Upcoming Games: The Return of SmashClix!!

SuperSmashBros3

Just another quick game announcement for local SE Michigan ‘Clixers!

6/1/2016: The Return of SmashClix!!

Entry Fee: $5 (Prizes will come from LE Kits)

Army Construction: Each player brings up to THREE Golden Age teams. Each team MUST consist of THREE characters of 150 points each or less. Only one team will be used in any particular round.

We may play up to three 40 minute rounds.

For force construction, any carded figure will work with the following exceptions:

  • No figure bigger that a peanut base.
  • No Colossal Size figures or team bases.
  • Any figures with special powers that put out bystanders, other figures, special markers, or terrain markers. Examples include: Captain Cold and his hindering terrain markers, Sea King and his water terrain markers, Monsieur Mallah and the Brain, or WS007 Spider-Man and his web special terrain markers. Figures with smoke cloud or barrier are fine.
  • The following characters are banned: NFAOS056 Nick Fury, WKD-027 Felix Faust, WKM-028 Doctor Strange, WF041 Mary Marvel, SLOSH039 Bizarro, AAOU005 Thor.

Please note that we will not be including standard objects in the game. To compensate for that, figures that can use super strength deal +1 damage in close combat attacks.

How to Play: SmashClix is a Battle Royal variant with up to six players competing on the same map. A map will be provided by the judge with additional starting zones added for all players.

Before each round, you must choose which of your three teams you are going to play for that round. For each team of three characters, you must also assign an order of play to each character.

The character you designate as Character 1 will start the game; Character 2 will come into play in your Starting Zone if and when Character 1 is KO’d. Character 3 will come into play in your Starting Zone if and when Character 2 is KO’d. And Character 1 will re-enter the game in your Starting Zone if and when Character 3 is KO’d, and so on, until the game ends. When a player’s character is KO’d, his next character gains “First Turn Immunity” when it comes into play.

Once everyone has selected a team AND a team order, forces are revealed and all players roll 2d6 to determine which player goes first.

Note that you may choose a different team for each round if you wish.

Each player’s turn is limited to 60 seconds or less. The judge may move play to the next player immediately if a player’s turn lasts more than one minute.

You can score points by KOing opposing characters on your turn (or rarely by finding a heart container). Every opposing character that is KOed on your turn (by an attack or any other affect) adds one to your overall score. However, whenever you are KOed (whether or not it’s your turn) you subtract one from your overall score. For example, If you KO three characters during a round and you are KOed twice then your overall score for that round is +1. High Score Wins.

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Weapons Falling from the Sky: To aid you in powering up your character, for this scenario, all characters gain the following Trait: “3… 2.. 1. GO!: At the start of your turn, if this character is at least 5 spaces away from its starting area, you MAY roll on the Equipment and Immediate Effects table.

What that means is that at the start of your turn you MAY roll 2d6  and consult the following table:

EQUIPMENT AND IMMEDIATE EFFECTS TABLE:

  • 2 – Poison Mushroom – Immediate Effect – You are immediately KOed (lose -1 to your overall score due to KO)
  • 3 – Bob-Omb – Immediate Effect – You and any other figures within 2 spaces are immediately dealt 2 unavoidable damage.
  • 4 – Hammer – Equipment – While equipped your character has: -3 speed, Earthbound, and Improved Movement: Ignores Characters. The equipped character may use quake as a free action with a locked damage value of 4. Knock back caused by this use of quake is unavoidable and if damage is incurred from the knock back, that damage can’t be reduced below one. You may not make any other attacks besides the free action quake.
  • 5 – Beam Blade – Equipment – Equipped character can use Blades/Claws/Fangs and Exploit Weakness. Attacks by the equipped character cause unavoidable knock back and if damage is incurred from the knock back, that damage can’t be reduced below one.
  • 6 – Super Mushroom – Equipment – Equipped character gains the Colossal Size symbol (including giant reach 3), and they can use Close Combat Expert. Attacks by the equipped character cause unavoidable knock back and if damage is incurred from the knock back, that damage can’t be reduced below one.
  • 7 – Warp Star- Immediate Effect – You may immediately move to any square on the board.
  • 8 –  Fire Flower – Equipment – Equipped character ignores battle fury (if they have it), Range is locked at 8, they can use Energy Explosion, and they deal damage with Energy Explosion as if they had three printed bolts. Attacks by the equipped character cause unavoidable knock back and if damage is incurred from the knock back, that damage can’t be reduced below one.
  • 9 – Light Gun – Equipment – Equipped character ignores battle fury (if they have it), Range is locked at 8, and they can use Ranged Combat Expert. Attacks by the equipped character cause unavoidable knock back and if damage is incurred from the knock back, that damage can’t be reduced below one.
  • 10 – Screw Attack – Equipment – Equipped character can use Hypersonic Speed. Attacks by the equipped character cause unavoidable knock back and if damage is incurred from the knock back, that damage can’t be reduced below one.
  • 11 – Blue Shell – Immediate Effect – Choose an opposing figure. That figure and any other figures within 2 spaces are immediately dealt 2 unavoidable damage.
  • 12 – Heart Container – Immediate Effect – Immediately add +1 to you overall score.

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Notes about the Equipment and Immediate Effects table:

  • You don’t have to roll on the Equipment and Immediate Effects table if you don’t want to. You can skip that step.
  • Immediate Effects are not optional.
  • Equipment you roll on to is immediately equipped to your character without any extra actions needed.
  • You may only have one piece of Equipment equipped at a time. If you roll a new piece of Equipment on the Equipment and Immediate Effects table you may choose to use that Equipment OR you may choose to keep using the equipment that you already have (or you can use nothing if you have nothing to start).
  • You may not “drop” equipment, but you may replace it with a different piece of equipment by rolling on the Equipment and Immediate Effects table at the start of your next turn.
  • If you are KOed you lose any Equipment you had.

 

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Patriotic Steve Rogers!! (Or, Happy Memorial Day 2016!!)

Patriotic Cap

Once again, I would like to wish a Happy Memorial Day weekend to our American readers!

For our international audience, as we mention every year, Memorial Day is an American Holiday wherein we celebrate the sacrifice of those who have fallen in defense of our country and in defense of the many freedoms we enjoy here–like going OFF in a Comments section when a certain comics company does something asinine with one of their best characters!

<Ahem>

I’ll be back later this week with a TV column about the Flash Season 2 finale (I have some thoughts on Season 3), and we also have the Uncanny X-Men Top Ten Set Review in the hopper!

Until then, Thank a Veteran or Active-Duty Serviceman, Stay Safe… and Watch Where You Draw Your Lines of Fire!!

Team Ideas: Let’s Kill Nick Fury!! (Or, How to Deal With the Most Dominant Meta Piece in the Game Right Now!!)

Lets Kill Nick Fury

Greetings once more, friends of the blog!!

Today we’re going to discuss the heaviest hitter in the Meta right now… Nick “Balls of” Fury!

Why? Because we’re coming up on WizKids Open Weekend, and if you’re going, you’ll be seeing a lot of him!

(And probably a lot of Mary Marvel, but one problem at a time!)

I checked in with Ninwashui to see what he would play this weekend if he was going (he’s not–family obligations), and I thought what he had to say was interesting and creative enough that it should really be it’s own article! So take it away, Ninwa!

Ninwashui

Before you take his advice, just know that this is the last known photograph of Ninwashui…

NINWASHUI:

“Okay, so I would go with a team that had extreme mobility, so I could bum rush Nick Fury (or whoever the Primary Attacker is) at a time and place of my choosing. To do so, I’d run a little team I like to call…

We're back!

Team Name: Revenge of the Nerfed 3.0Hit and Rann

Theme: None

Roster:

WKD-025 Adam Strange100 Points

(w/WOL063 Ophidian Possessing) — 25 Points

DP018 Blind Al13 Points

WF046 Klarion the Witch Boy70 Points

WXM010 Shatterstar73 Points

WOLR103 Power Battery (Orange Lantern Corps) — 2 Points

WOLR303 Orange Lantern Ring6 Points

WOLR203.03 Mallet (Orange) — 4 Points

WOLR203.12 Spotlight (Orange) — 6 Points

Total:                                                  299 Points

 

Why I’d Play This: If you’re a longtime fan of the blog, you know that sometimes I get on a kick where I like to “rehabilitate” nerfed characters from the Heroclix Watchlist, just like this article and this article show.

Now, for this Saturday’s Wizkids Open,  it’s come to my attention that a lot of people are planning to run teams where the pieces just move across the map one square at a time and from one side to the other. Those players will in fact have to spend time counting spaces, deciding their route and remembering to subtract two when they carry someone. So boring!

What they need is a real change of pace! Why move your figures in the manner dictated by rules and conventional thinking when you can simply just have them appear where you want them to appear and attack that same turn? Hindering terrain? So what. Elevated terrain? No problem. Walls? This team doesn’t even notice them.

How does it work? First, since Ophidian is Possessing Adam Strange, you can pump up either his Attack or Damage Value by one and also give him Sidestep or Pulse Wave. Your first move on the Map is to use Blind Al’s power to deal one damage to Strange and push him out of your starting area.

Adam Strange

If I were a Thor character, I’d be Zeta Ray Bill! Geddit?!”

Now look at Adam Strange’s Trait (ZETA-BEAM: Give Adam Strange a power action. Place a Zeta Beam marker in the square that Adam Strange currently occupies, removing any other of these markers from the map. When you do, place Adam Strange in any legal square on the map and he may then make a ranged combat attack as a free action. After actions resolve, roll a d6 that can’t be rerolled. On a result of 4-6, immediately place Adam Strange in the square with the Zeta Beam marker and remove it from the map. During the beginning of your turn, if the marker is on the map, roll a d6 that can’t be rerolled and on a result of 4-6, place Adam Square in the square with the Zeta Beam marker and remove it from the map.).

This means that you can easily deploy Adam Strange to pick off your opponent’s best supporting pieces OR take a potshot at your opponent’s Primary Attacker, then have a 50% chance to return Adam Strange to the relative safety of your side of the board.

But since that’s not always gonna happen, we’re pairing Adam up with Shatterstar and Klarion the Witch Boy. If you send Adam out and he gets stuck on the other side of the universe board, simply activate Shatterstar’s Trait and escort Klarion to the other side of the Map, where Klarion can unleash Teekl (as a free action!) for some righteous Charge/Blades action!!

(And I haven’t even gotten to the fact that your Orange Battery can be used to take away annoying opposing powers that get in your way!)

Imagine taking out an opposing Fitz or Jason of Sparta before you opponent can use them to properly place a Nick Fury (or two). All of the sudden, Nick becomes a bit of a sitting duck (and his Stealth won’t help him against an Orange Spotlight-wielding Adam Strange!), and you are well on your way to a Match Win!!

HYPEFOX:

I have to say, I was a bit skeptical of this Build until I piloted it against Ninwashui himself in one of our house games. He wasn’t even playing Nick Fury and I still tore his KC Chase Captain Marvel AND 75-Point World’s Finest to shreds (I wiped him pretty quickly while only losing Klarion)! This is a legit team–if you pilot it right!

That’s all for now–I hope everyone has a great Open weekend! Come back here soon for some dueling Uncanny X-Men Top Ten Set Reviews!!

Until then, Stay Safe, and Watch Where You Draw Your Lines of Fire!!

 

 

Heroclix in a Half-Shell!! (Or, Let’s Review the Ten Best Figures in TMNT!!)

Black and White Turtles

Oh man, Black & White OG Turtles? They should do these as Chases! … What’s that now?!

Goongala Goongala! And Hello Again!!

Sorry we’ve been radio silent for awhile–both Ninwashui and I have been sick puppies for most of the last 30-odd days. Ninwashui had strep throat, pinkeye, and God knows what else. I think he might’ve even turned into a werewolf at some point… I dunno. I lost track.

As for myself, I’ve had at least one sinus infection (possibly two), a terrible cough (possibly bronchitis) and I’ve produced enough mucus to sculpt a scale replica of Doop. And neither of us has fully recovered yet! Ahhhh, Spring… you can go #@$% yourself.

Annnnnyyyway, life–and Heroclix news–marches on. Wizkids released a bunch of news about some upcoming set themes, then they lost their minds for just a bit and decided to retire almost every set that didn’t come out, like, last week, and then they started previewing a bunch of cool new figures from both Uncanny X-Men (many of you probably have some of these in your hot little hands via the Pre-release tournament program or the release events going on this weekend!) AND TMNT.

The set rotation announcement really deserves its own article, so we’ll table that discussion for a moment. But since we’ve just celebrated the release of TMNT, the first non-Marvel, non-DC Modern Age set in ages (I think Street Fighter was the last such offering), we’re gonna talk about that today.

In fact, let’s talk about…

THE TEN ELEVEN BEST FIGURES IN TEENAGE MUTANT NINJA TURTLES!!

Yup! Think of this as a stealthy, “mini” Top Ten article (yes, it’s still 2500+ words, but I mean, really, anything under 5000 for me still qualifies as “mini.”). The set only really has like 40 figures or so, so we’re going to skip the Honorable Mentions, and we’re only extending the Top Ten out to a Top Eleven (for me, that’s progress!). That’s right–if you want to make it into this review, you have to be Top Ten-worthy! But first, as usual…

SOME BRIEF NOTES ABOUT THE SET:

–Do you like dials under 100 Points? Do you hate Improved Targeting of any kind, especially when it’s passed out like candy at Halloween? Then this is the set for you. It plays remarkably well in Sealed formats. Outside of Krang (and oh, will we get to Krang–don’t you worry), there’s really not anything in the set that towers above everything else the way that the World’s Finest duo ran roughshod over everything in those World’s Finest release tournies. So it’s actually a pretty balanced set for Sealed.

Did you get a few Common Turtles and, like, a Foot Soldier? Don’t worry–you’re not out of it before you’ve even begun. Everything is relatively close to everything else in the set in terms of power level, with very few exceptions (again: KRANG!).

–Which leads us to our customary Power Level check. This set is nowhere near the Power Level of the stuff we just got in World’s Finest (forget the SR’s and Chases; even someone like Zatara or Mary Marvel would have their way with just about any one or even two pieces in this set at the same point level).

However… that doesn’t mean that there’s not Meta potential here. Especially since WizKids seems to be in the midst of scaling back Power Creep to, like, 2008 levels. You won’t notice it as much now, but it’ll become a little bit clearer after Guardians rotates out in, what, July? Then fast forward a year to 2017 when even more good stuff rotates out (like NFAOS, which will only be 2 years old at that point, but after the way WizKids just dumped Deadpool and GotG after the same amount of time–or even less, really–I would not be surprised to see Balls of Fury and all the rest of his rowdy, powerful friends given the heave ho), and suddenly you’ll be left with a lot of little pieces that are very efficient (and probably need to attack from up close).

Uncanny X-Men seems to be following suit with a lot of little 50-80 cost figures that are, point-for-point, the best pieces in the set. So if this is the new normal going forward, if small and efficient is the new, uh, big and efficient, well, you’re gonna want a lot of these TMNT pieces.

(And yes, I realize that World’s Finest and the big, powerful KC Chases are probably always gonna be in Modern at the same time as this Turtles set, so really, as always, forget everything I just said.)

–I really like the consistency of all the new ninja weapon Special Powers. Basically, whether it’s a Chase Turtle or a lowly Foot Clan robot, any character that uses a certain type of weapon has the same Special Power. It really adds a lot of ninja flavor to the figures.

And for the record, those five weapon Specials are:

KATANA: __X__ can use Blades/Claws/Fangs. If __X__ missed a close attack this turn, __X__ can use Sidestep.

SAI: __X__ can use Flurry. __X__ deals penetrating damage when making a close attack.

NUNCHAKUS: __X__ can use Flurry. Each time __X__ hits an opposing character, after actions resolve you may give that character an action token.

BO STAFF: All damage dealt by __X__ causes knockback. Giant Reach: 2.

CHAIN KAMA: When __X__ hits an opposing character with a range attack, after actions resolve you may place the hit character adjacent to __X__ and it can’t be moved or placed during its next turn.

I would love to see these show up even in a Marvel or DC set. Give me an Elektra with the Sai Special or a Katana from Suicide Squad with a, uh, Katana Special! I think these powers represent the effects of the weapons very well. Kudos to the Wizkids design team.

Anyway, without further ado…

April O'neil

11. TMNT019 April O’Neil30 PointsRare: Okay, this is “scientist” April as opposed to the cartoon “reporter” April, which explains the tricksy, support-y dial. Yes, her base defense stinks, even with her Special Defense Power (THEY PROTECT ME, I GIVE THEM A HOME: UNIQUE MODIFIERAs long as one or more friendly characters with the TMNT keyword or named Casey Jones are adjacent, April O’Neil and those adjacent friendly characters modify their defense values by +1.).

But the reason to spend 30 Points on April is because she’s a mobile Outwit unit who can do her job from the BACK of the pack. Her Damage Special (SKILLED PROGRAMMER: April O’Neil can use Outwit and Improved Targeting: Ignores Characters when she does.) combined with her top dial Sidestep means it will be easy to both keep her out of harm’s way AND keep her in the right position to Outwit opposing pieces, which is a very rare combination.

Splinter

10. TMNT011 Splinter40 PointsUncommon: Think of Splinter as the Toymaster of this set, only with slightly less trickery but slightly more offense. His Precision Strike is nice, but his Sidestep is actually the key to his dial.

His Trait (I HAVE TAUGHT YOU ALL I LEARNED: Splinter can use Empower. UNIQUE MODIFIER-Adjacent Friendly characters with the TMNT Keyword modify their attack values by +1.) means he needs to be adjacent to his sons to help them out, but that top dial Sidestep could allow you to boost two different Turtles in one turn even if they themselves are two to three squares away from each other (although many of the Turtles benefit from being adjacent to each other, so why are you separating them in my theoretical example?).

If you play him with some of the Turtle Chases, all of the sudden their Attack Values zoom up into the 12-13 area and they start doing 4 Damage top dial even though they’re all just 75 Points!

At that point, the trick becomes finding a way to move everyone efficiently…

Nobody Hobody

9. TMNT014 Nobody45 Points — Uncommon: Not to be confused with DC’s Mr. Nobody, clearly. He (or she, as there have been several “Nobody”‘s throughout Turtles history, although I believe this is the OG Nobody) sports a 5-Click Tertiary Attacker dial that’s just loaded with mobility and survivability–if you can get him on the right map (the “Jean Grey School for Higher Learning” Map that we just got in the Uncanny X-Men OP Kit has a plethora of walls and would be a perfect battlefield for, well, Nobody).

He ignores Elevated Terrain on movement and his Trait is just bonkers for a piece with such a low cost (SHADOWY AVENGER: Nobody can use Stealth. Nobody can’t be targeted by opposing characters if he’s adjacent to a wall.).

But that Trait just makes him hard to kill. Can your opponent just ignore him? Surprisingly, no. He has top dial Close Combat Expert, so he can pump his damage all the way to 4 if he so wishes. But even worse than that (well, worse for your opponents), Nobody has a top dial Attack Special (CAPE IN YOUR EYES: Give Nobody a power action and choose an adjacent opposing character. That character can’t make an attack during its next turn.) that can all but shutdown ANY opposing character to whom Nobody is adjacent! And since he starts with Sidestep, all you have to do is TK him to within two squares of your opponent’s Primary Attacker and all of the sudden you can attack with no fear of retaliation!

CATWS013 Agent 13 is the last piece I can think of who’s sole mission was to get adjacent to your opponent’s most important piece and stay there, but Nobody does that trick even better–and for 10 less points!!

Baxter Stockman Fly

8. TMNT030 Baxter Stockman60 PointsSuper Rare: Potentially one of the best taxis ever created–but only if you’ve constructed an army of insect-sized figures.

His Trait (FOUR ARMZZZZ: Baxter Stockman may carry up to 4 “tiny damage symbol” characters.) makes him extremely useful in a Modern Age filled with Ant-Men and Elast-Girls. Honestly, I can’t think of a time when we had more useful, viable “Tiny Size” pieces then right now.

This Baxter’s only five clicks long, and his dial alternates between Tertiary Attacker and Support piece, but his mobility and his ability to potentially transport an entire Tiny-Sized army up to 12 Squares at a time is the best reason to play him.

Baxter Stockman No Fly

7. Baxter Stockman — 30 Points — Uncommon: Potentially one of the best taxis ever cre–wait a minute, I just did a Baxter Stockman write-up! Oooooohhh, this is the “evil robotics genius” Baxter, as opposed to the freaky half-man, half-fly version.

So why is this version even better? Well, in addition to Stealth and Outwit, his Trait (I DON’T NEED ANYONE EXCEPT MY MOUSERS!: When a friendly character named Mouser is KO’ed by an opponent’s attack, roll a d6. 4-6: You may place adjacent a TMNT #005 Mouser from outside the game if no other friendly character did.) will let you flood the board with ever-reincarnating Mousers, but the real reason you’ll want to play him is his Special Attack Power (ROBOTICS GENIUS: Give Baxter Stockman a free action to heal an adjacent friendly character with the Robot keyword 1 click. If it can’t be healed, modify its speed and attack values by +1 this turn instead.).

In a world where Juston Seyfert exists [EDITOR’S NOTE: Uh, like ours? Ohhh, I see what you did there. Nice.)], Baxter here is the perfect complementary role player!

Casey Jones

6. TMNT012 Casey Jones30 PointsUncommon: Yes, he tops out with a Damage Value of 2. His Defense Value isn’t great either (it’s a 17). But his with a little help from someone’s Outwit, or if you just send him after support figures with little or no damage absorption, Casey Jones can actually get by as a Secondary Attacker… for just 30 Points!! How? His top dial Attack Special (GOONGALA GOONGALA: Give Casey Jones a close action and make a close attack. If he hits, after actions resolve move him up to two squares automatically breaking away, then make another close attack with his attack and damage values modified by +1.), that’s how.

This is probably the most dangerous 30 Point melee piece we’ve seen since Fear Itself Loki!

(Oh, and if you want to go the Outwit route to cancel opposing defenses, might we suggest Ms. O’Neil from slot number 10? She combos nicely with Casey.)

TMNT Jason Flowers

Click here for more info on this awesome Jason Flowers TMNT print.

5. TMNT034 Donatello — 75 Points — Chase:

4. TMNT035 Leonardo — 75 Points — Chase:

3. TMNT033 Michaelangelo — 75 Points — Chase:

2. TMNT032 Raphael — 75 Points — Chase:

Okay, we’re gonna talk about these four Chase pieces all together since they’re all really similar pieces. Each Turtle again has their signature Weapon Special, and they all share the same two Traits (we’ll use Mikey’s card as an example, since he was always my favorite Turtle): (SHELL TO SHELL DEFENSE: Michelangelo can use Stealth. If Michelangelo is adjacent to a character named Raphael, Donatello, or Leonardo, he can use Impervious.) and (ADVANCED TURTLE TECHNIQUE: When Michelangelo hits one or more opposing characters, after actions resolve Michelangelo can move up to 2 squares automatically breaking away, and then may make a close attack targeting a character he has not attacked this turn.).

So each Chase Turtle gives you six highly efficient Clicks for 75 Points that get even BETTER when played with each other.

Getting melee pieces to their targets in one piece has always and will always be a problem in Heroclix, but giving Stealth and Impervious to these Turtles when they advance in pairs is a huge advantage!

Krang

Shredder, my eyes are down here!

1. TMNT031 Krang — 170 Points — Super Rare: Wow. For everyone who looked at Super Rare Prime Ragnarok from Avengers Assemble and said, “Sure he can unleash unholy destruction when paired with Juston Seyfert, but I wish he was, like, 30 Points cheaper… ,” well, now you have your wish.

Yup, Krang has the “Robot” keyword. He has other keywords as well, I’m sure, but who cares? “Robot” is all Juston needs to go crazy with him.

Krang’s Trait (MOLECULAR AMPLIFICATION CHIP: Give Krang a free action and he has (Giant Damage Symbol) and modifies his combat values by +1 until your next turn. At the end of your turn, deal him 1 unavoidable damage. Give Krang a free action and he has Colossal and modifies his combat values by +2 until your next turn. At the end of your turn, deal him 2 unavoidable damage. You may only activate one of these powers each turn.) is really what all the fuss is about. By making him Colossal, you end up with even better stats than what Ragnarok starts with, and Krang also has top dial Charge, Impervious and Prob Control.

Not a bad little package… but it gets much better! His Attack Special (SHAPESHIFTING HANDS: Give Krang a free action to choose a standard attack power or (Wing Movement Symbol). Krang can use the chosen power or symbol until you choose again.) also gives him a TON of flexibility over how he’s going to kill you.

And if you do manage to knock him off of his first Click, he simply gains a Damage Special Power (IQ OF 968 – UNTIL HE GETS MAD: Krang can use Outwit and Probability Control. His powers can’t be countered by a character on an equal or higher click number.) that makes it REALLY hard to damage him again!

Oh, and speaking of damage, how about we just pair him with “Scientist” Baxter Stockman (number 7 on our list) and let him heal damage every freaking turn… for free!

I will be shocked if Krang doesn’t make a significant impact on the Meta!

 

Okay, that’s all for today. In the coming days and weeks we will be gearing up for our dual Top Ten Set Reviews for Uncanny X-Men, and Ninwashui has a special Meta Build article he’s working on wherein he brainstorms a way to counter everyone’s favorite gun-toting uncle, Nick Fury!!

Until then, Stay Safe, and Watch Where You Draw Your Lines of Fire!!