Menagerie Card Help

Even though we’re not gaming today, I figured I would spend a little bit of my time before I head out to St. Louis talking about some Menagerie gaming adjacent things.

Updates from late time: Unmute’s (the Iconoclast rebrand) villain deck is mechanically complete. A lot of folks often talk about how difficult it is to make villains in Sentinels of the Multiverse and after wrapping up her and Ghostheart, I now agree. She has 17 unique cards, so I have a bit of work to do in the art mines before she’s wrapped up, but I hope to have her all done by the end of the summer. Here’s a preview: Unmute’s flip side, AKA when her cybernetics go haywire and go into overdrive.

Speaking of summer, I have some variants for Radiance and Charade in the hopper. Radiance is pretty easy since hers are tired to certain story events (one is based on my original design for Radiance’s hero costume and the second based on Radiance’s time as a hologram) but Charade is a bit trickier. What I would love to do is narratively tie the mechanics (which thematically involve Charade not have prep time and having to use whatever is on hand to accomplish her goals) to the Agents of AEGIS storyline Bill is doing in Phase Two, but I also don’t want to tie myself to making cards for the rest of that team (SNOWMAN, Nono, Hot Mess, and Agent 1337) so I need to noodle out what to do there.

That leaves the Christmas Invasion as what I should be focusing on mechanically, but I’m also simultaneously working on Concord and Mercury’s hero decks, environment decks for Oakland Cemetary, Halcyon City, the Quill Compound, and St. Lucia’s (the hospital where Mercury’s dad was kept, as well as where the fight with the Concordant Trio took place), and noodling out an overhaul for the Concordant Trio villain deck with my new designer eyes and the events and lore Bill’s come up with during the Princess Peri storyline.

No, I can never focus on just one thing, as much as I would like to.

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