I was shown a game in which a player used a standard pre-made deck and played it against an AI computer, and it literally came down to the last card for both players. The game is also, I'm told, heavily play-tested and balanced.
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Some cards have group symbols that automatically work well with other cards, while other combos will be less obvious. Any veteran of card games will immediately enjoy the strategic possibilities on offer here. I don't mind it, however, because I can see how players may ultimately build their decks around having a wide variety of blockers. Some people will like this random element and some people will hate it. So, potentially, a card that could deal 6 damage could be stopped by the very first card removed. If, however, one of the cards removed as damage has the needed "blocking" symbol, the damage stops there. If you can't (or won't), cards start coming off the top of your deck. Alternatively, you can entirely block the attack with a card from your hand whose "blocking" symbol matches the card type your opponent just threw at you. Any time a "speed" type card deals 2 or more damage, that card will jump in and deal an extra 1.Īs I mentioned before, your deck is also your health, so every time you are dealt damage, you remove cards from the top of your deck equal to the amount of damage you have been dealt.
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Aftershock - Whenever you do at least 2 damage with a attack, this keeper hits for 1." What that means is if that card deals its full 2 damage, rather than going into the discard pile, it stays on the playing field. Some cards have special text too, like "Here Comes the Spider-Man." On that card it says "2: Keeper. One symbol on the card represents what type of card it is, while the other shows what type this card is capable of blocking - more on this later. The card also has two symbols, which take their inspiration from the super hero attributes of speed, strength etc. For example, "Invisiburst" only needs a power level of 1, and deals 3 damage. Below that is the damage that each card deals. The power level determines which cards can be played, as signified by the number in the corner of the card. There's a value called "power level" which is shared by both players, and which begins at '1', but every turn has a 50% chance of going up. Each player typically has a 40-card deck which serves as their health. The card game, in my humble opinion, is the most impressive part of Super Hero Squad Online so far, taking elements of games like Magic the Gathering, but integrating a system that is simple to understand and use.
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I'm a huge trading-card-game nerd, so when I was told that several Magic: The Gathering alumni had been working on a card game for SHSO, I squealed just a tiny bit.
![marvel super hero squad online play now marvel super hero squad online play now](https://www.incrediblehulk.me/wp-content/uploads/2012/05/Screenshot.png)
Let me preface this by saying that I could perhaps be a little biased. I've seen several different parts of The Amazing Society and Gazillion's Marvel Super Hero Squad Online now, and while it has always been kinda neat looking, it wasn't until I got a sneak peek of one of their "competitive" systems that I truly got excited.