Gambit "Stop Hitting Yourself" (and Supergroup custom mode)

Card draw simulator

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Derived from
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Inspiration for
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SpanishMalcolm · 83

Surprise at the end of the deck notes: Supergroup Custom Mode!

3 deck tips:

-"Stop Hitting Yourself" allows you to deal a lot of damage when combined with defense-boosting abilities. Specifically, Natural Agility, Armored Vest, and Synch (interrupt allows you to boost your defense). Add to this the charge counters from Gambit's Charge de Card ability. Take advantage of this combo to deal massive amounts of damage to the villain.

-There are cards that gradually reduce your enemies' health. These are Electrostatic Armor, Energy Barrier, and Gambit's Staff. Use them to eliminate minions or remove tough status cards. Don't you hate defending and losing all those abilities that trigger when you don't take damage from taking a single point of damage (Gambit's Guild Armor and Hard to Ignore)? Well, Energy Barrier will help with that.

-The big downside to Gambit's Thief Extraordinaire ability is having to exhaust it. Ready to Rumble allows you to use that ability and still have the Hero when you change identities.

Edit: out and in

Possibles outs: 1x Hard Knocks, 1x Mutant Education, 1x X-Men Instruction, 1x Ready to Rumble.

Possibles ins: 1x Change of fortune, 1x The X-Jet, 2x Beat 'em up.

And now, the Supergroup custom mode!

SUPERGROUP

Supergroup is a custom game mode for Marvel Champions. In this mode, you play solo with 3 Super Heroes under your control.

Game Setup

Choose 3 Super Heroes and place them in front of you with their alter egos visible.

Each Super Hero has their own life counter.

Set aside the obligations and Archenemy sets of the 3 chosen Super Heroes.

Build your deck. This contains only the hero cards of the 3 Super Heroes. It will not contain any other cards, not even double resources.

Choose the Villain and set their life for a 2-player game.

Build the Villain deck, including the 3 obligations of the chosen Super Heroes.

Resolve the plan's implementation.

Draw cards. To calculate your hand size, order the hand sizes of the 3 Super Heroes from smallest to largest. The number in the middle of the three is your hand size. Use this rule whenever you need to calculate your hand size.

If you wish, renew your starting hand following the game rules.

Resolve the setup abilities of all three Super Heroes, if they have any.

Rules Clarification

Although this is a solo game mode, player icons are used as if there were two, and you receive two encounter cards during the Villain phase.

The identity change action can only be used once per turn. You can only change the identity of one of your Super Heroes once per turn.

All Super Heroes can use their attributes and abilities in a single round.

You can only use a hero ability (action, interrupt, resource, etc.) if the Super Hero to whom the ability belongs has adopted their hero identity. The same goes for alter ego abilities. For example, you can only generate resources with Spider-Man's Web Shooter if Spider-Man has adopted their hero identity.

A Super Hero's abilities only affect the Super Hero they belong to. You cannot use a Super Hero's action or interruption on a different Super Hero. For example, you cannot use Spider-Man's Backflip on a Super Hero other than Spider-Man.

Resources can be used to play any card, regardless of which Super Hero it belongs to. Resources generated by a Super Hero's abilities also follow this rule. For example, you can use the resources from Spider-Man's Web Shooter to pay the cost of a Captain Marvel card.

The Villain only executes the plan if all Super Heroes have adopted their alter ego identity.

When the Villain attacks, any Super Hero who has adopted their hero identity can defend. Damage from undefended attacks and from the Villain's abilities can be assigned to any Super Hero who has adopted their hero identity.

The Villain's perfidies and abilities that affect only one player or Super Hero ("you become confused," "Exhaust your Super Hero card", etc.) affect a qualifying Super Hero of your choice.

If an encounter card has different abilities depending on the Super Hero's adopted identity: • If at least one Super Hero has adopted their hero identity, you can only choose the ability from the encounter card specific to that "hero." • If all Super Heroes have adopted their alter ego identity, you can only choose the ability from the encounter card specific to that "alter ego."

The card "A Shadow of the Past" activates the Archenemy set of one of your Super Heroes of your choice. If the card appears more than once during a single game, you must choose a different set each time until all are activated.

End of the Game

When a Super Hero is defeated, the game continues with the remaining Super Heroes.

The game ends when all Super Heroes are defeated (player loss), when the Villain is defeated (player victory), or when the defeat requirements are met (for example, the Villain completes their plan).

Suggestions for improving this game mode are welcome!

4 comments

Jun 18, 2025 boomguy · 5157

Interesting idea for an alternate game mode. Have you played it much yet?

Jun 18, 2025 SpanishMalcolm · 83

@boomguy Enough to test and balance it. But I haven't tried every possible combination, and I think it has great potential. I thought the community could help me better. Many minds are better than one. There are ideas I'm missing, I'm sure :)

Jun 18, 2025 boomguy · 5157

It reminds me of the commander solo mode for Marvel United. Very creative!

Jun 18, 2025 SpanishMalcolm · 83

@boomguy Thanks :)