March 2026 retrospective

Hey everybody,
It’s been a quiet month here at spalanz.com, which has predominantly been due to the real world intruding on my life. There’s no getting away from the fact that the world is a mess right now, and I’ve been finding it pretty exhausting to be honest. Almost as a way to cope with all of this, then, I have kinda retreated in an attempt to find some peace. I’ve still been doing all of the things that I would usually do that then find their way to the blog, such as gaming and painting, but there just hasn’t been a desire to then write up any kind of post about them. 

I’ve been playing a lot of Marvel Champions this month, after a good start to the month where I wrote up a couple of posts about some of the latest heroes, Tigra and Wonder Man. I’ve managed to get games in with all four of the heroes from the Civil War wave now, though these two are by far and away my favourites from the bunch. While that might partly be due to the fact that they come with preconstructed decks that use my two favourite aspects, nevertheless I think they’re both really fun to play. Tigra feels especially thematic, the way she keeps her prey – minions – engaged but effectively neutered while she gets benefits from having those minions engaged with her.

It’s been almost entirely about Arkham Horror LCG second edition of late, though, and having made the decision to end my collection with The Drowned City, it has been interesting this time around, being on the outside and all. It seems like there are a lot of folks annoyed with the direction Chapter 2 is going, with bright and colourful investigator cards, less mythos-y villains to fight, and so on. The misprints and general mistakes in the core set are also seeming to cause a lot of concern online, which I get. FFG seems to have fumbled the ball a little on this one – and while I don’t necessarily want to get into the conspiracies here, it does lead almost directly into the other big card gaming news of the month.

It seems as if Lord of the Rings LCG is now being wound down as a mainline product. After the initial glut of releases for the game, FFG had re-issued several expansions, and seemed to suggest that this is something that would be kept as a curated core game line. Now, Lord of the Rings will be 15 next month, and the final box for the revised content was released in October 2024, so it is quite a venerable old game now. I suppose it’s really not surprising that a game like this has come to the end of its run – heck, it’s actually more surprising that it stayed in print for as long as it did. FFG are saying that it was not being ordered in sufficient quantities at distribution level to warrant keeping it in print. I totally get that, I really do. 

Lord of the Rings LCG

Could it mean a second edition? I don’t know. It would be fascinating to see what they decide to do, though it most likely won’t affect me because I still have my complete collection, and as you may well know from multiple posts so far this year, I have been enjoying it very much once again. I’ve been playing my way through the Ringmaker cycle, which is not my favourite – indeed, it’s the one that turned me off from the game back when it first came out in 2014.

However, after playing mostly quests that I have already played plenty of times before, I’ve recently been able to play some quests, such as the Nin-in-Eilph and Celebrimbor’s Secret, which I have never before played. It’s actually been really fun, and a little bit odd to think I’ve had these cards for twelve years without actually making an attempt to play them. I will be taking some more about Lord of the Rings LCG as we move on though April and get to the fifteenth anniversary.

As we make our way towards Easter, my thoughts invariably turn to Star Wars, as I have said on this blog countless times before. However, this year I find myself in a difficult place where I’ve been reading Oathbringer, the third book in the Stormlight Archive series, and have also been dragging myself through The Path of Heaven, the thirty-something book in the Horus Heresy series. The latter I have been reading with Dave, although he finished it in record time and I have been really struggling with as I find myself completely uninterested. I really hate DNFing books, so I will try to finish it, but yeah. The way they have stretched out the story of the Horus Heresy is just criminal at this point. I’m probably due a longer rant about this, though, so stay tuned! So there’s been no time for Star Wars, which has definitely been disappointing!

Of course, March is Adepticon, and we’ve had a whole slew of reveals for upcoming stuff from Games Workshop, including the official acknowledgement of 11th edition coming this summer. I’m not sure how I feel about this, but there was a lot of exciting stuff announced that looks very good. Atomic Mass Games have mainly been preoccupied with Star Wars Legion, with a massive announcement about the new Mandalorian faction that will be coming out almost as a tie-in to the upcoming Mandalorian and Grogu movie out in May. I was disappointed by the lack of anything more for Shatterpoint beyond the bland corporate stuff that we saw last month, though I think it was interesting that someone online pointed out MCP also didn’t have anything new revealed, just a better look at things they had already announced. 

Legion fans are most certainly doing very well out of AMG recently though, with a lot of very interesting things being shown off. At the weekend, I finally got round to my first proper game with Legion, using my fully-painted Rebel Alliance list, and I’m pleased to report that it was a massive amount of fun. I’ll have more to say about this in the coming weeks, as I not only show off my minis but also share some thoughts about the game as a whole, so stay tuned for that!

So yeah, that was March. Fairly active, though quiet on the blog front. Hopefully April will see a bit more activity here, though, as I do have some catching up to do…

Marvel Champions: Wonder Man

Hey everybody,
It’s another Marvel Monday! After looking at Tigra’s preconstructed aggression deck last week, I’ve had a few games with Wonder Man to see if I can try to get the same sort of understanding of what is going on with his deck. In many ways, it’s a lot more simple in terms of the game plan: most of the fancy stuff with Wonder Man comes in the initial deck-building stage, because of his special rule that he can use event cards that generate an Energy resource from any aspect when building his deck. His precon is ostensibly Justice, as he has some allies and upgrades in that aspect, and his events are skewed more towards yellow. However, he does come with event cards from each of the other aspects in what seems like it might be meant to simply give us some more cards generally.

Marvel Champions

The lynchpin of his deck is Ionic Physiology, an upgrade card that starts out on the table and allows you to tuck an event card with a printed Energy resource under it to heal 1 damage on Wonder Man. You can have up to 3 cards tucked under Ionic Physiology, and on his hero side, Wonder Man gets +1 ATK for each card tucked there, but when he makes a basic attack, you discard the cards tucked there. Over half of the Wonder Man deck is events, all of which can generate an Energy resource, so there is plenty of fuel for this fire. The only problem that you initially encounter is that you can’t tuck a card there if Wonder Man hasn’t taken damage, as you need to complete the heal side of the ability as well.

Update: as soon as I hit ‘publish’ on this post, Reddit was abuzz with an official ruling that the above is a mistake, and Wonder Man can actually tuck cards when he is at full health! So there we go, he can start building his strength right from the get-go!

To help out with this, we have Energy Siphon, a hero-specific resource card that lets you take up to 3 damage to generate that much Energy resources. He only has one double-resource card (Energy, of course), but he has two upgrades that can generate Energy resources – Jet Belt specifically generates a resource for an event, but you can discard a tucked card to generate an Energy resource for something else. Mr Hollywood generates an Energy resource only to let you overpay for a card’s cost – why? Well, let’s take a look at his hero-specific events, shall we?

Active Altruism removes a single threat from a scheme, but for each Energy resource you overpaid, you can remove 2 additional threat from that scheme, to a maximum of 2 overpaid resources. So it kinda reads pay 2 resources to remove 5 threat, but has the flexibility to remove 3 for 2 resources, or 1 for 0 resources. Fair enough. Ionic Blast is a similar story, though you can overpay up to 3 resources for this one – for 1 resource, he can deal 3 damage to an enemy, but for each additional resource you pay, he deals +2 damage, to a max of 3 additional resources. So he can deal 9 damage for 4 resources, if you want. There are only two copies of this in the deck… Finally, Starstruck deals damage to an enemy equal to Wonder Man’s ATK, and if you overpay you can stun that enemy. Given that Wonder Man’s ATK is already variable, this does feel pretty nice for 1 resource anyway, though I have been in a situation where I’ve used it to deal 2 damage, then tucked it under Ionic Physiology, and played another which has then dealt 3 damage, which was nice. 

Marvel Champions

It’s interesting, then, that there are 5 allies in the Wonder Man precon, given that his kit is mostly about events. To start with though, we have Firebird, who lets you place a rebirth counter on her if you overpaid for her; when she would be defeated by consequential damage, remove the counter and heal all damage on her instead. She only has 2 hit points, and takes 2 consequential damage from attacks, so it’s nice that she can stick around for another go when you overpay for her, which kinda fits in with the subtheme Wonder Man has going on. I like her in conjunction with Hawkeye though, a Justice version of the ally that also plays around with arrow counters. This version will loose an arrow to deal 2 damage to a minion when another ally makes a basic thwart – as Firebird thwarts for 2 but only takes 1 consequential damage each time, she can thwart 4 times, which is precisely the number of arrow counters Hawkeye comes into play with!

Wonder Man also has Sentry and Scarlet Witch allies, each of which have some negative effects instead: Sentry will either bring out a side scheme or place 6 threat on the main scheme, and Wanda will discard the top card of the encounter deck but, if it’s a treachery, you must resolve the When Revealed ability. I have had some use out of Wanda, but I just don’t like the Sentry ally, even if he does have the potential to deal 15 damage over his lifespan. Finally, we have the Swordsman neutral ally who can defend against an undefended attack without exhausting him, which is somewhat useful.

Let’s look at the events though. Everywhere All At Once costs X and lets you remove 2 threat from among X schemes in play (3 threat if you overpaid for this card). I’ve used it a few times now, paying 3 to remove 3 threat from the main scheme and a side scheme, which always seems really nice. I’ve replaced Battlefield Benevolence, which lets you heal the villain in exchange for confusing him, with three copies of Yaw and Roll, which lets you remove 3 threat from a scheme after you thwart. Given that I like to use Wonder Man as a thwarting hero until I can build up to the big attack, this has worked extremely well for me – he has the Heroic Conditioning upgrade in the deck which gives +1 THW and +3 hit points, which is always a priority to play if I can get it. 

Marvel Champions

In terms of the off-aspect events, Bombs Away is an aggression card that is reprinted from the Angel precon, and lets you deal 3 damage to the villain and each minion engaged with a player. Stronger Together is a protection event that reduces incoming damage on a character that shares a trait with your hero by your DEF – so for Wonder Man, you can reduce it by 2. I’ve heard some interesting ideas for this in a Ghost Spider deck, as she loves an Interrupt. Finally, Unified Strike is a 0 cost leadership event that lets you exhaust your hero to add your power to an ally’s power, and they don’t take consequential damage for that basic power use. So a fully-powered Wonder Man can add +4 ATK to Sentry’s 3 ATK and allow him to deal a lot more damage over the course of the game, but I’ve never yet seen that. Of the three, I prefer Unified Strike as the other two have always pretty much been used as resource cards to pay for things.

Inspired by something I saw online, I’ve also returned to the core set staple of Haymaker and had initially put one copy into the deck, replacing the Jarvis support card. However, I’m now thinking I’ll trade out Scarlet Witch and Sentry for two more copies, as Haymaker is a 2-cost neutral event with a printed Energy resource, so works really well into the gameplan, too.

On the whole, then, I think that Wonder Man is good hero – I don’t really think he’s great, although the flexibility of his deck building obviously means you can make him what you want him to be. I think I still prefer him in Justice because of his 2 Thwart to begin with, which is obviously increased with Heroic Conditioning. The fact that his attack can get as high as 4 on a basic attack, to me, means an aggression build can be somewhat lost on him – and aggression cards tend to look for Physical resource types, anyway, so while it doesn’t work against him, it still feels like it would be pulling him in a different direction.

The Upcoming Changes for Arkham Horror LCG

Hey everybody,
I haven’t been keeping the closest of eyes on the upcoming Chapter 2 for Arkham Horror LCG. Having decided not to continue to buy the game with the second edition core set that is due out this spring, I’ve pretty much dropped off in terms of my level of interest in the whole thing, and instead will treat my collection of what is now first edition as a complete experience, to come back to as and when. However, there have been a couple of things that have been discussed online recently that have made me at least a little bit interested in what’s going on…

Let’s start with a bit of a recap. At the In-Flight Report back in November, they announced the 2026 roadmap of products for this game, which involved the new core set and a series of five investigator decks for the spring. All of these are apparently coming under the “evergreen” umbrella of content that will always be available, with the investigator decks giving clear indications for how each of the five classes work. That seems good, because it will supplement the five core set investigators and give a lot of material for deckbuilding right out of the gate. In the summer, there’s a small campaign expansion that I think I heard was meant to round out the core set’s three-scenario campaign, to give players something more. Then in the autumn there will be a standalone scenario pack coming as well. 

All of that sounded fairly exciting, really. I know a lot of people weren’t too happy with the fact that there are 10 investigators and three scenarios from the start, but I think this release model is firmly aimed at new players, so you have a variety of investigators to learn how the basic game works. As opposed to experienced players, who know how the game works, and just want more content to play.

The fact that a small campaign box was met with much gnashing of teeth was further evidence of this, to me. Three more scenarios to build on the core set experience is perfect for new players who are just getting to grips with what the game is about, and have maybe tried out three or four different investigators. It’s also really helpful when you want to play the game, but you’re unsure if you can commit to a full-on campaign. This is a very real concern for a lot of folks, and I have certainly found myself in that camp lately. Sure, I’ve played a full campaign in 2 days before now, but that is very much an outlier – I would say my average is more 2-3 months. And I play by myself, so don’t have to wrangle a group together. A lot of folks online were very vocal about how the new release model seemed to be the death of the longer campaigns, and I got into a mini-argument on reddit about how it seemed disingenuous to think they would never create campaigns longer than three scenarios, but was shouted down for that opinion…

Well, from what I’ve read since, I may have been only slightly incorrect in my reading here. It seems that they have now said the new campaign structure will be 5 or maybe 6 scenarios long, as opposed to the traditional eight that we used to get in first edition. Of course, the old campaigns were only eight scenarios long because they were still holding to the deluxe + six packs model, so even the final four campaigns of first edition kept that structure even though they were single boxes and could have had any number of scenarios. I don’t think it’s too controversial to say that some campaigns have suffered from this, with a need for “filler” scenarios when the campaign itself could have been much more condensed.

The interesting thing here, of course, is that this model of 5 scenarios is exactly what we have in Marvel Champions. This similarity is then further made clear when the designers have talked about adjustable difficulty through encounter sets, which is of course how Marvel Champions has always worked. Now, this was also a feature for Arkham Horror when they did the Return To boxes, and had alternative versions of some of those encounter sets to make things more difficult for players. I don’t think it’s entirely as dramatic as people seem to be making out, but I can see if a newer player wasn’t entirely familiar with that adjustment mechanism, they may be concerned. As it stands, Arkham scales its difficulty only through the chaos bag, but adding a -8 or -10 token to the bag to increase the difficulty is a fairly boring way of doing things. Having more interesting and unique cards to change things up is a far better way to keep things fresh, in my view!

Of course, making Arkham more like Marvel could also cut the other way, which is why I’ve recently become so much more interested in these developments.

In addition to the investigator decks, Arkham Horror is set to return to the usual structure for release, with an investigator expansion and a campaign expansion, seemingly every other year. Alternating with this will be a smaller (3-scenario) campaign, with a “deckbuilding expansion” that sounds like something Magic the Gathering used to put out. The designers have given a somewhat woolly answer as to whether there will be actual investigators in this box, I think the response was mainly aimed at leaving the door open in case they wanted to do that in the future. 

It’s got me thinking, though. The LCGs have always been somewhat cannibalistic in how they work off each other, and if Arkham is potentially adopting the Marvel Champions approach to modular encounter sets, then how long will it be before Marvel looks at what Arkham is doing, and maybe adopting a similar release model? With Daredevil on the cards for 2026, I think a lot of the online chatter is now speculating that 2027 will be the year we see a Chapter Two sort of re-set, but I’m no longer quite so sure of this. We’ve already got a couple of scenario packs (Mojo Mania, Trickster Takeover) where they pretty much function as a smaller campaign anyway, so I wonder if the box we see after Daredevil could be a small thing that is accompanied by some kind of Deckbuilding Toolkit that sees a few of the older heroes come back as well?

Details on the older, out of print heroes have always been a bit sketchy of course, but there have been enough hints that we’re currently assuming that we’re either going to see completely redesigned heroes, or heroes with small tweaks. I don’t think we’re just going to get a straight reprint of, say, Captain America, because otherwise why let it go out of stock? But while some heroes might get a new deck released with new aspect cards, I think we might see others released as part of a toolkit like this, with just the 15 hero cards they need, the nemesis set, and you’re free to put them in any aspect that you like.

Marvel Champions

I think Marvel Champions has always had a far stronger identity than Arkham Horror, and I don’t really see why they would feel the need to mess with the idea of campaign expansions and scenario packs that we’ve had since its release. But I think we could very likely see some smaller waves of content released to bolster the cardpool since as it stands, a lot of the deck archetypes for Marvel Champions don’t exist in the Current Environment.

When it comes down to it, and all of the preconceived notions of what the release schedule is “supposed to be” are thrown out the window, I think there’s so many interesting products they can release for this game. If not a full-on deckbuilder’s toolkit, how about a regular-sized pack of just aspect cards, to help build out certain strategies? Given that Marvel Champions is released in hero packs, maybe the evergreen products for this game could be four aspect packs that are valid for the three-year Current cycle, or something? Depending on what’s in them, I could see myself buying this sort of product for certain reprints, to help with the deckbuilding…

How about a pack of alternate nemesis sets for heroes? A sixty card pack could give us ten different nemesis/obligation sets, that you could either use for specific heroes, or that could function for multiple / any hero. If not nemesis sets specifically, how about a 60-card pack of modular encounter sets, bringing back some old favourites from the earlier expansions to help out new players? I’d also love some kind of “recommended encounter sets” pack that works for specific heroes, like a step down from the nemesis set, but a few cards that you would bring to a game if you were playing as Spidey, or Iron Man. A bit like the Deadpool/Dreadpool set. (I doubt they’d actually do this, because of the expansion-of-an-expansion rule, but who knows?)

It will definitely be interesting to see how things work out once we’re into this brave new world of releases. I keep coming back to the comment about 2026 being exciting, and 2027 being even bigger. What’s bigger than Daredevil for this game? It’s got to be the Fantastic Four, but what will that mean for the game as a whole? Will we see a heroes-only box? Will we have core set 2.0? Time will tell!

Reflections on Shatterpoint

Hey everybody,
Last week, we had the news from Asmodee/Atomic Mass Games about refocusing their efforts on Star Wars Legion and Marvel Crisis Protocol, and that Star Wars Shatterpoint was “transitioning into a specialist core game line”. Of course, this was cause for some concern from the community, with many people declaring the fact that Shatterpoint is now a dying game. The news has pretty much dominated my last week, and I’ve been really down about the fact that we’re suddenly in a pretty precarious place. A lot of the negativity online has been citing the way AMG treated Armada and X-Wing, with a few releases before a final balance patch and then all support ceasing.  I would like to think that Shatterpoint has a better chance of ongoing support because it’s not a game they inherited when Asmodee dumped all the miniatures games from Fantasy Flight on them, but the idea that this game is going to quietly fade away is still very sad to me.

Star Wars Shatterpoint

See, it was through Shatterpoint that I have grown much more comfortable with the new canon of Star Wars. Having grown up with the old expanded universe, I was initially very much not a fan of all the new stuff that Disney was giving us, and was incredulous when thinking about what we had lost, as compared with what it had replaced it. However, seeing new canon characters in Shatterpoint, or just new canon storylines used (such as Lord Maul and the Shadow Collective stuff), it made me start to look into that stuff, and I was finally getting a lot more comfortable with it. Clone Wars season seven was a huge milestone here, and indeed, for much of 2024 I was on a bit of a spree of discovery while also throwing myself wholeheartedly into the game. I guess it’s this that I’m feeling a sense of loss over, and the fact that there will no longer be any speculation as to whether we’ll see x character come to Shatterpoint.

However.

I’ve taken some time off, and re-read the articles, and I think there’s a certain amount of connecting the dots with a healthy dose of conspiracy theory involved here. The biggest issue is just that we don’t know enough of what’s going on. We know what a specialist game is when it’s made by Games Workshop, of course, but we don’t know what AMG means by the term. They have said the sequel stuff will bookend “an incredible era” of expansion and growth, but “it is now time to remove our foot from the gas in terms of the number and pacing of Shatterpoint new releases”. To me, this doesn’t mean they’re never going to produce another new box for the game again.

Star Wars Shatterpoint

I may well be naïve with this, but I think the comparison with GW specialist games like Necromunda could be a more likely situation. This is an AMG game, after all – it’s not like X-Wing, where FFG had already launched a second edition before the game was shuffled to them by Asmodee. I am waiting for Adepticon at the end of the month, where I hope they will either volunteer some information on this, or else someone will ask the question, and we can get a better understanding. Hopefully it isn’t a case of the 7 already-previewed strike teams will just be doled out slowly over the course of this year and the next, but even if we only get 2-3 new releases in 2027, that would be fine with me. It will give me the chance to catch up and paint my enormous backlog, if nothing else! 

I just don’t want this game, which I love so much, to go away. No matter how well the company curates it through balance patches, without new releases the game will inevitably die, as interest dwindles and the player base moves on. Of course, AMG probably can’t outright say that the game will end yet as it will potentially impact on the sales of these 7 teams. However, if we don’t heard anything further from Adepticon, which they always use to make their big announcements alongside Ministravaganza, then maybe we’ll be able to infer more from that. For now, though, I’m going to keep painting my miniatures and hope for the best!   

Edgedancer

Hey everybody,
After breezing through the second book in the Stormlight Archive series last month, I’ve been reading the novella Edgedancer before I launch myself into the third tome in the main series. I have this as part of the Arcanum Unbound anthology, which includes a load of other short stories by Brandon Sanderson from his other series, including some Mistborn stuff that I’ll be looking into again when I’m back in that series!

Edgedancer follows the character Lift, one of the side characters who was introduced in one of the many Interludes in Words of Radiance. Her appearance there was quite extended, compared with some of the other characters we follow in these Interludes, as she is part of a thieving crew in Azir. The crew is trying to rob the Imperial Palace, during a time when they are trying to elect a new Emperor following the Assassin-in-White’s rampage through Roshar, and while the other members of the crew head off into the palace, Lift is basically intent on eating. It turns out she is also one of the newly-emerging Radiants, though her power comes from food rather than ingesting actual stormlight, and she has some control over friction to allow her to evade capture. During the Interlude, she is pursued by a man she has named Darkness, who is hunting her with a shardblade; however, he kills her friend Gawx who she is then able to bring back to life through use of her power. The event is heralded as a miracle and Gawx is elected as the new Emperor. 

In Edgedancer, Lift has left Azir and is instead in Tashikk – ostensibly, to eat all twelve types of pancakes they have there. It soon turns out, though, that she has followed Darkness as he is pursuing another emerging Radiant, and this time he has brought help. The novella takes place after the events of Words of Radiance, and so the Everstorm is coming across the world of course; during Lift’s climactic confrontation with Darkness, whom she has learned is the Herald, Nale, it turns out he has been killing the Radiants in an attempt to prevent the return of the Voidbringers. However, seeing the effect the storm has on the Parshmen, as their eyes begin to glow red, he realises he was never going to stop it and promptly disappears.

I understand that Lift is a somewhat important character in the third book, Oathbringer, and Edgedancer was written to fill in some gaps in her development that would otherwise have taken place “off-screen”. I did enjoy the Lift Interlude in the last book, as it feels like there is a nice amount of whimsy in it – she refers to her powers as “becoming awesome”, and the fact that she needs to eat to fuel it all seems quite fun. She is followed by a spren named Wyndle, who materialises as a fast-growing chain of vines. Wyndle is quite an anxious little fella, as he wants Lift to say the Words and step into her power, but also he doesn’t want her to use him as a weapon. During Lift’s battle with Darkness, she eventually does this, and Wyndle becomes a staff she uses to block the other’s shardblade. Later on, she uses him as a fork to skewer a pancake, and there’s a delightful exchange at the end where Wyndle asks if he was a particularly beautiful fork.

It’s all really whimsical and I do like it! 

There is some more general development of the world and such here, as we learn a little more about the ancient history of the Heralds, etc. One of the big benefits of the Interludes so far has been getting to see other areas on the map, so the action isn’t entirely focused on the south-east portion of the world. I’m kinda hoping that we get a bit more of this in book three, and maybe we’ll begin to see more come from these side characters, as they maybe grow in importance…

Card game catch up

Hey everybody,
I wanted to catch up a bit with some of the games that I’ve been playing of late, because I’ve been having an absolute ball with them recently! 2026 has certainly gotten off to a great start in this respect, as I’ve been playing a ton of Lord of the Rings LCG, but also have been getting to see some of the new stuff being released for Marvel Champions, which has been fantastic!

Yesterday, I wrote a post all about Tigra and her deck from the Civil War box. I was really impressed with how it looked like it was set to work together, so was looking forward to trying it out. Well, I literally couldn’t wait so last night I had a game with Tigra and Wonder Man taking on Klaw! Of course, Klaw is a classic villain from the core set, but being minion-heavy I was looking forward to seeing how Tigra would work going against him. The answer, unsurprisingly, was she’s amazing! Other minion-hunters like Thor and Rocket Raccoon are decent enough, but I think you can really see how the designers have been able to take the years of development for the game and build Tigra to work so well.

As expected, she was able to keep a couple of minions engaged but stunned in order to benefit from their presence, drawing cards and reducing the cost of her Tooth and Claw attack. I didn’t quite manage to get through the deck with her, but she came close enough! In fact, Tigra was able to make the killing blow, dealing all 21 points of damage required to kill off Klaw when the main scheme was just 1 threat away from completion – talk about your cinematic endings!

Tigra is a bit of a powerhouse, then, but Wonder Man was a little more difficult to work out. I want to try and write up a post about his deck as well, in the hope that it can afford me a greater level of understanding in terms of what he can do, but suffice it to say, on his second outing with me, I think he was struggling a bit. Or rather, I was struggling to see what he was trying to do. Towards the end of the game, I think I started to see the matrix a little, but still. I’ve made a couple of small changes to his deck now, and I hope that it will play better next time – basically, my plan is to lean more into his thwarting and Justice aspect, rather than the more generic “Energy resources matter” build he comes with, which seems to dilute his effectiveness, I feel. 


I also had a game against Ultron, which is only the second time I have been up against that guy, and seeing how relentless he is, I remember why! Even on standard difficulty, he is a beast – his big thing is to place the top card of your deck into play, face down as a Drone minion. The Ultron Drones environment card then tells us these Drones have 1 attack, 1 scheme, and 1 hit point, but there are plenty of cards in his deck to mess with this. Stage two of the villain builds on this as Ultron gets +1 attack for each Drone engaged with you. Urgh! He also has the Under Attack encounter set recommended for use, which just adds to the feeling of being a really relentless enemy. Unsurprisingly, I lost the game as both my heroes died, but it was nice to see a scenario that I don’t have a lot of experience with!


While I have been enjoying getting to see more of Marvel Champions of late, Lord of the Rings LCG is currently my most-played game of 2026. Indeed, in terms of number of games played since it came out in 2011, I have played more games in only two other years: 2011 and 2012. So I think it’s safe to say that it really is a renaissance for this game! I think one of the secrets to this is that I have really embraced the deckbuilding for the game, so whereas in years gone by I would build a deck or pair of decks, and expect to do well with a multitude of scenarios, then grow tired if it didn’t work out, now I am enjoying the fact that I get to build loads of different decks and see different cards, many of which I have never played with before.

A case in point is my current Lore/Spirit deck, which is headed up with Elrond and Galadriel. I’ve played Elrond back when he was new, but Galadriel is completely new to me. She has 4 willpower, 0 attack and 0 defence, and cannot quest, defend or attack. So what’s the point? Well she can exhaust to allow a player to draw a card and lower their threat, but she was very much a resource match for spirit cards until I finally started to draw her specific ring of power, Nenya. Nenya allows you to exhaust both it and Galadriel, and you can add her willpower to another hero’s willpower – so she cannot quest alone, but she can give another hero a big boost. Thematic enough, plus Nenya gives her the lore icon in the same way Vilya gives Elrond a spirit icon, so they become a nicely matched pair in the deck. 

While the deck is fun to play, I did have an interesting game today with The Dunland Trap, the first scenario in the Ringmaker cycle. It uses the Time mechanic, where you place a number of Time counters on the quest card, and it’s essentially counting down round after round to something usually dreadful. In this scenario, there are loads of Dunland enemies, and the final stage has five times the number of players’ worth of Time counters on it; if you survive until the final counter is removed, and there are no enemies in play, you win, but if you lose any hero, you lose. Which is fine, as far as it goes, but after a while it just gets so boring as you’re playing to just remove tokens…

This isn’t the end for my adventures in Middle Earth, of course, but I definitely thought it was an interesting development. I definitely want to build some new decks now, as I think I might try again with some Hobbits and maybe Rohan, but I’m not exactly thrilled to be playing this cycle…

Marvel Champions: Tigra

Hey everybody,
Welcome to another Marvel Monday! I may be trying to make that a thing in 2026. Anyway, today I wanted to ramble for a bit about Tigra, a new-to-me hero that came out in the Civil War expansion for Marvel Champions. Tigra was an ally way back in the core set, of course, but now she’s here in full hero mode. She is very much all about attacking minions, which is something that we’ve seen before of course, but the way she does it (through attachments and the like) is really interesting, so I don’t mind the fact that we’ve seen this style of play before. I want to take a look at her pre-constructed deck here today though, as I find it helpful to go through these things before I play them, in order to gain a better understanding of what they’re trying to do.

Marvel Champions

To start with, in alter-ego form she is able to search her deck and discard pile for a copy of Hunted, a 0-cost upgrade that you attach to a minion that you need to search up in order to play it, but then you get to stun said minion. The upside here is that when the minion is defeated, you can ready Tigra, but also, in hero form she makes any minions with Hunted attached lose Guard. This can be handy when you have some of the earlier scenarios with Legions of Hydra, where there are those annoying Hydra Soldiers with 4 health and Guard, or Klaw’s Armoured Guards who are only slightly less annoying with 3 health.

Tigra also has in-built card draw for each minion engaged with her, so it’s useful to have Hunted on a minion as that minion will be stunned by the attachment, so you don’t need to deal with them that turn. Her signature ally Moon Knight also functions in a similar way, as he draws a minion out from the deck but he stuns and confuses that minion. Tooth and Claw is her attack event, for 4 resources that is reduced for each minion engaged with you, Tigra can deal 4 damage to an enemy, then do it again; so she can play two copies of Hunted onto two Hydra Soldiers, they’re stunned, then next turn she gets to draw 2 cards for having two minions engaged with her, and play Tooth and Claw for 2 resources, eliminating both of them.

Feline Senses is her thwart event, and lets her remove 3 threat from a scheme; if it’s the last threat on that scheme, she can then stun a minion. So it’s useful to keep a minion hanging around with Hunted on it if you can play this card next turn, as you’ll have at least one minion engaged with you for two turns. Indeed, with multiples of these event cards in her deck, she can pull out minions and then just keep toying with them in order to gain other benefits, stunning them to prevent them from attacking her in the villain phase. 

The Precinct HQ support is interesting as it lets her remove 1 threat from a scheme while in alter-ego mode, and remove 1 additional threat for each minion engaged with her. It’s interesting because we don’t always see effects like this – Gambit is the only other hero I can think of who can thwart in alter-ego mode. It fits with Tigra’s character as being a cop, of course, though I like the fact that keeping minions engaged with you still matters even if you flip down.

She also has three hero-specific upgrades. Cat-Like Reflexes is a shield that prevents 3 damage being dealt to her, and she may confuse a minion engaged with her. Sharp Claws exhausts to give her +1 ATK and either overkill or piercing. Finally, Cat’s Head Amulet is a resource generator, giving Tigra a physical resource for each minion engaged (to a max of 3, which is similar to her built-in card draw). Going back to the example of two Hydra Soldiers engaged with her, then, she can potentially exhaust the Amulet to pay for the now-2 cost Tooth and Claw event! 

Marvel Champions

Tigra comes with an aggression deck that also leans into the minion-slayer thing. She has three copies of Bring It, reprinted from the Drax hero pack, which lets you draw a card for each minion engaged with you, and three copies of Coup de Grâce, which lets you simply defeat a non-elite minion with an upgrade attached, and ignore the “when defeated” abilities on that minion. This functions alongside the upgrade Suppressing Fire, which you attach to a minion and, when you defeat it, you can heal 2 damage from your hero. Suppressing Fire is a tactic upgrade, which you can search for with the Air Cover support card. It comes into play with 2 fuel counters on, and when a minion enters play you remove a fuel counter to search your deck and discard pile for a tactic upgrade and add it to your hand. So the play here is to Air Cover to search for Suppressing Fire, then play Coup de Grace to simply defeat the minion and heal 2 damage – all for the cost of 3 resources in total!

However, she’s not all about the minions, as she does also come with Savage Strike, which gives her +6 to her basic attack, so she can deal 8 damage (with piercing) for one huge swing. She also comes with Aggressive Conditioning for +3 hit points and +1 attack, though, so there’s the potential to swing for 9 damage. If we further add in Sharp Claws she’s getting 10 damage through, potentially with Overkill, which would allow her to keep going after minions and spill some of the additional damage onto the villain.

In addition to the three resource cards and a copy of Audacity, reprinted from the Thanos box, she has three allies in the deck. Yellow Jacket is a neutral ally that lets you search for an upgrade and add it to your hand when he enters play, so you have an additional way to get Suppressing Fire into play. Yellow Jacket is interesting, though, in that he takes 2 consequential damage from attacking or thwarting, but only has 3 hit points, so you’re only getting two turns out of him doing something. Spider Girl is back after her initial printing back in Rise of Red Skull, and Two-Gun Kid is an interesting ally in that his basic attack can be resolved against 2 enemies instead of one. This did lead to a lot of discussion when he was first previewed, but it’s thematic at least!

All in all, I think this is one of the most fun-sounding decks that we’ve seen in quite a while now. I mean, the designers always seem to do so well with character designs, even if some are clearly better than others. I do like the fact that the deck leans into minion-slaying, but in such a different way – Tigra isn’t necessarily trying to defeat minions, but can keep them engaged for a turn or two for benefits such as card draw and resource generation, toying with them like a cat before she moves in for the kill. I can see me adding in some cards like Chase them Down in the fullness of time, but it’s really impressive to see how well her deck works together, both in terms of the hero specific cards but also the aspect cards.

I’m planning to have a game with Tigra and Wonder Man going up against Klaw soon, so will be reporting back on how well that goes once I’ve (hopefully!) smashed him into oblivion!