Rogue Champions- Aggression Events

Marvel’s Champions has grown over the years since its initial release. Each aspect now has a large pool of upgrades to choose from when building your deck. Previously we’ve reviewed Aggression Support, Resources, Upgrades, and Allies. This week we’re diving into Events. We’ll rate the cards on the following scale.

Rating Scale

  1. Excellent (Good in any deck)
  2. Situationally Great (Good in most decks but very good in certain decks)
  3. Okay (Not a bad choice but not necessarily the best choice either)
  4. Situationally Good (Except in certain deck builds not a great card choice)
  5. Bad (Generally just a bad card choice)

Event

  1. Chase Them Down
    • Rating: 1. Excellent
    • This lets heroes good at punching things also remove some threat, something they typically struggle with.
    • It requires your hero attack and defeat an enemy, so no using bonus damage effects.
    • It specifies enemies, not minions, so if you happen to defeat a phase of the villain, you can still play it.
  2. Relentless Assault
    • Rating: 2. Situationally Great
    • Two cost for five damage is great value. And the value isn’t lost on low health minions thanks to Overkill.
    • Combos nicely with Chase Them Down, Follow Through, Moment of Triumph which all work with excess damage.Martial Prowess is a great way to pay for it.
    • Ironically, it is an Energy resource so other copies can’t be used to pay for itself to trigger Overkill.
    • Villains that don’t have many minions won’t give you many chances to play this.
  3. Uppercut
    • Rating: 3. Okay
    • This only costs one more than Relentless Assault and does the same damage. But that is enough to drop its relative value.
    • The damage can be be done to any target, not just minions, but the loss of Overkill removes one of the best uses you get from Relentless Assault.
  4. Melee
    • Rating: 2. Situationally Great
    • This does six damage for three cost, so acceptable value but not exceptional.
    • Three cost events can be hard to swallow. But getting to attack multiple targets with one card has value.
    • This requires multiple targets to be worth the cost to play. There are some villains it wouldn’t be worth taking this against but most have good minion selection.
    • Ms. Marvel loves this card as her Embiggen will add two damage to each set, making her do five and five. She is the reason this becomes Situationally Great rather than just Okay.
  5. Get Over Here
    • Rating: 4. Situationally Good
    • One damage to a minion for zero cost has its uses.
    • Forcing a minion to engage you isn’t useful for most heroes but if you have any cards that target all the minions engaged with a specific player, and you are the player with the most, bringing in one more is handy.
    • Like Melee for Ms. Marvel, Thor is the main benefactor of this card. He is almost always aerial thanks to Mjolnir and gets to draw cards when a minion engages him.
  6. Mean Swing
    • Rating: 2. Situationally Great
    • Now that there are more weapons than just Jarnborn and Mjolnir, this card gains a lot of value.
    • This does require you to have a weapon in play and unexhausted. So no double dipping by using another weapon and this together unless you have two weapons in play.
    • Thor and Rocket are still the two best candidates as they both have weapons in their hero deck so you can skip other weapons if you want.
  7. Skilled Strike
    • Rating: 1. Excellent
    • Plus two attack when you make a basic attack for free.
    • Requires a basic attack so if you have a hero that gets exhausted a lot from other means, such as Ms. Marvel, this isn’t the card for them. But most heroes who are going to choose Aggression, are also likely to want to do basic attacks.
  8. Drop Kick
    • Rating: 5. Bad
    • Three resources for four damage is not a great ratio.
    • The stun effect is nice but requires you to spend only physical resources.
    • Hulk is the intended user of this, has his hero deck is almost exclusively physical resources, but he’s also not in a great position to use it. Unless he has Limitless Strength on hand, he has to spend the rest of his hand to play this one. Then drawing a new card becomes practically worthless because he has no resources to pay for it and will just discard due to his hero effect.
  9. Toe to Toe
    • Rating: 4. Situationally Good
    • On one hand, this card is five damage for one resource, which is a good value.
    • On the other, it invites one more attack against yourself, and for most heroes they need to avoid as many attacks as they can.
    • Groot is a contender if he is at max growth counters and hasn’t get done any tricks this turn to gain them.
    • Pairs with You’ll Pay for That to thwart and deal damage in the same instance.
  10. You’ll Pay for That
    • Rating: 4. Situationally Good
    • This can remove a good chunk of threat from a scheme, something Aggression decks are often not good at.
    • Unfortunately, to remove that much threat you have to take the same amount of damage. For many heroes, five is half or more of their health.
  11. Press the Advantage
    • Rating: 4. Situationally Good
    • Two damage for one cost is acceptable but not great value.
    • Drawing a card increases the value but it has to be against a stunned or confused target. That limits you target options and those aren’t always easy conditions to find.
  12. Piercing Strike
    • Rating: 4. Situationally Good
    • Three damage for two cost is not a great value.
    • Removing tough while still getting to do damage has some value. There are not a lot of piercing effects in game.
  13. Moment of Triumph
    • Rating: 1. Excellent
    • Healing is a fairly rare affect in the game. Getting to heal in hero form, for free can be amazing.
    • Works great with Follow Through which effectively allows you to heal even more.
    • Does not require Overkill to work but having Overkill when you want to trigger this means you can maximize excess damage for double value.
  14. Into the Fray
    • Rating: 3. Okay
    • The attack on its own is acceptable, six damage for three cost.
    • Another way for thwart weak aggression heroes to get some thwart in.
    • Does require a minion to target and the thwarting is limited by how much you overkill them.
    • Combos nicely with Moment of Triumph and Follow Through.
  15. Surprise Attack
    • Rating: 2. Situationally Great
    • Three damage for one resource is a good value. Four if its physical, which is easy to do for Aggression, especially with Martial Prowess.
    • Requires a hero that likes to change form a lot. Ant-Man or Wasp are the standouts.
  16. Browbeat
    • Rating: 3. Okay
    • If you like to play on Expert mode, this isn’t bad. Two resources for four or five damage. If you don’t play on expert, it’s not worth the resources.
    • The Avenger qualifier isn’t to big of a deal now, there’s just the few Guardians out and Ms. Marvel but going forward this will become more and more of a thing to pay attention too.
  17. Looking for Trouble
    • Rating: 4. Situationally Good
    • This is Defender of the Nine Realms for everyone.
    • Three thwart removal for zero cost is handy but unless you have a minion heavy villain, you’re going to dig through the deck fast.
    • Thor could be a thwarting fiend with this plus Defender of the Nine Realms. Always getting minions in play, thwarting, drawing cards.
  18. Dive Bomb
    • Rating: 4. Situationally Good
    • Four cost cards are always a hard sell. Four cost for seven damage isn’t even a great value. You can get eight damage for cheaper.
    • The one additional damage to all other enemies has some value in certain situations. Against Ultron being the best place. Often times, area damage is restricted to everything engaged with a particular player. Dive Bomb is every enemy which is nice with Ultron’s drones.
    • It is nice to see more use of the aerial trait but that means this is limited to Iron Man, Thor, Star-Lord, Rocket, or Captain Marvel.
  19. Clobber
    • Rating: 1. Excellent
    • Two cost for three damage isn’t the best ratio of damage to cost but if you play it first, you get the card back, effectively reducing its cost by one.
  20. Plan of Attack
    • Rating: 3. Okay
    • This costs you zero, essentially replacing itself with another card.
    • For certain heroes and deck set ups, like Ms. Marvel or Gamora who thrive on events, this can be very handy to find a particular card.
    • You’re filling your deck with cards that exist solely to find other cards. The value depends on the cards you’re looking to pull with it.
  21. Bring It!
    • Rating: 4. Situationally Good
    • The value of this card is tied to how often you’re going to be engaged by minions. This will depend on the villain and modular encounter.
    • For your heroes, with low hand size, against a villain with lots of minions, you can turn this one card into several more useful cards.
    • Pairs well with Get Over Here.

 


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Wayne Basta

Editor-in-Chief at d20 Radio
Wayne is the managing editor of d20 Radio's Gaming Blog. He also writes Sci-fi, . If you enjoy his work, you can support him on Patreon.

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