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Mutant-Level Marvel Champions

Getting from ER to There


To compare the efficiency of effects, we use the concept of effective resources (ER). Playing Emergency, a 0-cost event (the printed number), costs you 1ER, you lost the card itself that could have been used as a resource. Mockingbird or Tigra are 4ER.

Effective Resources is computed by adding 1 to the printed cost of a card.

Ratios

When we know the true cost of a card, we can evaluate its efficiency. Sure Haymaker does 3 damage for 3ER. And Uppercut deals 5 damage for 4ER. It comes naturally to compute ratios:

  • Haymaker deals 3dmg for 3ER -> 1 dmg/ER.
  • Uppercut deals 5dmg for 4ER -> 1.25 dmg/ER.

Therefore Uppercut deals more damage for your buck. Does this mean Uppercut is better? If you only need to take a 3 HP minion, obviously not, Uppercut costs 1 more for no reason. But if we need to takedown a 20 HP villain, killing with Uppercuts cost 16ER, Haymaker 20ER.

It is common to consider the ratio of an ally as:

stronger stat * (number of hp - 1)/(printed cost - 1)

It integrates chump blocking directly in.

So Tigra is worth 2 atk * (3-1)hp / (4-2)ER = 2dmg/ER.

This very good ratio and their flexibility make allies the most efficient type of card in the game.

It’s sometimes important to evaluate raw efficiency in a vacuum, and ER ratios are here for that.

I will now give you the stereotypical ratios of player cards as of 2025. Each aspect has different ratios.

Without further ado, the ratios:

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I made some hypothesis:

  • 1DEF is worth 1HP.
  • an encounter card has 2 boost on it
  • a player card has 1 resource icon on it
  • conditional bonuses are realized at 50% of their value

The limits of ratios

Some players dismiss cards based solely on their poor ratio. I remember Pericles being written off as terrible, ignoring both its power to stabilize the early game and the fact that combos can return tokens to it. So here are a few caveats:

  • Ratios don’t account for tempo. Leadership has great ratios, but it takes many turns to use all those activations.
  • Ratios don’t account for hand quality. If you can only remove 10 threat per turn for 5 ER, the ratio looks amazing—but you’ll lose as you can’t deal damage.
  • Ratio ignores the conditions a card require to be played.
  • Ratios don’t account for flexibility. A Sonic Rifle may be slightly expensive, but having confuse-on-a-stick is invaluable.
  • Finally—and this is the strongest argument against pure ratio thinking—ratios ignore thresholds. Thwarting for 3 isn’t just 50% better than 2; a single card can deal with far more situations all by itself. In the core set, 2 thwarts will be able to finish 2 out 18 side schemes in one go, while 3 thwart handles 12 out of 18.

As such, learn to compute ratios, but always consider the tempo, hand quality, conditions, flexibility, and thresholds of a card as well.