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Marvel Champions Community Lingo

  • Writer: Heroic Skeleton
    Heroic Skeleton
  • Jun 2
  • 3 min read

Updated: Jun 3


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This game has been out for 5 years now. In that time, the online community has developed a rich vocabulary of unofficial terms and abbreviations. Some were created specifically for this game, while others come from entirely different card games. This can be overwhelming for a new player, especially for those who don't have a background of playing competitive or cooperative card games. For this reason, I've compiled a non-exhaustive list of the most common unofficial terms and abbreviations that you will find in the online Marvel Champions Community! Keep in mind that there are only unofficial terms here. Click here for the official rules reference glossary.


Terms:

  • Ally Swarm- A deck that floods the board with a lot of allies

  • Building out- The process of putting your upgrades and supports into play

  • Chump Block- Blocking an attack with an ally, ideally blocking a big attack with an ally that only has 1 hit point left.

  • Control- A playstyle that prioritizes building out and stopping threats (like minions and schemes), until you reach a point that you can overwhelm the villain

  • Doubles- Double resource cards like Strength, Genius, Energy

  • Effective Resources- The "true" cost to play a card. Since playing a card from your hand means that you can't use it as a resource, you need to take the cost of the card and add +1 to figure out its effective resource cost

  • Flip up- Going from alter ego to hero form

  • Flip down- Going from hero form to alter ego

  • Float/Float deck- Deck based around confusing villain and playing Float Like a Butterfly

  • Ping/ Ping damage- Small amounts of "chip damage", like retaliate, or Gambit's Staff

  • Mill- discarding cards of the top of a deck

  • Netdeck- using a decklist that someone else made online, likely from Marvelcdb

  • Tempo- Can refer to the speed in which you progress towards winning. Can also refer to a playstyle that is somewhere in between Control and Rush

  • Trait Locked- A card that has a trait requirement in order to be played. Usually your identity must match the trait, but sometimes you are just required to control a card with the trait

  • Triples- triple resource cards like Limitless Strength or Self- Confidence

  • Turbo Draw- A deck style that revolves around drawing many cards, usually in Justice

  • Tutor- The ability to search your deck or discard for a specific card

  • Recursion- Replaying the same allies many times. Usually with cards like Make the Call, Rapid Response, and Regroup

  • Resource Sink- An ally, upgrade, or support that you can spend your excess resources on for some kind of benefit. Ex: Machine Man

  • Rush- A deck playstyle that tries to aggressively defeat the villain as quickly as possible. It involves generally ignoring anything that the villain does and attempts to win with damage, often in around 3 turns

  • Scoop- Conceding the game. "scooping" up all of your cards when you are going to lose

  • Stun/Confuse Lock- stunning or confusing the villain every turn, leading to a much easier game where the villain can't activate

  • True Solo- Solo game with only one hero

  • Two handed- Solo game where you play two heroes (2 player game, but you control both)

  • Voltron- A type of ally focused deck that puts a pile of upgrades on one single ally, using that ally to do most of your damage or thwarting



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