Skip to content
Login / Register
Menu
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Search for:
Home
/
Shop
/
LCG
Add to Wishlist
Marvel Champions: Doctor Strange
Expansion of:
Marvel Champions: The Card Game Core Set
1 - 4 Players
Ages 14+
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
16.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
crimsonlaw
Dr. Strange is so crazy powerful. His spell cards are amazing. He's almost a one-man wrecking crew in this game. Very fun addition to the game!
AegisToast
The Invocation cards are an interesting mechanic, but it didn't click as well for me as I wish it had. There are absolutely times where you can practically abuse it and deal staggering amounts of damage, draw a ton of cards, etc. on a single turn, but sometimes you just don't have an Invocation you can use, so it feels like a waste to activate it and an even bigger waste to switch to Alter Ego just to get rid of it. Wong goes a long way toward fixing that issue, so I found him almost essential while playing. But it still felt like a disproportionately large percentage of the time where I felt like I just couldn't do what I needed and was waiting for cards that would actually help. His greatest strength is probably in removing Threat—it was almost never an issue in my games—but he can dish out a massive amount of damage at times, too. The other problem I had with this pack is the wording on Master of the Mystic Arts: following the text exactly causes you to execute it incorrectly, and there's nothing anywhere (except in the FAQ) to warn you about it. It instructs you to resolve the Special ability on the top Invocation card, then place it "back on top" of the Invocation deck. Part of each Invocation's Special ability is to place it in the Discard pile. Elsewhere, you're instructed 1) to always flip the top card of the Invocation deck if it's face down, and 2) to shuffle the Invocation deck *as soon as it's empty*. So executing the text exactly, you would execute the Special, after which point the Invocation would be in the Discard. Before continuing, you would either flip the next card in the Invocation deck or shuffle the Invocation deck (if the card you just executed was the last one). *Then* you would put the card back on top of the Invocation deck, which leads to even more questions if you just shuffled it back into the Invocation deck. Instead, in the online FAQs it's been confirmed that you don't see the next Invocation in the deck nor shuffle the deck when executing Master of the Mystic Arts, but that is a blatant contradiction to the cards and rules as written. It's frustrating to have a situation like that, where the intended way to play the game is directly at odds with the very specific terms and rules that the game presents.
danielletrave
Dr. Strange is very fun to play. He is a pretty strong hero and can seem a little overpowering at times depending on the scenario.