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Captain Marvel needs binary, so needs redraws, draw hero on KO, quick etc but works good with counter
Strange, Wolverine and somebody for mark enemies is a really good team because Strange offers more damage (Blessing of Vishanti and combo cards), vulnerable on enemies (Bands of Cyttorak) and you can apply conceal (Vapors of Valtoor) after taunting with wolverine attacks giving you a good defensive turn.
Cap Marvel, Scarlet Witch/Ironman and Magik/Light Hunter is also a good team providing a lot of card draw, heroism, debuffs and refunded card plays to Cap Marvel so she can do all the damage for free.
Captain Marvel is just plain bad, reason is that getting binary is both hard, and not that efficient, as lots of other characters do better than her in binary form without any special efforts. And her cards sucks hard, and none of her card do nice damage (which effectively waste binary). Besides that, she is also a tank, but it goes against the game philosophy of "killing everyone before they can retailate", which make her even worst.
But with wolverine and Captain Marvel you need to choose wisely.
Iron Man, Hunter and Doctor Strange are OP characters too.
So i dont know why they made those two so bad.
All others are balanced. Except Hunter, Cap and Strange (and might Iron Man).
Would be good to know how you've made them OP. Post your builds in the decks thread and we can try them out: https://steamcommunity.com/app/368260/discussions/0/3828663748252446215/
Maybe you can try a couple of the Cpt Marvel ones that are suggested.
Are we playing the same game?
I decided not to choose Wolverine a Capt. Marvel many times because i feel them a little bit overpowered...
The one i feel is bad is Captain America.
Maybe that's my problem... i don't play "defense" ;)
It's not - you really don't "play defense" as in twiddling your thumbs and taking hits, just because you have durable heroes who can take it.
You should always go for as much damage as possible, but defensive heroes can actually help with that.
Many heroes have combos/synergies that can set up devastating damage - but they need 2-3 cards to make it happen. (e.g Iron Man/Nico/Blade)
On higher difficulties, you often don't have time to set up stuff freely - because what good does Nico's 10 heroism Crack the Sky next turn do you if two dogs K.O. her this turn?
So your hands are tied - you may like to make the awesome play, but need to take care of immediate threats instead.
Not only can Cap take those hits and allow your damage heroes to act freely - he does it while contributing to the fight - clearing out minions, generating heroism and drawing a bunch of cards while basically becoming invincible in the process.
Use it after playing The Best Defense - consume all his block to do insane damage - which in turn fills his block back up to maximum.
rofl you can't be serious