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The short version: on the strength of its scenarios, Sinister Motives is the best big box Marvel Champions has released — and Fantasy Flight has retired it. The publisher lists SKU MC27en as out of print, which means the expansion this review spent years calling the first one you should buy is the one you can no longer reliably get. That changes the advice without changing the verdict. If you find a copy near its old $44.99 MSRP, buy it. If you are starting a collection today, start with a box that is still on shelves and treat this one as the upgrade you watch for.
Marvel Champions Sinister Motives Overview
The Sinister Motives Expansion is the fourth campaign expansion to Marvel Champions, a Living Card Game from Fantasy Flight Games, released on April 8, 2022. The big box expansion comes packed with two new heroes and a whole host of iconic Spider-Man villains to face off against. The immersive campaign focuses on the tricky nature of dealing with the big threats, while also managing to be a friendly, neighborhood hero. If you manage to do both, you’ll receive fantastic rewards that will boost your abilities over the course of the brand-new cinematic campaign – and you’ll need all the help you can get when you face the final boss, Venom Goblin.
In this review, I’ll walk through all the unique challenges and thrilling surprises that await you!
What’s in the Box
The Sinister Motives Expansion features an extensive collection of new content, including a total of 265 new cards to explore. Note that this is an expansion, not a standalone game: Fantasy Flight’s own product page states that a copy of the Marvel Champions core set is required to play. It does not require any other expansion.
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2 fully pre-built 40-card hero decks — Justice for Spider-Man (Miles Morales) and Protection for Ghost-Spider
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5 brand new standalone scenarios to face off against, including Sandman, Venom, Mysterio, the Sinister Six, and Venom Goblin.
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A brand new cinematic campaign that incorporates other cards, adventures, and challenges while linking the five scenarios together into an overarching narrative.
These big box expansions are the most bang for your buck when expanding your collection because they give you so much more to explore. You’ll be expanding your hero roster, your scenario pool, and deck-building options. Let’s dig in on what’s in the box.
Heroes
Spider-Man – Miles Morales
Spider-Man (Miles Morales) relies on stunning and confusing the villain, which thematically aligns with his invisibility and venom-blast powers from the movies and comics.
Equipped with his fully pre-built justice deck, built around the shield keyword, Miles strategically employs a playstyle that gains momentum from flipping to alter-ego, setting up traps, and preventing the villain from activating. If you aren’t used to flipping a lot, Miles may be tricky to steer since he has cards that allow him to flip twice on a turn. Every time he does he gets to slip one of his powerful hero cards from his discard, back into his deck, making him one of the most consistent heroes in the game, but also keeping him less reliant on aspect cards.
But his biggest strength quickly becomes his biggest weakness against steady and stalwart villains, which have become a lot more common – including the big baddie from this box, Venom Goblin. When that happens, his cards and abilities are nerfed and just become expensive attack and thwart events.
While his shield keyword cards are cool, and introduce a whole new archetype to the justice aspect, I’ve found them to be better utilized with other heroes. I tend to prefer Miles in Protection or Aggression and either focus on getting a lot of readies or getting out a lot of web-warrior allies. But, in general, his hero cards are the ones you end up playing, so you can run him in anything.
Ghost-Spider
Ghost-Spider’s fully pre-built protection deck focuses on her unique playstyle: dodging hits and redirecting it right back at the villain. Her aspect cards are focused around web warriors, but I quickly swapped that out for a defense deck that maximizes her ability to reduce and avoid damage from villain attacks.
In combat, Ghost-Spider excels at evading and counterattacking during the villain’s turn, which addresses one of protection’s main problems – how long it can take to finish off the villain. With Ghost-Spider, she not only dodges but also deals significant damage and thwarts the villain’s plans in response to their attacks – so she still manages to get things done. It’s a game-changing playstyle (that we’ll see again with Shadowcat in Mutant Genesis).
Although it’s still possible to play her in other aspects, due to her exceptional proficiency in protection, I stick to green. It’s a weird version of protection and, in a lot of ways, feels more like an aggression deck, but it is so obviously the best way to play her, and is, unfortunately, my only knock against her – that she is so pigeon-holed. That being said, what she does, she does very well and I’ve gotten a lot of great games out of Gwen. Her playstyle remains one of my favorites in the game.
Iconic Spider-Man Villains
Sandman
Prepare for an intense showdown against Sandman, who comes out swinging. Since he inflicts indirect damage, he makes it impossible to effectively chump block, removing that security. This was a great move on the designer’s part because chump blocking is overpowered and this was an interesting way to discourage an over-reliance on that strategy and test our skills.
As the game progresses, Sandman gains sand counters, representing his increasing strength and unlocking devastating attacks. As he builds up his power he can ensnare you in his sand traps and unleash his Sand Clones into the fray, both of which scale based on how many sand counters he’s accumulated. So ignore them at your peril.
Sandman also flies through his encounter deck, discarding lots of cards each turn, so if you’re not careful you could end up with a lot of escalation tokens, quickly. If you, like me, are a glutton for punishment, I’d recommend throwing Electro’s encounter set from the Green Goblin Scenario pack in here, and just watching as Sandman cycles through his deck, sometimes in one or two turns.
Venom
Venom encounter deck gives him a lot of extra boost cards which often have a nasty boost effect, and, as a result, he punches really hard. His scenario is thematically placed on top of a bell tower, and you can, if you choose, ring the bell. When it’s ringing you have the momentum and can knock his health down more rapidly, but this can make him more unpredictable and give him some escalated effects in the encounter deck, so it’s best to save that until you are ready to dish out a lot of damage at once, or are close to ending the game.
This is a fine scenario. A good fistfight. The bell tower was an interesting idea, but, because it’s optional, it doesn’t ring very often. I think I would have preferred something more like what we see with Hela, where, in order to progress, as part of the story, I have to engage with the bell tower. Having that narrative element where, to finally defeat him, I have to separate the symbiote from Eddie Brock would have made this one that much better, but as it is – Venom remains a solid, but not exceptional scenario, and ends up being a little easier than I think was intended.
Mysterio
Mysterio leans into tricky effects from his encounter cards and, once he gets going, will stuff your deck full of nasty illusion cards which then are placed in front of you as encounter cards. You can end up with crazy chains of encounter cards.
Thematically excellent, but just like the real Mysterio, his bark is much worse than his bite. He’ll get you bogged down with all these encounter cards, which could swing the game in his favor, but underneath that facade, he’s ultimately pretty weak. He’s one where, since he gets a lot of cards into play, switching out his modular encounter sets can have a really big impact on the difficulty and fun of the scenario and I think putting in a more difficult modular with a bit more teeth, can make this scenario a very replayable one. As designed though, this one was a little too easy.
Sinister Six
Is one villain not enough for you? Well, how about six Spider-Man villains including Scorpion, Vulture, Doctor Octopus, Kraven the Hunter, Electro, and Hobgoblin? The notorious Sinister Six villains offer unique challenges because they take turns attacking and scheming and, if you’re not careful, you’ll be taking them all on at once, making them difficult to overcome.
You don’t defeat this scenario by reducing the villains’ health. Instead, you have to remove the threat in order to escape. Otherwise, the members of the Sinister Six will just keep appearing.
This is a MUCH better implementation of multiple villains than we’ve seen before. In the Wrecking Crew Scenario, it was too easy to game who the active villains were and then pick them off one by one. In Tower Defense protecting the tower added an interesting layer of complexity. But in both cases the main issue with multiple remains. As you defeat villains, the scenario becomes easier, which means that the scenario gets less interesting and dramatic as you play. But here they get it right because it isn’t just about knocking out villains. I’d still say that, with a decent deck, this one isn’t that difficult, but it is fun and thematic and manages to get the drama right, and each of the different villains offers unique challenges.
Venom Goblin
There is some debate as to whether this scenario is the most difficult scenario in Marvel Champions or if that honor still belongs to Ronan. Ronan is pretty brutal, but Venom Goblin might be a more interesting test of your skill.
Venom Goblin starts difficult, but not impossible, but when he gets his glider, you are in big trouble, because he then activates twice, making him difficult to overcome. As a result, he can be a little swingy, depending on when he gets his glider, but he does feel better to play against than Ronan because you at least have a chance to set up.
He also has an interesting mechanic, juggling three main schemes. It adds an interesting decision space and shakes up the typical formula. But to be clear this scenario is a bit too hard and demands you bring your very best decks. He’s definitely the toughest of the new villains and a great final boss.
Sinister Motives Campaign
I love the theme here and the added elements from the campaign serve to enhance that theme by adding threats from your personal life. Doing community service, J. Jonah Jameson publicly trash-talking you, or Osborn tech mysteriously showing up in the hands of the villains.
Over the course of the campaign, if you meet certain objectives you can pick up rewards and benefits depending on how you score on the reputation track. This is a mechanic we’ve seen before and doesn’t really drive the story, but I really like it when my characters get stronger over the course of a campaign, especially if the villains get tougher as well. That trajectory isn’t perfect, but because they introduce Osborn tech and additional side schemes, and because Venom Goblin is tough, I still think that feeling of progression works.
If you are lucky (?) you might even earn enough points on the reputation track to try on the symbiote suit.
Is Sinister Motives still in print?
No. Fantasy Flight Games lists Sinister Motives (SKU MC27en, MSRP $44.99) as out of print on its own product page, checked in August 2026. The box released on April 8, 2022 as the game’s fourth campaign expansion, and no reprint has been announced.
That matters more here than it would for most boxes, because this one spent years as the standard answer to “which big box should I buy first?” — including in the original version of this review. It is not a good answer anymore, and not because the box got worse. The campaign expansions Fantasy Flight still sells at retail are Age of Apocalypse, Agents of S.H.I.E.L.D., Civil War, and Fear No Evil. Every earlier campaign box — Rise of the Red Skull, Galaxy’s Most Wanted, Mad Titan’s Shadow, Sinister Motives, Mutant Genesis, and NeXt Evolution — has been retired.
Secondary-market copies are not hard to find; what varies is the asking price. Near $44.99 is a straightforward buy. Well above it, buy an in-print box first and come back to this one later — nothing in Sinister Motives is a prerequisite for any other expansion, so there is no penalty for buying it out of order. If you only want the two heroes rather than the campaign, note that neither Ghost-Spider nor Miles Morales was ever sold separately as a hero pack, so the box is the only route to them; our ranked guide to the hero packs covers the ones that were.
Conclusion
Sinister Motives is the best big box Marvel Champions has released, and it is out of print. Both halves of that are true and neither cancels the other. The scenario set is the most consistently strong in the line: the Sinister Six is the first genuinely good multiple-villain fight the game produced, Venom Goblin is a real final boss, and even the two weaker scenarios are pleasant to play. Ghost-Spider and Miles Morales are both distinctive rather than variations on heroes you already own.
What has changed is the advice, not the assessment. This used to be the first expansion I recommended, and it cannot be while you cannot reliably buy it — a new player who follows that advice goes looking for a box that is not on the shelf. The old runners-up do not help either: Rise of the Red Skull and Mutant Genesis are both retired too. Start with Age of Apocalypse, which is in print, needs nothing but the core set, and is a strong box on its own terms. Then watch for Sinister Motives at a fair price and buy it the moment one appears. Being the better box is not the same as being the right first purchase.
Out of print — the link above goes to Amazon’s listing for this box, where availability and price vary by seller.
For more Marvel Champions content, check out our comprehensive list of expansions with links to all our reviews.
Frequently asked questions
Is Marvel Champions: Sinister Motives still in print?
No. Fantasy Flight Games lists Sinister Motives (SKU MC27en) as out of print as of August 2026; its MSRP was $44.99 and it released on April 8, 2022 as the game’s fourth campaign expansion. No reprint has been announced. Copies still circulate on the secondary market, so a listing near the old MSRP is the good outcome.
Do I need the core set to play Sinister Motives?
Yes. Fantasy Flight’s product page states that Sinister Motives is not a standalone product and that a copy of the Marvel Champions core set is required to play. It does not require any other expansion, and its five scenarios can each be played on their own rather than as the campaign.
What comes in the Sinister Motives expansion?
Sinister Motives includes two playable heroes, Ghost-Spider and Spider-Man (Miles Morales), each with a fully pre-built 40-card deck, plus five scenarios: Sandman, Venom, Mysterio, the Sinister Six, and Venom Goblin. It also opens a new wave of playable heroes and adds modular encounter sets usable in any Marvel Champions scenario.
Should Sinister Motives be my first big box expansion?
It used to be the easy answer and no longer is, on availability rather than quality. Because it is out of print, a first-time buyer should start with Age of Apocalypse, Agents of S.H.I.E.L.D., Civil War, or Fear No Evil, which Fantasy Flight still sells. Buy Sinister Motives second, when a fairly priced copy appears.
How hard is the Venom Goblin scenario?
Venom Goblin is the hardest scenario in the box and among the hardest in Marvel Champions, rivaling Ronan. He opens difficult but manageable; once he takes his glider he activates twice, which is where most losses happen. He also juggles three main schemes at once, so bring decks with real thwarting capacity.