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Marvel Champions: The Galaxy's Most Wanted Expansion

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Marvel Champions: The Galaxy's Most Wanted Expansion
Our Price:  £23.91
List Price:  £39.99
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  (3 Reviews)


Not every villain is content to contain their schemes to a single parochial planet—some have much more cosmic ambitions, unleashing their evil against the countless worlds of the galaxy. If you’re ready to leave Earth behind, it’s time to fuel up the Milano, grab that guy’s arm, and blast off for the stars!

It’s time to team up with the Guardians of the Galaxy and take your games of Marvel Champions onto the galactic stage. Within The Galaxy’s Most Wanted, you’ll find an entirely new campaign, with five distinct scenarios pitting you against Drang of the Brotherhood of Badoon, the Collector (featured in two separate scenarios), Nebula, and Ronan the Accuser. You can play each of these scenarios individually or bring them together in an epic campaign, and with seven modular sets, there are opportunities to mix up all of your other scenarios. What’s more, this campaign expansion also introduces the first Guardians of the Galaxy heroes to the game, with fully pre-built and ready-to-play hero decks for Groot and Rocket Racoon.

Drang and your first encounter with the Collector are only the first two scenarios in The Galaxy’s Most Wanted, and you’ll face new twists and turns throughout the unfolding campaign. You’re taking on these villains because it’s the right thing to do, of course… but you also expect to be well paid. Throughout The Galaxy’s Most Wanted campaign, you’ll collect a reward in Units after each scenario, which you can spend in The Market to purchase new cards for your deck. The new cards you purchase might get you out of a sticky situation, like By Any Means (The Galaxy’s Most Wanted, 151) or Sure Gamble (The Galaxy’s Most Wanted, 169). Or, you might invest in some Milano Mods, like a Mounted Laser (The Galaxy’s Most Wanted, 171) or a Reactor Core (The Galaxy’s Most Wanted, 165), tapping into these powerful upgrades that grow more potent if you control the Milano.

Take your battles against villainy to new heights with The Galaxy’s Most Wanted, the second campaign expansion for Marvel Champions: The Card Game!

Not a standalone expansion. Marvel Champions: The Card Game Core Set required to play.

Average Rating (3 Reviews):  
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Some good bits, some not so good
Tuesday, 15 March 2022  | 

Rocket feels really fun to play and is ridiculously powerful when it comes to taking on heavy minion using villains!! Ultron went down easy with him!

Groot not so well balanced, doesn't really do very much - it feels like he needs an awful lot of set up filling with growth counters etc. which is tricky to do when you're trying to keep the threat down and on top of that his prebuilt deck is pretty shocking!

Villains: Can't comment on all of them, only really tried the first one - and that was tough! felt like a challenge (which it should be!) but a beatable challenge with a bit of patience and different hero decks. I've heard rumours the other villains are pretty diabolical and almost impossible to beat...

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Legacy comes to Marvel Champions
Tuesday, 2 November 2021  | 

Great expansion, five new scenarios and Groot and Rocket who pair well together. Both heroes come with the other as an ally which makes those allies unplayable if you play both heroes together so a little bit of deck building is necessary to optimise the partnership.

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Good, not great.
Tuesday, 27 April 2021  | 

Judging the content of this expansion really just comes down to two things, the heroes and the villains, so letís break it down like that.

Heroes: Fantasy Flight continues to do a great job of making each hero feel unique.

Rocket works by cycling through tech upgrades that use charge counters, and applying overkill effects to minions. Itís not a bad hero deck, but itís tricky to use well. Iíd only recommend it to advanced players when taking on an elite challenge.

Groot: Grootís abilities work by stacking up to 10 growth counters on him. These can be used to both thwart and attack (as well as some more specialised actions). When Groot recieves damage, these counters are expended first. This makes Groot hard to kill, but it also means that receiving damage diminishes your ability to execute some very powerful actions. As such, he feels like the first hero who is really designed to suit a protection aspect more than any other. With the right deck building heís potentially very strong.

Villains: These feel a lot more diverse than the previous expansion, and there are some very clever mechanics at play here. My major gripe is that this expansion is not well balanced for solo play (which I think is a major selling point of the game). The first Collector scenario is beatable, but pretty savage. The second one is hard but great fun.

The final scenario, Ronan, seems unbeatable solo. My first attempt saw me starting my first turn with two side schemes, a weapon upgrade, an environment and an additional boost card already in play. These side schemes were adding two extra encounter cards to each round, and a +2 boost to the main scheme. On multiple attempts I found it impossible to survive the very first round and the second one was set to be worse. Iíve yet to attempt it with a custom deck built specifically for the job, but I suspect it wonít be enough. Iíve heard people say the Red Skull scenario from the previous expansion is unbeatable, but this is in a completely different league. When youíve played through the campaign to get to it, it can honestly feel rather galling.

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2 of 2 people found this review helpful.