Nebula Hero Pack | Marvel Champions | All NEW Cards REVIEWED & ANALYZED!
Transcript
how is it going everyone dylan here from all you can board finally back with a marvel champions review this time we're taking a look at nebula now you may have thought we are going to be taking a look at mad titan shadow next i thought so too but we have not received mad titan shadow here in canada or at least not where i am in canada so i am still waiting with baited breath for that i got the notification from my local game store the email saying that there was a new product in for marvel champions i assumed it was going to be mad titan shadow but i was surprised to see it was nebula hey i'm still pumped to review nebula i'm just pumped to have a new marvel champions con to finally arrive here but i am noticing that we are getting a whole bunch of delays so i don't know when i will have mad titan shadow i don't know what i'm gonna be getting you know the hood and war machine all the stuff at this point i am just going to see what happens when i receive stuff and believe me as soon as i do i will be getting the content to you guys so if you don't say anything on the channel it's just because i have not received yet um so with that being said we have a nice little stack of cards here to talk about with nebula obviously there's some duplicates in here but a whole bunch of cool stuff to talk one nebula is pretty interesting so i have enjoyed my time i'll leave most of my thoughts at the end of the video but i just want to say that nebula is a pretty unique hero and i will say that i think that it's not going to be one that necessarily everyone is going to love um i think that it'll depend on your play style it's sort of like scarlet witch for me i know some people love starla witch i am not like a huge fan of that play style for like for scarlet witch like specifically for me but again i think that it's just one of those ones that's going to have a bit of a i don't want to say polarizing effect but just that it's not going to be for everyone i think nebula slots in there pretty
pretty nicely so let's jump right into this we are going to talk of course about the hero card first and we're going to talk about the alter ego side so the alter ego side of nebula is a recovery of three hand size six hit points of nine we'll come back to that the points are a little bit on the lower side um the ability here is cybernetic upgrades which is response after you play a technique upgrade draw two cards limit of once per round so so much of what nebula is doing has to do with these technique upgrades and if you remember playing against the villain version of nebula in the galaxy's most wanted expansion you'll have an idea of what these techniques are so she has a whole bunch of one cost upgrades i believe they're all one cost and you're going to be constantly playing them and they all have these special abilities attached to them these special abilities are going to trigger when specific cards call for them to be triggered or otherwise they're going to be triggered by the hero side which we'll get to in a second and essentially they'll be discarded so you're going to be going through these upgrades constantly when you play one on the alter ego side you are going to draw two cards which is basically going to recoup the two cards you spent the one for the upgrade and then the one resource you paid for it you're gonna refill your hand after having played that upgrade potentially being able to get into another upgrade or another technique upgrade so you can only do this drawing cards thing once per round but it is a key thing of nebula's play style you're going to be finding that you're going to be flipping to alter ego a lot more than you might be used to depending on the heroes that you've played with i know for me personally a lot of times when i play i'm obviously still flipping to alter ego but i'm not flipping nearly as much as i am with nebula nebula you're almost wanting to
flip every single turn if possible because it adds to the longevity of your technique upgrades and the timing of when they're gonna trigger but it also allows you to get these extra card draws which is really really essential so altery was super important for nebula i would say that outside the ability there's nothing crazy or fancy going on here but the ability is key you're going to want to try to hit that as often as you possibly can so let's jump into the hero side so the hero side of nebula has twos across the board to thwart to attack two defense pretty solid stat line hand size of five pretty standard and of course we already said the hit points of nine combat protocols is the ability here forced response after your turn begins resolve the special ability on each technique upgrade you control then discard each technique upgrade resolve this way so the key being that this is forced you cannot choose you have to do this but it's after your turn begins so if you begin your turn in alter ego you do not have to do the trigger of the forced response hence why you're going to be uh switching the forms more often than you might be used to because you might want to start your turn in alter ego have your special ability cards right sorry your technique upgrade cards stay in play they all have these special abilities but they all have these persistent abilities as well that will allow the persistent abilities to stay and you know actually be an effect on the board for longer and then it won't be to your next turn if you flipped when they're going to all trigger and discard so you want to try to get as much a life out of these upgrades as you can that's one of the biggest things and even more so than getting the most life out of them you want to trigger at the most effective time if if the villain has a tough
status card that's not the most ideal time to trigger the one that does 4 damage because it may just be removing a tough status card so you have to make sure you're trying to like play in a way that really solves the puzzle of when you want to trigger them how many you can trigger at once and how much you got out of them by being able to trigger the specials with other cards before they end up in your in your discord pile so that's sort of the puzzle you're solving with nebula that's where there can be this trickiness element where you don't always feel like you're doing things most effectively or wondering what the most effective way to do something is or you're just finding that certain cards are fizzling and you expect them to have more of an impact because when they trigger the board state has changed so that's where the battle you're facing with with nebula but that being said we'll get to we're obviously going to get your technique upgrades right away and there is a lot of really cool stuff happening there so i really think the stat line is awesome i think the abilities is really cool it might seem like a downside because they have to trigger but that's what you want to eventually do you want to trigger all these specials if you do it at the opportune time it should not be a negative that is nebula let's move on to gamora so gamora is an ally but as we'll see later she's also going to be a nemesis which is what we saw in the um gamora hero pack as well so gamora the ally is pretty darn good this is i was about to say pretty pretty good and someone was going to call me out in the comments for that again i still got called out in the comments by the odd person who's caught me saying that so three cost ally three health two thwart two attack one consequential damage on each one the response is after you play gamora choose a technique upgrade you control and resolve its special ability so it's pretty standard but exactly what you would hope from an ally in this specific hero again the more ways you
have to trigger these special abilities effectively outside of the forced response the better you're gonna perform with nebula because as soon as you you resolve them as part of her forced response they're all going away and you're gonna have to basically start by rebuilding you know up that arsenal again it's almost as if like to a lesser extent by far you know you with iron man you're building up iron man as you go and you're constantly reaping the benefits of what you built up nebula you're building her up in the short term and then losing everything and having to constantly be building up so if you like the aspect of building up iron man you're constantly building up nebula and then having to lose these upgrades gamora is just one of the cards that's going to make them more effective before you lose them so any of the really effective ones you have in play that you might be losing next turn for instance you can now trigger with gamora an additional time before you trigger them as part of the force response so gamora is really really good um plus with the you know only a single consequential damage on each of them and the two threat to attack you're basically looking at this as like i can also do four damage and soak up a huge hit and trigger one of my specials for a cost of three it's really solid no matter how you look at it every time i've drawn this i've played it i've never waited because there's always been a special in play that i want to utilize and i and just having the ally with a hero that only has nine health is pretty crucial especially if you're playing solo these allies are key um so gamora has been a solid card for me um yeah i don't have much more to say about that i there's we'll see coming up there's also a team up card that you're going to have an added benefit for gamora so all all around i think this is just an awesome awesome card next up is nebula's ship so nebulous
ship is a two cost support exhaust nebulous ship generate a wild resource we've seen this across many different heroes in the game it's just your resource generator it is extra important for for nebula because this essentially pays for a technique upgrade all the technical upgrades cost one so you can look at this as being able to freely pay a technique every single turn and have more utilization in your hand on top of that you would uh with some of the cards that come in here i believe might only be one actually one of the allies we're going to get so i don't want to jump to a too far ahead here um specifically wants there to be mind resources and what you're what you're you're paying for it with this just allows you to basically hit that more effectively if you have any other cards that you've built your deck around they require specific resources obviously the wild resource will be excellent for that so nothing overly flashy but i found that the games that i was able to get nebulous ship out especially early i just had a a more reliable arsenal because i that the turns where i would end up with a lot of technique upgrades in my hand i didn't have to worry about saying which one am i not going to play or how am i going to you know i won't be able to play all of these nebulous ship allowed me to play more of them and have a more massive turn when they all triggered so really solid car but not overly flashy again we've seen that across many heroes before next up we have cutthroat ambitions so this is the first technique upgrade we're going to look at um this and this is honestly probably my second favorite in in here i think i don't know i shouldn't be rating them there's too many good ones i'm going to end up pointing back on what i've said it's a really good one so this is a one cost upgrade when nebula is in hero form her attacks gain piercing and overkill
which is really great and the special um that will trigger is a thor to remove three threat from from a scheme so for one to remove three threat huge deal especially because you have multiple ways to trigger this you can't just look at this as oh i paid one and i removed three which already would be good but you're likely gonna have opportunities to trigger that more often so yes you may have paid one for this and yes it's gonna guarantee trigger once to remove three but if you've also played gamora there's another three if you also played some of the other cards you're gonna look at the trigger it there's an additional three so this can be much more than three thread just from its presence being on the board um and plus you get the added bonus of when it's out for the minimal amount of time it's out you will also have your tax game piercing overkill so this is a really solid card especially playing justice especially playing solo and needing ways to remove threat from the main scheme specifically it wasn't we'll see in this deck that there are um cards that trigger specifically from uh removing the last thread on a main scheme or an ally that we'll cut what we're going to get to where having no threat on the main scheme is a big deal this just helps with all that there's two copies of it you will use this one a lot um there are times obviously and this always happens with anything um when it comes to threat removal where there won't be any threat to remove and you you draw this and you you find that like hey it would be great to be able to have my attacks at piercing overkill if it works out but right now there's no threat in this game can i count on there being threat added is it even worth it over something else i want to do those situations will arise but otherwise it's going to be a pretty solid card and one thing i do i think this is i'll mention this before i jump into too many of um of these techniques is that
all these techniques have this persistent ability and then the special ability in the games that i played i think you want to try to avoid playing these specifically for the the lasting ability on them so for instance in this case the piercing the overkill it's an added bonus when it's out if it works out for you great but to hold back on a card and say oh right now that overkill wouldn't matter but it might matter next turn really for these techniques i found that you're you're playing them for the special if the special is going to give you any sort of usefulness it's just an added benefit if the lasting effect also you know works out for you otherwise just play them it might work might work out for you might not but holding them back for those reasons or trying to like find the opportune time for those specific parts of these techniques i think isn't necessarily efficient um that's in my my specific play testing but again there might be specific scenarios where you absolutely need one of those abilities and it makes sense i would just say as a general rule of thumb you're probably playing it more for the special abilities and when in terms of when you time it so next up we have evasive maneuvering so one cost upgrade while in hero form nebula ignores the guard keyword the patrol keyword and the crisis icon um and special choose to either stun or confuse an enemy so the big thing here is the stun and the confusing an enemy this is a solid card the amount of times that i was able to play this trigger the special with like gamora or another card to stun the enemy go to the villains turn have the stun come off and then come back to my return i'm in hero form this gets discarded and it stuns them again this could like many times this was essentially two stuns for
me this was a stun this stern and a stun next to her on the villain two turns i didn't have to worry about the villain's attacks two turns i could stay in here for if i wanted and not have to worry about any extra repercussions this is a really really solid card when you utilize it effectively and time it properly i love it there's i mean i'm just sad there's only one copy of these i understand why there is but i use this so much the um ignoring the guard keyword patrol keyword and crisis icon sometimes it's situational sometimes it's going to work out for you sometimes it's not it's another one of those things where it's tacked on and there's going to be times you play and you're like man this really worked out like because there happens to be a couple guard mains and i'm able to you know kill the the villain or uh have to kill the specific form of the villain because i could ignore the guard keyword or um you know the the crisis icon and i really had to remove something from the main scheme whatever the case may be um it might work out i honestly i don't think in any of the games i played except maybe the last time i played claw i may have had uh was it defense network defensive network or something that side scheme out that had the crisis icon and i was able to ignore it to remove some threat from the main scheme but it honestly wasn't that big of a deal i would say that again you're focusing more on the special and in this case the special is really really powerful this is an awesome card all right unyielding persistence this is a one cost upgrade again another technique while in hero form nebula gains plus one thwart plus one attack and gain stalwart special give nebula a tough status card this is my favorite um technique when it comes to the lasting ability one one attack and stalwart is a
huge huge bonus for one again because this is only going to be in play temporarily that's why we can get away with such a powerful card for one but that is the best lasting ability out of all the techniques i think there are some good ones but this one is just phenomenal again you're only going to be able to utilize it in a small window so it might not always be as effective as you would like it to be but when it is that is a huge boost to you temporarily and the special is pretty darn good too so giving nebula a tough status card is really really good again there's ways you can do this where you can play this give nebula a tough status card by you know also playing gamora or some way to trigger the special immediately on the villain's turn it attacks you or the minion attacks you removes a tough status card comes back to your turn the force response on nebula triggers and you gain the tough status card back like it plays very similar similarly to the stun and the confused i would i'd say the stun the confuse is better because you have more versatility and you're able to choose to confuse if that specific situation um you know makes more sense for you you can do one stun one confused whatever the case may be this is still really really good again the last nobility i think is better so awesome card again um you're going to be using it a lot every time i had that on my hand i was usually playing it next up we have weapons master another super good technique this is one you're gonna be using a lot nebula doesn't really have you know a lot of heroes have that one card or you know multiple copies of card in their hero specific cards that uh their signature guards that is a huge attack you know oh this is the the two the three costs to do seven damage with uh with the condition or whatever the case may be nebula
doesn't really have that and in lieu of that what she has is these two weapons master upgrades that are one cost and the special on them is deal for damage to an enemy so and the the long the lasting effect is while in hero form nebula gains retaliate one which is also really good so this is surprisingly good like i found that more than i was expecting i was able to utilize this four damage multiple times and sometimes i had both in play and if i had both in play i was able to trigger one with gamora i was able to trigger one with um what's called lethal intent which we're gonna be getting to right away potentially triggering both the lethal intent there's another eight damage then the force response there's another eight damage this can really really add up you can easily create a board situation where you're able to do um eight damage with um lethal intent and then do eight damage when they the force response triggers tend to do another four damage with gamora or something like that like the potential is there and the retaliate is actually a pretty good like when i i specifically found it to be really good against ultron because the bots only have one uh one health um at least at a certain stage they only have one health and they retaliate for i was i was able to take hits with nebula and have all the bots basically die and as we'll see from the next part i was actually not even taking any damage as well so it's uh it's a really good card you're gonna be using these ones a lot this is your damage output um it's the one that you're gonna we get to a card called combat ready right away i'm i keep talking about cards in the future you need to sort of understand the strategy with nebula but combat
ready allows you to gain cards back from your discard pile potentially um these techniques this these are great targets for that especially if you're finding that you need to you know get more damage output going on and knocked it over uh getting more damage going on uh on the villain or whatever if you're falling behind especially if you're playing solo as a justice hero so weapons master is a really solid card and you know me i like my my aggression decks in in uh as it is so anything that deals damage i'm usually excited about uh all right wide stance this is my least favorite technique i will say but it did have still have its uses so this is one cost upgrade while nebula is in hero form reduce the amount of damage it takes from each attack by one that's actually really really good it's probably my favorite thing about the card definitely is again against ultron specifically i was taking zero damage from all the bots because they all only deal one damage this is really really good again it's only out there temporarily but it is going to help you out in those certain certain situations the special is look at the top three cards of the encounter deck discard one and put the others back in any in any order this this is really really good don't get me wrong there's going to be times where the three cards you draw there was going to be cards in there that were going to completely ruin the game for you or there's going to be shadows of the past or something that now you have control over discarding but also the order that they're going to come back up in you can plan so don't get me wrong it's really good there was just too many situations i found for me that the specials would trigger and it was just sort of like oh yeah i got to do that as well and it didn't really have an overly huge effect based on the fact that like the cards i drew there was you know one that clearly sucked the most and then two that kind of sucked as
well and i just have to decide which order that i want to get them in and yes it allows you to repair it allows you to sort of know what's coming up but in general a lot of the encounter cards i was dealing with me knowing they were coming up didn't affect or didn't change the fact that they were gonna suck so it's still really good it's still gonna get you out of jams every so often it still only costs one anyways and the lasting effect on it is awesome uh being able to reduce each attack by one is really good so overall it's still a good card i just think out of all the the techniques that are in here someone so many of them are so good that's the one that i was least excited about all right two copies of combat ready excellent card alter ego action so the key here to remember because i definitely forgot this is my first game you can only use this in alter ego form don't make that mistake i did zero cost event choose one shuffle up to two technique upgrades from your discard pile into your deck or discard cards from the top of your deck until you discard a technique upgrade put that upgrade into play and resolve its special ability the key there is resolving its special ability as well this gets you whatever the next technique is on your deck and in a way to trigger that special and it's going to trigger the next time it gets discarded as part of the force response so combat ready is really good and actually i use the bot i use the second option way more often than i did the top one funnily enough but when i used the top one it was a huge deal i actually won a game because my deck was super low and i had both of the weapons master cards in my discord pile and i was able to pick both weapons masters shuffle them into my really low card deck
draw them both in my next hand and have my next turn be a massive turn because i already had a lethal intent i kept it because i knew weapons masters would now be coming up it can really shift the game it can really win you games combo ready is a solid card give me that choice and costing zero is just phenomenal so you are going to use this a lot just remember you have to be an alter ego form to use it but again you're gonna be spending a lot of time there as nebula so that shouldn't be too big of a deal lastly three copies of a super powerful card which is lethal intent you're going to be using this a lot i use it every game multiple times sometimes multiple times in the same turn this is an uh x cost card the x is choose up to x technique technique upgrades you control resolve each of their special abilities so you can choose how much you want to spend and that's how many technique upgrades you can trigger the specials of this is really good and you don't always have to just use it in a situation where you say you have like three or four techniques and you want to trigger them all there was plenty of times where i had one or two that just use this as an extra way to get some triggers before they trigger naturally off of the force response was a big enough deal this can also just be like think of it like your weapons master card deals four damage if you just if you just just use this on just the weapons master you're still only paying one for four damage which is really really good in a you know in a justice deck especially if you're playing solo and again you don't have to play justice i'm just that's what i was playing when i was playtesting nebula but that alone is really really good even just removing three threat for one can sometimes be worth it as soon as you can start triggering multiples of this it
just it becomes wild so lethal intent is something i was using constantly it was giving me so much range there was i think there was a game i played against ultron where on the second turn of the game i destroyed beat his first form because of having the perfect mixture in my hand my first hand on my second hand of lethal intense weapons masters and uh being able to trigger them multiple times and basically just completely decimate that first form so there's there's some potential here for these huge swing turns if that's something you love in marvel champions when you have those massive turns where you deal like a ton of damage or completely decimate a form of villain in one turn if that's something you really like lethal intent is your ticket that's going to get you there with nebula and nebula has the potential to do that as a hero those are all the signature cards let's jump into the justice specific cards all right we have three brand new justice allies i'm so pumped about this i love getting you allies in the game three new justice ones is just uh you know they're spoiling us with this pack so the first one is eros i believe i think that's how you pronounce it so eros is a two cost ally two health two thwart one attack a consequential damage on each the response is after you play arrows from your hand confuse a minion for each mind resource you use to pay for him so this is you know again we've seen marvel champions the two cost allies low-cost allies are always good as chump blockers no matter what so we already have that coming for arrows but the response here i used a lot because the main deck that you get with um with nebula and the one that like all the cards come in here
already have a ton of mind resources so i was able to basically pay for arrows complete with mind resources every single time i played for him no problem i don't think there was ever a time that i wasn't able to do that if i chose based on the hand i had so that was easy and easy thing to overcome so you can almost just look at that if you've built your deck properly around it ignore the requirement you know you're gonna hit it and it's basically confused up to two minions for two costs as an ally they can also do fourth thr fourth uh thwarting across the the two health it has or you know two uh thwart and then soak up a hit that's a really powerful two-cost ally and especially if you're playing against a villain that has really powerful really annoying minions uh you know ones that you're wine because of how often you're flipping nebula to alter ego form if there happens to be a lot of minions out that could all of a sudden mean a ton of threat going on in the main scheme this can slow that down put a bunch of you know toss a couple confused tokens out there slow that that uh the scheming and not have to worry about it when you now go to hero4 next turn having to like do a bunch of damage control this was a really really helpful card i played against um claw with the masters of the universe and there was a time when two masters of the universe minions were out being able to confuse both of them stay in alter ego form not even have to worry about the extra threat going on to the main scheme you know take my next turn and be able to like have a manageable board and not have to be like okay now i gotta find a way to remove all this threat while also removing these minions it just i was i was in a lot more control because of this card so really really solid two cost ally i
really really enjoyed it um i think my first initial look at aeros i was like hey this is gonna be good but you know it's situational it totally is situational but the situations are gonna rise more than you think and even when they don't it's still a really solid two two cost chump blocker so really really solid ally next up we have wraith so wraith is a three cost ally with three health one thwart that has a single consequential damage and three attack that has two consequential damage the hero interrupt is when a boost card is turned face up exhaust wraith and deal one damage to him cancel that card's boost effect this was surprisingly useful i mean and i shouldn't say surprisingly because you would think it's useful based on the ability but i just for some reason underestimated how much i was going to use wraith um for the ability and i use it a lot there was and again it just could have been bad luck on my part but i kept when i had wraith out drawing boost cards that had like three boosts on them that would have really wrecked me when i was wasn't expected to take that much damage or take that much threat or or whatever the case may be and just having to only take a single damage on wraith and exhaust them to be able to basically cancel that entire thing out like it's not like you're flipping it for another blue car it's like draw the next card instead like you're completely eliminating that card's boost effect period and if that's also is has a boost ability that's eliminating that as well so really powerful and so again situational to the point that if you while you have wraith out you happen not to draw anything that you want to cancel yes you might not feel like you got the most effectiveness out of wraith but again wraith still can do three damage with a single attack and also block another
attack there's still some usefulness attached to wraith but i think that you're gonna find that you're often gonna have some sort of boost that is in your best interest to cancel and only having to take a single damage means you can do that up to three times with wraith if you don't need him to block for something else as well so i actually think this is a really really good card i think there's gonna be times that people build decks to take uh take on specific villains that the boost effect um there's enough nasty boost effects or enough situations where if you were able to draw a really bad boost in a bad situation and completely wreck your game plan that just tossing one of these into your deck is going to allow for you to have some control over those situations so i really like the ally really like it all right the one that probably would excite people the most just because of the character itself this is venom we have a venom ally the flash thompson version of venom four cost ally four health two thwart three attack which is really good numbers but two consequential damage on each which seems really steep and the reason for that is while there is no threat on the main scheme reduce all consequential damage venom takes by one which means we would reduce them both to one instead so venom is a higher cost ally um and it might seem a very like very situational in the sense that if you have threat on the main scheme venom is not very good and i would agree venom is not overly great if you have thread in the main scheme in nebulas specifically and i think injustice heroes specifically if you built your deck around that it's not that hard to minimize the threat on the main scheme especially if you have a reason to do it with that being venom i
was very easily able to manage the thread on the main scheme to get the max use out of venom and if you include cards like uh first aid as waste did you heal some damage off of venom as well there was already a couple first aids included in this deck and i was surprised how often i was using them on venom because there would be times where i would want to attack with them and there was threat of the main scheme so i would have to take the two consequential damage then i'd heal them off with first aid and then i'd be able to by then the you know the threats go on for the main scheme now now i'm able to get more attacks with him and it only does one consequential damage like i was surprised by how useful i was able to make venom when you really get him out and decide i'm gonna try to maximize the effectiveness here and really cater my cards to that again you can look at it as the fact that for four resources if you're able to have only a single consequential damage trigger on each attack that's 12 damage for four if you wanted to use the full max of what venom has to offer and have him die based on his consequential damage but even if you didn't if you did three attacks four costs for nine damage and blocking a hit like there is tons of potential with this card if you're able to use it effectively and yes for sure you're not always going to use venom effectively and there's gonna be situations where it is a letdown based on the main scheme getting out of control or whatever the case may be and if you're playing in multiplayer it's gonna be harder because there's more thread going out there on the main scheme there's more threat to manage it's not just up to you maybe venom isn't as good but in my solo experience venom was a really really solid card and the mileage of that three attack went a long way to being able to to diminish
the villain's health especially because you know justice heroes don't always have the most damage output to begin with so i really really liked venom i think it was an awesome card um all right moving on ally is done justice served uh play under any player's control max one per player this is a one cost upgrade hear a response after you thwart and remove the last threat from a scheme discard justice served ready your hero um this was this is pretty good um i i don't think it's that great but i think it was good enough is the best way i could describe it um for nebula specifically there wasn't enough times that i could thwart to remove the last bit of the threat to reliably have this trigger and again you don't have to trigger that turn you can have it sit out there until it's ready to trigger but you're all honestly you're using a lot of the resources in your hand every turn you're wanting to make sure you get the techniques up there's other things you want to do to build nebula up so it seems like to play this for a future turn for when that moment happens that you thwart and remove all the threats for it to trigger isn't always at the top of your agenda so i didn't always want to be playing it when i did and it did trigger you have to look at it as let's say nebula has two thwart right that base two word that she has it hasn't been increased and there's two thread on the main scheme the main scheme is likely not out of control with only two thread on it so yes i can thwart remove that two threat discard this and ready again but i had to pay the resources for this so i essentially paid two cards like one
resource for this and another card to remove that two threat then the nebula as has as a base thwart which is a big overpay just to ready nebula to do something else which in the first place i probably could have just left the two threat on the main scheme and just done what i wanted to do in the first place with nebula and it wouldn't have been a big deal yes there are some schemes where the two threat is like you know you're for a solo game you're hitting the threshold at three or five or whatever the case may be but generally it's not on your priority list just get rid of that last two threats so that's where i ran into issues that justice served it there was too many times where it was just like i guess i could use this and i guess it's not bad but it's never phenomenal it's never great it's never like having these huge moments and i feel like maybe if you're using it in a hero specifically where you are able to build that hero's um thwart up really high like four or something like that or five even i don't even know how easy it is right here to get uh to five it's been a while since i built a hero around that but then maybe it makes more sense because if there's four or five thread in the scheme and you're able to you really need to manage it and you're able to remove all that and get an entire next turn and maybe do another thread on a side scheme or then get an attack or something else to trigger then maybe it's more useful just in nebula specifically even when i was able to get her up to three threat i didn't honestly find it to be that great of a card it still felt like one of those cards i would flip out for something else to build a stronger deck so decent but it wasn't one of my favorite cards but uh by any means in this in this deck all right next we have one way or another this is an interesting card so
this is a zero cost event max one per round so you can't just like you know get a hand of threes and just throw them all out there and draw a bunch of cards search the encounter deck for a side scheme reveal that side scheme draw three cards shuffle the encounter deck so this is pretty good in that but you you do have to make sure that you are aware of with the villain you're playing and what's in the deck so for instance one way i used this and i felt safe using it was with with the claw so claw when he switches to a second form i can't remember the name of the card but that science can automatically be immortal claw i think it's it's called comes into play automatically which gives them i think like plus 10 hit points or something so you know when you switch forms that is coming out one way or another i was in the first form of claw and i had one way or another in my hand and i already had played there was in the description i had already discarded most if not all of the other side schemes that were in the deck so i knew that i could play one way or another and immortal claw would come out but i knew immortal claw was eventually going to come out anyways that i wasn't and i was at a stage of the first form that i didn't care about the the the you know the the extra hit points it was going to add on and yes like maybe this is a bad example because of it then a mortal club might come out again in the second form but regardless it would it didn't affect my game state for for claw to have an extra 10 hit points in that moment i knew i could get rid of the scheme very easily when it was out and i wouldn't have to like you know take care of the 10 hit points off claude to be able to beat the first form i could right away deal with it the three cards are gonna that i'm gonna draw were gonna help me do that i think
if you know the side screen that you're gonna get out or it's gonna be something that you know you can manage because you're playing adjust this deck this is a really solid card you're basically trading in this card for you know three three uh i guess you're getting one card back for it and you're getting two additional cards so it always helped me again when you're playing nebula and you're wanting to get a bunch of techniques out you're very often going to draw into a technique that's going to give you way more that you can do i used it pretty often i think there was only one instance where i used it in the side screen that came out really put me in a bind because i thought hey i have a bunch of ways to thwart so i'm gonna be able to manage this but it had just more thwart than i could deal with which made me have to draw an encounter card in the next turn which really put me to set me back so like that will happen but if you think that you have a controlled board state if you think you're in a position where you know which side seems going to come up and you can manage it one way or another is a really cheap and easy way to draw three cards um i trade this one for three different cards and that is sometimes going to make all the difference in having this huge snowball turn for you with nebula so i really enjoyed it um okay so this card next we're going to talk about technically um this was first debuted in mad titan shadow but because i don't have that this is my first instance of this card so normally i don't review cards that i've already reviewed in a past set i just kind of skip over them you're going to notice in math head and shadow i'll end up skipping over this card because we've talked about it here so we've kind of done this backwards this is determination so determination is a resource card max one per deck hero response after you spend this card remove one threat from the main scheme and it has a wild resource is what it
generates so it's not overly fancy um sometimes removing one threat from the main scheme is enough to get it within range that you can then remove it all to be able to trigger you know uh justice served or or maybe there's only one threat on it and it's an easy way to not have to like waste a use of your hero to remove that one threat to empty a main scheme for venom to not have to take as much consequential damage there are situations that have arisen specifically in my games that i was happy to have determination but i would say that that it's less often that one threat removal is going to make such a big deal to you that you're going to like definitely want to always include this like it's always it's only going to be a one of anyways it's going to take a single spot if you find that you have an extra spot and that's something that could help you out in the right situation that you're willing to include it by all means but i wouldn't say this is like an overly overly powerful card but it does generate a wild resource and it can you know for basically something you're gonna do anyways paying for a card it can do an additional effect that might help you out of a jam or you know clear a card that otherwise you didn't want to have to spend a bunch of resources to deal with so it can still be really good and the last one we're going to talk about is brains over brawn and this is the most disappointing card in the deck for me um so i'm not gonna pretend that i have thought of every possibility with this card and i know there are likely some heroes that could really utilize brains over braun and that's that's why cards like this can still exist in the game they might not seem overly powerful and you might look at and say you know how many times am i possibly going to utilize this card or
this is only useful in this one hero that's okay like the amount of times that cards can be introduced in a game like this and have it only be functional for a couple heroes i think it's good to have cars like that it makes deck building a little more interesting for one hero than another one and it's just it's okay to have those cards it's just interesting to me that this is introduced in nebula specifically because i never found that i ever wanted to play this card in any of the games i was playing so uh brains of brains over braun is a two cost event hero response attack after your hero makes a basic fort deal damage to an enemy equal to your hero's thwart in this deck i never had uh bait in the base cards i'm testing it based on the cards that come in it i never had nebulous threat over uh threat removal over three so her thor was three which means that for two i'm doing three damage which is haymaker but there's a condition attached to it that i have to be thwarting to be able to do that three damage if i'm not throwing that turn this is now useless part of my hand so it's a haymaker with a condition which is really bad so uh i didn't really like it um again i think the reason this card exists is not to be in a deck like this that's and that's why i'm grading it right now if you have it in a cart in a deck where you are reliably able to get your thwart up to four up to five for instance um whether it's temporarily whether it's permanently for two damage to do four or five damage um as a justice card that could be pretty good and the fact you have three of them and you're able to do that three times over the course of uh you know going through a deck that can be really good like there are opportunities that's what i should say
for brains over braun to be good but in my experience in nebula not very good so i would say i'm not saying this is a bad card i'm saying that right now i'm not super into brains over braun but i'm excited to see as more heroes get introduced and potentially get one that has really high uh threat removal maybe this is we look back at brains over on and and say hey this is a deck now we're going to slide into this is one of those cards you want to keep in the back your mind and all of a sudden when when some crazy hero gets introduced that has like zero attack zero defense but five thwart we're all gonna look over and say well well well brain's over braun time to make your way out of the uh blow the dust off of the card bring it out of your collection and put it into that deck or something so it exists at some point we might find more use out of it i'm sure there's you can someone in the comments is gonna tell me that there's a deck that they've used it and it's been really effective and i think that's awesome i just didn't think nebula was the right deck for it so lastly before we get into the uh obligation and the um you know the extra cards that are included we have the one new basic card that we had never seen before and that is daughters of thanos so this is a team up card with gamora and nebula of course max one per deck hero action draw three cards so very simple you're going to be paying this card and a resource you're gonna be paying two cards to draw three cards um it's not overly it's not crazy it's not overly amazing that being said there was enough times that i was able to use this that i had cards in my hand i wanted to cycle for new ones and the three cards i
drew were specifically techniques or things that i could utilize this turn like it's it's one thing to look at and say oh you're trading two cards essentially for three like you really only gained a card yes and there's a condition of you know a condition attached to that so it might not seem overly powerful but sometimes you want to this you can also look at it as i'm flipping two cards out of my hand to get three new uh opportunities for me to be able to do more in this turn to be able to set up more techniques that are gonna trigger on the next turn i begin or something i got enough out of this that a couple times that it the board stayed called for that i was able to do it that um i really enjoyed the car i liked it a lot um again it's not always gonna work sometimes it's just gonna be a resource it is a wild resource which means it has some flexibility there for you as well i thought it was good um it's not the best team of card but i think it's one that you know you're not gonna be disappointed by it when you use it saying oh i wish it was that that didn't have as much of an effect as i wanted i think you'll get a decent effect out of it and you're gonna draw into some opportunities that you're gonna be able to use so those are all the player cards now we're gonna look in at the obligation the you know the the obligation and the the minion in the uh side scheme there's a whole bunch of stuff we're gonna look at here so let's jump right into the remaining cards of this deck all right the obligation is inferiority complex which is you may flip to alter ego form choose exhaust drill to ego remove this from the game or choose and discard two technique upgrades you control if no upgrade was discarded this way this card gained surge and discard the obligation i thought this was super interesting because normally like normally like this is a pretty standard obligation it has one thing
that involves exhausting your alter ego and there's one that affects like a play style of the hero you're playing but because nebula often wants to go to alter ego every single turn i never had the obligation come up and had to be that much of a of a big deal to me i would look at it as oh you know i'm i was probably going to go to alter ego anyways yes i'm exhausted now but it allows me to play this um you know play this uh technique and draw a card or because i'm an alter ego next turn to begin or whatever like it it wasn't that much of a detriment to have to go to alter ego the exhaust of course sucked but this almost just helped me get go to alter ego if i wasn't able to do it and then saved my technique so if i was in hero form and then this got drawn on the villains turn all my techniques were gonna uh you know discard unless i really wanted them to alter their special specifically at that moment it uh made them all last longer for all the lasting effects that were on them and just made it so that i just you know had a more powerful turn where they all trigger because i was able to play more before that happened so i actually didn't mind this obligation it's an interesting obligation in that sense it almost is more helpful to me i never ever once chose the one where you discard two techniques it just never made sense to me i don't know there might be a specific situation where you're like on the brink of winning where you just do not want to exhaust but for me i just always use the top one it was actually never a big deal so pretty cool um next up is the minion so the minion is gamora we talked about this just like the gamora pack where nebula was the ally and the nemesis uh
the nemesis minion here is gamora just like there is an ally for gomorrah so just like in that case the force interrupt is when this minion would enter play you have to discard the gamora ally from play so that's an added detriment to this card is if you have a situation where you have that layout for protection gamora coming out is gonna have you lose your defenses two scheme and two attack six health pretty high health the force response on the attack is after gamora attacks and damages you choose and discard and upgrade you control so pretty nasty because again your upgrades are a big part of what you're doing all your techniques she does have to attack and damage you so um if you block with an with an ally uh if you have a tough status card on uh on you or or she's stunned or whatever there are ways to avoid it it's not like every single time she initiates an attack you're gonna be losing one um that i didn't find to be as hard to work around really it was just the sixth health for me that i was having to deal with you know uh playing nebula solo as a justice hero with a six health nemesis minion like this out it isn't always the easiest thing to get rid of if you have weapons master i think that's what the card is called um ouch that's four damage right there that it makes a lot easier a single trigger of that and uh how many times i knock this over in the video um a single trigger of the weapons master and uh a base attack from nebula is gonna get rid of gamora so pretty nasty nemesis minion but i wouldn't say it's the nastiest one we've seen or you know the worst one we've seen by any means um but one that's definitely gonna give you some trouble and might cause you to lose your gamora ally which can really suck so next up is the side scheme self-preservation nebula gets minus one
thwart minus one attack minus one defense gamora gets plus one attack and air attacks game piercing this is surprisingly bad um this being out you know you have other things you're wanting to deal with and i would think like okay i'll get rid of that in a second and i'd have to keep remembering oh man i'm down to one attack i'm down to one thought and sometimes that would really really hamper me the defense wasn't as big of a deal in my games but the author in the attack was and if gamora happens to me out this can be really devastating as well with the piercing and stuff so it's really easy to get rid of it's only two threat per player as a solo player that's nothing it's a single a single you know well i guess not a single based word from nebula because she's down to one but you know if you have an ally out it's very easy to get rid of so i wouldn't say it's the worst thing to have that side skin be out you're gonna get rid of it fairly quickly but while it is out it might uh you know change your focus a little bit to make sure you focus on getting that dealt with if using the nebula's base abilities is something you have in your strategy this can really put a uh you know a detriment on that so you're gonna have to turn around and decide what you're gonna do now to get rid of it before you go back to your main plan so overall though i would say it's pretty easy to deal with all right old rivals so when revealed gamora attacks you if no attacks are made this way this card gains surge if the gamora hero ally is in play she resolves your attack against you without exhausting so really interesting so when revealed gamora is going to attack you if no attack was made this way as like basically gamora is not in play this card gained surge you're not getting off easy you're just gonna have to draw into another card but if the
gamora hero or ally is in play she resolves her attack against you without exhausting so this doesn't just trigger on the nemesis if you were doing a game that someone else was playing gamora gamora is going to attack you with exhausting from the hero if you're alice in play the ally is going to attack you without exhausting that's a big deal if this was just the um the nemesis minion that would be one thing and that's how i kind of thought it was at first but the fact that it can trigger off any gamora in plan there's multiple gamoras that could be in play it's super thematic and super cool i really really love this card i love the idea of it bringing your allies and other heroes into play against you i think i'd like to see more of that in in future you know in future decks and future packs um ways to have like this like friendly fire aspect continue on i feel like it just adds this extra you know sense of um i don't even know what the word is i can't find the word around but just it's an extra thing you're worried about in the board state and i really like the the idea that hey just because gamora the villain or the nemesis isn't in play doesn't mean you're scot-free like you might have gotten rid of her and now you have the gamora allen playing you think you're safe and then all of a sudden you draw old rivals and you're having to deal with that so i think that's really cool um and there's two copies of them so you will be seeing them a lot if you've drawn the shadows the past last up is lethal weapon which i have to say the artwork on this is absolutely devastating i feel like in the movies we uh we see that they have a rivalry and they're fighting each other but i've never seen gamora completely stabbed nebula through the chest or through the back through the chest that is a brutal
artwork um very good artwork though uh so this is attached to gamora if you cannot attach to the villain discard an upgrade hear action discard an upgrade you control to discard this attachment why would you want to do that because it's given them plus one attack so nothing crazy here they get an additional attack whether that's gamora or the villain if you want to get rid of it you're getting rid of one of your techniques essentially or one of your upgrades which isn't that big of a deal especially depending on which one you're getting rid of i would say that that's really really easy to deal with um the couple times i got it out i just got rid of the one that um allowed me to look at three cards at the top of the encounter deck and that was it was done so pretty easy to deal with i wouldn't say that's anything you really have to worry about okay and with that we are into the additional cards that are included in the pack uh these aren't part of nebula's deck but you can use them across deck building for the entire scope of the game so we have uh cards from every single aspect the first one we're gonna look at is energy spear this is the aggression card this is a one cost upgrade it's a weapon attached to a guardian ally max one per ally attached ally gets plus to attack and it's a tax gain piercing i think this is pretty solid um again i don't often play a lot of decks that you know rely on really powering up allies and having like allies and because because i guess i'm thinking more of leadership in that sense like i don't play an ally specific game often as much as i love allies i love including the ones that i like are the ones that help me out but my my main strategy is never utilizing and empowering my allies is the best way i can i can mention it but that being said this is a really solid card for one it's in aggression which is an aspect i love to play and there are enough allies
that i could see powering up with a with a plus two attack and piercing for one and getting like multiple uses out of where this is not just one for two damage this is you know if you put on a fresh ally that has you know three swings available this is one for six essentially and it has piercing across that so i actually really like this card i think it's a great inclusion and i think that even though it does have to be a guardian alley like you can't just put this onto any ally that you have in the deck i think that there's still enough targets that especially because a lot of the guardians are basic allies so you can include them anyways i think there's enough targets that you're going to get some use out of this and i think that it's going to be a fun one to play around with so i really like that inclusion the next one is guardians of the galaxy is the name of the card this is a two cost support it's a leadership card play under any player's control max one team card per player this is a team card the team trade is on it if each of your characters has the guardian trait this card gains response after you play an upgrade on an ally draw one card so again this is a very specific card you're playing this in a deck that you've specifically built around allies specifically guardian allies you want to have all guardian characters out including the character that you're playing with and if you're doing that you also want to build a bunch of upgrades in because every single time you play an upgrade you're going to draw a card so like again it's it's it's very specific you're having to build a very specific deck to utilize it but if you have followed those uh those you know that framework and you're playing that kind of leadership deck this is gonna be a
super powerful card you're gonna find yourself drawing cards constantly just for doing things you would normally be doing so i it's hard for me to completely grade that card now because i don't specifically play that deck um but that being said it's a card that makes you i like cards that make you want to try a new archetype and that does make me want to try new york it makes me want to try to build a deck around that concept and then have this card complement it and see how it you know really elevates it how it works so really cool inclusion um i think it's going to allow for some deck building possibilities i'm never against that all right defensive training so defensive training is maxed to per deck so we only get two of them comes with two uses which is two training counters all three so one cost support i should have said alter ego action so use an alter ego form exhaust this card and remove one of those two training counters from it choose a protection green event in your discard pile and shuffle it into your deck i like this card for the possibilities because yes it has to be used in alter ego form yes you're only going to have two in your in your deck so it's not going to come up as frequently but there's so many protection cards already in the game there's so many heroes that are specifically you want to be played in protection that being able to twice return a protection card back to your deck reliably with this in a deck that normally might not have had that functionality just allows for some possibilities that weren't normally there and i like when cards introduce that so it's hard for me to grade this immediately but it's a card i'm going to be going back and looking at protection heroes i like to play like quicksilver for instance and say what can i build this as now knowing that there's some green cards here that i can get back more frequently than i otherwise would
have so maybe i can include them less copies in the deck because i can just replenish my deck using defensive training like there's different things you can consider i just like when they include new cards like that that make you rethink some of the things you've already you know dabbled in all right and the basic card is honorary guardian a zero cost upgrade plate only if your identity has the guardian trait attached to a friendly character max one per character attached character gets a single hit point increase and gains the guardian trait so the key here i was obviously going to be using this on um you know how many times in this video have i said have i said the key here i feel like that could have been a drinking game in the nebula review how many every time dylan says this is the key or the key here you take a shot anyways the important thing to note here is that there are cards like we just went over with guardians of the galaxy the leadership card where you're going to need the guardian trait on specifically on allies this allows you to be able to include cards in your deck that don't have the guardian trait and then with the plan being add honorary guardian onto them increase their hit points which is like already a really good thing for an ally and give them the guardian trade to be able to meet the conditions of other cards so you're you're not going to include this isn't like one of those cards you're just going to include randomly in a bunch of guardian decks you're going to include it specifically when you have cards that you want to be able to meet that requirement for or you have allies that you specifically want to increase the longevity by add-on hit points ideally both of those things is something you're looking for and then the three copies would be amazing in your deck so the very very last thing i want to mention is it does come with a second copy of daughters of thanos um that's really good because it's even though it's max one per deck now you can play with uh
gamora having one in her deck and nebula having one in her deck so i'm really glad they included the second copy of daughters of thanos so that is the entire nebula hero so what are my thoughts on nebula i think nebula is a really unique hero and one that i have had a lot of fun playing i think nebula is a very specific type of play style you have to be okay with the fact that you keep thinking you're doing a whole bunch and then not starting from ground zero not starting not starting from scratch but you're having a bunch of those pieces removed from your your play and then having to rebuild them up again that could be a really satisfying thing to do to constantly be like building up nebula big big turn and then going back to square one and then building up maybe like you constantly feel like you're you're have this engine you're constantly having to build and you have this reward that you reap and then you have to do it again and you can do it in a slightly different way or you can time it differently that's really fun it's like it's a constantly evolving puzzle is the best way i can think to describe it that you're constantly doing that playstyle might not be for everyone it's going to add a whole bunch of extra anxiety it's going to add a whole bunch of other you know unknown to what you're doing because sometimes you're going to build up nebula and have it trigger and not the way you thought because the villain's turn went a certain way and now the board states different on your turn when the force response happens and all your techniques trigger so you do have to have a really good grasp an idea of what's going on in the board stage to be able to utilize nebulous like in the best way possible but i think that it's a really fun way to play marvel champions and i have had a lot of fun with nebula i wouldn't necessarily rank nebula as like one of my top five heroes i've seen a lot of people rank
ranked nebula in top five and i know that that could be from a power level perspective or i could see that be from like a personal perspective i'm just saying from a personal preference she's not one of my top five that i enjoy playing but she's definitely not in the bottom either like it's i would say either somewhere around the middle or even higher up i really enjoy that play style i really enjoy the way my games felt a little frantic and it also felt oddly satisfying to it with nebula like not that you it's like oh i wouldn't have expected to win but there was just this extra satisfaction that came with winning as nebula and having it really feel like you earned that win whereas some heroes it just felt a little bit easier to get to that win so i really like nebula the the nine hit points is pretty low when i'm playing solo and i do play a lot of solo there are ways in the deck especially so with some of her cards to minimize the damage that's incoming to her and her she it does have a lot of allies available to her um and you can you know include more to be able to mitigate that as well um but overall i really really like nebula i think it's a really solid hero it's not one i'm disappointed with by any means from a thematic standpoint or not even thematic from a character standpoint out of all the ones we're seeing come up right away she was the one that i was i would say least excited for out of like you know what war machine and vision and the ones we just recently got like venom gamora drax and star-lord and everything i wasn't overly excited for nebula but having played nebula now i'm actually really really happy with the version we got of her and i think that she slots in really nicely to some some of the the play styles that you know i enjoy playing even if it's on ones i enjoy playing like frequently in marvel champions so those are my thoughts on nba let me know in the comments we're in nebula slots for you so i know it's pretty early you
may have just gotten nebula maybe you got nebula last week um how are you enjoying her do she you know in your top five is she in your top 10 um or do you think she ranks in power level i know we need more time to really see that um let me know if you have any cool like deck ideas or different combinations you've included with nebula or if there's cards i reviewed here that you have found different uses for that i didn't mention i'd love to hear all that in the comments as normal it's been a while since i did one of these reviews but it's really good to be back at it and have to be able to communicate with you guys in the comments and just you know discuss things and converse with marvel champions as i mentioned in the beginning i hope that i will begin mad titan shadow this month sometime and as soon as i do i will be cranking out a whole bunch of content we'll have uh you know a review of each of the heroes separately we'll have a review of the entire box in and of itself at some point we're gonna be getting war machine and vision and uh vision we haven't got the preview article for so that's a little further off but war machine and the hood are going to be coming really soon my goal because i've had i've had people mention the comments before that they really want to see me do play throughs and i just haven't had the time with a bunch of other stuff we're doing on the channel my goal is for the hood scenario pack because it is a scenario pack that i'm going to try to take a hero or two whether it be solo whether it be like two-handed solo through the hood and actually do a full play through a video and have it be my first play through my first dabbling and doing a playthrough so keep an eye out for that i'm going to try my best to stick to that but otherwise all that content on the review and like my thoughts and all this kind of stuff and whenever we get the vision preview article i will be going over all that as well so lots of exciting stuff to come from world champion so keep your eyes on the channel if you're not subscribed subscribe so you don't miss anything you'll see every single new
update as i post them otherwise thank you so much for watching see you next time