Klaw 4×4

As many of you have no doubt gathered by now, May is Klaw month for the Content Creators of Marvel Champions LCG – you can find loads of other stuff by following #klawyourwaythroughmay.

Here at the Card Game Cooperative, we’ve been doing a few Klaw-related bits-and-pieces, and we wanted to give you the chance to get involved with one in particular.

Each of the 4 CGC hosts has created a hypothetical Klaw Level IV, and challenged the others to defeat it. Obviously though, we’re only 4 people, so we’d love it any of you wanted to take them for a whirl, and let us know your thoughts.

To clarify, set up Klaw level III, with the Expert Encounter cards mixed in – once you beat him, advance to one of the stage 4s below. Otherwise follow all the standard rules for setting up Klaw.

We’re going to record an episode taking a closer look at Klaw next Friday, 22nd May, 8pm (UK Time) so if you have thoughts you like included in the cast, please let us know by then. You can email us at tcgcoop@gmail.com contact us on Facebook, message MightyJim#6786 on Discord, or Eric-the-Cleric on Reddit.

without further ado then, here are our 4 attempts at Klaw IV

James

Over the years of playing card games I’ve encounter (and made) far too many fan-creations that were MUCH too complex, and ended up as just a wall of text. With this in mind, I wanted to keep mine very clean and simple.

I had a few ideas for how to approach this, and toyed with ideas like discarding cards every round until you got a Minion or Side-Scheme, but the Side-Scheme one felt way too random, and Minions just seemed like another Ultron.

In the end, I decided to keep it simple: Klaw doing the things Klaw does, but more so- this really emphasises the way he burns through his deck, and how unpredictable the power of his attacks can be. If you’re well enough set-up he’s still very beatable, but you’re going to be getting plenty of acceleration tokens, and it puts you on a tight clock. On reflection, I wonder whether I should have stuck with my earlier plan of giving him 1 extra boost for Scheme and 2 extra for Attack, but this will have to do for now/

Michael

I often find Klaw puts down more acceleration tokens than other villains as he burns through so many boost cards, so I thought if he could stall a little more, then the heroes would struggle to keep the game going just by maintaining threat. This seemed like a neat way to achieve that while playing with his extra boost cards. I considered making the ability only fire when an activation had no boost icons (so all boost cards had to have no boost icons), or firing on only blank cards (no boost icons or boost abilities), but when I gave it a little testing, it needed to have quite flexible triggering criteria for it to actually have any impact. I wish Simon the best of luck as my very best decks only had a 50% success rate.

Simon

When designing my klaw 4, i wanted to add a mechanic that would be annoying, but add an additional puzzle element, rather than just making the game harder. I’m a fan of discarding to add a ‘random’ effect to the game state so i knew immediately i wanted to include this mechanic. Initially i wanted to create additional cards to shuffle into the encounter deck that would cause the ability to trigger several times across the game, but to remain as simple as possible having this trigger off side schemes felt like both a fair and thematic way – “Klaw brings out his next nefarious plan – so much is happening you’re confused about your next move.” My first design had the player identity take 2 damage upon revealing a fight resource but this felt like rather than adding in an extra puzzle element it just added an auto fail if you weren’t keeping HP high enough, where as the tough status can cause you to rethink your entire turn without being a game-ender. I hope my design helps you hate the side schemes even more!

Will

When I started thinking about this idea, I wanted to give Klaw a sort of EMP attack that would disrupt a player’s setup as he sabotaged the heroes abilities and support, forcing them to leave them behind or take time to reboot them and get them back online. Initially, I thought about a When Revealed effect that would return each card to their owner’s hand but this would just create one very difficult turn, then allow the player to play all the cards again eventually and, in essence, just start from scratch which after having to start against Klaw III, seemed a bit harsh.

As there were other cards in the encounter deck that would have side effects if damage was dealt, I figured I’d stick with the theme. This would force a player to either successfully defend an unpredictable attack each turn, or force them to play aggressively as their setup started to slowly diminish.

in case anyone is struggling to remember which one Sonic Conveter is…

In order to make sure this effect could get through a protection deck, I wanted to give Klaw a little attack boost without overpowering him so another non-protection deck would have a chance against it. This is why I added the draw for Sonic Converter so there would likely be one very strong turn but then return to ‘normal’ if the player paid for it.

As I was unsure about the power levels, I tested this against a Black Widow Justice deck that spent most of its time ignoring boost icons with Attackrobatics and, if needed, could simply return one of many cheap preparation cards to hand. Despite being able to ‘cheese’ my way through it, on the penultimate Villain phase, I took a hit for 7 damage, leaving me on 1HP (I’m glad I didn’t increase his base attack). Through a mix of allies and attack cards in hand, I returned the favour to leave Klaw on 1HP. The final attack was soaked by an ally and thanks to Grappling Hook, the encounter card was cancelled and the final damage dealt through her Widowmaker ability.

So it’s a winnable villain… just!

The Cards

These cards were kindly made for us by the talented Anders Nordberg, aka Nugget, who I got in touch with via the Marvel Champions LCG Homebrew Discord. You can find his custom sets for Old Man Logan, The Lizard and Pokemon Trainers on Google Drive or Steam. Also keep an eye out for his upcoming Spider-Verse project!

Coming soon…

a little hint of what’s to come…

The Card Game Cooperative will be back very soon. This Tuesday, 19th May in fact, we’ll be releasing a very special episode in which we’ll be unveiling a card from the upcoming Hulk hero pack that Fantasy Flight have kindly given us.

All Mystic / No Mystic

SlumberIn mid-March, 4 intrepid Investigators set sail from Arkham, Massachusetts to the bustling city of Cairo, where a strange sickness was gripping people. They interviewed some cultists and ventured into the desert in search of darker secrets, but what happened next, no-one knows. Daisy Walker, Wendy Adams and Zoey Samaras were never heard from again. Diana Stanley caught the last train out of Cairo, but refused to speak of what horrors had befallen her comrades. A month or so later, Diana returned with a new team – Agnes Baker, Dexter Drake, and Luke Robinson. They knew that there were still dark forces at work in the city, but Diana brought a darker warning: Magic itself had been corrupted in the sands of Egypt, it was no longer safe to draw upon these powers from beyond. They would each need to fall back on their other skills. Under-prepared, facing impossible odds. Was there really any hope of making it out alive? Having failed miserably at our first Card Game Cooperative 4-player game of Arkham (The Eternal Slumber), we met up online for our second outing, an attempt at Night’s Usurper. Having just acquired Dexter Drake (via his novella), we realised that we now had a Mystic with an off-class for each of the other 4 classes. Because we thought that playing a notoriously long and hard scenario 4-player, via Zoom wasn’t enough of a challenge, we decided to do a no-Mystic cards run! Only neutral and off-class cards for us. Just to add to the theme, we even dressed up as our various Investigators!
Egypt-Mystics
Simon as Agnes, Michael as Dexter, James (me) as Diana, and Will as Luke
UsurperAt first, the investigation made slow, but steady progress. Foul creatures roamed the desert, but they appeared to be susceptible to Dexter’s distractions and suggestions, not to mention the bullets from Diana’s 45 Automatic and Agnes’ Meat Cleaver. Luke had apparently perfected his desert camouflage, and seemed to appear and disappear at will, quickly and quietly gathering clues, and finding the way to the site which, the investigators hoped, would hold the answers. What happened next is unclear. This time none returned, although the following fragments were found. A friend of hers has confirmed the writing to be that of Diana Stanley…
“We have arrived. Although quite where is hard to say. We are assailed on all sides: some of those creatures from the desert seem to have followed us here, along with the Cultists of the Brotherhood who escaped us last time. It is unclear how we proceed from here, what hope there is left.”
A little later
“We spoke with the mysterious warrior. He calls himself Xharah, and claims that he can offer great power if we can prove our worth to him. The Abyss is too strong now, we have no hope of defeating him. Is it worth fighting for a lost cause? Or should we throw our lot in with him?”
And finally
“Luke and Agnes have gone on ahead. Dexter just behind them. I know that this note will be my last – even if I run, I will not get far. This is the fate that has been awaiting me since I abandoned Daisy and Zoey, since I left that orphan girl to her fate. I have earned the death that awaits me…”
XzharahSo, that was the Night’s Usurper. As it was Simon’s blind play-through of the game, we let him make a lot of the decisions, to avoid the other 3 of us meta-gaming it. Unfortunately, we ended up advancing Act and Agenda together, meaning we got the Brotherhood cultists at the same time as Xzharah, and a load of new enemies who we just happened to draw off the encounter deck. In the end, Dexter spent a few rounds evading with Suggestion, whilst Diana tried to fend enemies off, or even kill them, whilst Luke and Agnes explored further. The strength of the Abyss was way too high to try for the “good” ending, so our only hope was the bad one. Sadly, whilst they managed to flip their locations a few times, they didn’t have the stats for the Strength and Agility tests on the other side. Diana, and then Dexter bought them a couple of rounds by dying at the hands of the ever-growing horde of monsters, but all to no avail. In the end, Agnes and Luke were left to throw themselves on Xzharah’s mercy – fortunately, Agnes was at least able to pass the Willpower test (Strength of the Abyss was up to about 7 by this point) and she and Luke were able to resign. Overall, this was an interesting game. Building an all-blue Diana deck definitely made me look at some cards that I hadn’t ever really considered for her before, but I don’t think that there’s any question that the deck was poorer for the absence of cards like Deny existence. BaalshandorAs Mike’s copy of Blood of Baalshandor only arrived on the Saturday, I’d also started building an all-green Dexter deck. He was probably the trickiest to build for, as none of us had ever played him AT ALL, so adapting to a weird, additional constraint only made life harder. That said, I think there’s potential for a really good Dexter succeeds by 2 deck, once you’ve got Shrivelling and 6th Sense to do your basic actions at 5+ Agnes’ deck didn’t fare too badly, as the survivor pool is designed to triumph in the face of adversity, but it definitely felt like she never drew the key cards that she needed. Of all the Investigators, Luke definitely felt like he got the most work done. Dual-wielding Magnifying Glasses from the start, he was investigating pretty comfortably much of the time, and his ability to jump into his pocket dimension meant that he worried about enemies less than the others. Overall, an interesting experiment, but I think that next time I play any of these 4, I’ll make sure I include some Mystic Cards!

Decklists:

Agnes – https://arkhamdb.com/deck/view/720182
Dexter – https://arkhamdb.com/decklist/view/22169/no-mystic-drake-1.0
Diana – https://arkhamdb.com/deck/view/721426
Luke – https://arkhamdb.com/decklist/view/22121/finding-clues-the-old-fashioned-way-cardcooperative-1.0

The Card Game Cooperative

The Card Game Cooperative are a group of podcasters musing about the Fantasy flight series of cooperative living card games:

  • Lord of the Rings The card game
  • Arkham Horror The card game
  • Marvel Champions The card game

Join us on a maybe fortnightly, maybe monthly basis to discuss all things cooperative LCG, covering topics such as (but not limited too) balance, lifespan, cycles, our favorite ways to play and of course the latest news.

Design a site like this with WordPress.com
Get started