Could the mechanics of Marvel Champions scale to a competitive ...
Format: jsonScore: 30Link: https://www.reddit.com {
"post": {
"title": "Could the mechanics of Marvel Champions scale to a competitive mode?",
"selftext": "If FFG were to release some sort of playable vilain pack, could the mechanics scale to a competitive 1v1 game where one player plays the hero and the other plays the villain?",
"url": "https://www.reddit.com/r/marvelchampionslcg/comments/lxbbdu/could_the_mechanics_of_marvel_champions_scale_to/"
},
"comments": [
{
"body": "I think it could if they really wanted to but I'm not sure it would really be any good. Basically make some specialized scheme cards that instead of being removed from play when reaching 0 threat you gain control of it and more thwart adds more control to it for you so your opponent needs to thwart more to try and get control back (this could also work as a gimmick in a normal scenario). Controlling a scheme would give you some bonus and maybe getting a certain amount of control would be a victory condition. Maybe some side schemes that work the same way with lesser bonuses and with this pretty much all cards that exist now could have effects in a PvP mode.\n\nI've seen many people want Civil War themed scenarios but I've always thought if they did a Civil War theme anything it should be something that introduces PvP rules instead of scenarios with heroes as the villains. Not that I'd actually want that but it's the best way to thematically do civil war for this game. No civil war > PvP mode > regular scenarios against heroes.",
"replies": [
{
"body": "Civil war could be a pretty cool experiment 🔥"
}
]
},
{
"body": "Doubtful this could ever really work considering the balance issues for some heroes in solo. Thor solo < Thor in a team. Same could be said for Hulk. This issue is having a balanced villain that works with someone like Dr. Strange and also works with someone like Hulk."
},
{
"body": "If you want a compeditive game just play a compeditive game.",
"replies": [
{
"body": "If you are interested in competitive deck cyclers/builders may I recommend:\n\n**Dominion** if you want the original build as you play, that scores your deck at the end.\n\n**Dune Imperium:** if you just want an area control multi-player battle game.\n\n**Lost City of Arnak:** if you want an Indiana Jones type resource gatherer with an archaeology adventure spin.\n\n&#x200B;\n\n(Also I heard they are going to be re-releasing ***Epic Duels*** with a switch of paste on themes from Star Wars to Marvel...**Unmatched: Hell's Kitchen** coming in 2021)"
}
]
},
{
"body": "ARENA (VILLAIN) \nATK :0 SCH:0*\nSETUP : every hero starts with +30 hit points. Arena doesn't have hit points.\nEncounter deck setup : Choose 7 modular sets of your choice. Don't put standard decks and obligation hero cards inside the encounter deck. \n\nForced interrup : when a player deals damage to the arena, he chooses another hero to deal that damage instead. That hero can react as that damage would be from a villain. \n\n*When Arena schemes, it schemes only to the alter ego's main scheme of that character it activates against. \n\nEvery encounter card has the peril trait and none hero can help each other. \n\nARENA is defeated when only one hero is alive. \n\nEVERY PLAYER HAS EACH OWN MAIN SCHEME\n\nTraps in the arena (main scheme per player) \n\nStarts with 3 threat on it. \n+1 threat (villain phase 1) \n\nEvery 8 threat , choose 1 : \n- Take 3 indirect damage. \n- Dicard 1 upgrade or Support or ally you control. \n- Discard 1 card from your hand. \nThen remove all threat from here. \n\n\n\nThis is my thought about a pvp variant on Marvel Champions. Have fun."
}
]
}