new cards for every other aspect in the game. Whether you’re playing as Quicksilver or using these cards to enhance another hero’s deck, you won’t want to let this Hero Pack pass you by!

Always Be Running
Quicksilver (Quicksilver, 1A) isn’t a hero who takes down the villain with a single punch. Rather, you’ll have to rely on your unconscionable speed to hit the villain over and over in quick succession. You’ll notice immediately that Quicksilver’s THW, ATK, and DEF all clock in at one, making his basic powers relatively weak—but he also boasts an ability shared by no other hero. With his Super Speed, you can immediately ready Quicksilver after you use one of his basic powers, and you can do this once per phase!

In other words, if you want Quicksilver to attack twice or thwart twice, he can certainly do that—but he also has the flexibility to both attack and thwart. And since Quicksilver can use his hero ability once per phase, he’ll always be able to defend against an enemy attack and ready again! With only nine hit points, you’ll need to spend some time recovering as Pietro Maximoff (Quicksilver, 1B), but when you do so, you’ll also be able to cycle your hand of cards to line up your next lightning-fast run.

Few cards better exemplify a hero’s strategy than Always Be Running (Quicksilver, 3). You’ll find four copies of this event among Quicksilver’s signature cards, and it simply lets you ready Quicksilver and prepare him for action once again. So long as you have Always Be Running, you’re not limited to readying once per phase—and the only thing you need now is a way to boost Quicksilver’s stats to make every hit that much more potent. Cards like Reinforced Sinew (Quicksilver, 11) and Accelerated Reflex (Quicksilver, 8) make a good start, but once you hit Maximum Velocity (Quicksilver, 5), no villain will be able to stand in your way. Just make sure that you can ready enough times to make it count!

An Unbreakable Defense
With his ability to always defend against an attack, there are few heroes who can mount a defense that matches Quicksilver—and when he’s paired with the Protection aspect, as in his pre-built deck, that defense becomes even stronger. You may start by giving him an Armored Vest (Quicksilver, 16) to raise his base DEF, and if it looks like a big attack is coming, you can always play Never Back Down (Quicksilver, 14). This event boosts your DEF even higher, and if you take no damage, you’ll stun the attacking enemy!

You’ll want some friends to help you defend incoming attacks or push your advantage during your turn... and what better friends to turn to than Multiple Man (Quicksilver, 12)! Arriving as the game’s first non-unique ally, you can include three copies of Multiple Man in your deck. Better yet, after one Multiple Man enters play, you can search your deck for the next and put it into play for free! Where there’s one Multiple Man, you can be certain that another one is just around the corner. Blink and You’ll Miss Him

Maximoff Velocity
Even the mightiest villains are moving in slow motion compared to Quicksilver. Make your own run as the fastest man on Earth!

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22.00 €
Marvel Champions LCG: Scarlet Witch Hero Pack
Marvel Champions LCG: Scarlet Witch Hero Pack

Lost and wandering Europe for years with her brother Pietro, Wanda Maximoff had little idea of the arcane powers vested in her—until she unleashed her reality-warping chaos magic to protect the innocent. Now in the guise of Scarlet Witch, Wanda has joined the Avengers, fighting alongside her brother!

Like previous Hero Packs, the Scarlet Witch Hero Pack unlocks a brand-new hero for your games, coming with a fully pre-built and ready-to-play 40-card Justice deck. Alongside this pre-built deck, you’ll find an assortment of cards for the other aspects of the game, giving you plenty of options for tweaking your Scarlet Witch deck or altering any other deck in your collection. Prepare for reality to twist and warp around you with this new Hero Pack!

Unlimited Power
Few heroes can match the power of Scarlet Witch, as she calls on chaos magic to reshape reality according to her whims—and yet, few heroes ride so close to the line of insanity, where a single slip could condemn you and your fellow heroes to uttermost destruction.

You’ll get a hint of this dichotomy with Scarlet Witch’s hero ability. When you’re playing as Scarlet Witch (Scarlet Witch, 1A), you can shape and alter the encounter deck—whenever you would count the boost icons on an encounter card, you can instead discard the top card of the encounter deck and count the boost icons on that card instead. With this ability to potentially mitigate a deadly attack or keep the villain’s scheme from advancing, you’ll always want to have Scarlet Witch in your corner. Of course, this ability comes with a cost—you’re shrinking the encounter deck, bringing you closer to running through the deck and gaining a permanent acceleration token. One card might not seem to matter much, but if there’s a theme tying Scarlet Witch’s signature cards, it’s thinning the encounter deck.

Blasting the villain with a Hex Bolt (Scarlet Witch, 4) grants you a range of powerful effects, depending on the cards that you discard from the encounter deck. Chaos Magic (Scarlet Witch, 3) lets you completely ignore the resource cost of a card, instead discarding an equal number of cards from the top of the encounter deck. Warp Reality (Scarlet Witch, 6) even lets you completely cancel an encounter card and discard it, though once again, you’ll need to discard more cards from the encounter deck. All of these effects are undeniably powerful, but you must be judicious and exercise control. If you succumb to the insatiable pull of magic, you may lose yourself forever.

Scarlet Witch is also unique in that she’s the first hero to feature two copies of her obligation, Slipping Sanity (Scarlet Witch, 23). This crumbling sanity can put a real dent in Scarlet Witch’s ability to keep fighting—you must either switch to your alter ego and exhaust to remove Slipping Sanity from the game, or discard the top five cards of the encounter deck, placing one threat on the main scheme for each star icon. Once again, you’re posed with a dangerous choice—do you play it safe and control your magic, or push your advantage and risk dooming the entire party?

It may be inevitable that you collect one or two acceleration tokens when you’re playing as Scarlet Witch. But fortunately, Scarlet Witch comes with the Justice aspect to help you clear away that threat even as it builds up. Speed (Scarlet Witch, 10) is exceptionally good at thwarting, which lets you focus on dealing damage or recovering to get back in the fight. Alternatively, if a scheme is getting close to progressing, there are few better events than Crisis Averted (Scarlet Witch, 12). This event removes a massive six threat from the main scheme, and perhaps more importantly, if you pay with a mental resource, you can ignore the crisis icon, potentially buying you a few more rounds in a deadly situation.

Alternatively, if you’re keeping threat under control, Swift Retribution (Scarlet Witch, 14) can be a perfect way to rack up more damage. This one-cost event causes the villain to scheme, before immediately dealing four damage to the villain. You could even follow up with Turn the Tide (Scarlet Witch, 15)—after your hero thwarts and removes all threat from a scheme, you can deal even more damage to an enemy.

Cast a Hex
Scarlet Witch offers unforgettable power—but can you defeat the villain before her mind implodes?

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22.00 €
Marvel Champions LCG: Star-Lord Hero Pack
Marvel Champions LCG: Star-Lord Hero Pack

Though he was born on Earth, Peter Quill’s life has been spent among the stars, jumping from planet to planet. Now, under the mantle of Star-Lord, he protects our world from countless alien dangers while leading a team of superheroes—the Guardians of the Galaxy!

Star-Lord leads the Guardians of the Galaxy into battle against the villain in this expansion pack, which introduces Star-Lord as a brand-new playable hero, along with his fifteen signature cards. Fittingly, Star-Lord uses the Leadership aspect, and you’ll find a full assortment of new Leadership cards, as well as plenty of cards that reward you for uniting the Guardians of the Galaxy. With the new Guardian synergies unlocked, and a new player card for every aspect that rewards you for using the Aerial trait, you won’t want to let the Star-Lord Hero Pack fly past you.

Devil-May-Care
Across the Marvel universe, there are few heroes more daring than Star-Lord. Some would call it recklessness, but you can’t argue with results—and for Star-Lord, riding the line between bravery and insanity pays off more often than not.

It all starts in your alter ego form, when you’re setting up another big stunt as Peter Quill (Star-Lord, 1B). During setup, you’ll get to search your deck for one of your Element Guns, ensuring that you’re not going into your next face-off without a weapon close at hand. More than that, however, Peter Quill lets you choose any card in your hand and swap it with the top card of your deck, pulling together the pieces to set up your next move once you switch into hero form.

Few heroes are more willing to take a chance on a risky plan than Star-Lord (Star-Lord, 1A). In fact, raising the stakes will often be critical to your success. If you’re running out of resources, or you want to push the limit on what you can accomplish in a single turn, you can take a facedown encounter card to significantly reduce the cost of your next card. You’ll pay the price for this devil-may-care attitude later, but for now, you can certainly enjoy a phenomenal hero turn!

If you want to push your turn even farther, Daring Escape (Star-Lord, 3) lets you ready your hero and draw a card, in exchange for taking another facedown encounter card. Of course, as the cards pile up, Star-Lord has some ways to benefit from an ever-increasing stack of encounter cards. Sliding Shot (Star-Lord, 5) deals additional damage for each facedown encounter card in front of you, while Star-Lord's Helmet (Star-Lord, 10) increases your hand size for each encounter card in front of you, making it even easier for you to line up your next blockbuster turn!

Star-Lord isn’t just a raucous risk-taker, however. He’s also the leader of the Guardians of the Galaxy, and fittingly, while he’s in hero form, all of your allies gain the Guardian trait. Leader of the Guardians (Star-Lord, 9) increases the THW of Star-Lord and every other Guardian character you control, while Knowhere (Star-Lord, 22) increases your ally limit and rewards you for playing Guardian allies. You may even decide you want your entire team to go out in a Blaze of Glory (Star-Lord, 15), dramatically boosting the THW and ATK of every Guardian character, but forcing them each to take a damage at the end of the phase. Like so many of Star-Lord’s cards, it’s an invitation and a challenge—if you can win fast enough, you just might be able to escape the consequences of your actions.

Protecting Our Planet
The Guardians of the Galaxy arrive in Marvel Champions: The Card Game with The Galaxy’s Most Wanted, and with the upcoming release of the Star-Lord Hero Pack in May, they’re just getting started.

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19.70 €
Marvel Champions LCG: Storm Hero Pack
Marvel Champions LCG: Storm Hero Pack

Once worshipped as a goddess for her ability to control the weather, Ororo Munroe left that life behind when she answered Charles Xavier’s call for help. Now, Ororo uses her powers to defend mutants around the world as one of the mighty X-Men, Storm.

This mighty mutant soars into battle with this expansion pack, which introduces Storm as a new playable hero along with her fifteen signature cards. With a pre-built Leadership deck ready to play from the get-go, you’ll be able to blast through the villain’s forces with Storm’s weather control from the moment you open the box. With her raw power and ability to shape the climate of the battle, Storm is a potent hero that can benefit any team.

This hero pack also includes a bonus modular encounter set featuring the devious Shadow King!

Weather Goddess
As her hero name would suggest, Storm’s powers allow her to control the weather. To represent this, she comes with her own special secondary deck, the Weather deck!

At the start of the game, Ororo Munroe (Storm, 1A) allows you to choose one of your four Weather supports and put it into play. Each Weather card has an effect that applies to all characters in play, both friendly and enemy, as well as a Special ability that can be triggered by certain effects. As the hero Storm (Storm, 1B), you can use Weather Control to swap which Weather card is in play and resolve its Special ability once per round.

As for the Weather cards themselves, each one has an effect that can drastically shape the outcome of a scenario. Clear Skies (Storm, 2) gives everyone stalwart, which means no heroes, allies, minions, or villains can be stunned or confused. Whip up a Hurricane (Storm, 3) to give all characters retaliate, summon a Thunderstorm (Storm, 4) to boost everyone’s ATK, or call upon a Blizzard (Storm, 5) if you need to reduce incoming damage. Depending on the situation, you will likely be switching from one Weather card to another each round, and with the help from Weather Goddess (Storm, 9), sometimes you might even do it twice!

Naturally, most of Storm’s other signature cards play off her Weather cards in some way. Her Crown (Storm, 6) and her Cape (Storm, 7) both boost her stats and interact with her Weather cards to give her resources or readies respectively. Cards like Torrential Rain (Storm, 10) and Flash Freeze (Storm, 12) can trigger specific Weather cards’ Special abilities without needing to use Weather Control, or you can just hit your foes with a Blast of Wind (Storm, 13) to resolve whatever Special ability is currently in play.

In addition to her weather-centric signature cards, Storm’s pre-built deck comes with a solid spread of new Leadership cards as well. Cry out "To Me, My X-Men!" (Storm, 20) to summon X-Men allies such as Mirage (Storm, 15) and Pixie (Storm, 17), then bolster them with your Leadership Skill (Storm, 19). Once you’ve established your team of Uncanny X-Men (Storm, 18), call on Forge (Storm, 22) to build you a shiny new support, such as the X-Jet (Storm, 23). With such a tight-knit team at her side, Storm will always be ready to face any threat!

Possessed by Shadow
Just like with the Wolverine Hero Pack, which we announced a few weeks ago, the Storm Hero Pack also includes a brand-new modular encounter set. This set features The Shadow King (Storm, 36), a dangerous psionic entity who can take control of your allies! With the Possessed (Storm, 38) attachment at his disposal, the Shadow King can transform an ally into a minion, turning your friends into foes in the blink of an eye.

As with all other modular encounter sets, the Shadow King set can be added to any scenario for some extra challenge. Can you keep your allies safe from this ruler of the Astral Plane?

A Storm on the Horizon
With her incredible ability to control the weather, Storm is a powerful hero and an iconic member of the X-Men. Look forward to taking on Magneto and the Brotherhood of Mutants with Storm when the Storm Hero Pack launches alongside the Wolverine Hero Pack this fall!

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21.30 €
Marvel Champions LCG: Thor Hero Pack
Marvel Champions LCG: Thor Hero Pack

Stories of the Gods of Asgard have been passed down from generation to generation. Beings of extreme splendor and majesty, these Gods wield immense power. With a clash of Thunder, the citizens of Earth learned that these Gods are real, and one has taken up his hammer as a defender of Midgard!

This deck introduces the God of Thunder to Marvel Champions. With Mjolnir in hand, Thor is an aggressive hero who can dispatch minions with ease. Best of all, this pack includes a full deck ready for use right out of the gate, a nemesis set featuring the trickster God Loki, and several additional basic and aspect cards to increase your deckbuilding options!

Bring the Thunder
To challenge a God is a foolish endeavor for any mere mortal, even more so when that God is the mighty Thor (Thor, 1A). A skilled combatant who lives for the glory of battle, you draw two cards when he engages a minion, giving him more fuel to unleash powerful attacks. Better yet, with 14 hit points, Thor can take on all comers and come out unscathed.

But should he need to recover or prepare for the coming battles, he can always become Odinson (Thor, 1B) to call forth the legendary hammer Mjolnir (Thor, 9) and recover some valuable hit points. With Mjolnir in hand, Thor gains the Aerial trait and can easily defeat any minions foolish enough to challenge him.

Or perhaps Thor can challenge them. Defender of the Nine Realms (Thor, 3) sees Thor searching for a worthy foe while removing threat from a scheme along the way. If this minion is the first one you’ve engaged with this round, you’ll also get to use Thor’s ability, putting Thor in the perfect position to smash his enemies to pieces.

For example, a well timed Defender of the Nine Realms can provide a Hammer Throw (Thor, 5), a massive attack utilizing Mjolnir. While 8 damage may seem like too much to deal with a small minion engaged with him, the Overkill ability ensures the attack is never wasted.

With a thirst for battle, Thor and his allies are perfect for the Aggression aspect. With the strength of a God, Hercules (Thor, 11) shares Thor’s love of a fight, and the more minions you are facing, the easier it is to have Hercules share in the revelry.

If you need even more assistance, Valkyrie (Thor, 12), the shieldmaiden of Asgard, can immediately defeat most minions when she enters play. If that still doesn’t do the job, Valkyrie’s two attack can cut enemies down to size in no time!

These allies and more fill out the rest of the pre-constructed Thor deck included in the pack. With the strength of a God and the power of Thunder, Thor can tear through your enemies and go toe-to-toe with the most iconic villains in the Marvel Universe!

Sibling Rivalry
Even Gods have their flaws. For all of Thor’s bravado and strength, his arrogance can still get the better of him. It was this pride that pushed Thor to incur Odin's Anger (Thor, 26) and prove his worth to wield Mjolnir. This can happen at the worst times in Marvel Champions: The Card Game and force Thor to face his inner demons or lose Mjolnir in the heat of battle.

But this isn’t Thor’s only ghost of the past. Despite his best efforts, Thor can never really be rid of his brother, the trickster God Loki (Thor, 28). Should you be unfortunate enough to encounter Loki during your games of Marvel Champions, you can never be sure you’ve actually defeated him or if you’ve simply enabled him to continue his schemes until you reveal a card from the encounter deck.

Despite his immense strength, the God of Thunder has his own demons to confront, can he overpower them and become the hero the Marvel Universe needs?

As with the other Hero Packs, the Thor Hero Pack also introduces three copies of one new card for each of the other three aspects to increase your deckbuilding options. Teamwork (Thor, 32) lets you use your allies attack and thwart powers without damaging them, instead adding their power to your own heroes! Through Teamwork, you can keep your allies around longer while taking the fight to the villain!

Call the Thunder
When the God of Thunder enters the fray, even the most iconic Marvel Villains take notice. For the glory of battle, Thor can defeat armies of minions with the might Mjolnir at his side. Will you harness the power of the God of Thunder when the Thor Hero Pack releases in the first quarter of 2020?

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

Appointed as leader of the legendary Valkyrior by Odin, Brunnhilde defied the All-Father’s wishes by leaving Asgard to join the Avengers. Since that day, she has dedicated herself to the defense of Midgard as the valiant Valkyrie!

As a member of the mighty Valkyrior, Valkyrie charges into battle in this expansion pack, which introduces her as a brand-new playable hero along with her sixteen signature cards. With a pre-built Aggression deck ready to go, you can take a stab at Valkyrie’s dueling-focused gameplay from the moment you open the box. With strong attacks and plenty of stat boosts, this is one Asgardian that you won’t want to mess with!

Flight of the Valkyrior
As a “chooser of the slain,” Valkyrie’s playstyle revolves around marking her enemies for death. This is represented with her special signature upgrade, Death-Glow (Valkyrie, 2), which starts the game set aside out of play.

While in her hero form, Valkyrie (Valkyrie, 1A) can play Death-Glow as if it’s in her hand. She can attach it to any enemy she wants, marking them as her next foe to vanquish. If you mark a minion, then Valkyrie can ready for free after she defeats that minion. Combine that with the effects of cards like Valhalla (Valkyrie, 4), and Valkyrie can build up some serious minion-slaying momentum.

Even if there are no minions to mark, Death-Glow still has plenty of uses. Valkyrie’s signature weapons, Dragonfang (Valkyrie, 6) and Valkyrie's Spear (Valkyrie, 5), provide significant boosts to her stats against the foe marked with Death-Glow. Meanwhile, Shieldmaiden (Valkyrie, 11) can be used to protect an ally (or herself) against the marked enemy’s attack without needing to exhaust Valkyrie in the process. Even without these defense-boosting cards, Valkyrie can take plenty of hits from the villain with her trusty steed Aragorn (Valkyrie, 7) at her side. Finally, once some minions enter play, Valkyrie can flip back to Brunnhilde (Valkyrie, 1B) to recuperate from her duel and detach Death-Glow from the villain; that way, when she flips to hero form once more, she can use it to help her clean up the riffraff!

Valkyrie’s playstyle lends itself to dueling enemies one at a time, but villains won’t always let you fight entirely on your own terms. Thankfully, Valkyrie comes with plenty of other cards in her pre-built deck to help her keep the enemy on their toes. Scrappy allies like Thor (Valkyrie, 13) and Throg (Valkyrie, 14) can deal with minions that you don’t have time for, and events like The Best Defense... (Valkyrie, 20) and Smash the Problem (Valkyrie, 19) can take advantage of Valkyrie’s solid attack stat to slow the villain’s momentum. If Valkyrie is exhausted and Death-Glow is attached to a minion, use Quick Strike (Valkyrie, 18) to defeat that minion and trigger Death-Glow’s ability, letting you ready back up and keep fighting!

Chooser of the Slain
Whether you pick off minions one-by-one or hone your attention on the villain itself, Valkyrie’s focused assault makes her a potent hero perfectly at home on the front lines of any team. With the rise of the Mad Titan Thanos and his obsession with death, it’s only fitting that Valkyrie remind him who is the real chooser of the slain!

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22.30 €
Marvel Champions LCG: Venom Hero Pack
Marvel Champions LCG: Venom Hero Pack

A wartime veteran and an old classmate of Peter Parker, Flash Thompson was fused with the Venom symbiote during Project Rebirth 2.0, the U.S. government’s second super-soldier program. Now, Venom travels the galaxy, using his exceptional abilities to take down the forces of evil wherever they may be.

As another member of the Guardians of the Galaxy, Venom swings into action in this expansion pack, which introduces Venom as a brand-new playable hero along with his fifteen signature cards. With a pre-built Justice deck ready to go from the moment you open the box, you’ll be able to try out Venom’s impressive arsenal right away. Rush in guns blazing and tear your way through the villain’s schemes with this high-powered hero!

Armed and Dangerous
Using the unique capabilities of his symbiotic suit, Venom bursts onto the scene with a wide array of weapons at his disposal. With the ability to control an extra restricted upgrade at any given time, Venom comes to the table ready to wield a greater range of powerful tools than his peers, making him incredibly versatile.

In order to make sure you have the tools you need, Flash Thompson (Venom, 1B) will search your deck for a Weapon upgrade during setup and add it to your hand. Then, as Venom (Venom, 1A), you can use your Symbiotic Bond to help you generate the resources you need to build your arsenal. Add in valuable search cards like Locked and Loaded (Venom, 4), and this means Venom can wield powerful upgrades like the Multi-Gun (Venom, 8) or his twin Venom's Pistols (Venom, 10) right out of the gate. Once you’ve armed yourself, you can launch a mighty assault with Run and Gun (Venom, 5), allowing you to use Venom and all of his Weapon upgrades multiple times in one turn! This means that, with Multi-Gun and both Venom’s Pistols equipped, you could potentially deal 12 damage to an enemy, remove 10 threat from schemes, or deal 6 damage and remove 5 threat all at once!

Venom’s versatility doesn’t end there, though. Being able to generate a “wild” resource each turn with Symbiotic Bond allows him to trigger the secondary effects of cards like Grasping Tendrils (Venom, 3) and Behind Enemy Lines (Venom, 2) more easily, effectively keeping the villain on lockdown. You can even pair this with Venom’s extra restricted card by using a Sonic Rifle (Venom, 15) to deal some extra damage to a confused enemy. Already have three restricted cards in play? No problem! Just equip a Side Holster (Venom, 21) so you can expand your arsenal even further.

A Struggle for Control
Venom is a powerful hero, but all that power is hard to manage. The symbiote has a mind of its own, after all, and if Flash isn’t careful, sometimes it will lash out at him in with frenzied rage.

That’s right; the nemesis for Venom is, in a sense, himself!

During setup, Venom’s player will place four copies of the Enraged Symbiote (Venom, 25) off to the side, just like any other hero would with their nemesis. During the game, if Venom’s controller is instructed to put their nemesis minion into play, such as through the card Shadow of the Past (Marvel Champions: The Card Game Core Set, 190), they will be forced to put all four of the Enraged Symbiotes into play engaged with Venom. This, combined with the Klyntar Frenzy side-scheme (Venom, 24), means that Flash Thompson can never take his power for granted—not when it can just as easily turn against him!

Symbiotic Strength
Venom’s extensive arsenal and resourcefulness make him a valuable ally to the Guardians of the Galaxy. The Guardians arrive in Marvel Champions: The Card Game with The Galaxy’s Most Wanted, and you can look forward to Venom joining their ranks.

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

Originally created by Ultron to destroy the Avengers, the android known as Vision joined the ranks of Earth’s mightiest heroes instead. Now he uses his incredible powers to protect the planet from danger as The Vision.

This incredible android Avenger phases into battle in this expansion pack, which introduces Vision as a new playable hero along with his sixteen signature cards. With a pre-built Protection deck ready to play from the get-go, you’ll be ready to face your enemies with Vision’s unique density-manipulating gameplay from the moment you open the box. With high durability and a plethora of abilities to punish villains, Vision is an adaptable hero that can be an asset to any team!

A Perfect Creation
As a being originally created to be a mighty weapon, Vision has a versatile spread of abilities that build off his core mechanic of density manipulation. His deck comes with a special sixteenth signature card referred to as his mass form upgrade, which is a two-sided upgrade that is always in play. On one side is Vision’s Intangible (Vision, 2A) form, which protects him from harm but prevents him from attacking or defending. On the other side is his Dense (Vision, 2B) form, which allows Vision to attack and gives him a boost to his ATK and DEF stats.

Most of Vision’s signature cards play off his mass form in some way. Even his alter-ego (Vision, 1B) form is affected by it—his recovery is nearly doubled while in Dense form, and his hand size is slightly higher while Intangible. If Vision starts his turn in both alter-ego and Intangible forms, then he can flip to his hero form (Vision, 1A) and use his Density Manipulation ability to swap to Dense form. Doing so comes with the added bonus of Vision drawing a card, which means he could essentially start that hero turn with seven cards in hand!

A lot of Vision’s other cards are affected by his current form as well. Vision's Cape (Vision, 6) gives him retaliate while in Dense form and stalwart while Intangible, and Solar Beam (Vision, 8) is either an attack or a thwart event depending on which form he’s in. Changing mass forms at the right time is a key aspect of Vision’s strategy, and through Density Control (Vision, 7) you can get multiple uses out of powerful events like Phase Disruption (Vision, 11) and Mass Increase (Vision, 12). With so many ways to take advantage of Vision’s mass manipulation, you will find that every round presents new and exciting strategies to try out.

Outside of his mass form, a lot of Vision’s pre-built deck also focuses on synergies between Android characters. You can use 616 Hickory Branch Lane (Vision, 4) to search for Vision’s daughter Vivian (Vision, 3) or another Android ally and add them to your hand. Victor Mancha (Vision, 15) can survive multiple hits from low-attack minions while Machine Man (Vision, 22) can be a heavy hitter if you have resources to burn. Use Jocasta ’s (Vision, 13) ability to pull a useful Defense event like Defiance (Vision, 18) out of your discard pile, then play that event to trigger Flow Like Water (Vision, 16) and punish an enemy that attacks you. On particularly important turns, play Reboot (Vision, 24) to get an extra use out of one of your allies, or even Vision himself!

Phase Disruption
As an iconic member of the Avengers and a hero with a versatile toolkit, it comes as no surprise that Vision is completely at home on any hero team. Bypass Thanos’s defenses and protect your allies from the Mad Titan’s assault when the Vision Hero Pack arrives in early 2022!

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22.70 €
Marvel Champions LCG: War Machine Hero Pack
Marvel Champions LCG: War Machine Hero Pack

A proud soldier and a longtime friend of Tony Stark, James Rhodes fought for his country as a United States Marine fighter pilot before Stark outfitted him with his very own advanced armored suit. Now, he fights for all of Earth as War Machine, and the forces of Thanos won’t know what hit them!

This heavily-armored Avenger flies into battle in this expansion pack, which introduces War Machine as a brand-new playable hero, along with his fifteen signature cards. With a pre-built Leadership deck ready to play from the get-go, you’ll be eager to unload on your enemies with War Machine’s massive arsenal from the moment you open the box. With tons of powerful weapons and upgrades to play with, War Machine is an awesome hero that is perfectly at home on the front lines.

Armed to the Teeth
As a close friend of Tony Stark, it should come as no surprise that War Machine comes to the table packing some serious tech. His playstyle revolves around building up a hefty magazine of ammo counters and then spending them to fuel powerful assaults on the villains and their schemes. Get enough momentum going, and War Machine becomes a truly unstoppable force!

Right when he dons his suit, War Machine (War Machine, 1A) automatically gains 5 ammo counters to work with. If you think you’ll need more, you can always draw from any you stockpiled with your Munitions Bunker (War Machine, 3). Once you’re all loaded up, you can unleash a rapid-fire assault with the suit’s Shoulder Cannon (War Machine, 7), dealing as much damage to the villain as you want, so long as you have enough ammo counters to supply it!

Even if you can’t get your Shoulder Cannon armed, you can still spend ammo counters on some powerful events. Use a Targeted Strike (War Machine, 9) to slow down the villain’s schemes, and clear out the villain’s minions with a devastating Scorched Earth (War Machine, 10). If you need to land one massive, devastating attack, simply go Full Auto (War Machine, 11) to leave your enemy reeling. Then, once you’re out of ammo and need to resupply, switch back to James Rhodes (War Machine, 1B) and use his action to shuffle your events back into your deck!

Of course, War Machine is more than just a man in a suit—he’s also a competent leader and skilled tactician, making him a perfect fit for the Leadership aspect. Call on Iron Man (War Machine, 2) to help you suit up and use Black Panther ’s (War Machine, 12) ability to essentially get an extra card in your hand. While an ally like Captain Marvel (War Machine, 13) may be expensive to play, War Machine’s pre-built deck comes with a neat trick to help you get the most out of her: simply use Sneak Attack (War Machine, 17) to put her into play for a fifth of the cost! This lets you use her ability when she enters play to potentially deal 3 damage and possibly stun an enemy, then you can exhaust her to deal an additional 3 damage from her attack. Finally, have Captain Marvel Go Down Swinging (War Machine, 19) to take advantage of her high cost and have her deal another 5 damage on the way out—that’s 11 damage from a single ally, and it only cost you a single resource!

Going Full Auto
War Machine’s arsenal and tactical prowess make him a powerful hero capable of taking down even the agents of Thanos. With the release of The Mad Titan’s Shadow, it will be the perfect opportunity to add War Machine to your team!

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

Raised in the Soviet brainwashing program known as the Red Room, Nadia van Dyne spent the first years of her life in training as a deadly elite assassin. After she escaped with the help of a Pym Particle sample, Nadia immigrated to the United States, where she built her own Wasp suit and joined the Avengers, using her powers to fight villains of any size!

Drawing on the same size-changing foundation as Ant-Man, Wasp nevertheless boasts her own unique strategies, preferring to set up the perfect strike and execute her plans flawlessly. This Hero Pack includes a 40-card pre-built deck featuring the Aggression aspect that’s ready to play right out of the pack, and whether you’re most excited to jump into action as Wasp or add new cards to your other heroes, you’ll find plenty to enjoy within this expansion.

The Sting
Just like Ant-Man in the Ant-Man Hero Pack, Wasp has a spectrum of size-changing powers at her disposal, and accordingly, she’s the second hero in Marvel Champions to boast two different hero forms: Tiny and Giant. With a hero card that unfolds to become a correspondingly giant-sized card, the Wasp can inspire your friends and intimidate the opposition in the game.

In her Tiny hero form, Wasp (Wasp, 1A) loves to deliver that perfect, pinpoint strike—whenever she defeats a minion or a side scheme, you can deal one damage to the villain, helping you to stack up damage even as you’re taking out the villain’s goons. You can use events to deliver the heavy hits and KO a minion or clear a side scheme, but Wasp’s base THW and ATK are relatively low. Fortunately, her Giant form (Wasp, 1C) is ideal for setting up your next turn. Whenever you attack or thwart with Giant Wasp, you can divide the damage dealt and threat removed between different enemies or schemes as you choose. Once you’ve lined everything up, you’ll be ready to flip to your Tiny hero form and clean up the mess!

And finally, when you need to heal up and recover, Nadia Van Dyne (Wasp, 1B) lets you shuffle cards with a mental resource back into your deck. Many of Wasp’s most powerful events feature the mental resource, including Giant Help (Wasp, 3) and Pinpoint Strike (Wasp, 4). These events are useful at any point, but if you’re in the right hero form—either Giant or Tiny—they become even more powerful and could make the difference between victory and defeat.

Wasp also boasts a card in her deck that features the new team-up keyword—a way to celebrate what two heroes can accomplish when working closely together. This card is Swarm Tactics (Wasp, 20), and a copy of it also appears in the Ant-Man Hero Pack. With the team-up keyword targeting Ant-Man and Wasp, you can only play this card if you can see both Ant-Man and Wasp on the table. Of course, one easy way to accomplish this is if both heroes are in play, but even if you’re playing with different heroes or playing solo, Wasp features Ant-Man as her signature ally, giving you a way to play Swarm Tactics in any game. Though it’s a little extra work to be able to play it, Swarm Tactics offers a powerful effect that’s well worth the coordination.

Wasp’s hero deck is stacked with powerful new Aggression cards that let you bring the pain to any villain. You’ll find Jane Foster making an appearance as Thor (Wasp, 11), a powerful ally who deals damage when she enters play on top of all the damage she can pump out in subsequent rounds. Surprise Attack (Wasp, 14), on the other hand, is an exceptional tool for either Ant-Man or Wasp, as it gives you a cheap way to deal damage after you change form. You’ll even find a new Aggression Preparation card that can synergize with Black Widow in the form of Lie in Wait (Wasp, 17).

Entomological Pursuits
Equally adept as part of a team or striking out on her own, Wasp makes a crucial addition to any player’s collection of cards for Marvel Champions: The Card Game.

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16.90 €
Marvel Champions LCG: Wolverine Hero Pack
Marvel Champions LCG: Wolverine Hero Pack

Gifted with a powerful healing factor and armed with adamantium claws that can cut through anything, the hero known as Wolverine is a force to be reckoned with. Though trained as a killer by Weapon X, Wolverine has dedicated his life to helping others as one of the X-Men.

This long-awaited hero slashes his way into battle with this expansion pack, which introduces Wolverine as a new playable hero along with his sixteen signature cards. With a pre-built Aggression deck ready to play from the get-go, you’ll be able to tear your way through the villains and their minions with Wolverine’s high-damage playstyle from the moment you open the box. With his powerful healing factor and refusal to back down, Wolverine is a hero that will keep fighting until the very end.

Also, this hero pack includes a bonus modular encounter set featuring the deadly Lady Deathstrike!

Snikt!
With a superhuman healing factor and adamantium claws at his disposal, it should come as no surprise that Wolverine (Wolverine, 1B) is a hero all about combat.

At the start of the game, Logan's (Wolverine, 1A) ability puts Wolverine's Claws (Wolverine, 2) into play. As his signature weapons, Wolverine’s claws let him pay for Attack events with his hit points instead of resources. His Healing Factor mitigates this cost by healing 2 damage at the start of the player phase, but you can also make use of his alter-ego form’s massive REC value of 6 in a pinch. You can increase your hit points with cards like Adamantium Skeleton (Wolverine, 4), which will allow you to pay for even more Attack events, and you can use Regenerative Healing (Wolverine, 12) if you start to run low on health but can’t afford to flip to alter-ego. Even if an enemy would defeat you, simply say "I Got Better" (Wolverine, 6) and continue your relentless assault.

The only thing that can really match Wolverine’s durability is his damage output. Berserker Barrage (Wolverine, 8) lets you keep attacking—and defeating—enemies so long as you have the hit points to pay for it, Slice and Dice (Wolverine, 9) gives you two attacks for the price of one, and Lunging Strike (Wolverine, 10) deals heavy damage with a chance at overkill. If your momentum starts to slow down, use Track by Scent (Wolverine, 11) to clear a side scheme and get yourself some more cards to work with.

Keeping with his theme of relentless offense, Wolverine’s pre-built deck comes with a full spread of Aggression cards to help him keep his momentum going. Use Battle Fury (Wolverine, 15) in combination with Precision Strike (Wolverine, 18) to heal some damage off of Wolverine and ready him for further assault, then hit the enemy with a Mean Swing (Wolverine, 19) empowered by Warrior Skill (Wolverine, 16) to do a dizzying amount of damage. If the villain’s scheming becomes a problem but you don’t want to stop attacking, call on Psylocke (Wolverine, 13) to help you slow the villain down. Wolverine is typically a loner, but if you happen to have Colossus (Wolverine, 21) on the field (as a hero or ally), you can team up and nail the enemy with a devastating Fastball Special (Wolverine, 23). Few heroes can compare to Wolverine’s sheer damage output; simply cut him loose and watch him cut through the villain’s forces!

Hack ‘n’ Slash
As we mentioned earlier, the Wolverine Hero Pack also includes a brand-new modular encounter set. This set features the dangerous Lady Deathstrike (Wolverine, 34), an Elite minion with quickstrike whose precise attacks can drain your hand of resources at inopportune times. Not even characters with toughness are safe, since her Adamantium Upgrades (Wolverine, 36) give her attacks piercing and a significant power boost. Even when she isn’t in play, Lady Deathstrike’s propensity for Hack 'n' Slash (Wolverine, 37) tactics can come up at unexpected times, so you will always have to stay on your toes.

As with all other modular encounter sets, the Lady Deathstrike set can be added to any scenario for some extra challenge. Can you survive this Reaver’s deadly assault?

Berserker Frenzy
With his unrelenting offense and stubborn durability, Wolverine is a classic combat hero and an iconic member of the X-Men. Look forward to taking on Magneto and the Brotherhood of Mutants with Wolverine when the Wolverine Hero Pack arrives this fall!

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21.30 €
Marvel Champions LCG: Wrecking Crew Scenario Pack
Marvel Champions LCG: Wrecking Crew Scenario Pack

Since the four members of the Wrecking Crew decided to join forces, they’ve been a thorn in the side of every great Marvel hero from Thor to the Defenders. Not just common thugs, the Wrecking Crew’s greatest asset stems from the magic imbued in team leader Wrecker’s Crowbar, which grants each member immense physical strength and a mystical link between them.

Now, The four members of The Wrecking Crew are breaking out of prison, and only you can stop them!

With 73 brand-new cards, this single scenario puts four villains in play at once, each with their own side scheme and deck. Can your heroes withstand the assault from Wrecker, Piledriver, Bulldozer, and Thunderball?

Strength in Numbers

Hello, heroes.
There has been a riot at Ryker’s Island penitentiary. The prisoners are loose and attempting escape. Among them are the Wrecking Crew. They broke free of their power inhibitors and overpowered the guards. We need you to intervene!

The Wrecking Crew presents a whole new challenge for your crew of Marvel heroes. If your heroes hope to succeed they’ll have to work together to defeat four different villains.

Though members of the Wrecking Crew all have their own side-schemes, they are all working together to achieve a common goal: to breakout of prison (The Wrecking Crew, 1B)!

While this looks like a daunting task, fear not! Only one member of the crew gets to act during the villain phase, known as the active villain. When a member of the Wrecking Crew is the active villain, you can essentially ignore the other three during the villain phase. Boost and encounter cards are dealt from the active villain’s deck, and any card that refers to “the villain” means the active villain. Of course, during the hero phase, the Marvel champions are free to hit whoever they want!

Various card effects (like the Breakout scheme) can switch the active villain, but the active counter will always begin in the hands of Wrecker (The Wrecking Crew, 2).

The self-proclaimed leader of the crew doesn’t mind foregoing his escape to deal some damage to the heroes. Not only can Wrecker produce big damage on undefended attacks, his Day of Reckoning (The Wrecking Crew, 4) side scheme is a ticking time-bomb of pain, ready to deal damage to every puny hero on the field when 10 or more threat is placed on it! Each Wrecking Crew side scheme follows a similar pattern, triggering a nasty effect when they reach 10 or more threat and then starting the cycle over with 3 threat remaining on the scheme. Thwarting these side schemes at strategic times will be key to victory.

The Wrecking Crew's power stems from a single source: Wrecker's Magic Crowbar (The Wrecking Crew, 6). Not only does this attachment boost Wrecker’s own strength, but he can use it to quickly add threat to the other members of the crew’s side schemes! It will take a hero making a sacrifice to separate Wrecker from his Crowbar, but this could mean the difference between victory and defeat!

While the unique setup of the wrecking crew leaves little room for modular encounter sets, you can still affect the difficulty of the challenge. Every member of the Wrecking Crew has an alternate “side B” that increases the difficulty of the fight. If you’re feeling confident, you can always take on Wrecker Side B (The Wrecking Crew, 3) with increased attack and scheme values!

While Wrecker may act as the leader of the crew, Thunderball (The Wrecking Crew, 17), acts as the brains of the operation. While he doesn’t bring the pure pain that wrecker can, Thunderball can quickly advance his scheme, Thunderstruck (The Wrecking Crew, 19) to set back every single hero on the field by stunning them! With so many stun tokens permeating the field, the heroes will have to spend at least a turn clearing them before they can hit back at the crew.

Radioactive Buildup (The Wrecking Crew, 22) gives Thunderball a massive attack against one hero, and should an ally valiantly decide to take the hit, the excess damage goes to his side scheme! When Thunderball is the active villain, every single hero on the field will have to be cautious, or they may find themselves thunderstruck!

Piledriver (The Wrecking Crew, 32) invites heroes to attack him and face the wrath of his massive fists, exacting vengeance with Retaliate 1. Piledriver’s hall of fame of pain extends beyond heroes, as he’s able to target upgrades and supports with his scheme, Pile it On! (The Wrecking Crew, 34) . Like Thunderball, this gives the heroes a setback they might not be able to recover from. Without their precious toys and allies, do they really stand a chance against the might of The Wrecking Crew?

While attacking Piledriver is a surefire way to get a punch to the face, your heroes may not have a choice when he brings out the Distracting Taunts (The Wrecking Crew, 35) boosting his health and making him the only eligible target on the field! Heroes can spend two physical resources to discard Distracting Taunts, but they’ll have to indulge Piledriver at least once to have the opportunity. While attacking Piledriver is a dangerous proposition, he does have the fewest hit points among the members of the Wrecking Crew, making him a natural first target if you can withstand the brutal counter-assault.

Finally, Bulldozer (The Wrecking Crew, 46) completes the Wrecking Crew by attacking the heroes head-on! Bulldozer gains the overkill trait when he attacks, meaning any excess damage dealt to an ally after they are defeated is then transferred to a hero! No one is safe from Bulldozer, even the cards in your deck. When his Clear the Road (The Wrecking Crew, 48) scheme reaches 10 threat, every hero discards the top 10 cards of their deck!

No one is safe from Bulldozer, Ramming Speed (The Wrecking Crew, 51) is a massive attack designed to defeat your allies on the field, while sprinkling some damage on your heroes. When Bulldozer is the active hero, your allies are always in danger, and you may not have a choice in whether or not they are the target of bulldozer’s wrath.

The Day of Reckoning
Each member of the Wrecking Crew is strong on their own, but together they are unstoppable. Leaving a path of carnage behind them, do you have what it takes to clean up the Wrecking Crew and thwart their breakout attempt? Find out when The Wrecking Crew Scenario Pack releases in the first quarter of 2020!

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28.40 €
Marvel Champions LCG: Sinister Motives Campaign Expansion
Marvel Champions LCG: Sinister Motives Campaign Expansion

In the Marvel universe, those six words carry great significance as the driving principle behind one of the greatest heroes ever known: Spider-Man. This web-slinging, wisecracking hero is beloved by many, but he also has his fair share of mortal enemies. Fortunately, Peter Parker is not the only wall-crawler protecting the streets of New York from villains and their sinister schemes…

In this expansion, you and your fellow heroes take to the streets and rooftops of New York City and face off against a rogues gallery of classic Spider-Man villains, including Sandman, Venom, Mysterio, and the notorious Sinister Six. As with previous expansions, you can play each of these scenarios individually or as part of a larger campaign, and with a sinister spread of new modular encounter sets, there will be ample opportunity to mix things up for all of your Marvel Champions games. Sinister Motives also kicks off a new wave of playable heroes for the game, starting with two iconic web-warriors: Ghost-Spider and Spider-Man (Miles Morales), both of whom come with fully pre-built and ready-to-play decks right out of the box.

Sinister Schemes
New York City. The Big Apple is home to some big names, both on the side of the law and against it. Somebody has hired some particularly big names to stir up trouble for our heroes, and so we kick off the Sinister Motives campaign with Sandman (Sinister Motives, 61).

This gritty foe is certainly no pushover. By spreading his sand all throughout the City Streets (Sinister Motives, 65), Sandman can wreak a wide range of havoc in multiple ways at once. The heroes will have to remove sand counters from City Streets if they hope to slow down this slippery villain, all while dealing with his pesky Sand Form (Sinister Motives, 66) and his army of Sand Clones (Sinister Motives, 67).

Not long after catching Sandman, the heroes will have to deal with the wild and dangerous Venom (Sinister Motives, 73). This symbiote-empowered villain puts facedown boost cards on your identity every time you attack and damage him, and his main scheme, "Leave Us Alone!" (Sinister Motives, 76B) lets him use all of those extra boosts when he activates against you! This causes Venom’s damage output to ramp up fast, but fortunately, this villain has a signature weakness that you can exploit: the bell tower.

While the tower is quiet (Sinister Motives, 77A), you can choose to build up its chimes instead of damaging Venom (and giving him extra boost cards to use against you). Then, once the bell is ringing (Sinister Motives, 77B), take advantage of the increased damage dealt to Venom to take him down in as few hits as possible! Just be careful—Venom may be aggressive, but he isn’t a fool, and sometimes he will Guard the Bell Tower (Sinister Motives, 79) to stop you from using it to your advantage.

Once you get Venom to calm down, you won’t have much time to rest, because next you must face the baffling Mysterio (Sinister Motives, 84), the campaign’s third villain.

This master illusionist puts the heroes into a dizzying Maze of Mirrors (Sinister Motives, 87B), and he disrupts their actions by shuffling encounter cards into their decks and discard piles. These cards will come in as extra facedown encounter cards at inopportune moments, so you will have to stay on your toes. Watch out for Mysterio’s illusions, such as Humongous Hallucination (Sinister Motives, 89) and Shifting Apparition (Sinister Motives, 91), and try not to let this Fearmonger (SinisterMotives, 93) get the best of you!

A Dastardly Team
Of course, no Spider-Man-themed campaign would be complete without the iconic squad of villains, the Sinister Six! This terrible team consists of Doctor Octopus (Sinister Motives, 94), Electro (Sinister Motives, 95), Hobgoblin (Sinister Motives, 96), Kraven the Hunter (Sinister Motives, 97), Scorpion (Sinister Motives, 98), and Vulture (Sinister Motives, 99). While each of these villains may not have that much health—their hit points don’t scale with the number of players, after all—they make up for it in their tenacity and their Sinister Synchronization (Sinister Motives, 100B).

Unlike most scenarios in Marvel Champions, you don’t win against the Sinister Six simply by defeating them—they just keep coming back to hound you again and again. The only way to win is to escape, which you do by completing both sides of the side scheme, Light at the End (Sinister Motives, 102A). But this is easier said than done, since the Sinister Six hardly play fair. While working together, they will have Heightened Morale (Sinister Motives, 103) and will occasionally Take One for the Team (Sinister Motives, 106). They even have their own version of team-up cards, such as Hobgoblin and Vulture collaborating as Frequent Flyers (Sinister Motives, 108) or Doctor Octopus and Scorpion unleashing mayhem with their Robotic Enhancements (Sinister Motives, 110). Clearly, this is a team of villains that will put up one heck of a fight!

By now, you may be wondering who the final villain in Sinister Motives will be. We’re not going to reveal who it is today, but we will leave you with this hint: what happens when you combine the abilities of two quintessential Spider-Man villains? The answer is a truly terrifying and formidable foe!

Web-Slinging Warriors
The villains in Sinister Motives are an unruly bunch, and they can make things extremely unpleasant for the citizens of New York. Fortunately, this expansion also comes with two high-speed heroes ready to swing in and protect their city!

First up is Ghost-Spider (Sinister Motives, 1A), an alternate-universe version of Gwen Stacy who was bitten by a radioactive spider instead of Peter Parker. Ghost-Spider is a combo-heavy hero able to react to a wide range of situations with ease. Her innate ability, Dizzying Reflexes, lets her ready after resolving an Interrupt or Response ability, which means she can build up some impressive momentum in pivotal moments. With cards like Ghost Kick (Sinister Motives, 2) and Phantom Flip (Sinister Motives, 4), Ghost-Spider can deal a pile of damage or remove an impressive amount of threat by combining them with her basic powers and Dizzying Reflexes. Her ability works during the villain phase as well, giving cards like Pirouette and Punch (Sinister Motives, 5) the bonus effect of readying her just in time for the next hero phase. Combine all of that with her Web-Bracelets (Sinister Motives, 9), and Ghost-Spider is ready to react to anything the villains throw at her!

That said, sometimes pulling off Ghost-Spider’s killer combos may require a bit of setup, but fortunately Gwen (Sinister Motives, 1B) has access to some handy assets to get her momentum going. Gwen’s father, George Stacy (Sinister Motives, 7), can hang onto event cards for you until the moment you need them, while Ticket to the Multiverse (Sinister Motives, 8) is a powerful upgrade that can completely reset your turn once per game!

Befitting her react-and-punish playstyle, Ghost-Spider comes with a pre-built Protection deck that can help her lock down the villain phase. Use Across the Spider-Verse (Sinister Motives, 18) to call on the aid of fellow web-warrior Silk (Sinister Motives, 10) to preemptively discard a treachery card from the encounter deck, and with Spider-UK (Sinister Motives, 12) on defense, you can deal some solid damage to an enemy that dares to attack you. Jump Flip (Sinister Motives, 14) out of the way of an attack to trigger your Dizzying Reflexes, and if a villain phase is particularly nasty, use What Doesn't Kill Me (Sinister Motives, 16) on your next turn to help you regain your momentum—just make sure you have at least one “physical” resource available to pay for it!

Also patrolling the streets of New York is Ghost-Spider’s crime-fighting partner, Spider-Man (Sinister Motives, 30A)! Though he shares his hero name* with Peter Parker, Miles Morales (Sinister Motives, 30B) is a mighty wall-crawler in his own right with two especially potent innate abilities, Venom Blast and Spider Camouflage. Spider-Man can only trigger these abilities through the use of certain cards in his deck, but they always leave their mark whenever he activates them. Swing In (Sinister Motives, 33) to the situation to remove some threat and confuse the villain with Spider Camouflage, then hit your enemy with a Web-Shot (Sinister Motives, 34) to deal some damage and stun them with Venom Blast. Once your foe is stunned and confused, launch a dizzying assault with Arachnobatics (Sinister Motives, 31) to deal an impressive 8 damage!

Sometimes, you may not have the resources to pay for all those events but still want to activate Venom Blast or Spider Camouflage. That’s where upgrades like Power Within (Sinister Motives, 37) and Defense Mechanism (Sinister Motives, 38) come into play, allowing you the freedom to trigger those abilities at precisely the right moment. If you’ve burned through most of Spider-Man’s cards, swap to alter-ego form to get one back into your deck, then take advantage of your Double Life (Sinister Motives, 32) to leap right back into the fray.

Spider-Man swings into Sinister Motives with a pre-built Justice deck, and while Ghost-Spider’s deck focused on web-warriors, Spider-Man’s deck is all about the agents of S.H.I.E.L.D.! Allies like Monica Chang (Sinister Motives, 40) and Agent 13 (Sinister Motives, 46) let you get extra uses out of supports like Field Agent (Sinister Motives, 44) and the tried-and-true Surveillance Team (Sinister Motives, 45). Once you have plenty of S.H.I.E.L.D. cards in play, use events like Homeland Intervention (Sinister Motives, 42) and Global Logistics (Sinister Motives, 43) to leave the villain’s schemes in tatters!

*Note: Even though Spider-Man (Miles Morales) shares his hero name with Spider-Man (Peter Parker) from the Marvel Champions core set, their identity-specific cards are not interchangeable. This includes their hero cards, obligations, and nemesis encounter sets.

Community Service
It’s time to take to the streets for some web-slinging action. Fans of Marvel Champions: The Card Game won’t want to miss out on this thrilling wave of content when the Sinister Motives campaign expansion launches in spring of 2022—and of course, they can also look forward to more heroes joining the ranks of Ghost-Spider and Spider-Man against the threat of the Sinister Six with the four new hero packs soon to follow!

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60.70 €

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