Mission Chapters Are Unimaginative

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OPzero11010 1 year ago
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There should be more variation in mission chapter goals.  It's a lot of fun to need to equip a specific deck to accomplish goals for these chapter missions.

A good example of this is the need to discard cards or the need to move cards

A less exciting example of this is the need to play on reveal cards.  There are enough on reveal and ongoing cards that most decks will have both in them and you can chip away at these missions through normal play with days/weeks to reach the goal.

Some suggestions for other missions:
* Power up another card (locations will do this, also lots of cards)
* Change a location (storm, rhino, magik, quake ....)
* Drain the ability from cards (echo, cosmo, rogue, enchantress, leach .... )
* Snap turn 1 and win (anything to get people to stop snapping turn 5 when the outcome of the game is pretty much already known)
* Lower the power of cards (locations will do this, scorpion, yellowjacket, high evolutionary, shadow king, valkyrie .... )
* Win with a deck that contains zero series 5 cards (may want to be able to sort by series for this)
* Win 2 games in a row
* Play with an all foil deck (this often pushes away from the most recent cards a player has gotten which is likely to promote older/basic cards)
* Play 3 cards in a single turn (will clearly promote Mysterio, but it'll also promote minions decks)
* Limit locations (storm, professor x, goose, jean grey, electro, sandman ...)
* Play 5 or more cards in a single location (cards that destroy, cards that move, cards that send cards back to your hand)
* Play super cards with more than double (or triple) the power of the card's cost (ebony maw, mystique, brood, venom, infininaut ....)