
The Inhuman Royal Court box brings a suite of powerful tools to the table—but few are as exciting as the new Team Tactics Card, “Inhuman Queen.” This card hands Medusa a Leadership ability, finally making her the true head of the Inhumans, both in theme and on the table.
Once the de facto leader of the faction, Medusa now officially gets her crown. When used in an Inhumans-affiliated squad, Inhuman Queen is played after deployment and before choosing a leader, granting Medusa her new Leadership: “Queen of the Inhumans.”

It’s a once-per-turn trigger: when an allied character dazes or KOs an enemy, it may gain 1 power, heal 1 damage, and advance short. On paper, it’s a perfect fit for the Inhumans’ mid-range style, blending attrition with scenario pressure.
But does it deliver?
After a week of testing this card across a variety of rosters and matchups, I’m ready to break down how it performs—its strengths, its shortcomings, and how to build around it for maximum impact.
Rise of the Inhuman Queen – Medusa Takes the Throne
Running Inhuman Queen comes with a clear tradeoff: it eats up one of your precious five Team Tactics Card slots. In the past, that wouldn’t have been a huge loss for Inhumans, who had few must-play TTCs. But with the Royal Court box, things have changed.
Now you’re weighing this card against powerful faction options like The Great Refuge, Inhomo Supremis, Plots Within Plots, and Royal Guardians. In this new environment, a tactics card-based Leadership really has to earn its keep.
We’ve seen this kind of gamble pay off before—cards like My Hellfire Club and The Invaders brought entire factions to life with play-defining identities. Hellfire turned into one of the game’s most versatile scenario teams, while SHIELD’s bunker style made them a nightmare to crack.
But Inhuman Queen comes with an even steeper cost: you’re giving up Black Bolt’s power-sharing, which has been core to the Inhumans’ most successful strategies. It’s how you supercharged models like Thor, Hero of Midgard enabling explosive Turn 1 plays most other factions can’t match.
Without that early power boost, and with a Leadership that only triggers after a daze or KO, you might not even see a return on this investment until Round 2 or 3—or later.
You can compare the effect to Malekith’s Leadership—but that comparison quickly shows the gap. Malekith is a 7-threat wrecking ball in a hyper-aggressive Cabal roster, often backed by Dark Reign. Medusa is a 4-threat, dice-dependent piece without those same tools.
So if you’re bringing Inhuman Queen, you’ll need a plan. This Leadership demands aggression, and it works best when paired with characters who can capitalize on it efficiently and consistently. If you can’t line that up, you might be better off sticking with traditional Inhumans—or borrowing some brutality from Cabal.
Royal Executioners
So, which Inhumans actually shine under Medusa’s Inhuman Queen leadership? These tested best in-game and consistently delivered strong results:
Black Bolt
Black Bolt remains one of the most dangerous ranged threats in the game. His Energy Blast hits hard from afar, and if it dazes a target, the Leadership lets him advance into position for a follow-up attack. He can also act as a bodyguard for Medusa, preserving your Leadership and tempo.
King Black Bolt
KBB brings durability and long-term pressure. If he funnels his power into Increase the Power or his spender, he’s much more likely to daze key targets, triggering the leadership and setting up brutal beam chains. His damage reduction makes the heal from the leadership even more efficient—he sticks around.
Karnak
Karnak is emerging as a true MVP. His Meditate action turns a conservative early game into an explosive mid-game. Meanwhile Teachings of the Three Worlds can flip a bad roll into a guaranteed daze. He’s clutch when you need a daze to trigger the Leadership. His Analysing Strike also gives him reliable duelling power and surprising damage when he needs to step up.
Ms. Marvel
She’s a bit slower to get going without Black Bolt’s power funneling, but once she transforms, she hits very hard. The leadership’s advance and heal let her cover a ton of ground while still making two attacks, which plays into her game plan beautifully.
Lockjaw
The best boy in MCP brings three key tools to a Medusa-led team:
- Teleportation to put your brawlers in position to strike
- Interdimensional Bloodhound to mark priority targets for deletion
- Terrain throws for guaranteed chip damage or key dazes
He’s power-hungry, so you’ll need to plan his activations carefully. He’s especially impactful on tight maps like Senators or F-shapes, helping your heavy hitters double-tap anyone greedy enough to grab an early extract.

Terrigenesis
A reliable way to finish off wounded extract carriers. It synergizes beautifully with Medusa’s leadership—turning a daze or KO into extra movement, healing, and momentum.
Inhuman Royal Family
Once per round, this card gives any Inhuman who pays a full reroll—perfect for turning a clutch attack into a guaranteed daze. Great for triggering the leadership at key moments.
The Great Refuge
Medusa won’t have the power to use this turn 1, but mid-game it becomes a game-changer. It can reposition key attackers for a surprise daze, contest objectives, or double your action economy with clever placement. High strategic value when timed right.
Hired Killers – Splash Characters That Deliver
To get the most out of Medusa’s leadership, you’ll want characters who hit hard, daze consistently, and keep momentum rolling. These splash picks all tested well:
🧠 Red Skull, Master of Hydra
A standout performer. His range 3, 6-dice builder counts blanks and averages ~5 successes. He can hit the midline hard on turn 1, with built-in Push and Advance triggers. His grunts add objective pressure. Occasional dice whiff can be fixed by Karnak’s Teachings. Top-tier dazer.
🕷️ Agent Venom
Excellent into teams with defensive rerolls (looking at you, Web Warriors). Shuts down reroll tech, benefits from the leadership’s mobility and power. A fantastic flanker and clean-up piece.
🐺 Logan, the Wolverine
Self-sufficient and reliable. He dominates flanks with his rerolls, and the leadership adds durability and positional control—especially now that Xceptional Healing is gone.
💥 Hulk / Abomination
These bruisers bring raw power and board presence. Already self-sufficient, but the leadership makes them even better at keeping pressure on.
🧬 Weapon X
A terrifying 3-threat. He charges Turn 2 for high-impact attacks and doesn’t need much help—but the bonus move from the leadership can pull him off a point to avoid losing his healthy-side defence boost.
🦇 Dracula
Mobile, disruptive, and with a huge counterattack game. Great at scoring a daze on his turn and possibly another on your opponent’s. Very synergistic with aggressive play.
🗡️ Killmonger
Dicey at first, but terrifying once he gets going. His Charges and massive dice pools are perfect for leadership triggers. Pair with Black Bolt or Gorgon for survivability. Usurp the Throne + Terrigenesis can swing games, though they eat up TTC slots.
⚔️ Lady Sif
A surprisingly synergistic pick. Can Charge turn 1 and punish midline grabs. The leadership fuels her Master Swordswoman passive and makes her hard to take down. Tough and reliable.
Building a Focused Roster
Crafting a Medusa-led Inhumans team means walking a fine line between scoring early and punishing midline aggression. You want to:
- Secure VPs early (ideally on Turn 1)
- Punish overextending opponents
- Focus fire on key targets Turn 2 onward
- Keep your heavy hitters alive and mobile
You’ll often only have room for 1–2 splash characters, and one is likely a 2-threat.
Toad remains my go-to for Turn 1 extract plays this leadership can otherwise struggle with.
Nebula is more aggressive, and a great Turn 2+ assassin and deserves strong consideration.
You’ll need tools to deal with both attrition-heavy teams and fast extract runners, and that starts with your crisis setup.
Preferred Secures
I lean toward tight, midline-focused maps that force early engagement and give your leadership room to shine.
🔁 Intrusions Open Across City As Seals Collapse
Excellent for attrition. Portals let your team engage, reposition, or escape. Logan and Karnak can hold flanks and duel solo with ease.
💎 M’Kraan Crystal Gets Heroes Home
A strong Turn 1 VP grab with explosive Turn 2 potential. Red Skull shines here—his grunt can flip a point for free. Karnak meditates, controls, and survives well. Chargers like Sif or Weapon X can dive early and swing control.
⏰ Deadline to Destruction
Great with Red Skull. The close diamond layout rewards mobility and damage. Leadership healing helps mitigate some of the crisis’s auto-damage. A solid pick for aggressive teams.
Preferred Extracts
I favour low-scoring, midline-focused extracts that force central engagement. Without Black Bolt’s power funnelling, extract tricks are limited—but Medusa’s leadership rewards brawling.
🧪 Deadly Legacy Virus Cured?
Odd extracts = risk if you lose priority, but dazing a midline extract holder Turn 1 can swing things fast.
I avoid Alien Ship—it’s hard to control the explosion with this leadership.
🔫 Inhumans Deploy Advanced Weaponry
Even split and all midline. Lets you pressure both flanks Turn 1. Sif can Charge an enemy, and if she does damage, snag the other extract. High-risk, high-reward, and great fun.
🛡️ Fear Grips World as “Worthy” Terrorize Cities
Hammers are perfect here. More dice = more dazes = more leadership triggers. Even scoring keeps things stable early.
Abomination is hilarious—he can grab the home Hammer and walk to steal a midline Hammer Turn 1, setting up a terrifying Turn 2 beatdown.
Queen Pivot
Instead of building an entirely Medusa-led roster, consider pivoting to her leadership within a standard Black Bolt team—especially against fast scenario teams like Web Warriors or X-Men.
In these matchups, Turn 1 power funneling is often less relevant, and the path to victory leans more on attrition than objective control. Medusa’s leadership gives you the tools to shift gears:
- Lower threat leader = wider team with more bodies on the board
- Squishier enemies = easier leadership triggers through dazes
- Leadership heal = mitigates return damage
- Short advance on daze/KO = maintains board pressure
- Bonus power = fuels spenders or repositioning
This approach still needs more testing, but it’s proving a strong pivot if your Black Bolt core is struggling into scenario-heavy rosters.
Conclusion
Medusa’s “Inhuman Queen” leadership is a fascinating new option that opens up both fresh builds and pivot opportunities in established rosters.
It’s not as strong in pure scenario play as some of the newer Black Bolt teams, and the restricted tactics slot can be a real cost. But when leaned into, it offers a “go big or go home” attrition style that can:
- Overpower squishy, fast teams
- Punish aggressive plays
- Match damage-focused opponents blow-for-blow—with the right tools (and a little luck)
It’s an aggressive, high-risk leadership—but with high rewards for players who enjoy tempo, board control through violence, and pressing every advantage after a daze.





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