We’re nearly half-way through our Core Set review now, as this week we move on to the Leadership aspect! In this article, Tim and James will rate all of the Leadership cards from the Core Set.
We are going to be rating cards between 1-5 using the system below. Our ratings are an overall score taking into account True Solo and Two-Handed/Multiplayer.
This time we are going to be rating the nine Leadership cards from the Core Set. If you’d like to rate the cards yourselves to see if our opinions match up, here’s a link to marveldb for a visual reminder of the cards we are rating.
[Tim] (5/5) Rating this card has been tough. Sure, Hawkeye isn’t as good in scenarios where there aren’t lots of minions, but that’s really only an issue in True Solo, because in Multiplayer there really should be enough minions for his response to target. In minion-heavy scenarios Hawkeye isn’t just good, he’s amazing! Ironically, the Hawkeye ally is sometimes the main reason why I don’t use the Hawkeye hero, because in some scenarios it really hurts not having him in the deck. If minion-less scenarios become common, then Hawkeye’s value will definitely diminish, but at the moment for me he’s an auto-include.
[James] (4/5) Hawkeye is a fantastic ally that gives Leadership some very strong minion control. His statline is nothing to write home about but hitting each minion that enters play for 2 damage ranges from good to amazing depending on the scenario. He trivialises Ultron’s drones, and helps deal with bigger minions more efficiently. You’ll quickly burn through his 4 arrows in any scenario where he shines, but Leadership excels at cheap recursion so that’s rarely a problem.
[Tim] (5/5) Maria Hill is the Leadership ally that makes you feel bad for trying to make an Avengers tribal deck work. Not only is she great in True Solo, she actually gets better the more players that are involved. She’ll come in, draw everyone a card, remove two threat, then defend an attack for you, all for two resources. Simply amazing.
[James] (5/5) Maria Hill ranks amongst the best allies in the game. She’s strong in solo, and only gets better the higher the player count goes. 2 THW and 2 health for a cost of 2 is already pretty good, but her ability to allow each player to draw a card can generate some crazy value in multiplayer games. She’s pretty much the reason Avenger’s tribal never really took off as it requires sacrificing this card, and why would you not run it when playing Leadership?
[Tim] (2/5) I’m not quite ready to forget about Vision, but I’m nearly there. I tend not to play a lot of Leadership decks because they’re often boringly effective, but I do need to try out the Voltron-style big allies deck at some point to see if it’s got any legs or is just win-more. Leadership is spoiled for choice when it comes to allies, so I could see Vision fading into obscurity.
[James] (3/5) Vision is definitely the least impressive of Leadership’s Core Set allies, and the burst damage he brings to the table is now overshadowed by Goliath. However, he’s slightly more versatile in that he also offers burst threat removal if you need it. His ability may not result in discarding Vision at the end of the round but it does require spending a specific resource to activate. Overall he’s an ally that has fallen out of favour but one I still think is a solid inclusion. Allies are so generally strong and versatile by nature that it’s hard to classify them as ever being less than a good card (3), but there are obviously exceptions.
[Tim] (3/5) This card has obvious synergy with Goliath, but is useful with any ally that you need to squeeze a little bit more out of. Since it says “Ready an ally”, it doesn’t even have to be one of yours. It’s also useful if an ally got exhausted during the villain phase and you REALLY need to use it in the following hero phase. Get Ready isn’t a card that I use a lot, but I can definitely see its value.
[James] (3/5) I struggled to decide on a score for Get Ready. It’s a strong card when comboed with the abilities of your finisher allies like Goliath and Vision, but when used on your smaller allies it’s not generating the same level of value. It can ensure you get the maximum number of activations out of your allies before you chump with them, but overall I’m not convinced it’s a great card. Already seen it getting pushed out of decks, and I suspect that will become more common as the card pool grows. It’s still good in a lot of situations though so it will remain a consideration depending on the type of deck you’re building.
[Tim] (2/5) This card has one foot in the win-more camp and I say that because if you’re getting the maximum value from this card, you’re probably already comfortably winning. Sure, there will be some combos that you can pull off where you create mountains of damage/threat removal potential with your board full of allies, but I think that you’ve probably had to make some sub-optimal choices for that situation to occur. Where I can see this card being used is in the portion of your deck that is given over to whimsical choices; cards that are characters you particularly like, cards you find especially fun, or those once-in-a-blue moon cards. I could see myself slinging one of these into a deck, especially if that deck needed energy resources (the art features Captain Marvel and she loves energy resources).
[James] (3/5) Requires a little setting up but Lead From The Front can help boost your damage output, or threat removal, for the round. It’s particularly good on heroes that can ready themselves to squeeze even more value out of it. The lasting effect it generates also applies to any ally that enters play after it was created, which is obviously abusable with Leadership’s recursion. Depending on your board state it won’t always be a strong play but the alpha strikes it can enable will serve to shorten if not outright finish games. Overall I find it to be a very good compliment to a swarm deck’s potential.
[Tim] (5/5) Anyone that has played any card games before will tell you how good recursion is and this card is no exception! Not only does it allow you to constantly re-use your best allies, you can even use it on other player’s discard piles to borrow their allies as well. Leadership is all about allies, this card lets you play allies again, it’s the definition of auto-include.
[James] (5/5) Make The Call is just broken. Even if all allies with a “when played” ability had the new “from your hand” wording it would still be broken because of how good cheap allies are at blocking villain attacks. Really not much else to say other than this card should have cost 1, and much like Doctor Strange it should be in a tier of its own.
[Tim] (4/5) With only two Leadership allies that can be played for less than two resources (Ant-Man and Stinger), this card will always help you play your allies, which is something that every Leadership deck wants to be doing. Not much else to say about it other than it will be rare that you don’t use it.
[James] (3/5) The Power of cards still feel like auto-includes to me for most Hero/Aspect combinations but I could not justify rating it higher because of how much consideration they require when building your deck. Everyone has a different minimum amount of 2+ costed cards they like to include but the average I tend to see most is 8-10. It’s less of an issue for Leadership but there’s still a growing number of good 0-1 cards so the days of Power of being auto-include are most likely limited.
[Tim] (3/5) If you throw your allies under the bus all the time like I love to do, then The Triskelion might not be as handy as it would be in a Earth’s Mightiest Heroes / Strength In Numbers deck, where you actually want your allies to stick around for a bit. However, it doesn’t have any condition that you must meet in order to increase your ally limit (unlike Avengers Tower or Stinger), and for that reason I think it will stand the test of time.
[James] (3/5) An extra ally slot in a deck that wants more allies in play, and can get them into play easier with its recursion, is pretty good. Unlike Avengers Tower this bonus slot is not limited by a specific trait either. Depending on your game plan you might not need this, which I find is usually the case if playing cheap ally spam, but the option is usually still useful even then. Overall a good card that makes it into a lot of my Leadership decks.
[Tim] (2/5) Outside of decks with Iron Man and Ronin, I don’t rate this card very highly. If you’re playing Spider-Man Leadership I would consider at least one copy an auto-include because of its interaction with Black Cat, but there’s not many other decks that I’d play this in (although now I’m thinking of making a Spider-Man Leadership deck with three copies of this card and the aforementioned allies…).
[James] (1/5) A situationally useful card that I struggle to ever justify space for because of how disposable allies are. Leadership is at its best when you’re abusing the enters play abilities of cheap allies with Make The Call and Rapid Response. Voltroning allies with upgrades like Inspired and keeping them around with healing effects is certainly a viable way of playing the aspect but it just doesn’t compare to ally spam. Leadership may be boringly efficient, but deliberately handicapping yourself and playing a worse version of the deck just feels like a waste to me.
|1st||Make the Call||5|
|4th||The Power of Leadership||3.5|
|7th||Lead from the Front||2.5|
Is anyone surprised by the two cards in first place? Nah, didn’t think so! Make the Call and Maria Hill are such good cards that they will probably see play for the entirety of Marvel Champions lifespan.
What did you think to our ratings for the Leadership cards? Let us know and join us next week for the Protection cards!
Tim & James