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Almost no one plays MCPs best designed Crisis - Should you? Terrigen Canisters stats

  

Terrigen Canisters is by far my favorite design of any crisis card in MCP: 


It does perfectly what I really like crisis cards to do and what AMG seems to be forcing more and more: balancing out both ends of the archetype scales. At first look this is a 5 extract F map and thus absolutely perfect for type 1 full on scenario teams but on second look taking and holding a Canister has tremendous downsides, making picking them up and running away close to impossible. And I think that's exactly how a crisis should work. If the shape and total amount of VPs on the table favours one game plan, the special rules should favour the opposite. Now there's just two problems with the crisis: 1. Not all crisis cards in the current rotation are designed like this and thus why take it when you can have an extract without such a big downside and 2. Who is actually good at it? 

Let's find out: 

Since there have been barely 600 games played in events on the crisis many Affiliations will have only played a handful of games so we will not go through each affiliation step by step today but call out interesting discoveries (April 2nd until August 16th 2025). 



While not a huge amount of games the trend for Convocation appears to be very good. I think it might be down to their flexibility in being pretty fast but also able to fight. Their reactive bump also helps mitigate the slow movement. 

Apoc has a lot of games on the crisis and really really enjoys playing it. Famine hop and the many places and other movement based superpowers his horsemen have make the downside much easier to handle. 



Hydra has played a reasonable amount of Canisters and seems to be quite good on it. My guess is that Abomination is a big factor in that. 

Web Warriors players are probably scared to bring the crisis because of its downsides but the games they did play on it have gone well most of the time. 



Shadowland Daredevil and Kingpin both really like the crisis for different reasons: Kingpins team tends to have high physical defense and often slow movement (from movement actions) anyway, while liking lots of points on the board. They can even get fancy and have their front runners toss their extracts back to the back point sitters before moving. SLDD leadership loves it when Extract carriers can't really run away from their fire. 



Daredevil just like his possessed counterpart likes it if his enemies can't run away. 



Blade led Midnight Sons are very good at the crisis and it makes a lot of sense since Immortal Hulk is completely unaffected by the downsides and Blade himself is also able to get rid of poison very easily. Bump giving a mobility advantage becomes an even greater thing here, too. 

You'd think Guardians would've been fine on the crisis which helps keeping their targets in range but ultimately 5 VP is probably just too many on the board for them to handle. Their two most important extract holders/ chasers in Bill and Nova respectively are also absolutely neutered by moving slow. 

Steve 1 Avengers have played the crisis more than most and it appears to be a pretty hard counter to them. Poison equals out their power advantage and all their chargers loosing distance is a big deal. 


You'd think Inhumans would be rather good here with all their Extract shenanigans and much immunity to Poison but it seems not being a Civilian extract and making the carriers slow seems to counter their game plan pretty well. Going Medusa leadership appears to be the way here. 




Sentinels don't care about moving Slow or getting Poison. They get destroyed on the crisis anyway though since they can't handle 5 extracts on the board regardless of their special rules. 

Don't try the crisis with X-Force or Thralls of Dracula either... 

That's it for a quick one today. Next time we'll look into the most popular Extract and see who's actually good at Skrulls. 

Cheers from Germany 🍻 


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