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Reload this Page Deep Dish Themes Captain Mar-Vell
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Old 07/18/2012, 16:20
    #1
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Captain Mar-Vell

FEATURING:
CAPTAIN MAR-VELL


The Kree have known him as both traitor and hero. To everybody else, he is the PROTECTOR OF THE UNIVERSE!


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Old 07/18/2012, 16:21
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Origin: Mar-Vell is a member of the Kree, a militaristic alien race that is humanoid in appearance. A captain in the Kree Imperial Militia, Mar-Vell is initially sent to Earth as a spy. After arriving, Mar-Vell takes the identity of the recently deceased Dr. Walter Lawson, a scientist starting a position at NASA in Cape Canaveral, Florida. Posing as Lawson, Mar-Vell studies humanity's progress towards developing a means of space travel. After living among humans, however, Mar-Vell begins to empathize with them. He appears publicly in his Kree helmet and uniform to battle a Kree robot Sentry, ultimately defeating it. Onlookers, hearing the Sentry call him "Mar-Vell," believe him to be a new Earth-born superhuman adventurer named "Captain Marvel" and proclaim him a hero.


cm086 U Captain Marvel
Team: No Affiliation
Range: 10
Points: 158
Keywords: Kree, Spy
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PROS: This was the first incarnation of Mar-Vell that we ever got. Right out of the gate they made a very strong incarnation of him. When factoring in his running shot, you get an effective range of 16 on his top click. He has seven clicks of superstrength which allows him to pick up objects which make him deadly from range or from close combat. When not using running shot he still has an impressive 10 range with ranged combat expert for almost half of his dial. Overall his stats were generally higher than a lot of the other figures of that era...so much in fact that I think that he could even hold up well in modern age games. The mid-dial outwit is just the icing on the cake with him.

CONS: The biggest complaint that I have about this figure is the sculpt. He kind of looks like he's got his hands on his hips and gesturing to another character to "Come up and see him sometime."
He was obviously made in the era of front-loaded powerhouses, because the last three clicks of his life are as bad as the first three are good. Sure, he has a 10 range, but you're not going to be doing much with it with a six attack and two damage.

THEME: If I were to pick a theme to play him on using his keywords It would be a Kree team. It's his only named keyword, and he would basically act as a cannon for the soldiers to use their SHIELD TA's with. Either play him with a swarm of Kree soldiers or play a 300 point two-man army with HoT Ronan the Accuser. In a larger game you could play with all of them, of course.

Other players' comments/reviews


cm203 LE Captain Mar-Vell
Team: No Affiliation
Range: 6
Points: 28
Keywords: Avengers, Kree, Martial Artist, Soldier
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PROS: First of all, the concept is just awesome. I love LE figures that are supposed to represent a specific snapshot of the character's career or LE versions of generic figures that make them not a generic version (See also: Crispus Allen). Now let's look at what the pre-powered version of Mar-Vell brings to the table. The first thing I notice is the one lone power he has on his dial...Incapacitate. Any player that tells you incapacitate isn't a phenomenal power either hasn't been playing long or usually wields more "Point and shoot" characters. When coupled with a six range (which is the high-end of average lately) you get a 28 point character that can effectively slow down your opponent's team for an extremely low investment. Add in the fact that for 28 points you get a character that at the very least can act as effective tie-up that can absorb a couple hits with his five click long dial, and you have a figure that is worth both obtaining and playing with.

CONS: I hate to be the guy that says that figures are missing powers or should/shouldn't have had a specific combination of things on their dials, but being the military hero that Mar-Vell was, I would have thought that he would have earned at least a click of toughness on his dial. 28 points isn't a bad investment in what he can do, but I also would have liked him to have had the SHIELD team ability like the majority of his Kree bretheren. This is supposed to represent him from when he was still active in the Kree military, so why doesn't he have it? I would have gladly lost a click on his dial to give him one of those things.

THEME: If I were to make a Kree army, I would likely include this version so I could still represent Mar-Vell without playing one of his more expensive/powerful versions. I would play with Ronan as the centerpiece (Until they make the Supreme Intelligence at least ) and fill out the team with a bunch of kree lackeys. It would make for a fun 300ish point team. The SHIELD TA that the other generics have would make the LE Mar-Vell even more effective since they could boost his range by up to +3 and then he would have a nine range incapacitate with two targets.

Other players' comments/reviews


sv093 U Captain Mar-Vell
Team: No Affiliation
Range: 6
Points: 165
Keywords: Cosmic, Kree, Soldier, Spy
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PROS: If you absolutely, positively need a Captain Mar-Vell that is saying "YES! YES! YES!" then this is the one for you. This version has powers whih are far more diverse than the ones found on the original Critical Mass version. Instead of starting with an average three damage and ranged combat expert, this one starts with probability control which gives way to outwit a lot faster than the older one did. He also has an equally long dial with far more consistent attack numbers. His damage values are very similar, but just as they are starting to take a dip, he gains the ranged combat expert to pick up the slack. The late dial probability control that he get will likely be more for hurting your opponent's chances of damage or helping allies, but probability control is one of those powers that is useful no matter when or where you have it.

CONS: The most unfortunate thing about this dial is that we went from a Mar-Vell with a 10 range and solid attacking power to a Mar-Vell with a neutered six range. Sure, he still has the running shot that the Critical Mass version did, but even his opening movement is less to make it a total of five range that he effectively is getting robbed of. The middle click (Click #6) where he appears powerless is supposed to represent him switching places with Rick Jones. It's very much almost a precursor to the AE mechanic because it's almost like another starting line. The problem that I have with it is that it is such a weak point for the dial. If you land on that click and can't get off of it before the next attack on you, your opponent will have a great opening to avoid seeing the next few dangerous clicks on his dial.

THEME: He would make another good candidate to pair up with the HoT Ronan the Accuser figure to make a two man 300 point team. If you were to go the Soldier route, he could add some much needed mobility and power. Plus, as I said before, probability control is a power that retains it's usefulness no matter what so it will work well for you no matter what team you play this Mar-Vell on.

Other players' comments/reviews


si042a V Captain Mar-Vell
Team: S.H.I.E.L.D.
Range: 6
Points: 185
Keywords: Cosmic, Kree, Soldier, Spy
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: Captain Mar-Vell possesses the S.H.I.E.L.D. team symbol. He doesn't possess the Skrulls team symbol.

Warden: Captain Mar-Vell can use Super Strength and the Capture ability.

PROS: This was the first Captain Mar-Vell to have Impervious. Right off the bat that earns him major points. For the most part, he just has better EVERYTHING. He has a good movement with move and attack powers for over half of his dial, his support powers are top notch, and his overall stats are just far more consistent than any Mar-Vell that preceeded him. Finally we see the addition of the SHIELD team ability to represent his association with the Kree military. He also ends his dial with pulse wave with decent attack values. As long as a character has those two things, it doesn't much matter that their damage values are sub-par. Finally, and most importantly he has the special power power that allows him to use the Capture ability. Very few characters can do this. Even the ones that are able can't really do it as well as Mar-Vell here. Properly executed it can be a game winning move. Many a game I have ended because Mar-Vell has captured the opponent's main figure. If you've never used this power before, do yourself a favor and look up what it does.

CONS: Though the capture ability is a phenomenal one, it is really unfortunate that Mar-Vell didn't get indomitable in the set that introduced the ability. He could have really used the ability to fly back to his starting area in order to get more use out of the ability. If your opponent is playing with a more balanced team, Mar-Vell is going to get put out in the field and use this ability and will then be a sitting duck for a couple of turns. If you were to push him, you would lose the ability and, therefore, the point. All of his powers and abilities are really good and a lot of fun, but the point cost is becoming prohibitive at 185 points as well.

THEME: I have him listed as my #1 choices as my "Go-To" Mar-Vell for both the spy and the soldier keywords, but really you can't go wrong with any team you play him on. The Cosmic keyword might be a tad difficult as a lot of those characters run in the higher point values. Whatever team you play him on, having a TK'er or two isn't a bad idea. TK him out and capture somebody, and then TK him back to your starting area. Hillarity will ensue.

Other players' comments/reviews


si042b V Captain Mar-Vell
Team: Skrulls
Range: 6
Points: 185
Keywords: Skrulls, Spy
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: Captain Mar-Vell possesses the Skrulls team symbol. He doesn't possess the S.H.I.E.L.D. team symbol.

PROS: This dial (as well as the Team ability) is representative as the Skrull imposter Captain Mar-Vell from the Secret Invasion storyline. Instead of probability control he opens with outwit. Combine that with running shot and a good damage value and you have a combination that is always good. One thing that is worth mentioning about him is the fact that he gets his pulse wave a lot sooner than his Kree counterpart. Now that pulse wave can be done when adjacent to enemies, the fact that he has plasticity can help to keep a target close to you instead of them trying to escape the blast radius. Whether you go for that attack or just use the massive damage that he is capable of with his long stretch of close combat expert, he is really capable of hurting some figures.

CONS: Both the regular versions and the Skrull counterpart characters were designed to cost the same amount of points as each other. However, when you take a look at this version of Mar-Vell and compare it to the Kree version you can't help but feel slighted. The Kree version has so much more going for it. It has better stats and better numbers. The Skrull version is capable of dealing more damage overall, but with defense stats as low as his, your opponent would more than likely just do what was necessary to get the easy 185 points instead of allowing him to get into the position he needs to get to in order to be effective. If you are like my Wife and can get a six to come up more often than not when rolling for the Skrull TA, you might get your points worth out of him. If you are like everybody else, though, I wouldn't even bother.

THEME: The only Mar-Vell that is also a Skrull belongs on that team. With all the other crazy stuff that other Skrulls can do nowadays, you could probably confuse your opponent with other Skrulls long enough for him to get a wicked right-hook in. I would recommend a high point value game for him to be played in, though. Otherwise you're not going to be able to generate enough confusion or give your opponent a better target to distract them from the tasty 185 point payday.

Other players' comments/reviews



gg031 Captain Marvel
Team: No Affiliation
Range: 8
Points: 141
Keywords: Avengers, Cosmic, Kree, Negative Zone, Soldier
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Fresh From the Negative Zone: If Captain Marvel was added to your force through use of the Alter Ego ability, modify his attack and defense values by +1.

PROS: FINALLY! We finally have a Captain Mar-Vell that not only has a great sculpt, but he also has a great dial. This one really feels like what Mar-Vell should feel like. They improved his range over all incarnations save the CM one, but they balanced that out by giving him double targets. His movement has been bumped back up to give him a great area of effect. The biggest addition to his dial that makes him, in my opinion, more playable than other versions is the indomitable. The one thing missing from the character who kept on fighting until the end despite being stricken with cancer has needed something to represent that drive and determination and he finally has it. It's also nice to have a character that gets a bonus for entering the game via the Alter Ego mechanic.

CONS: I miss the outwit. Mar-Vell is a brilliant military strategist. It would have been nice to have that represented via the outwit that other versions of him had. If not outwit, I would have liked to have seen some perplex to represent it. I also don't think it would have been unheard of to get him a click or two of penetrating/psychic blast either. Overall I don't have many complaints about the Galactic Guardians version of Mar-Vell, though.

THEME: Though he is my #1 choice for the Negative Zone keyword theme, it is only due to the fact that he is the only Mar-Vell with the keyword. Given the other characters that have said keyword, he just wouldn't be a good fit for me using that keyword. I also don't really identify him with the Avengers all that much. I know he helped them from time to time but I don't remember him ever being an active member for any real length of time. Perhaps I'm wrong. Please feel free to correct me, though if that's the case. I would most likely play him on a Cosmic team with other Marvel cosmic characters like Silver Surfer, Beta Ray Bill, and Adam Warlock.

Other players' comments/reviews


gg041 V Lord Mar-Vell
Team: Power Cosmic
Range: 8
Points: 266
Keywords: Cosmic, Ruler
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Twisted Universe: Other friendly characters modify their attack values by +1, and their defense values by -1.

Our Undying Lord: Lord Mar-vell can use Regeneration. When he uses Regeneration and heals, heal 1 damage on each adajacent friendly character. When turning the dial, if this click is revealed due to an opponent's attack, stop turning the dial.

Death Itself May Die: Once per turn, when another friendly character of 200 points or less would be KO'ed, you may roll a d6 that can't be rerolled. On a roll of 6, instead that character is not KO'ed and their dial is turned to their last non-KO click.

PROS: He just exudes offense. The dread lord of the cancer-verse is coming at you every turn that an action is possible. He is all about board control, though, and in a very comic accurate way, his game is filled with characters that just don't die. He has a power very similar to the white lantern "Live" power. This one amps up the idea a bit by allowing him to heal adjacent friendly characters when regenerating himself. As if that isn't good enough to keep friendly characters in the game he also has his damage power (Death itself may die) that can actually prevent teammates from dying at all! Not only does he want to still be in late in the game, but he also wants to make sure that all his friends are still at the party as well.

CONS: The "Twisted Universe" trait, though helpful in one aspect, can be EXTREMELY detrimental to the rest of your team if you are playing with him as more than a one man army. For a 250+ point character I can definitely make a character with his kind of stats and powers work, but chances are you are going to be using one of his actions to get him into place before you can follow-up with an attack in a consecutive turn. I love that most of his dial has move and attack powers, but you have to get past the first two clicks of his life to get to them. He also suffers from "Parallax syndrome" which is being a character with a really beefy point cost and having telekinesis. It may be character accurate, but from a game play standpoint it is only making him cost more for a power that might not ever get used.

THEME: With the point cost that he brings to the table combined with the fact that he only has generic keywords, it will make it increasingly hard to make a theme team around him. That's why I say just go for a big old slobberknocker of a game and play a house-ruled Revengers theme team with him. I would think 1,000 points should do it. If you want to blow all hopes of a theme team and want to just be evil (I'm looking at you Tpchid) just play him with a bunch of white lanterns for an undying team that will make your opponent beg for the end of the game.

Other players' comments/reviews

KEYS TO THE KINGDOM

Now that we have had a little glimpse into the aspects of all the different Captain Mar-Vell figures, let's take a quick look at their keywords and I will tell you my number one picks to use for each keyword theme available:

(Named Keywords are bolded)

Kree: gg031 Captain Marvel
Avengers: gg031 Captain Marvel
Skrulls: si042b Captain Mar-Vell
Negative Zone: gg031 Captain Marvel
Spy: si042a Captain Mar-Vell
Martial Artist: cm203 Captain Mar-Vell
Soldier: si042a Captain Mar-Vell
Cosmic: gg031 Captain Marvel
Ruler: gg041 Lord Mar-Vell

WHO NEEDS KEYWORDS?!

In this section, I'm going to list some possible theme teams that you could play that are definitely comic accurate but don't require keywords and provide links using Comic Vine and Wikipedia to tell you more about them. Unfortunately, using these teams means you are going to forego keyword bonuses, but every once in a while, Judges might let you slip by with one of these teams:

Dead Avengers
Legion of the Unliving
S.H.I.E.L.D.
The Light Brigade
Defenders
Revengers (Lord Mar-Vell)
Secret Invasion (si042b Captain Mar-Vell)


This wraps it up for Deep Dish Themes: Captain Mar-Vell edition. Thank you to Baron Impossible for the request! Feel free to post what you think about the article and feel free to nominate a character for the next edition of Deep Dish Themes. Join me in two weeks when I further explore the Legacy of Captain Mar-Vell with Deep Dish Themes: The Vells!


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"Friendship is not about what you were physically there for, It's about what you were mentally there for"
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Old 07/18/2012, 16:37
    #3
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Mar-Vell is a favorite character of mine so I enjoyed reading this. Thanks!
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Old 07/18/2012, 17:16
    #4
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Nice article on a character I've liked pretty much since they brought him into being. Oh, man, how I remember liking his CM version back in '03 -- despite sculpt issues that set, based largely on character choices, is still one I think of fondly -- but I do not miss those front-loaded dials. I'm tempted to say those last three clicks are him dying...

As for his Avengers connection, you're right. He was more of an honorary Avenger than anything more formal. He was pulled in during the Kree-Skrull War, but there was a lot of suspicion. He fought alongside them part of the first two conflicts Thanos including when Thanos took control of the Cosmic Cube; Mar-Vell's then-still-new cosmic awareness turned out to be key to pulling that off.
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Old 07/18/2012, 17:44
    #5
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Didnt Captain Marvel and Drax team-up in the early titles of Captain Marvel.
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Old 07/18/2012, 17:45
    #6
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I was going to suggest Dead Avengers/Legion of Unliving, but you beat me to it.
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Old 07/18/2012, 17:49
    #7
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Quote : Originally Posted by IceHot View Post
Didnt Captain Marvel and Drax team-up in the early titles of Captain Marvel.
Much as with Thanos, Drax showed up for the first time, briefly, in Iron Man, before having most of his appearances and his origin laid out in issues of the first volume/series of Captain Marvel.
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Old 07/18/2012, 19:07
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I use SI mar-vell so many times trying to use that capture ability. next step is to slap the full gauntlet on him to see how that willpower will work out. cmon mar-vell...
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...whatever your judge says, as always.
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Old 07/18/2012, 20:21
    #9
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Quote : Originally Posted by IceHot View Post
Didnt Captain Marvel and Drax team-up in the early titles of Captain Marvel.
They fought and then teamed-up in the last story arc of the Captain Marvel title, which actually concluded in a new Marvel Spotlight series. Reprints of a portion of that arc are contained in the Marvel Classics edition of the Death of Captain Marvel.
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Old 07/18/2012, 20:36
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thanks for delving into the marv. i feel like im getting a twofer w/his kids next article.be sure to include rick since he's so integral to vells (both in comics and game mechanics)

i agree that gg031 is the best overall and the cheapest too (not counting the le )

this article reminds me that secret invason really dropped the ball with the resculpts. the human dials should have been human toned and the skrulls should have been green. really would have boosted player QoL. as it is my definitive carol danvers and elektra natchios have a poor amaturish repaint on them
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Old 07/18/2012, 20:37
    #11
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Aquaman wants his tentacles back.
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red king is spot on with this statement.
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Red King, please send your address to MoomPix. We ARE watching you.
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Old 07/18/2012, 21:30
    #12
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I never got to use the capture ability.
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Old 07/18/2012, 22:13
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Well done, bravo! I remember capture from the old school sentinel, the kids hated that power and he could push and not lose it.
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Old 07/19/2012, 00:57
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Quote : Originally Posted by WestCoastAvengers View Post
I never got to use the capture ability.
Amongst the characters that I've captured: 295 point Odin, Sinister Venom, Lamp post Batman, and Crispus Allen. Crispus really ticked off my opponent because I got to take out his giant mystic character without ever actually damaging it and getting feedback damage.


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"Friendship is not about what you were physically there for, It's about what you were mentally there for"
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Old 07/19/2012, 00:57
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Quote : Originally Posted by Baron Impossible View Post
thanks for delving into the marv. i feel like im getting a twofer w/his kids next article.be sure to include rick since he's so integral to vells (both in comics and game mechanics)

i agree that gg031 is the best overall and the cheapest too (not counting the le )

this article reminds me that secret invason really dropped the ball with the resculpts. the human dials should have been human toned and the skrulls should have been green. really would have boosted player QoL. as it is my definitive carol danvers and elektra natchios have a poor amaturish repaint on them
Rick is already planned for the next article.


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"Friendship is not about what you were physically there for, It's about what you were mentally there for"
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