Marvel Champions: Gamora Hero Pack

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Trained and tormented from a young age by the mad titan Thanos, Gamora is the deadliest woman in the galaxy – and now she’s coming to your games of Marvel Champions: The Card Game. Perfectly at home cutting through enemy minions or thwarting the villain’s scheme, Gamora exemplifies balance in all things. Within this Hero Pack, you’ll find Gamora, her fifteen …
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Value For Money


  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • Gamora’s balance of attacking and thwarting
  • The ability to build a deck including other aspect cards
  • An aggressive playstyle

Might Not Like

  • Trying to find that perfect deck combination
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Trained and tormented from a young age by the mad titan Thanos, Gamora is the deadliest woman in the galaxy - and now she's coming to your games of Marvel Champions: The Card Game. Perfectly at home cutting through enemy minions or thwarting the villain's scheme, Gamora exemplifies balance in all things. Within this Hero Pack, you'll find Gamora, her fifteen signature cards, and a full assortment of Aggression cards inviting you to lead new allies into battle.

For players ready to handle every weapon with finesse, you can get started with the Gamora Hero Pack! This expansion comes with a 40-card pre-built deck, giving you the chance to start playing right out of the box.

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

The second Guardians of the Galaxy hero to join the game is Gamora, the deadliest woman in the galaxy. The Gamora hero pack comes with the aggression aspect. A little bit of both protection and justice are thrown in there too. The nemesis for Gamora is her sister Nebula who is also the ally in her deck.


Gamora has normal stats on her alter-ego side, a recovery, health, and hand size of 3, 10 and 6.  When building Gamora’s deck you can put up to 6 attack and/or thwart events from any other aspect into her deck. In the Gamora hero pack deck, she comes with 3 events from protection and another 3 from justice. This gives her the ability to balance out her deck better and improve her damaging and thwarting powers. Gamora can also look at the top card of her deck once per round. If the card is an attack or thwart event, then she may draw it. Most of her pre-built deck is made up of these events meaning that most of the time she will draw it.

Flipping over to her hero side, she has 2s across the boards for stats and a hand size of 6. On her hero side, Gamora has 2 response abilities. One lets her remove 1 threat from a scheme after playing an attack event. The other lets her deal 1 damage after playing a thwart event. Now you’re probably seeing a pattern in her abilities. Gamora is built around using attack and thwart events.

Gamora’s Cards

As I just mentioned, most cards in the Gamora hero pack are attack and thwart events. 10 out of 15 of her personal cards are these events. Gamora comes equipped with 2 cards that can be very strong if meet the requirements to improve them. Decisive Blow and Forward Momentum. They both cost 2 resources with Decisive Blow dealing 4 damage and Forward Momentum removing 3 threat. However, if you have already played a thwart event during the turn Decisive Blow will do 7 damage.

Forward Momentum works similarly, if you have played an attack event in the turn already it removes 5 threat instead. Gamora comes with 2 events that cost 0 resources to use that can help achieve their boosted effects. One of those events deals 2 damage and the other removes 1 threat. These might not seem strong by themselves but keep in mind Gamora’s hero abilities and that they can improve the previous cards.

Gamora also comes equipped with her sword which deals 1 damage after she plays an attack event. A very powerful card when a large part of your deck is made up of attack events. One of my favourite cards Gamora came with is Crosscounter. This card counts as an attack, thwart and defence event which means it triggers both of Gamora’s responses. The card is an interrupt that prevents you from taking 3 damage, deals 1 damage to an enemy and removes 1 threat from a scheme. If you have Gamora’s sword out it can deal up to three damage and removes 2 threat. All that for an event that costs you 1 threat.

I mentioned earlier that Nebula is both Gamora’s ally and her nemesis. If Nebula is in play as an ally when the nemesis card comes into play, the ally must be discarded. Their sibling rivalry extends further than Nebula fighting her sister. Gamora is the only player that can remove threat from the side scheme that is put into play and the encounter cards added to the deck only target her.

Aspect And Basic Cards

Gamora’s aspect cards, like her deck, focus on attack and thwart events. She comes with 2 cards called Impede and Clobber. They both cost 2 resources, clobber deals 3 damage and impede removes 3 threat. On top of that, they both can be returned to your hand if they are the first card you play in a turn. These cards can help improve your turn flow by coming back to your hand helping pay for another card.

The Gamora hero pack comes with a second ally, Angela. Angela has a cost of 0 but when you play her you need to search the top 10 cards of the encounter deck for a minion and put it in to play against you. If you don’t put a minion in to play, then she is discarded. Angela can be a very strong ally if you find a weak minion, but if you only find something strong then you may be in trouble.

On top of her own sword, Gamora also comes with another, Godslayer. This upgrade lets you deal +2 attack with your basic attack when you attack a unique enemy. A unique enemy is denoted by the star next to their name. The bonus will apply to all villains and nemesis minions meaning Gamora can be hitting them for 5 damage if she has combat training equipped.

Gamora also comes with an event called Hit and Run that is both an attack and thwart event, like Crosscounter. It deals 2 damage and removes 2 threat which for anyone but Gamora might not be worth it as it costs 3 resources. However, Gamora has her bonuses which could bring this up to 4 damage and 3 threat.

Final Thoughts

Gamora’s abilities are simple yet fun. She feels like she can always contribute to the team even on turns where she can’t do a lot. Her focus on attack and thwart events means that she can take enemies down and keep schemes at bay no matter which aspect she chooses. Saying that though, I think that she will excel best in aggression and justice but not so well in leadership and protection.

Gamora’s deck including cards from other aspects is very useful. It can allow you to improve her thwarting and attacking abilities. She could also include a card like Momentum Shift to be able to heal yourself. Gamora will work with countless deck combinations and will work alongside any hero. She feels strong and certainly outshines some other heroes. The Gamora hero pack is a good addition to the marvel champions collection and is the perfect second hero to go alongside Star-Lord.

Marvel Champions Quicksilver Review

Marvel Champions is a 1-4 player superhero game. Each player takes on the role of a Marvel hero to battle it out against one of three villains. Play as Captain Marvel, Spiderman, She-Hulk, Black Panther, or Iron Man and face off against Rhino, Klaw, or Ultron. Each Hero is represented by a deck, consisting of basic cards, Hero-specific cards, and aspect cards. Each Villain is represented by a deck of cards, comprising villain-specific cards, basic villain cards, and a modular encounter set.

Marvel Champions is a Living Card Game (LCG). As such, the publisher, Fantasy Flight Games, is expanding the game with new Hero & Villain packs all the time. If you’re inclined, check out a full review & final thoughts of the core game here. 

Marvel Champions Quicksilver More Cards


To set up the game, each player will select a Hero to play and place their identity card, alter-ego side up in front of them. The identity card will number the hit points they have and these are entered into the hit point dial. Each Hero will have an obligation card and a set of Nemesis cards which are set aside for the moment. The player then shuffles their player deck which will consist of Hero specific cards, basic cards, and aspect cards. Hero decks come pre-constructed but players are free to build their own decks whilst complying with the deckbuilding rules. 

Next, a Villain is selected and is placed on the table along with the Villain’s main scheme and the Villain’s main deck. The Villain’s hit points are entered into the Villain’s hit point dial. The main scheme may have some setup instructions which are followed and resolved at this stage. The relevant encounter cards and modular sets and the Heroes obligation cards are added to the Villains the main deck and shuffled to form the encounter deck. 

Each player then draws a starting hand of cards as detailed on their identity card and can discard any number of cards, drawing back up to their hand limit. If a Hero has any setup instructions these are resolved and followed now. 

The game is played over a number of rounds, alternating between the player’s turns and then the Villains turn. On a player’s turn they can perform a number of actions:

  • change form from alter ego to Hero or Hero to alter ego but only once per round, 
  • play cards from their hand paying the relevant resource costs
  • Use their Heroes basic attack or thwart ability (only in Hero form and exhausting their identity) 
  • Use an ally they control to attack or thwart (exhausting the ally) 
  • Activate an action card they control (and exhausting the card if applicable)
  • Use their alter-egos recovery ability to gain hit points (only in alter ego form and exhausting their identity)

Once a player has performed all of their actions they pass, the next player performs their actions until all players have passed. At this stage players can discard any remaining cards in their hand (if they want) and draw up to their hand limit (This may change depending on the form they are in) Each player then readies all of their cards (identity, allies, action cards). 

Next is the Villain phase. At the start of the Villain phase threat is placed on the main scheme as detailed on the main scheme card. The villain and any minions then activate against each player. If the player is in Hero form the Villain attacks. If the player is in alter ego form the Villain schemes and adds a threat to the main scheme. Each time the Villain activates they draw a card from the encounter deck and add the number of boost icons to his base attack or scheme value. The Villain then deals each player an encounter card face down and in turn order, each player reveals and resolves the encounter card. 

The first player token then passes to the next player and the player’s start the round again. 

The game continues this way until the Villain has been defeated by reducing his hit points to zero for both stages and the player’s win. Players lose if the Villains scheme threshold reaches its maximum or they all have their hit points reduced to zero. 

Marvel champions the once and future kang cards


What I love about Marvel Champions is the way the Heroes and Villains play differently. The key to success is figuring out how the Heroes play, their strengths, weaknesses, and how to best utilise them to take down the Villain. Certain Heroes require a certain amount of setup to become strong. He is best left in alter ego mode as he builds up his suit, armour, and weapons. Once he is up and running he can be a formidable character.

Figuring out when to stop building and when to take the fight to the Villain comes with practice and experience but it is worth that time investment. Where it might seem that you are not making progress by hitting the enemy it’s wise to learn the “arc” of the Hero and play into that. Being efficient with your cards and trying to not have any cards left in your hand at the end of the turn is a good idea. 

The board state needs to be managed very carefully. Often the best move is not necessarily just smacking the villain in the face. Controlling the minions and the side schemes that can mount up is often a better move. Keeping an eye on the main scheme threshold is also key. Knowing how the Villains play and what’s in the encounter deck can help you decide how best to defeat them. At some point you will have to start dealing damage to the Villain but knowing when to push and when to hold off and control the threat/minions is critical. Like the Heroes, each Villain and modular encounter set has a different feel. Knowing how to handle them is essential. The timing of when to defeat one stage and advance to the next is often a critical step. 

Marvel Champions Hulk Body 5


There are four aspects in the game that all have their unique playstyles. 

Aggression, as the name suggests, is all about hitting the enemies hard and fast. Generally, aggression based Heroes are not great at thwarting and removing threat from a scheme. Subsequently, t is often a race against the threat build-up and taking the Villain down

Justice is more focused on removing threat from schemes. Justice based characters are good at managing threat and keeping things under control however they are not typically hard hitters. 

Protection is all about defending, preventing damage, and healing. It can react to incoming attacks, prevent that damage and sometimes cause reactive effects based on that. 

Leadership is a very versatile deck and can do a lot of things but is mostly about bringing out Allies.Allies can be good for attacking, thwarting and defending and is a good all purpose aspect if used with a large selection of ally cards. Protection is reliant on these allies so Villains that target allies can make this aspect weak.

Deck building is a big part of Marvel Champions. You can customise your Heroes deck around the Villain you’re facing. There are great resources online such as

Zatu Score


  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • Gamoras balance of attacking and thwarting
  • The ability to build a deck including other aspect cards
  • An aggressive playstyle

Might not like

  • Trying to find that perfect deck combination