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Marvel Champions LCG: Wonder Man Hero Pack
“Hey, aren’t you one of those guys from Beach Volleyball Bros Part II?” – Kate Bishop
Simon Williams, the former industrial rival of Tony Stark turned superpowered movie star, first got his powers by agreeing to undergo an experiment crafted by the Masters of Evil. After meeting and subsequently being defeated by the Avengers, he changed his ways and became a consistent, part-time member of the team as the flashy hero, Wonder Man.
As a superhuman movie star comfortable both on the silver screen and on the battlefield, Wonder Man blasts into the fray with this expansion pack, which introduces him as a new playable hero alongside his sixteen signature cards. Paired with a pre-built, mostly Justice deck (stay tuned on that) to optimize his ability to thwart schemes, you’ll be able to take on foes as Wonder Man from the moment you open the box. With his unique physiology allowing him to manipulate energy in incredible ways, Wonder Man is a potent hero worthy of standing at center stage.
Ionic Physiology
We’ve seen quite the variety of powers throughout our ever-growing roster of playable heroes, but even among his peers, Wonder Man stands out as truly unique.
Central to his playstyle—and his very being—is his Ionic Physiology (Wonder Man, 2), which lets him tuck any event with a printed “energy” resource after you play it. Doing so not only heals your identity, but also charges up the ATK stat of Wonder Man (Wonder Man, 1A) himself, thanks to his innate Power Recycling ability. As you’ll see momentarily, much of his kit revolves around energy resources as well, so naturally you will want to include as many cards with that resource type in your deck as possible. Thankfully, Simon Williams ’ (Wonder Man, 1B) status as an Ionic Energy Being allows you to include events with a printed energy resource icon from any aspect in your deck, opening up all sorts of unique deckbuilding opportunities!
Granting Wonder Man access to a surplus of energy resources means he can use them to pay for his signature events, each of which has a special kicker that triggers when you overpay for them with energy. Active Altruism (Wonder Man, 3) and Ionic Blast (Wonder Man, 4) both scale their effects to the amount of extra energy resources you use to pay for them, while Starstruck (Wonder Man, 5) can stun an enemy so long as you overpay for it by at least one energy. These events combo well with his signature resource card Energy Siphon (Wonder Man, 6), which lets Wonder Man trade a bit of health for some extra energy resources. Since Ionic Physiology lets Wonder Man heal a point of damage each time he plays an event with a printed energy resource (which all of his signature events have), you immediately get a partial “hit point refund” if you use the extra resources from Energy Siphon to pay for one of those events. Other cards in his kit help you pay (and overpay) for these events as well, such as his versatile Jet Belt (Wonder Man, 8) and his title of Mr. Hollywood (Wonder Man, 9). With so much energy at his disposal, it’s no wonder that he can stand alongside his fellow Avengers as a potent hero!
Granted, even though Wonder Man has plenty of tools on his own, it never hurts to have a little help, and that’s where his pre-built (mostly) Justic deck comes in. First off is Heroic Conditioning (Wonder Man, 21), which can provide him with a boost to his already-solid hit points and THW and make him an even more effective hero. Keeping in line with Wonder Man’s theme of overpaying for cards, Firebird (Wonder Man, 12) gets an extra bonus if you pay more than her printed cost, allowing her to restore herself to maximum hit points after getting knocked out by consequential damage. The event Everywhere All at Once (Wonder Man, 18) also gets a boost when you overpay for it, potentially removing 3 threat from multiple schemes, so long as you have the extra resources on hand.
To help you save resources for these “overpay cards,” Wonder Man’s deck also includes a couple allies with lower printed costs than what their power level would normally suggest, instead having a more unique price to pay to balance them out. Take Sentry (Wonder Man, 15), for example; this ally has absolutely incredible stats for only costing 3 resources, but when you play him, you’ll have to put a side scheme into play or else place a staggering 6 threat on the main scheme. Similarly, Scarlet Witch (Wonder Man, 14) is also a potent low-cost ally with great stats, but her chaotic powers could wind up causing trouble with an unexpected treachery, so be prepared!
Finally, with Wonder Man’s ability to include out-of-aspect events with printed energy resources in his deck, it’s only fitting that he has some non-Justice cards in here as well! The Protection event Stronger Together (Wonder Man, 19) lets Wonder Man use his DEF stat to reduce incoming damage aimed at fellow Aerial or Avenger characters. This applies to any source of damage, including consequential damage, which makes it a great card for keeping powerful allies like Sentry around for longer. If you have a spare Aerial ally handy, the Aggression event Bombs Away (Wonder Man, 17) provides a great way for them to deal a big spread of damage in one go. Otherwise, the Leadership event Unified Strike (Wonder Man, 20) lets you bolster the strength of an ally’s basic thwart or attack with your hero’s matching stat, while also protecting that ally from consequential damage. If you’re already planning to use an ally and your hero for the same basic power, you might as well have them work together for an extra benefit—and, since Wonder Man increases his ATK for each card tucked under Ionic Physiology, this lets you get multiple swings out of his boosted power, since he won’t have to discard the tucked cards afterward. These are just a few examples of handy cards from other aspects that Wonder Man can include in his deck, and there are countless other combinations to explore!
Mr. Hollywood
With his ionic physiology and special relationship with energy resources, Wonder Man is a flashy and unique hero that can easily slot into any team.