I think you undersold Swarm Tactics. It's not great for Wasp, but is exactly what Ant-man wants in a card. It also has the extra benefit of being easier to play because of the Wasp-A and Ant-man-L allies have different sub-titles so they can be included in the same deck as the signature allies, so you have more targets for enabling the Team Up card.
The nice part about multiplayer is that you have to COMMUNICATE that you have the team up and the other player SHOULD defend. I love the communication part of this game that many players feel is low but it is absolutely present if you engage with it
Was going to say the same thing. You know you have the team up card in hand that can ready and who will be going first. So potentially you can plan defending during villain phase and call for an action during player. My friend and I had a lot of fun with Two Against the World when we did our Iron Man and War Machine team up against RORS campaign.
OO, Love your "house-rule" for Team-up with 2 IDs playing the match! I approve. Yeah, I think the value is pretty good across the board for all the team-ups for what each are getting. Sure, some are more situational than others, but variance in cards in a deckbuilding game is what we love (usually). It is a matter of just plausible playability with needing the 2nd half. In 1Up you gotta get the ally 1st (at a time you didn't need the other card/s in your hand) and it gotta stick around until the event. I don't mind this, it is more encouragement to actually being a "Team" (from "Marvel *Champions*") be it Solo or MPer.
I think the Sidekick archetype really makes team ups that link together signature allies with the hero a lot more consistent. Additionally, Suit Up means you can find an ally whenever you need to.
Great video! One other point on Soaring Hearts is the traits. You mentioned them but didn’t mention that both heroes have hero abilities or cards in their deck (or often in their deck) that trigger when Ariel or Psionic events are played. Angel draws a card or deals damage depending on which form he is in and Psylocke typically could have Psimitar if using side holster for the extra restricted weapon which would deal extra damage after their Team-up card. Both are once per round/exhaust but if Soaring Hearts is the only event you’re playing…then it’s got even more value.
Remember it also gives Rocket another card draw for whatever he kills with his weapon. Groot gets two more counters making his events more effective and also gives him a counter to use on his upgrades.
Remember it also gives Rocket another card draw for whatever he kills with his weapon. Groot gets two more counters making his events more effective and also gives him a counter to use on his upgrades.
We used to do a house-rule that you could always play a team-up card, but if your team identity wasn't on the board, then you had to pay 2 extra for it (we liked those cards that say "pay less for this card if x"). Then we changed it, and the house-rule became that you could play it as a response/discard upgrade which can't be triggered until the identity is played. That way, it's not a dead card which never gets used, it's a dormant card which often gets used at some random point in the game... Random triggering is a better trade-off to counter how cheap the cards are, and that keeps to the "team-up" theme better.
I was playing with a buddy lady night and we both ran Soul Sisters -- incredible card. And more flexible than you think of you communicate that you have it and call for action at the right time.
One thing I fell left largely out of your analysis was the likelihood to hit the prerequisite. So a lot to cover here. I'll give my impressions, based on the hit ratio of actually getting it in solo and multi. Beauty and the Thief: In solo, a pretty good card for Gambit as he's playing Rogue for free or close to free, and she tends to sit on the board longer due to coming in play with a Tough block. Not great foe rogue, IMO. In multiplayet, it's probably a better card for Gambit than Rogue, due to the liklihood of flipping. Daughter of Thanos: Good, but garbage to actually hit it in solo. Due to same names on both sides should be easy multiplayer to hit. Fastball Special: One of the best in solo or multi. Wolverine is basically always on the board once he hits the table, and Colossus is more likely than normal to be on the table. Good solo or multi IMO, but less likely to hit with a hero Colossus due to flipping. Consistently have gotten great value feom this card for both heroes, Solo and multi. Flora and Fauna: too situational to either of them to hit enough to be worth it. In solo may be OK for Rocket, but otherwise you'll miss the trigger too often. In multiplayer pretty nice as you can hit git whether alter or hero. Frenemies: Never used so no good opinion. I think it easier to hit with Cable solo. Order and Chaos: Amazing, hard to hit solo. A lot has to line up to hot it. Probably better odds in multi-player for this one. May be more interesting with a sidekick build. Psychic Rapport: I've had pretty good luck hitting it with aCyclops, almost always a dead card with Phoenix. Good for either if you can get it to hit. Shadow and Steel: Great card but hard to hit for any situation. In solo it's really hard to hit IMO. Soaring Hearts: Garbage Solo, decent multiplayer. Too hard to hit for the payoff. Soul sisters: Garbage solo, OK multiplayer card. Swarm Tactics: Totally disagree with D20s assesment here, by far the best team up card in the game. Antman in Aggression and Wasp in Leaderdship cam both double their chances of hitting this solo. Unfortunately it's only OK for Wasp, but great for Antman. Only run it in Aggression Antman, but that's better than most of them and will hit almost everytime it comes into your hand for huge value. Two Against The World: Unless teching for it total Garbage. Never tried it muleiplayer, but the solo player hit ratio is basically nonexistent. Young Love: Garbage. In solo the to hit ratio is awful and really needs the stars to align. OK for Miles I guess due to having Double.Life, Garbage for Gwen. In multiplayer it even worse as you really need it to set up. The cost is fair, but I've ran this multiple times and it's never made sense to actually play. Trash.
I think the team-up cards that work as a "react", like Quicksilver and Scarlet Witch's card, are garbage. However, there are some gems on your turn. Beauty & The Thief and Fastball Special are both fantastic team up cards.
Was the purpose of team-up cards to inventivize playing certain character combinations? If so, they should be more powerful (only half are playable - I forgot how bad Young Love was). Additionally, that house rule needs to be an official rule.
There are a few that is good like SW QS, but the rest are garbage or a waste of 40 card slots, unless playing with another player using that hero, but even then most are average
I think you undersold Swarm Tactics. It's not great for Wasp, but is exactly what Ant-man wants in a card. It also has the extra benefit of being easier to play because of the Wasp-A and Ant-man-L allies have different sub-titles so they can be included in the same deck as the signature allies, so you have more targets for enabling the Team Up card.
We did the same series a few months ago! Glad to see another take on them
The nice part about multiplayer is that you have to COMMUNICATE that you have the team up and the other player SHOULD defend.
I love the communication part of this game that many players feel is low but it is absolutely present if you engage with it
Was going to say the same thing. You know you have the team up card in hand that can ready and who will be going first. So potentially you can plan defending during villain phase and call for an action during player.
My friend and I had a lot of fun with Two Against the World when we did our Iron Man and War Machine team up against RORS campaign.
OO, Love your "house-rule" for Team-up with 2 IDs playing the match! I approve.
Yeah, I think the value is pretty good across the board for all the team-ups for what each are getting. Sure, some are more situational than others, but variance in cards in a deckbuilding game is what we love (usually).
It is a matter of just plausible playability with needing the 2nd half. In 1Up you gotta get the ally 1st (at a time you didn't need the other card/s in your hand) and it gotta stick around until the event. I don't mind this, it is more encouragement to actually being a "Team" (from "Marvel *Champions*") be it Solo or MPer.
Groot has a 2 cost atack that deals 1 x grow counter. So yeah, helps on hitting for 10.
I think the Sidekick archetype really makes team ups that link together signature allies with the hero a lot more consistent. Additionally, Suit Up means you can find an ally whenever you need to.
Great video! One other point on Soaring Hearts is the traits. You mentioned them but didn’t mention that both heroes have hero abilities or cards in their deck (or often in their deck) that trigger when Ariel or Psionic events are played.
Angel draws a card or deals damage depending on which form he is in and Psylocke typically could have Psimitar if using side holster for the extra restricted weapon which would deal extra damage after their Team-up card.
Both are once per round/exhaust but if Soaring Hearts is the only event you’re playing…then it’s got even more value.
I love team-up. It’s thematic, strong, and force me to break from the solo bubble. Some can be a dud but most of them aren’t
Flora and Fauna is a fantastic card. Should be used in every Rocket and Groot deck
Remember it also gives Rocket another card draw for whatever he kills with his weapon.
Groot gets two more counters making his events more effective and also gives him a counter to use on his upgrades.
Remember it also gives Rocket another card draw for whatever he kills with his weapon.
Groot gets two more counters making his events more effective and also gives him a counter to use on his upgrades.
Beauty and the Thief is my favorite card in the game being able to recur that with Rogue and use it almost every turn is amazing
We used to do a house-rule that you could always play a team-up card, but if your team identity wasn't on the board, then you had to pay 2 extra for it (we liked those cards that say "pay less for this card if x"). Then we changed it, and the house-rule became that you could play it as a response/discard upgrade which can't be triggered until the identity is played. That way, it's not a dead card which never gets used, it's a dormant card which often gets used at some random point in the game... Random triggering is a better trade-off to counter how cheap the cards are, and that keeps to the "team-up" theme better.
I was playing with a buddy lady night and we both ran Soul Sisters -- incredible card. And more flexible than you think of you communicate that you have it and call for action at the right time.
If you see the full art of Daughters of Thanos I assume Thanos is using Nebula as a footstool
One thing I fell left largely out of your analysis was the likelihood to hit the prerequisite.
So a lot to cover here. I'll give my impressions, based on the hit ratio of actually getting it in solo and multi.
Beauty and the Thief: In solo, a pretty good card for Gambit as he's playing Rogue for free or close to free, and she tends to sit on the board longer due to coming in play with a Tough block. Not great foe rogue, IMO.
In multiplayet, it's probably a better card for Gambit than Rogue, due to the liklihood of flipping.
Daughter of Thanos: Good, but garbage to actually hit it in solo. Due to same names on both sides should be easy multiplayer to hit.
Fastball Special: One of the best in solo or multi. Wolverine is basically always on the board once he hits the table, and Colossus is more likely than normal to be on the table. Good solo or multi IMO, but less likely to hit with a hero Colossus due to flipping. Consistently have gotten great value feom this card for both heroes, Solo and multi.
Flora and Fauna: too situational to either of them to hit enough to be worth it. In solo may be OK for Rocket, but otherwise you'll miss the trigger too often. In multiplayer pretty nice as you can hit git whether alter or hero.
Frenemies: Never used so no good opinion. I think it easier to hit with Cable solo.
Order and Chaos: Amazing, hard to hit solo. A lot has to line up to hot it. Probably better odds in multi-player for this one. May be more interesting with a sidekick build.
Psychic Rapport: I've had pretty good luck hitting it with aCyclops, almost always a dead card with Phoenix. Good for either if you can get it to hit.
Shadow and Steel: Great card but hard to hit for any situation. In solo it's really hard to hit IMO.
Soaring Hearts: Garbage Solo, decent multiplayer. Too hard to hit for the payoff.
Soul sisters: Garbage solo, OK multiplayer card.
Swarm Tactics: Totally disagree with D20s assesment here, by far the best team up card in the game. Antman in Aggression and Wasp in Leaderdship cam both double their chances of hitting this solo. Unfortunately it's only OK for Wasp, but great for Antman. Only run it in Aggression Antman, but that's better than most of them and will hit almost everytime it comes into your hand for huge value.
Two Against The World: Unless teching for it total Garbage. Never tried it muleiplayer, but the solo player hit ratio is basically nonexistent.
Young Love: Garbage. In solo the to hit ratio is awful and really needs the stars to align. OK for Miles I guess due to having Double.Life, Garbage for Gwen. In multiplayer it even worse as you really need it to set up. The cost is fair, but I've ran this multiple times and it's never made sense to actually play. Trash.
Quick correction for Young Love. The Ghost Spider ally does have the Gwen Stacy subtitle so Miles Morales identity can play the card.
How did I never realize Nebula wasn't on her team up car. How mean 🤣
Nebula's team-up should be "whenever an enemy of Thanos is on the board," that's who she teams up with...
"Make them mind your weather, Sister." "And them weather your mind."
Great video, but what was the vagueness on referencing Reddit at the beginning? Did something happen that I missed?
Can Daughters of Thanos be played if you are Gamora and Nebula villain (or minion) are in play? Or does Nebula have to be a friendly character?
Unfortunately not. Has to be an identity or an ally.
I think the team-up cards that work as a "react", like Quicksilver and Scarlet Witch's card, are garbage. However, there are some gems on your turn. Beauty & The Thief and Fastball Special are both fantastic team up cards.
Cost 1 team up cards: love’em
More expensive… not a chance
Was the purpose of team-up cards to inventivize playing certain character combinations? If so, they should be more powerful (only half are playable - I forgot how bad Young Love was). Additionally, that house rule needs to be an official rule.
We have no idea why they did them. Might have just been they thought it was fun.
There are a few that is good like SW QS, but the rest are garbage or a waste of 40 card slots, unless playing with another player using that hero, but even then most are average
Young Love is garbage. All the others are far better. Daughters of Thanos and The Beauty and the Thief are my favs.
Traits can be so annoying sometimes for example Genius how do hero lose genius just because they flip lol hero automatically turns less smart lol