The Ministravaganza MCP stream came with a seismic announcement: major rules updates! Mission selection, beam/area damage, and even dodging (now a flat 3 incoming damage before dice!) all got retooled.
Today we’re diving into these changes—specifically how they impact the extract-focused, Black Bolt–led Inhumans. Let’s break it down. 👇
Building The Mission

Under the new system:
- Players now bring 5 Secures and 5 Extracts.
- Priority winner chooses which deck (Secure or Extract) is used first.
- They shuffle, draw 2 face-up, and the priority loser picks which crisis is played.
- Repeat for the other deck.
- Priority player chooses board edge.
- After deployment, priority is re-rolled for Turn 1.
Yep, it’s a whole new world. 🌍
The Impact
Bringing 10 total crises means roster building just got way more complex. Even dedicated specialists may need to pack some… let’s call them “less ideal” options.
But the biggest twist?
🎲 You no longer control Turn 1 priority.
That means:
- You might secure your ideal extract…
- BUT you can’t guarantee you get first activation.
For Inhumans—who rely heavily on early extract plays and Black Bolt’s efficient support—this is a serious curveball.
How Do We Respond?
Thankfully, Inhumans still thrive on Civilian Extracts for Terrigenesis. The classics remain:
- Senators
- Skrulls
- Spider-Infected
- Unexpected Guests
But we need a 5th slot… and conveniently, Ministravaganza delivered.
Jailbreaking: The New Hotness

Enter Jailbreak—a brand-new, Civilian-based extract, now legal in Standard.
Here’s the breakdown:
- 4 Cells, each generating 1 Prisoner (Civilian) per turn.
- If you’re holding a Prisoner and end your activation within R5 of a board edge and not within R1 of a cell, you drop it.
- Once scored, all Prisoners escape and are removed.
- You must re-grab Prisoners every round—no more grab-and-run.
- The scenario is huge: each Cell is R5 from board edges, forming a massive square.
This size makes Round 1 extract dives much harder, especially for Inhumans.
🚫 Why Quicksilver Can’t Just YOLO the Extract
Quicksilver’s usual Round 1 steal only works if he deploys directly opposite a Cell…
Which telegraphs your plan and lets opponents block you. Not ideal.
So do we play honest, slow MCP?
HELL NAW!!! 😈
Breaking Jail: The Tech
Here’s the spicy Inhumans Round 1 Jailbreak line:
➡️ Step 1: Pass Quicksilver (QS) a power.
➡️ Step 2: Lockjaw (LJ) activates:
- Teleports QS R3 up the board
- Walks to position
- Grabs your Cell’s Prisoner
- Saves 1 power to pass later

➡️ Step 3: QS activates
- LJ passes a second power to QS
- QS Speedsters → Long moves → steals from the enemy Cell
- Retreats to safety

Cost: 5 total power
Reward: 3–1 extract lead after Round 1. 🔥
At end of the round, Prisoners escape—but QS is already poised to grab again next turn.
From here, the game becomes a dance of:
- Protecting your team
- Contesting Secures
- Re-grabbing Civilians
- Setting up Terrigenesis punishments for over-eager opponents
The Inhumans plan is still the same:
Win fast. Win decisively. End the game in ~3 Rounds.
But What About Losing Priority?
This is the part that stings.
You can:
- Win priority
- Pick your Extracts
- Set up your teleports and Speedsters…
…and still lose the second priority roll.
Your opponent can then:
- Block your steals
- Deny set-ups
- Stifle your momentum
So Inhumans must build redundancy into their plan.
Your fallback options:
- Black Bolt deleting an extract carrier with an ambush
- Voodoo charging up for a big Possession play
- Ensuring no extract ends up stranded or out of your reach
Smart deployment matters more now than ever.
If All Else Fails
If this feels like too much mental load—or you’re just tired of QS being your mortgage payment:
✔️ Pivot to Secure-based rosters
✔️ Or embrace the big-base bruisers and punch your problems away 💥
There’s still room for classic Inhumans.
💬 Your Turn!
How do you feel about these changes?
Got any spicy new tech you’re excited about?
Did I overlook a sneaky line?
👇 Drop your thoughts in the comments!




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