Hey everybody,
Last week, I had the inaugural game of Marvel Crisis Protocol of 2026, and was playing my Defenders against James and his Winter Guard. It’s an affiliation that I love, with all the street-level heroes like Daredevil and Luke Cage, though I don’t play anywhere near as much as I’d like. I find that I often want to build a roster that splits between Defenders and Convocation, as they do have a fair number of overlap in models, but due to the fact that the Convocation tactics cards require an affiliated character to play them, I usually end up leaning more towards the magicians than the rest of the team and, when I do go in for the street-level heroes, it’s quite hard to build a team for the crisis being played!

For a long time, the Defenders were led by Doctor Strange, which obviously leads you into that sort of playstyle, and I found myself going with Clea and Wong to back him up – again, leaning heavily towards the mystics. However, AMG retrospectively gave Daredevil a leadership as well, which is lovely because he’s one of my favourite Marvel characters and one of the best looking models in the game. He’s very much about getting into the thick of it, though, and his leadership lets allied characters reroll a number of attack dice equal to the number of enemy characters within range 2 of itself. This pairs beautifully with his own spender attack, which I’ll come to shortly, but I’ve previously found myself somewhat unwilling to lean into this, as I have noticed that I often play this game somewhat conservatively. Getting that close feels a bit dangerous!
Daredevil has an area attack that can costs 5 power, and is strength 6 but adds one dice for each non-dazed enemy character within range 2 at the time the attack action happens, and at the end of the attack he can push them away short. So the ideal plan of attack is to move Daredevil into the middle of 2-3 enemies, and then he’s making a potentially 9-dice attack against each of them, pushing them back when he’s done. This is exactly what I was able to do in the middle of the game, and made a 9-dice attack against Red Guardian, Crimson Dynamo and Darkstar. I think I was able to KO Red Guardian, and daze Crimson Dynamo and Darkstar.
Matt Murdock was definitely the one taking the biggest beating on the team. I also had Luke Cage in his debut outing, but he was hanging back and scoring points for me, so I don’t think I really saw much from him. I did get to use him at a critical moment to play Mystic Ward, a tactics card that turns off an objective for scoring that round. James had kept Black Widow in the back field, hiding out behind the Daily Bugle and scoring the point. It felt really mean to walk Luke up, play the card, then walk back to his own point, especially because the Winter Guard had been decimated by that point! But he did play Sovereign Strike earlier in the game specifically to daze Doctor Strange, so there was that!
In another debut for me, I was playing the Sorcerer Supreme version of Doctor Strange, who seemed to be very decent though I’m not sure if he’s the right pick for my Defenders team. He’s a 5-threat of course, and the amount of stuff he’s doing on that card is certainly impressive – especially when he was late-game able to use Scalpel of Strange to move the Winter Soldier off an objective and into range of my Shang Chi! But I don’t think it helped that the Sovereign Strike dazed him, denying an activation for that round, so I didn’t get to play him as often as everyone else, which is probably colouring my perceptions there.
Shang Chi was as powerful as he usually is, but I spent two rounds with him just securing an objective in my backline, and had forgotten that he has a Charge-ability to move and attack, so could have affected the game earlier. Still, when he finally joined the fray he really did make an impact, whittling down a few models with his attacks.
However, the real stand-out of this game, for me, was Elektra. I’ve played with her before, of course, though haven’t really had much success with her – however, I think in this game, it all came together for me. She has stealth, so I was initially trying to keep her outside of range 3 of enemy characters to keep her safe, but Ursa Major came straight down the middle towards her, so I did her attack and just started reading through her abilities – and oh my, what a set of abilities she has. Her main attack is a gainer, so she only gains one power as a result, but she has an innate superpower that also gains her one power whenever she deals damage to an enemy through an attack or superpower. That’s fantastic of course, because she also has a reactive superpower that lets her roll 5 defence dice rather than whatever her attribute is, and if she takes no damage, she deals 2 damage back at her attacker.
Her main attack also brings out Hand Ninja grunts, which come out and also immediately make an attack. They can interact with extract objectives for free, and have the ability to pass an extract to an ally before vanishing, though I mainly used them to block off other characters because they do have a big base.
Over the course of the game, then, she was able to build power fairly slowly, but consistently, which all built up for a massive attack against the big bear. Her spender is Impale, an 8 dice attack that adds 2 dice if the Ninjas are nearby. Furthermore, the defender can’t count crits or explode them in the defence roll, and when the attack is resolved, Elektra can advance medium away. She impaled Ursa Major and got the KO, advanced onto an objective that had been held by Shang Chi, allowing him to then move off the point and do his thing.
I really enjoyed seeing how the team came together, and especially enjoyed playing with Elektra. Indeed, I’ve already mentioned it at the weekend, but I have since painted her up because I think she needed a reward for all of her hard work!
I went into the game thinking I was in for a rough time, as historically I’ve never done well against the Winter Guard, plus my Defenders roster has never been that great. However, I think it was round 3 when things just started to coalesce for me, and I was suddenly ahead on points, half the Guard were either dazed or KOd, and I felt like I had a chance! In the end, I was able to secure the win in round 5, with the final score 21-15 to me. That Mystic Ward tactics card definitely came in handy at the right point there, shutting off Natasha’s objective…
It has made me think I should lean into the Defenders some more, though, although I don’t plan to entirely abandon the mutants. They’re probably what I’d think of as being my side-team, but with games like these, it makes them so much more enjoyable to play! I’ve also started to look at expanding my team into a full-Defenders roster, rather than staying split with Convocation. As such, I’ve been looking at the Echo/Ronin/Tigra box that came out at the end of last year, as all three of these are affiliated with the Defenders, and Echo and Tigra in particular look phenomenal. Echo as a 3-threat seems like she can go in plenty of teams, while Tigra as a 4-threat seems really solid. I’m trying not to buy too many new things, but I think this could be a very useful addition to the team…






































