Overview
You build a 40-to-50-card deck around a Marvel hero (Spider-Man, Captain Marvel, Iron Man, and about forty more) and take on a villain scenario. Every turn you switch between hero form (dealing damage) and alter-ego form (recovering resources), while the villain schemes toward a doomsday threat you have to interrupt. The tension between attack and defence, hero and alter-ego, is the whole game.
What Boggs, French and Grace understood. And what most LCGs get wrong. Is that a cooperative card game lives or dies on how the multiplayer interaction functions. Marvel Champions solves it by giving each hero a genuinely different role: leadership heroes buff allies, aggression heroes chain-damage, justice heroes tackle scheme threats, protection heroes tank hits. A four-player game feels like a team-up.
As a solo game. And I mostly play it solo, on a small table late at night. It is unmatched in the LCG space. Deck-building is meaningful, scenarios take 30–45 minutes, and the villains scale via optional 'expert' modes so a hero you've mastered can be re-tested at the same table.