During the testing for WTC I've noticed something about myself and my preferences in playing MCP that I always kind of knew in the back of my mind but which came to full clarity only lately.
You've most likely read the title so it should not be a surprise that it is, that I don't want to play any reroll leadership anymore.
Is it because they are bad?
Absolutely not. A reroll in a game with such high variance dice as MCP is worth a lot. It helps even out the negative spikes and can feel amazing when it works out.
Then why don't I like them?
It's kind of a Schrodinger's Cat problem. As long as the reroll isn't used it's potential is very very high. Especially in leaderships like Star-Lords and now Havoks, that give you two rerolls on a single roll so strictly doubling the amount of chances to convert the reroll into a success.
But as soon as you roll them they might not connect. An offensive reroll has an exactly 50% chance to hit and fail (4 of 8 faces of the die are offense successes) while a defensive reroll is more likely to fail than to connect from the start (only 3 of 8 die faces are defensive successes).
And if they don't it kind of feels like you don't have a leadership at all. To me at least.
It's strictly a preference thing where I like a leadership with a much lower ceiling but an absolute reliable floor just so much more.
I hadn't really thought about it this way before but the leaderships I enjoyed playing the most in the game where:
Cosmic Awareness (Adam Warlock) - a guaranteed effect. I roll a roll and can change one die to a fixed other die face that I know before. It has some unreliability left in it but not nearly to the amount of a reroll leadership.
A Day Unlike Any Other (Captain America) both old and new. I don't think I have to tell anyone reading this how extremely strong and also fun both versions of the OG Cap leaderships are (were). It's a guaranteed effect that you can potentially trigger in every single turn of the game (yours and your opponents). It's just pure reliability.
Xavier's School for Gifted Youngsters (Professor X). Basically the same reasons apply as directly above.
Bump in the Night (Blade). Correctly regarded as one of the single strongest leaderships in the game.
The one thing these all have in common is that you can plan to use them. They aren't reactionary (Cosmic Awareness maybe a bit) but something you plan on using. On the other hand they will not be able to dig you out of a bad roll.
I'm absolutely not saying that all reroll leaderships are bad and noone should play them anymore. I just figured out that they are not for me and instead of forcing myself to play with any of them I will now completely forgoe them. We have a whopping 68 Leadership characters in the game with the releases of Multiple Man, Havok, Red Hulk and the Leader. The vast one of them are not reroll or other dice fixing leaderships. I will only focus on those that have guaranteed effect from now on.
And should you play what brings you joy as well.
Thanks for reading.
Cheers from Germany 🍻

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