I did the unboxing mostly from the perspective of a painter, it's why I spent it mostly on the mini. I appreciate any feedback to make future unboxings better.
@@TwoRavenStudios one of most important things in mcp boxes are tactic cards. So if you going to make more mcp unboxing, if not too dificult show thr tactic card. Whats written on them. Anyway thank's.
I don't like showing the actual text of the card to respect AMG's IP but I can certainly talk about what the cards do. Thanks for the input. And in this instance the cards in this pack are useless without she-hulk because 3 are affiliated for A-Force and the other is specific to her so you'll really not be using them without her. The unaffiliated one allows her or hulk to throw size 4 terrain long. One of the A force ones allows a character within 2 of shehulk to be placed within 1 after she moves. The other A force ones allow the team members to pay 1 power during the power phase to not be pushed or thrown during the round and the other is pay 3 power to add a defense die for every team member within 2 of you.
Why you didnt show what her tactic cards do?
I did the unboxing mostly from the perspective of a painter, it's why I spent it mostly on the mini. I appreciate any feedback to make future unboxings better.
@@TwoRavenStudios one of most important things in mcp boxes are tactic cards. So if you going to make more mcp unboxing, if not too dificult show thr tactic card. Whats written on them. Anyway thank's.
I don't like showing the actual text of the card to respect AMG's IP but I can certainly talk about what the cards do. Thanks for the input.
And in this instance the cards in this pack are useless without she-hulk because 3 are affiliated for A-Force and the other is specific to her so you'll really not be using them without her. The unaffiliated one allows her or hulk to throw size 4 terrain long. One of the A force ones allows a character within 2 of shehulk to be placed within 1 after she moves. The other A force ones allow the team members to pay 1 power during the power phase to not be pushed or thrown during the round and the other is pay 3 power to add a defense die for every team member within 2 of you.