More Avengers, Less Punctuation!! (Or, The Top Ten Figures in Avengers Black Panther and the Illuminati!!)

Hello Again! Annnnnd, we’re back! Better late than never, right?

And we couldn’t have asked for a funner set with which to return to feature writing! Now we can continue our run as the most enjoyable Heroclix-focused gaming blog out there!

And our new reign is all thanks to this new expansion featuring our friend T’Challa and his Illuminati buddies!

Your Reign is Over.jpg

Okay, maybe “friend” was a strong term. Alright T’Challa, how about we just, like, surrender and go right into the article?

Then Lets Get This Started

Then it’s agreed!! So without further ado, let’s start with…

SOME NOTES ABOUT THE SET:

Thor Lightning

–I really think this is the most powerful set we’ve gotten since The Mighty Thor, which came out way back in, like, August of 2017.

Just like that set, this expansion has extremely powerful Chases, Equipment and Cosmic entities.

Personally, I love this stuff. I mean, who saw an Elders of the Universe Sub-Theme coming? Moreover, who thought these pieces would be so good. Which reminds me…

Elders of the Universe Banner

–The Elders of the Universe Sub-Theme is REALLY freaking good!!

Collector, Astronomer, Champion, Gardener, Trader, Voyager, Runner, Grandmaster, Challenger, Possessor… and I’m still probably forgetting a few. But they are ALL playable and several are downright META!!

The Finder

–The packs seem to be somewhat searchable! So far I’m 11 for 13 in picking packs with Equipment (including an Ultra-Chase Thanos!!)

But this isn’t a total neckbeard disaster like Trinity War was, because 2 of the Chases and the Super Rare Prime all come sans additional elements, so if you only go looking for packs with Equipment, you’ll never pull something like the Black Panther Chase. Speaking of…

Infinity Gauntlet

–The Chases aren’t tied together by any one Theme, really, except that they’re all pretty damn good (okay, Starbrand only shines in Limited, but still). Secret Wars: Battleworld was the same way. Still, I miss Themed Chases!

Why wouldn’t they have just shifted Starbrand and Black Panther to Battleworld and put Infinity Gauntlet Black Panther Chase in this set?

Anywhozl… let’s get on to some…

HONORABLE MENTIONS!!

Okay, I can go all day with Honorable Mentions (this set is REALLY deep), but, with apologies to figures like Challenger, Rune, Eitri and Prime Black Panther, I’m only going to talk about two pieces:

Voyager

2. ABPI017 Voyager — 50 Points — Common:

Okay, she should actually be higher on this list, because she is a Meta-level Taxi. But there’s so many great pieces in this set, so she’s going here!

But she starts with either Outwit or Perplex, the best Telekinesis Special (STRAINING MY POWERS OF TELEPORTATION: Telekinesis, but only to place characters. When Voyager uses it, neither she nor the target character’s square need line of fire to the destination square.) I’ve seen in a long time, Phasing/Teleport and the Power Cosmic TA.

Did I mention she only costs 50 Points?

Medusa

1. ABPI030 Medusa — 50 Points — Uncommon:

Here comes another solid Medusa dial!!

Her Trait (AN EXTENSION OF MYSELF: Living Hair has the printed combat values, and can use the standard powers, displayed on the dial of the character that generated it. Protected: Pulse Wave.) is her main reason for being here; if you play multiples of her, she can get scary in a heartbeat.

And if you have enough Empower on the board, watch out!!

 

AND NOW, WITHOUT FURTHER ADO…

Here are…

THE BEST TEN PIECES IN THE SET!!

 

Trader

10. ABPI05 Trader — 50 Points — Rare:

He’s cheap! He’s got Power Cosmic! He’s got Perplex!

I know, I know, 50 Points would be a bit much for JUST a Perplexer, but with Sidestep and Power Cosmic, it’s easier to move Trader where you need him each turn than some other supporting characters.

But he made the main list for one reason: his Attack Power (LET’S MAKE A TRADE: FREE: Choose an equipped character (friendly or opposing) within 3 squares and line of fire. If Trader is equipped, and both equipments have Equip: Any, those equipments are now equipped to the other character.), which can allow for all sorts of shenanigans!

Choose Pen/Psy and Outwit with a character equipped with the Infinity Gauntlet, then switch in, say, the Power Gem for even more damage! And guess what? You can then use the Infinity Gauntlet with the character who previously had the Power Gem!

And that’s just what you can do with friendly swaps! You can also use it defensively to take better stuff from your opponents! The possibilities are endless!

Yelena Belova

9. ABPI013B Black Widow — 30 Points — Common Prime:

Wow! I like her 60 Point line a lot too, but man, for 30 Points, you get an absolute toolbox of abilities at your disposal!

To wit:

She has Sidestep, she ignores Characters on movement, she has Traited Shape Change and Stealth, 10 Attack, 2 Damage and a Special Defensive Power (LETTING YOUR GUARD DOWN: Combat Reflexes. FREE: Choose an adjacent character and a standard defense power. Until your next turn, the chosen character can’t use the chosen defense power.).

That’s a lot of usability! Plus she’s a Wildcard!

Her only downside is a lack of decent keywords (Martial Artist is probably her best).

Doc Strange AbPI.jpg

8. ABPI053A Dr. Strange — 120 Points — Super Rare:

The bearer of the Soul Gem has a ton going for him.

Running Shot and Pen/Psy top dial. Mystics TA. A sweet Damage Special (WE MUST WORK TOGETHER: Perplex. When Dr. Strange uses it to target another friendly character, you may choose a standard damage power that character can use. Dr. Strange can use that power until your next turn.) that encourages thought in who you pair him with.

All in all, a really efficient supporting/Secondary Attacker piece!

Gary Frank Hulk

7. ABPI014 Hulk125 Points — Common:

This is the definitive “Peter David/Gary Frank-era” Hulk dials, and they just casually throw it on a Common Hulk?

We’ve got Charge (with Improved Movement: Blocking, so Barrier and Printed Walls mean nothing to him), 12 Attack with Super Strength, 18 Defense with Indomitable and Impervious and 5 (FIVE!) Damage top dial with Outwit!

He has one “drawback” Trait (WEAKENED BY RAGE: When Hulk takes damage from an attack, after resolutions give him a Rage token. Modify Hulk’s combat values by -X, where X is the number of Rage tokens. At the end of your turn, remove all Rage tokens and heal Hulk that many clicks.) that actually HELPS his survivability!

Yes, he doesn’t have any Outwit protection himself, and yes, he is a Close Combat piece, but man, there’s not much else you’d want. Pair him with a TK’er or a Vehicle and you’ve got a boatload of trouble for your opponent.

Black Panther incarnation

6. ABPI072 Black Panther — 85 Points– Chase:

The original Panther offers a TON of usefulness for his points. His only problem is that is top heavy and kind of a glass cannon; if you’re opponent can lay hands on him, he’s in trouble.

Luckily, that’s hard to do. If you win map, his main Trait (THE PANTHER GOD: Stealth. Opposing lines of fire can’t be drawn to Black Panther if he occupies printed hindering terrain. Protected: Pulse Wave.) should make even touching him darn near impossible (and of course he has Improved Movement: Hindering and Elevated)!

He starts with Hypersonic Speed, Precision Strike with a 12 Attack, 19 Defense with Super Senses and 3 Damage with Traited B/C/F (BEFORE HUMANS TOPPED THE FOOD CHAIN: Blades/Claws/Fangs. Opposing characters within 3 squares can’t use Blades/Claws/Fangs.) and Battle Fury to burn through Shape Change.

Yes, he’s only a close attacker, but he’s got some great potential damage output combined with some wonderful mobility and survivability!

As a special bonus, that B/C/F Trait kind of shuts down those SR Wolverine Call-Ins, too!

 

Chase Cap

5. ABPI071 Captain America — 150 Points — Chase:

This is a little bit of a cheat as well since I’m again counting the Chase Equipment that comes with him–The Infinity Gauntlet. But with his Infinity Gauntlet, Cap here has six Clicks that have to be gone through one by one since he has Power Cosmic, Invincible and a sweet defensive Trait (THE GEMS… THEY WANT TO BE TOGETHER: Barrier. Barrier as FREE, but only to generate 1 marker. Captain America can’t be healed and takes a maximum of 1 damage from an attack. Protected: Pulse Wave.) that makes it hard to target Steve, much less KO him.

His damage output isn’t huge, but if he hits, he can change the board with his Attack Special (PUSHING PLANETS AWAY: KNOCKBACK. When Captain America knocks a character back, add 10 to the amount of knock back.) that features a Knockback power like we’ve never seen (and props for being comic accurate!).

If you want an unkillable Call-In generator, call on Cap.

 

Taskmaster.jpg

4. ABPI061 Taskmaster — 100 Points — Super Rare:

100 Points for the most versatile piece in the set.

Taskmaster has the Wildcard TA, Indomitable, Sidestep, Toughness and Leadership top dial, plus his first Trait (JUST BECAUSE YOU HIRED ME, DOESN’T MAKE US FRIENDS: Taskmaster doesn’t count against themed teams.) ensures he’ll always fit on your team.

His second Trait (I MEMORIZED MOVES FROM DOZENS OF CHUMPS, TAKE YOUR BEST SHOT!: FREE: Choose two: Charge, Flurry, Running Shot, Blades/Claws/Fangs, Incapacitate, Penetrating/Psychic Blast, Precision Strike, Combat Reflexes, Energy Shield/Deflection, Close Combat Expert, Exploit Weakness, Ranged Combat Expert. Taskmaster can use the chosen powers until your next turn. This turn, characters targeted by Taskmaster with an attack can’t use the chosen powers until your next turn.) gives him access to almost any other power in the game that you might want. Hell, give him Iron Man’s Infinity Gauntlet and he literally WILL have access to any four powers in the game that you might want at any one time!

Someone is going to figure out how to exploit him because he’s basically designed to be exploited. He’s essentially a one-man Shifting Focus piece that plugs in to any Themed Team.

 

Kobik_(Earth-616)_from_Thunderbolts_Vol_3_1_001

3. ABPI069 Kobik — 115 Points — Chase:

If you like unkillable moving castles that let you Call-In almost any X-Men piece you want, meet your new best friend.

Outside of being hard to even hit, Kobik has a fun Trait that has the potential to wreck your opponent’s strategy so long as you construct the rest of your team correctly (REWRITE AFFILIATIONS: FREE: Choose both a friendly character and an opposing character with printed team abilities. Those characters can use the team abilities printed on the other character instead of their own printed team abilities until your next turn.).

She also has Power Cosmic, Perplex, Prob and an 8 Range, Shape Change, Super Senses and a 19 Defense on her first two Clicks. That is a LOT to get through!

On top of that, at 115 Points, she gets the best Cosmic Cube (FREE: Choose one: Place this character up to 3 squares away from its current square; -or- Until your next turn, [Improved Targeting: Elevated, Hindering] and modify range +2; –orGive an action token to an adjacent opposing character. If you can’t, deal them 1 penetrating damage. Light Object.) and a once-per-game Sideline shenanigans Trait [REWRITE HISTORY: POWER: Once per game, choose an adjacent friendly character on their starting line and a characters on your sideline with the same name as the chosen character. If the first character is equal or more points than the second, replace the first character with the second on their starting line. (That character can’t have the same set symbol and collector number.)].

She has already started showing up as a Supporting Character/Call-In generator, and I don’t think she’s going away any time soon!

 

Collector.jpg

2. ABPI064 Collector — 55 Points — Super Rare:

55 Points gets you the Power Cosmic TA now?! Holy crap!

[EDITOR’S NOTE: Hell, 50 Points gets you PC now. Look at Voyager!]

Oh, and it also gets you (usually) six clicks of life, 11 Attack with pretty much the best version of Incapacitate the game has ever seen (I FIND YOUR HAMMER VERY… UNIQUE: Incapacitate. When Collector uses it, instead of giving action tokens, after resolutions you may choose one Equipment-Object equipped to a hit character and unequip it. // FREE: Equip an unheld and unequipped opposing Equipment-Object within range and line of fire.) and a Trait that lets him take full advantage of it (MY COLLECTION GROWS: Collector can be equipped with any number of Equipment-Objects at the same time. Protected: Pulse Wave.)!

Get used to seeing this guy on Meta teams for the next two years…

 

Thanos Annihilation

1. ABPI074 Thanos — 160 Points — Ultra Chase:

Where to start with a figure that does virtually everything? First of all, he comes packing Skreet, who might be the best POG we’ve ever gotten.

Skreet

Skreet has Flying, Phasing/Teleport with 8 Movement, Pen/Psy with a 10 Attack and 4 Range, a 19 Defense (19!!) with Tiny Size and Impervious and a native 2 Damage with her lone Special Power (CHAOS MITE: Perplex, but only to target other characters. When Skreet uses it, she modifies a value +2 or -2 instead, then rolls a d6. [1-2]: The modifier becomes 0 instead.).

Yep! That’s right! Thanos comes with his own Tertiary Attacker WHO ALSO HAS THE BEST PERPLEX SPECIAL IN MODERN!!

And you know what? THAT’S NOT EVEN THE ONLY GAME ELEMENT HE COMES WITH!! Whaaa… ?!

Yup!

Thanos also comes with the little-known SEVENTH Infinity Gem—The Ego Gem–for free!! This Gem allows it’s bearer to collect other gems (thus getting around the “one Equipment at a time” rule) AND let’s it’s bearer increase any Combat Value by +1. So, basically, you have a Perplex even if someone somehow Outwits your Perplex.

Okay! Now that we’re like 5 paragraphs in, we can finally talk about what is actually on Thanos’s dial!

First of all, he’s rocking both the Power Cosmic and Mystics TA. Yeah–probably the two best TA’s in the game, and Thanos has both of them.

He starts with a 12 Attack and 4 Damage top dial, along with Sidestep and an 18 Defense with Invincible. His Damage Special (THE BIOLOGICAL APPLICATION OF COSMIC POWER: Perplex, but only to target other characters. When Thanos uses it to target a friendly character, that character can use [Power Cosmic] until your next turn. When Thanos uses it to target an opposing character, that character can’t use Willpower or PROTECTED: Outwit or Protected: Outwit until your next turn.) is flat-out amazing, and is one of the best Damage Specials in the game!

Starting on Click 2, Thanos’s Attack Special (GENOCIDE IS NOT WHAT MISTRESS DEATH DESIRES, BUT IT’S WHAT THE MAKER’S FOLLOWERS DESERVE: Precision Strike. FREE: Make an attack targeting an opposing character, but only if there’s another opposing character with the same name on the map. // When Thanos KO’s a character, after resolutions KO all bystanders generated by that character, then heal him 1 click for each bystander KO’d this way.) allows him to literally clear house if your opponent was careless enough to double stack characters on their team.

(And yes, if he’s your Primary Attacker, he can also bring in some heavy-hitting X-Men for Call-Ins!)

In Epic (400+) games, Thanos is an absolutely street sweeper!

But even in 300 Point games, he is an absolute force to be reckoned with.

And that’s why he’s number one on this list!

 

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Black Bolt’s Gas Is Deadlier Than His Voice. (Or, A Top Ten Set Review Earth X!!)

 Earth X

Some Notes About the Set:

Sinister Six

  • Don’t let the inclusions of Black Panther, Hulk, Cap, or Iron Man fool you – This is a Spider-man set. Most of the pieces revolve around him which is weird since I don’t remember the comic revolving exclusively around him.

Miles Morales

  • They finally gave a us a great Mile Morales figure… almost.  EAX037b Spider-man has powers and abilities that represent Miles perfectly, but the keywords seem like they are describing another character altogether (Most people think they seem like they are for Spider-man 2099). So for those of you waiting to create an awesome Champions team… better luck next time.

Hulk Earth X

  • The Sculpts are really well done this set! Daredevil and Hulk stand out in particular to me.
  • Wizkids suckered me in to spending more money than I otherwise would have. I traded for an SR Iron Man. He works best with the Map in the starter. So I bought a starter. Then I heard the Token Pack had the Iron Avengers on the back so I bought that too. In the end this SR will be costing me more than most Chases. I hope it’s worth it.
  • Below I am ranking the figures in this set, but the real winners are the equipment. In particular the Symbiote and the Goblin Glider will be Meta staples until they are retired.
  • I didn’t include him in the list below, but EAX021 Fancy Dan has gotten a lot of attention from some big HeroClix names. I haven’t figured out the best way to use this guy yet, but he may be a part of some very successful teams. Consider him an “unofficial” Honorable Mention…

Okay! Now on to some…

HONORABLE MENTIONS:

Fat Spidey

5. EAX015 Spider-Man (30 Points) – His special white power reads, “Everyone has Power, So My Only Responsibility is to My Daughter: Leap/Climb. When Spider-man moves, after resolutions you may choose a friendly standard character adjacent to a square he moved through. If you do, place that character adjacent and it can’t be given a costed action this turn.” That lets him serve as a Taxi pre-combat and then as an incredible re-positioning piece that can move any of your pieces to where they need to be in a fight, whether or not they started adjacent. Of course, the best reason to put him on this list is that he gives Spider-man Family key worded pieces their first TA to copy without breaking theme since 2014! Spidey fans, rejoice!

Medusa X.png

4. EAX060 Medusa (75 points) – Speaking of pieces that a are really good at re-positioning other pieces during a fight…

Her damage potential isn’t high and her defenses are soft, but she brings a lot to a build in other ways. She has a Special Power and a Trait that are worth mentioning here: “ Lethal Locks: Plasticity, Giant Reach: 3. Telekinesis as FREE, but replace all “6” with “3” in the text of the power,” and also “ Lockjaw’s Tuning Fork: FREE: Improved Movement: Characters, Elevated, Hindering, Blocking. Passenger: 2, but only to carry characters that share a keyword regardless of . Move up to 3 squares.

Essentially she can move herself up to 6 spaces in a turn as free actions and still make attacks with her range of three or giant reach of three and quake. She can also carry characters up to 3 spaces with her or TK them as free actions instead of using those powers on herself.

Pres Osborn

3. EAX029 President Osborn (50 points) – In truth, none of the characters with the New York Crime Boss Trait are bad, but President Osborn is the one that will see the most play. The Crime boss trait reads like this: “ New York Crime Boss: Leadership, Mastermind. When President Osborn uses Leadership and succeeds, instead of removing an action token you may generate two Hired Flunky bystanders (MAX 4).

What sets Osborn apart from his Mafia peers is that he has MUCH better keywords along with the unique ability to double Perplex his “bodyguard”. I can see that being abused to great effect.

Stegron

2. EAX038 Stegron (75 points) – So in the same set that brought us Sinister Syndicate figures that gain a huge buff when exactly 6 figures are on your team, we get this guy (with the same keywords) that can generate up to 3 bystanders. That seems really useful on a Syndicate team.

As for the figure himself, he’s slow and his lack of Willpower is something you will really lament. However, when he and his friends finally do catch up with the opposing team, they’ll bring a lot of pain for a very low 75 point cost.

Spidey A side

1. EAX037a Spider-man (90 points) – This is an unusual showing for Spider-man. Gone is the usual Charge or Hypersonic speed that we are used to seeing with him. In it’s place is running shot and incapacitate via his web shooters item. While the item is the worst in the set, the figure using it is pretty good (which makes him the complete opposite of EAX051 Venom).  Besides running shot the other thing that makes this guy stand out is a trait I don’t remember seeing before on any other piece – Collosal Retaliation on a standard size character. It reads, “ Protect My Family: FREE: If no other friendly character has activated this trait this turn, choose an opposing character that attacked a friendly character with the Spider-Man Family keyword since your last turn. Place Spider-Man such that he can make a close attack targeting the chosen character, then do so.” With a trait like that it’d be hard to justify not putting him on a Spider-Family theme team.

And now, on to the Top 10!

Earth X Loki

10. EAX058 Loki (150 points) – Okay, so Loki has some obvious problems for a 150 point character. No inherent move and attack. No Willpower. No obvious protection from Outwit.

So what makes him worth playing? His second Trait reads: “ In The Minds Of Mortals: Shape Change, Stealth. Once per turn, when a character of less points within line of fire makes an attack, you may reroll one die of that attack.” That means he gets a free use of a power like Probability Control (but better) every turn. That’s good, but not awesome until you combine it with the actual Probability Control he has top dial. Together it lets you reroll friendly or opposing dice twice in one turn and that can just be crushing to an opponent. Especially if you add some other fun reroll characters like Trelane, Renet Tilly, or The Unseen.

Some of his weaknesses can also be compensated for as well. That Stealth helps mitigate opposing Outwit and something like the Goblin Glider will give him all of the movement he could ever need. He can also be Carried, which will help keep his action token count low.

Beetle Pod

9. EAX035 Beetle (75 points) – According to Mugatu, the Sinister Syndicate is just So Hot Right Now.

And if you are going to play the Syndicate, it’s really hard to justify not including Beetle because of his Trait. It says: “Organizer Of The Sinister Syndicate: Leadership. When a friendly character within 6 squares replaces its attack value using the Sinister Syndicate team ability, modify its attack +1.”

Aside from that Trait, the Beetle figure is good, but not over powering. However, on a keyword team full of mostly close attackers, his ranged attacks are a nice change of pace.

Sandman

8.  EAX006 Sandman (50 points) – Don’t look now but they put a pick a power character into the common slot for this set. So his first click already has Sidestep, Super Senses, Shape Change, and Stealth as long as there are more 3 or more characters on a team. Assuming you move him around with a Taxi (like SFSM029 Overdrive) you can pick another power to add to the ones I’ve already mentioned. Most of the time that will be Invulnerable. Either way, those powers added together make the best array of defensive powers we’ve ever seen on a 50 point character.

Then, once it’s time to go on the offensive, he can drop the Invulnerability and choose either Charge or Flurry. I’ve already (during the Release Event) been on the receiving end of a Flurry attack from this character when it had 4 damage and 11 attack. That was an unexpected–and also very quick–game loss for me.

Black Bolt Earth x

7. EAX047 Black Bolt (150 points) – Officially one of the highest point characters in the set and also one of the best. His starting click with Hypersonic Speed and 5 damage is downright scary. Beyond that, he has a Trait that makes him practically immune to attack until he’s taken an action. It reads: “ONLY ONE MAN COULD MOVE THAT QUIETLY: When Black Bolt has no action tokens, lines of fire drawn to him are blocked.

You just need to find a find a good taxi like EAX060 Medusa or a vehicle (or LE Lockjaw!!) and you’ll maximize the effectiveness of the Trait. He also has a comic accurate Special Power on his last two clicks: “WOUND WITH A WHISPER, SHATTER WITH A SCREAM: Pulse Wave. When Black Bolt uses it, he can use Improved Targeting: Ignores Blocking Terrain and you may instead choose a number from 1 through 5 to be the range value for Pulse Wave (You don’t halve it and can’t modify it). After resolutions, destroy all blocking terrain within that use of Pulse Wave’s range.” Choosing your range combined with Running Shot makes it real easy to hit an opposing character with a 5 damage single target Pulse Wave.

Not bad for a figure that’s almost KOed.

Miles I Am

6. EAX037b Spider-man (75 points) – As I mentioned in the set notes, the keywords on this figure are disappointing, but the figure itself is not. Part Spider-man and part Batman, he’s just a well-rounded figure that delivers everything you’d want for his point cost.

For 75 points he comes with Indomitable and the ability to ignore everything while moving except for walls. He’s got consistently strong attack and damage values and the option of having Stealth to go along with his Outwit on his first few clicks. He’s also got Super Senses his whole dial (and it’s immune to Outwit). So he’ll be a stealthy support figure on your team until he’s ready to play the hero and then he’ll Charge in with that awesome 12 attack on his opening click.

Green Goblin.jpg

5. EAX050 Green Goblin (75 points) – It’s better to think of this guy as a version of The Flash rather than a typical Green Goblin piece. Gone is his traditional Running Shot.

Now, thanks to his Goblin Glider equipment, he has full dial Hypersonic Speed, which is also bolstered by the Sidestep printed on his dial. And unlike the Flash or most Green Goblins we’ve seen in the past, this piece starts with two clicks of Invulnerability on defense.

On Offense he starts with Precision Strike and moves to Energy Explosion down dial. It’s also worth noting that every click except his first and last clicks will have Perplex or Outwit. But the best part about this figure is his special Stop Click at the end. It reads: “IMPALED BY THE REMOTE CONTROL GLIDER:FREE: KO a Goblin Glider equipped to Green Goblin. If you do, modify attack +3 and make a range attack targeting a single opposing character that deals 3 penetrating damage instead of normal damage. If he misses, KO Green Goblin.

That’s one of the most comic accurate special powers I have ever seen. Even if you don’t hit, you earn tons of style points for using it.

Skull

4. EAX030 The Skull(40 points) – For 40 points you get a figure that does what no other figure ever has been able to do before. He can use Mind Control with unlimited range and he’s the cheapest figure ever to start with a 12 attack!

With all that going for him on offense, he’s a defensive pushover, right? Actually no. He also happens to be the cheapest figure ever to feature 2 Stop Clicks and those Stop Clicks have Mastermind.

His only weaknesses are having just one keyword and that fact that Mind Control isn’t always useful against every opponent every game. So some games he won’t be much help, but in other games this 40 point figure will be the most feared part of your 300 point Build.

Earth X Daredevil

3. EAX054 Daredevil (60 points) – The Heir Apparent to JW060 The Joker, Daredevil trades the Jokers almost complete inability to be killed for some increased offense. Where the Joker has 10 attack and 1 damage, Daredevil has 11 attack and 3 damage. That’s a huge upgrade. He also has some nice powers to go along with that increased offense. Hypersonic Speed, Quake, Blades Claws Fangs, or Plasticity and Poison can all be chosen after each time an opponent attempts to KO Daredevil.

On defense the only thing that will hurt Daredevil is an attack roll with a 6 in it. That means he will last a lot longer against a few big enemies than a lot of small enemies. It also means that things like Poison, pushing damage, Mystics damage, or Shredder Elite damage can never KO him.

Iron Man Earth X

2. EAX056 Iron Man (125 points) – This character is the best Bystander Token creator since JW050 The Penguin. And he brings new options to Avengers teams the likes of which they have never had before.

His real cost is actually 5 points more because you’ll always want to use his special map with him. With that map he can generate a Bystander as a free action most turns. You can chose to take Iron man into battle to make use of his Barrier or leave him in your starting area. Once he takes a hit, or enough Iron Avengers are KOed, he switches to a powerful attacker. He’ll have Running Shot 11 attack and 4 damage. Once he takes a few more damage from that point he gains Pulse Wave to go along with his Running Shot.

Venom Cap

1. EAX062 Captain Venom (75 points) – Captain Venom brings new power to the already powerful Monster keyword. To that end he’s got a Trait and a Special Power that both help monsters. The Trait states, “EDDIE, YOU’RE JUST THE MAN WE NEED:During game setup when establishing themed teams, you may treat the Monster keyword as a named keyword.” His Special Power is, “READY TO SERVE MY SPECIES:Leadership. When another friendly character with the Monster keyword attacks, modify its attack +1 if Captain Venom attacked this turn.”

His dial is also very good for the points and if he can make it to Close Combat without getting hit at Range then he will do well for your team. However the real reason he’s the number one figure in this set is the strength of the Monster Keyword. That keyword won the world Championship in 2018 and if Captain Venom has anything to say about it, they’ll be a favorite to repeat in 2019. And that’s why he’s the best figure in this set.

 

Agree? Disagree? Let me know in the comments below!!

 

The Ghost of Christmas Future Presents: Breaking News! Avengers: Black Panther and the Illuminati!! (Or, The Sixth Night of Clix-Mas 2018!!)

Black Panther Infinity Gauntlet.jpg

[EDITOR’S NOTEWelcome to Clix-Mas 2018, wherein we here at Critical Missives rather foolishly try to provide you with twelve different articles in twelve days, all brought to you by either the Ghost of Christmas Past, the Ghost of Christmas Present, or the Ghost of Christmas Future! If you need to catch up with our intro to all of this, the first Night of Clix-Mas 2018 can be found in our first post of the season, and Night 2 speculated on the next Star Trek set. And Night 3 looked at some of HypeFox’s favorite Golden Age pieces! Night 4 dropped yesterday and examined the lack of Fantastic Four in Clix for the last 6 years! Finally, Night 5 brought us a look at HypeFox’s favorite Sealed sets!]

Ho ho ho!!

Welcome to Night Six of the Twelve Nights of Clix-Mas!! Sorry we’re a little late tonight, but we got some hot off the presses news!

About a year after I called for Infinity Gem Equipment in my Irresponsible Speculation!! Preview of the Avengers: Infinity expansion… we’ll actually be getting just that!

That’s right–Wizkids announced another Avengers set for next year, and it’s gonna have some big hitters in it, with sub-themes including Wakanda itself, the Illuminati, The Cabal, The Elders of the Universe and possibly even the first Malibu character in Clix, Rune (who himself once went after the gems, which would make him a perfect inclusion here).

There will be 78 total figures in the set broken down thusly:

17 Commons (plus 1 Prime)
17 Uncommons (plus 1 Prime)
17 Rares (plus 1 Prime)
16 Super Rares (plus 1 Prime)
6 Chases
1 Ultra Chase
11 Equipment Objects (included with select figures in 5-Figure Boosters)

Never before Clix’d pieces include Astronomer, Challenger, Eitri, Enigma, Everett K. Ross, Kobik, Okoye, and as mentioned before, Rune.

Some of the equipment we’ll be getting includes the Cosmic Cube, The Infinity Gems and The Infinity Gauntlet.

Obviously we don’t know much more than that, but we can make some educated guesses based upon what we know from the comics! So let’s indulge in some quick…

IRRESPONSIBLE SPECULATION!!

New_Avengers_Vol_3_2

One of the best Marvel covers of the last 10 years…

Speculation #1: The name of the set will be Avengers: Black Panther and the Illuminati.

Why is this important? Well, first of all, “Avengers Black Panther and the Illuminati” just sounds and looks like a weird run-on sentence. It’s kind of terrible, like someone just reciting stream-of-consciousness-style everything that they remembered from the set as a title. As a title, it means nothing because it COULD mean anything.

Now, Avengers: Black Panther and the Illuminati is a different story! That could have several distinct meanings!

Firstly, during Hickman’s run on New Avengers, the Illuminati took center stage. It basically could have been called Avengers: Illuminati. Currently, Black Panther is also maybe/kinda/sort of trying to reform the Illuminati as a more inclusive organization in his capacity as Avengers chairperson. This storyline may keep developing and even reach a crescendo just before or even during this set’s release in June.

[EDITOR’S NOTE: Or by then Marvel may reboot everything for a tenth time in 5 years as no one is buying their books right now. Or any books really.]

Nice. Way to bring the mood down.

Annnnnnyhow… that colon may seem small, but it’s presence makes a huge difference in my opinion. Or maybe I’m just being anal about it.

[EDITOR’S NOTE: Can’t both be true?]

Ahem.

Cosmic Cube

Speculation #2: There’s 11 Equipment, and we may already know what 8 of them are…

Why is this important? They’ve already told us that the Cosmic Cube is being remade. That’s 1. The Infinity Gems are in this set (see next entry for what else this may tell us). That’s six more pieces right there, folks! They’re not going to make all the gems one collective piece of equipment, right? Especially since the other piece of equipment in the set they told us about is The Infinity Gauntlet!

So that means there’s just 3 unknown pieces of equipment out there! And we have six months to guess what they are!

Illuminati Gems.jpg

Speculation #3: The Illuminati members from Hickman’s New Avengers run will be the Gem-bearers in this set (ie they will be the figures that the gems come with).

Why is this important? Because if my guess is correct, it tells us a lot about the roster for this set. That would mean new versions of Iron Man (w/ the Reality Gem), either Professor X or Beast (w/ the Mind Gem–in between the distribution of the gems and the start of the incursions, Professor X was murdered by Cyclops or something in AvX–I honestly could be conflating stories, here, but it’s not really that important), Namor (w/ the Time Gem), Black Bolt (w/ the Space Gem), Doctor Strange (w/ the Soul Gem) and… someone(?) with the Power Gem?

[AUTHOR’S NOTE: Honestly, the color assignment for the gems has been all screwed up ever since the MCU started, so I don’t always remember which was which when I’m reading the comics now. I’m pretty sure about the Soul, Reality and Mind; after that, I can never remember.]

See, that’s where the theory falls apart. Because in the comics, Reed Richards has the Power Gem at that point. And even though Disney’s acquisition of Fox should be finished by that point, it’s unclear (at best) whether Marvel will let Wizkids make any FF pieces by then (my best guess is no). Sooooo…

The-Elders-Of-The-Universe

Okay, the Stranger is not an Elder of the Universe, but I don’t have time to look up other art for them.

Speculation #4: Speculation #3 is pure fanboy wish fulfillment horse dookie!

Why is this important? It’s really not. But in this Scenario, Wizkids will just make new versions of the Elders of the Universe (from whom Thanos stole the gems in the first place) and have THEM come with their respective gems. Plus we’re also getting… uh… Astromancer? No, Astronomer! That’s it!

[EDITOR’S NOTE: Yeah, we’re HUGE Marvel Cosmic fans, and even we forgot this guy existed. But hey, in this Scenario, we’d get a new… Runner. Guy. Dude. Yaaay! Oh, $#!t, we might even get another Gardener! Actually… I’d potentially be excited for another Champion!]

Infinity Gems

Coloring. Fail.

Speculation #5: Wizkids wants this set to sell. Also, they’re not stupid.

Why is this important? Look, I’m not trying to worry anyone here who is huge fan of the Infinity Gems (like myself) and wants Wizkids to make them accessible, but whether it’s the Illuminati that comes with the Gems or the Elders of the Universe, I mean… there’s six Gems… and six Chase slots…

You do the math.

Rune Infinity gauntlet

Speculation #6: Who is the Ultra-Chase?

Why is this important? History says it probably isn’t, as the previous two Ultra-Chases–while very powerful for their points–didn’t make a huge Meta impact. But with Black Panther wielding the Gauntlet during Secret Wars having already been Clix’d, I can think of a few possibilities:

–Captain America wielding the Infinity Gauntlet given to him by the Illuminati in New Avengers #’s 2-3 (or thereabouts).

–God Emperor Doom (also from Secret Wars–but this would be contingent on FF characters being available, which again seems unlikely)

–The aforementioned Rune, who, even as a Malibu character (Malibu comics was the independent publisher behind the Ultraverse, a pretty cool superhero universe that eventually ran out of money and was bought by Marvel in or about the late 90’s/early 2000’s) once held the Gauntlet for a brief moment before the Silver Surfer used the Power Cosmic to literally dismember Rune’s hand (as I recall–I could be misremembering something).

Rune was basically an evil space vampire who already had cosmically powered gems around his neck (the Star Stones–hey, maybe those are another piece of equipment in the set!), so of course he had to try and get a whole new set.

Look, it makes sense (kind of). He’s probably going to be the only Ultraverse character in the set, since the Ultraverse isn’t a listed sub-theme. I know Rune isn’t a popular or well-known character, but neither was the White Rabbit.

Now Wizkids could either make Rune (as he is or with the Star Stones equipment) the Ultra-Chase, or they could be reeeeeeeeeal evil and make Rune the Ultra-Chase… and have him come with the Infinity Gauntlet!

$500 Ultra-Chases anyone?

Yikes.

 

Okay, that’s it for tonight! Sorry we were a little late, but we’ll see you again tomorrow for more 12 Nights of Clix-Mas!!

Missing: One God Doom. (Or, A Top Ten Set Review of Secret Wars Battleworld!!)

Some Notes About the Set:

  • We didn’t get God Doom in this set and we are never going to. We didn’t get Doom with the combined powers of the Iron Fist, the Starbrand, the Sorceror Supreme, and the Spirit of Vengence. We’ll never see him either. We also won’t ever see Universe creatin’ Reed or Franklin Richards. We did get three of the Avengers B.C.. So at least that’s something. I’ve been hoping to see them for a while now.
  • The power level of the set is high with at least 3 (probably more) good choices for new tent pole characters to build around in today’s meta. (see entries 1,2 and 3 on the list below for examples)
  • The Battleworld Keywords were poorly done. Nick the Fury and Big Boss Hill should definitely not share a named Battleworld keyword.
  • The Baron Traits are even more powerful than the Headmaster traits from the X-men set. On the flip side, any character with a Battleworld keyword has a hidden weakness to opposing Barons. If you come up against a baron that can apply the -2 modifier to your best figure, then you will lose a large majority of those games.
  • The uncommons are where it’s at for this set. If you’ve only got a little bit to spend on this set, I would recommend picking up those. You’ll be happy with what you get.

Okay! Now on to some…

HONORABLE MENTIONS:

15) SWB015 Molly Hayes (25 points)- For 25 points she has trait stealth, occasional sidestep, 4 starting damage, 5 clicks of health (all with toughness), a damage value that doesn’t go below 3, and 18 starting defense. She is deadly on every click. I have seen her embarrass other figures more than 4 times her cost. Her weaknesses are her movement value and her inability to push. Thankfully these are weaknesses you can compensate for. Any taxi will usually be enough to help you get the most out of her. However, she may also be the answer to Heroclix’s greatest question. “Now that we have all of these vehicles in modern, who should we use to pilot them?” A simple AIG005 Dune Buggy will remove all of her weaknesses and both figures together cost a total of 55 points.

14) SWB006 Sheriff Steve Rogers (50 points)- I have to admit that I expect big things from Sheriff Steve and I haven’t seen them yet in tournament results. His special power states, “NO ONE IS ABOVE THE LAW: Leadership. When Sheriff Steve Rogers or an adjacent friendly character is attacked, the attacker cannot positively modify or replace their attack value.” Which essentially boils down to your figures with Energy Shield (including him) being well nigh unhittable with ranged attacks. With the right team build that could make Sheriff Steve essentially the new version of JW066 Bizarro Green Arrow.

13) SWB030 Stick (45 points)- For 45 points you get 5 clicks of pretty decent close combat powers and stats. He’s got Close Combat Expert and Combat Reflexes on every click as well as steady combat values. But the real reason to play him is for what he can do to help other close combat pieces. He’s got starting Empower and a trait that allows someone who missed a close attack roll to make a close combat attack once as a free action. What you might not realize when you first read him is that the character that missed doesn’t need to use that free attack immediately. You can save it up for whenever it’s needed most. 

Image result for spider island

12) SWB018 Spider-Man (70 points)- It’s the same Spiderman Dial we’ve been getting for years. Charge, Super Senses, 18 defense, 6 Range, Spider-man TA, etc… Only this one has starting outwit along with full dial perplex and full dial leadership. He’s a 50 point support piece melded with your typical Spider-man dial and still only costs 70 points. Sure he does have a trait that says he can’t move or attack the first two turns of the game, but I find that typically doesn’t make a huge difference in most games. His lack of willpower is the only thing keeping him out of the top 10 and I’m wondering if that that was a mistake.

11) SWB022 Ultimate Thor (125 points)- What can I say I love the ability to see through stealth and I really love the even rarer ability to use outwit on a character hiding in stealth. Beyond that he’s got steady attack and damage values, the wonderful crack the case trait, and damage reducers his whole dial. You could also plan a nice team around his 100 point value and the ability that point level gets to teleport to other Thors. It all depends on what you need, but both point values are good.

10) SWB044 Witch Hunter Angela (45 points)- There are 2 constants you are going to see at competitive modern tournaments: ID Cards and Colossal Retaliation. Witch Hunter Angela (and to a lesser extent SWB040 Spiderling) is Wiz Kids silver bullet for Colossal Retaliation. Her trait reads: “THE WITCHBREED SUMMON MORE FOUL MONSTROSITIES: Witch Hunter Angela and other friendly characters within 4 squares modify attack +2 when attacking characters with [Colossal symbol] or the monster keyword. Witch Hunter Angela and other friendly characters within 4 squares modify defense +2 when being attacked by characters with [Colossal symbol] or the monster keyword.” That boils down to +2 defense against Colossal Retaliation and +2 attack against them to make sure they they won’t live to make a second attack. Beyond that she’s a standard Charge/Blades piece that’s cheap enough to fit on a lot of teams and still have plenty of points for a main and secondary attacker.

9) SWB023B She-Hulk (130 points)- Similar to SWB018 Spider-Man this is the typical She Hulk piece that we’ve seen several times before, but with several support powers thrown in and still a reasonable point cost. She has starting Empower and Enhancement to go along with her full dial Perplex and Leadership. Unlike Spider-man she does have some cool new tricks that we haven’t seen a She-Hulk come with before. She has full dial plasticity (which is always great on any close combat piece) and a 19 starting defense which combos well with her perplex. Additionally, she has a steady attack value and a neat trick where figures next to her can’t use Shape Change, Mastermind, or Stealth.

8)  SWB028 Maestro (175 points)- He’s like a slightly bigger badder version of She-Hulk. He’s got the same leadership, perplex, and 19 starting defense. He’s got full dial steal energy. He should be very tough to KO because of his damage reducers, dial length, and steal energy. And at the end of his dial he’s got the ability to make multiple attacks and even attack while double token-ed, so just when you think you are finally going KO him he’ll start healing again. If you don’t outwit you’re in trouble.

7) SWB065 Agamotto (170 points)- He’s got starting 12 attack, 19 defense, and 4 damage. He can see through stealth, he’s got a power cosmic TA, and his Probability control can hit you anywhere on the board. He’s a great ranged attacker who should do quite well for you as long as you can keep him out of close combat. Make sure to team him up with ADW035 Dr. Strange for token removal and let the mystical fun commence. (Side Note: I can’t ever see myself using this guy at his 90 point line. If it were 60 points that would be more appropriate.)

6) SWB055 Dino-Thor (90 points)- It’s hard to believe this guy is only 90 points, but I guess with a negative trait and no damage reducers it somehow still works out in the points system. His starting click powers just work really well together. He has 12 movement with Hypersonic Speed. So he can move 12, make a close combat attack, and then use his special power SCALES OF JUSTICE to give an adjacent opposing character -1 to all stats and greatly reduce their ability to fight back. When he does finally get hurt his combination of steal energy and regeneration should quickly get him back in fighting shape.

5) SWB031 Alex Wilder (25 points)- This guy hasn’t caught on yet, but I think that’s only a matter of time. For 25 points he’s great on almost any team. He’s got traited Stealth, traited Shape Change, occasional Sidestep and a Special Power that reads, “SEVERAL STEPS AHEAD OF YOU, YOU JUST DON’T KNOW IT: FREE: An opponent chooses two: Outwit, Perplex, Probability Control. Alex Wilder can use the chosen powers until your next turn.” Generally that special power translates in him having perplex and prob control most turns. That’s great for a 25 point character. There is a problem of the opponent gaining control of Alex when he is a KOed, but with proper planning you should be ready for that and essentially turn that into 25 easy to score points followed by you getting your figure back.

4) SWB063E Sheriff Strange (50 Points)- At 50 points he’s the cheapest Baron in the set and he shares the Battleworld: Other keyword with a lot of the best figures in the set. He’s not a primary or secondary attacker, but he can do decent damage at range if you line things up correctly. He’s really more of a Taxi/Support piece. He does have a stop click and he’s the only figure in the Battleworld set with Mystics TA. (Side Note: does anyone else think the Mystics TA is getting really rare now? Not even Morgan Le Fay has it in this set.) I believe you can definitely get 50 points worth of use out of him for everything I mentioned so far, but he’s also the silver bullet for ID cards. His trait reads “THE WALLS OF BATTLEWORLD MUST REMAIN INVIOLATE: Opposing characters must use a DOUBLE POWER action instead of POWER action to activate ID cards.” That won’t stop your opponent from completely using ID cards, but it will slow them down a lot! (Side Note: Sheriff Strange works great with SWB007B Thanos. He can give Thanos a lift and +2 to one of his stats before Thanos has killed anyone. That first kill is always the hardest.)

3) SWB056 Witch Queen Le Fay (150 points)- In a competitive scene where perplex is rampant and even built into arguably the top character (TMT058R Uni-Mind) there is definitely a place for someone like Witch Queen Le Fay. Her Weirdworld trait says, “UNTAMED WEIRDNESS: Opposing characters’ combat values, except range, can’t be modified when attacking Witch Queen Le Fay or being attacked by Witch Queen Le Fay.” It’s true that she can still have her values perplexed down, but I find myself doing that a lot less often than I use perplex on my own figures. Beyond that she has a Special White Power the likes of which we have never seen before. “IT’S NOT YOUR MYSTIC DRAGON, ARKON: [Wing] symbol. Witch Queen Le Fay can use all standard speed powers except Earthbound/Neutralized and Stealth. When she misses any target of an attack, after resolutions she can’t use this special power for the rest of the game.” The available combinations boggle the mind. Plasticity to break away, then sidestep, then running shot, then pulse wave with knock back thanks to force blast. How about sidestep, charge, and flurry? Lots of options to explore.

2) SWB061 Black Panther (150 points)- For 150 points he doesn’t have a bad click… because any click he’s on can be whatever you want it to be. His very first click makes him a defensive powerhouse. I would recommend adding the symbiote on him to make him even harder to damage. With the symbiote on his first click he would have Impervious, Shape Change, Super Senses, and probability control all while being immune to both Pulse Wave and Outwit. That sounds like a giant headache to go up against. On offense you’ll be attacking with the Hypersonic Speed on click 1 most of the time. 11 attack (backed up by probability control), and 4 damage are a great Power/Stat combo for a 150 point character.

1) SWB007B Thanos (175 points)- This should have been a nearly unobtainable SR Prime, but instead it was the common prime that is much more obtainable. Thank you Wizkids for the early Christmas present. His dial is 8 clicks long with reducers the whole dial and the Power Cosmic TA to make sure opponents have to go through those reducers the hard way. He can pick any generic keyword during force construction for easy team building. He also has a cool Special Probability Control that states, “TRAVEL BACK IN TIME TO TRY AGAIN: Probability Control. When Thanos uses it to target an attack that would have hit Thanos and it misses him (after all rerolling), generate a [SW: B] #007a Thanos Duplicate on the click #1 that appears after the orange KO. This game, it has a 0 point value for all effects (including scoring).” I don’t think Thanos duplicates are that great, but they are well worth 0 points. I’ll take that deal every time it’s offered. What really makes him great is his ability to upgrade himself. Every time he KOs a character (including his own) of 25 points or more he gets a gem token. His trait states, “ONE STONE AWAY FROM THE INFINITE: FREE: Modify X different combat values of Thanos +2 until your next turn, where X is the number of his Infinity tokens.” He starts with lowish Stats for a 175 point character, but adding +2 to even a couple of those stats makes him real crazy very quickly and that’s why he’s the best character in this set.

 

My WKO Diary and the Top Ten Sealed Pieces in Batman: The Animated Series—Part TWO!!

[EDITOR’S NOTE: Previously, on Critical Missives, HypeFox journeyed to his local WKO to try his hand at some Sealed Meta. He made Top 8, and was just about to start his Top 8 playoff run… ]

TOP EIGHT:

versus…

Roberto Ty (@tydesign)

Superman Animated.jpg

His Team:

BTAS001A Batman — 50 Points

BTAS003 Joker — 30 Points

BTAS006 Alfred — 20 Points

BTAS022 Mr. Freeze — 100 Points 

BTAS036 Superman — 100 Points

Total = 300 Points

What Goes Down: Here we go! This was my first WKO playoff game. I know Roberto very well–he plays at my LGS, so we’ve faced off many a time.

I’m usually much more aggressive than Roberto; his turns are much more planned out than mine (to his credit). Still, looking at his lineup, I’m feeling pretty confident.

We dance for the first few turns as we line up potential Alpha Strikes. Eventually he has no choice but to go for it with Supes’s once-a-game Hypersonic Speed.

He misses. Now I’ve got him!

Except I miss. Reroll with my Robin–miss again. Yuck.

He quickly moves his Batman and Mr. Freeze up. After I take out his Alfred, his Mr. Freeze starts to go off. Eventually, Wonder Woman and my Joker fall. My Duo Flurries through his Batman, and his Supes is a bit injured.

I take out his Joker finally, and he responds by chopping through my Hawkman dial. This works to my advantage though, as I get to start on Click 1 of Hawkgirl’s dial, which give me Outwit and Hypersonic Speed.

The Outwit allows me to take away Freeze’s dampeners, and Robin lands a couple hits.

Roberto moves Freeze back. On my turn, I clear Hawkman & Hawkgirl. It’s neck and neck. Still, Freeze is now within Hypersonic range, and on my next turn I should be able to take him out, although then Superman will get a free shot on Hawkgirl (he’ll need an 8 though to do three).

I’m running through these Scenarios as Roberto contemplates his next move. And then:

“TIME! LAST ACTION!”

Doh!

Roberto’s not in a position to make an attack at that point, so it’s going to come down to points.

I’ve KO’d his Joker, Batman and Alfred for 100 Points.

Roberto has KO’d my Chase Wonder Woman and Joker for… wow. 100 Points!

That’s right! We’re going to a roll-off!

We roll at the same time, and I watch carefully as my first die comes to a stop on a 6. Yes! The second bounces for a bit before it lands on a 1. No!

Still, 7 is respectable. I look over at Roberto’s dice:

CRITICAL HIT!

Yup. He rolled two 6’s!!

I’ve lost, and Roberto is moving on.

Still, it was a hard fought battle on both sides, and Roberto deserved to move on in this tournament.

[AUTHOR’S NOTE: Of course, I almost screwed that up when I absent-mindedly packed up my stuff and accidentally grabbed his Superman!! Luckily, he had another one with him. ALWAYS DOUBLE CHECK YOUR CLEANUPS, FOLKS!]

RESULT: LOSS (4-1), OUT OF TOURNAMENT

Which brings me to what I learned, and my…

TOP TEN SEALED PIECES IN BATMAN: THE ANIMATED SERIES!!

 

Green Lantern SF.gif

10. BTAS069 Green Lantern — 70 Points — Chase: He’s a reasonably priced Taxi that morphs into your Primary Attacker just one click in.

That’s when his Flying combines with Running Shot, Pulse Wave and 3 Damage top dial–with Perplex to boot!

While his Trouble Alert Trait might entice you to keep him in your Sideline, he’s actually one of the most effective mobile attackers in the set.

He’s crunchiness against anyone sporting a yellow power and his inability to do anything against Stealth keep him from going higher on this list.

 

Joker BTAS.jpg

9. BTAS003 Joker — 30 Points — Common: Four PACKED clicks for just 30 Points, including TOP DIAL PROB!! He also offers a Special Attack Power (DOES THIS SMELL FUNNY TO YOU, BATS?: Smoke Cloud. FREE: Make a close attack targeting an opposing character occupying a square with his Smoke Cloud marker regardless of adjacency. Instead of normal damage, give a hit character an action token.) that essentially combines Smoke Cloud and Incapacitate.

This plays like a 50 Point dial that they inexplicably mislabeled. If you pull him, I strongly suggest you play him.

 

Hawkgirl SF.png

8. BTAS073 Hawkgirl — 50 Points — Chase: Charge and Exploit and SIX FREAKING Clicks for 50 Points is great (yeah, she has to attack first each turn or get a major penalty, but whatever). But her ability to generate up to TWO Autonomous Bird tokens with Flurry is why she’s on this list.

If you can move up someone with Empower after generating the tokens… oh boy! She can cause no end of issues for you opponents.

 

Zatanna JLU

7. BTAS061 Zatanna — 75 Points — Super Rare: Solid dial with a Perp & Prob Special plus the ability to pop out free Bats with Enhancement. See above for why useful tokens are good (okay, these Bats aren’t quite as good, but Zatanna has a better dial for Sealed than Hawkgirl).

 

Man-Bat BTAS.png

6. BTAS057 Man-Bat — 75 Points — Super Rare: Hypersonic AND Stealth, plus some Special Super Senses shenanigans. He’s a solid attacker that can unleash some real havoc if played on the right map.

 

The_Flash SF.png

5. BTAS068 The Flash — 60 Points — Chase: Yep. Another freaking Chase. But most of them are soooo good for their points! And that’s before you look at the Meta implications of their TroubleAlert Traits.

Still, in a Sealed environment, 3 Damage top dial is good. Hypersonic Speed is great. Probability Control is priceless.

Barry Allen here gives you all three for just 60 Points.

 

Supes

4. BTAS036 Superman — 100 Points — Rare:  Sometimes, you just want to open a brick to build your team around. Well, here you go. 4 Damage top dial plus two really good Specials, especially in Sealed.

The first (I’LL BE THERE IF YOU NEED ME: Charge. Once per game, Superman can use Hypersonic Speed.) gives you a great chance at landing an Alpha Strike. The second (TAKING THE HITS MY TEAMMATES CAN’T: Leadership. Adjacent friendly characters can use Mastermind, but only to choose Superman.) can really throw a monkey wrench into your opponent’s attack plans.

 

Wonder Woman SF.jpg

3. BTAS067 Wonder Woman — 70 Points — Chase: Hypersonic Speed top dial with 3 Damage, a great Taxi ability (GIVING THE SUPER FRIENDS A RIDE IN THE INVISIBLE JET… EVEN AQUAMAN: Hypersonic Speed, [Wing Symbol], Passengers: 2. Wonder Woman may carry one same size character with [Dolphin Symbol] in addition to any other carried characters.) and an even BETTER Attack ability (LASSO OF TRUTH TO CAPTURE THEM ALL AT ONCE:: FREE: Choose an opposing character within 5 squares and line of fire that has a character adjacent to it. Roll a d6 for that character and each character adjacent to it. [4-6]: give the character you rolled for an action token.).

Add in some Shape Change to eat up some opposing attacks and you have one of the best Sealed pieces in the set.

 

Batman BTAS.jpg

2. BTAS040 Batman — 125 — Rare: Wow! This piece will absolutely wreck opposing Primary Attackers. He’s got Outwit, TA-granted Stealth, Sidestep, Quake with a 12 (!) Attack, 18 Defense with Combat Reflexes (and remember, he’s got Stealth, so most attacks against him are going to be from Close Combat) and Indomitable, Toughness and the ability to ignore opposing Shape Change.

And that’s just his top dial.

And that’s before you add in the Batarang Equipment which gives him a FREE RANGED ATTACK EVERY TURN THAT IGNORES ALL KINDS OF STUFF ON TARGETING!!

 

Hawkman and Hawkgirl

1. BTAS060 Hawkman & Hawkgirl — 125 — Super Rare: I went on and on about this piece last time in Part One of this article. But it’s all true.

There is no more mobile attacker in the whole set. This piece also has the best survivability AND the most consistent offense of any piece in the set.

If you open this piece in a Sealed, you must build your team around it.

It’s that good.

 

Okay! Thanks for staying with us. Our next piece should be Ninwashui’s Top Ten Set Review for Batman: The Animated Series.

So we’ll see you then!!

My WKO Diary and the Top Ten Sealed Pieces in Batman: The Animated Series—Part One!!

BTAS.jpg

Welcome Back!!

Today we’ve got another blow-by-blow tourney report for you; and this time, it’s my own!

[EDITOR’S NOTE: Ninwashui, eat your heart out!]

It’s our coverage of the Southeastern Michigan Wizkids Open from this past Saturday (July 21st), and it’s start now!

TOURNEY REPORT FOR 07/21/2018!!

Eternal Games

11:00 – 11:30AMYou are looking live at a bustling Eternal Games in Warren, MI! Okay, not live, I guess, since this was six days ago, but still, it’s a pretty nice venue that frequently hosts the biggest Clix tourneys in the area, and registration is underway!

Between the Main Event and the Battle Royal side events, I’d wager about 26-32 different Clix players will make their way to the venue today. That’s a healthy, if not overwhelming turnout (this venue can turn out 40-50 players sometimes for a WKO or ROC. Unfortunately, several players from my venue alone are on out-of-town vacations this week–including Ninwashui.).

As I enter the Clix area, I’m debating whether I actually want to enter the Main Event or just hold off for a bit a play some Battle Royals. I wasn’t able to play in the B:TAS Pre-release, although I did make it to our Release event. Still, I’m not overly familiar with all the pieces in the set, and I haven’t played much Meta since this past March, when I had a disastrous Constructed WKO at this same venue.

But when I look over to the competitors who have already entered, I count at least 6 players that I know personally (3 of whom I would term as regular fixtures at my “home” venue, Comics & More in Madison Heights; and three who have played there more than once in the past 12 months).

There are some STRONG players here, but the fact that I know almost a fourth of them tips the scales for me. I’m gonna play the Main Event until I know I’m out of the running, then maybe catch a Battle Royal on my way out.

NOON: Packs have been distributed. There are twenty to twenty-two players (never did see a final count) in the Main Event. Time to get cracking.

I immediately open my first pack.

Common Batman, Common Joker… AND A SUPER RARE HAWKMAN & HAWKGIRL!!

HMHG SR

I knew this piece was in the set, but I didn’t know exactly how good it was (boy, was I about to find out!).

While I’m sitting there admiring my shiny new SR, everyone else around me has just about finished opening their packs. I start calculating what everyone’s opened in my head. I opened one SR… the guy next to me opened a Ventriloquist w/Scarface… and suddenly there were only two packs left to be opened from the Brick that was distributed to the five players immediately at this end of the long table.

Tim, a really nice guy who occasionally treks across town to play at C&M, pops open his last booster. It’s Super Rare Zatanna. Hmmm…

My first thought is, “Damn, that would have been a nice addition to both my collection AND the army I’m building with Common Joker and SR Hawkman & Hawkgirl.”

Then I realize that no one has pulled a Chase yet from our Brick. This is both a good thing and (potentially) a bad thing. I WAS familiar with many of the Superfriends Chases from this set, and while they all have an absolutely SICK Sideline Active Trait called “TROUBLE ALERT” that lets you call them into the game for no cost under certain circumstances, most of them have almost intentionally blandly designed dials that are not great for Sealed play.

There are a few exceptions, though. Green Lantern could be quite useful. Batman is really efficient for 60 Points AND has Running Shot and 3 Damage top dial, both of which are rarities in this set. Apache Chief and Hawkman can pull off some Close Combat shenanigans. The Flash is actually kinda good.

I open the last pack… Poison Ivy… Rare Robin and… CHASE WONDER WOMAN!!

Chase Wonder WOman

Yup!! In a set with 7 dials that have any sort of access to Hypersonic Speed (3 of which are CHASES, natch!), I pulled two of them.

Sometimes it’s better to be lucky than good.

My final team:

BTAS003 The Joker30 Points:

What He Brings: Ridiculously cheap Prob. Also a Special Smoke Cloud (DOES THIS SMELL FUNNY TO YOU, BATS?: Smoke Cloud. FREE: Make a close attack targeting an opposing character occupying a square with his Smoke Cloud marker regardless of adjacency. Instead of normal damage, give a hit character an action token.) that also gives him a sneaky good Incapacitate.

BTAS041 Robin — 75 Points:

What He Brings: Fairly expensive Prob, plus Running Shot (again, not a common power in this set), Incapacitate and down dial Enhancement and Perplex. He’s also got six Clicks of life and some pretty good evasion (ES/D top dial, Combat Reflexes & Super Senses down dial) to potentially eat some attacks.

BTAS060 Hawkman & Hawkgirl — 125 Points:

What They Bring: Uh… great stats, versatility and almost every power you’d want in the game? In addition to being able to choose between two different AWESOME dials at the start of your turn, there are two Traits here which are just bonkers-good in general and god-tier good in this Sealed environment.

The first (ETERNAL LOVE AND ETERNALLY CURSED: At the beginning of your turn, you may turn Hawkman & Hawkgirl’s dial to the same click number of a different color. // When Hawkman & Hawkgirl would be KO’d, you may instead turn them to click #1 of a different color and they can’t use this trait for the rest of the game. Protected: Pulse Wave.) grants that versatility I was just talking about AND gives them a Stop Click to end all Stop Clicks!!

The other Trait (BRINGS AERIAL MOBILITY TO THE TEAM: Sidestep, but may move up to 3 squares instead. Modify attack +1 when targeting only characters without [Wing Symbol].) takes their already great mobility and sends it into the stratosphere AND gives them +1 to attack, like, 75% of the set!

Lastly, for some reason, Hawkman & Hawkgirl’s card only lists Hawkman’s powers. Hawkgirl’s dial (which features Hypersonic Speed and Outwit) is nowhere on the card. This actually turned out to be a big advantage for me as well, even though I didn’t realize it at the time and it really had nothing to do with how smartly or stupidly I played.

Other than all that, Hawkman & Hawkgirl didn’t bring much at all…

BTAS067 Wonder Woman — 70 Points: 

What She Brings: Hypersonic Speed, the ability to Carry two people, 3 Damage, Invuln (huge in this set), Shape Change, and a Lasso Special Attack (LASSO OF TRUTH TO CAPTURE THEM ALL AT ONCE:: FREE: Choose an opposing character within 5 squares and line of fire that has a character adjacent to it. Roll a d6 for that character and each character adjacent to it. [4-6]: give the character you rolled for an action token.) that flings tokens like your drunk uncle flings $1’s at a gentleman’s club.

On this team, that means I have two sources of Prob and 3 ways to Incapacitate/add action tokens to my opponents’ characters.

Total= 300 Points

Okay! Here we go…

Oh, wait. Hold on a sec. I forgot to list my Map choices… oh dear.

Uh… yeah. Only after registration and army building do I realize… I forgot to bring any maps. So every game I play will be on one of my opponent’s maps.

Sheesh.

ROUND ONE:

versus…

Kaleb

Lex Luthor BTAS

His Team:

BTAS002 Robin — 30 Points

BTAS017A The Riddler — 50 Points

BTAS025 Maxie Zeus — 40 Points

BTAS028 Batman — 75 Points (Get used to seeing this piece–I faced this guy several times!)

BTAS044 Lex Luthor — 50 Points

BTAS074 Hawkman — 50 Points

Total = 295 Points

[EDITOR’S NOTE: This is as good of a time as any to note that these matches are reconstructed from my memory and notes taken after each match, so if something doesn’t add up, assume it’s my faulty memory and not some sort of cheating or sneakiness on anyone’s part.]

What Goes Down: So… back in March, at the last WKO when I played a Stealthy team that could still Prob from across the board, I lost Map roll EVERY GAME (including one in which taking the game to Wakanda probably would have elicited a “Good game” from my opponent before we even began!).

Well, on this day I won Map Roll in EACH GAME I PLAYED!! And, I could never take full advantage of this because I brought exactly zero Maps with me.

The lesson, as always: Don’t forget your stuff!

Having said that, this round we end up playing on an Indoor Map with a lot of rooms (I think it was a Premium Map).

Kaleb proves right away that he’s a really crafty player (more on that later), and he flips that Uncommon Batman back and forth between his two dials expertly, which keeps Bats in Stealth practically the whole game.

But he’s about to run into two major problems (none of which he can do much about).

First (and this will be a recurring Theme), I just absolutely had a big mobility advantage over his team.

And second, because of dice luck and positioning, he’s gonna be forced to throw WAAAAY too many resources at my Common Joker. After a few attacks back and forth, he tries to take out Joker with his severely injured Robin.

Snake Eyes. Robin is KO’d.

This means that he has to throw Batman at Joker to finish the job (otherwise Joker would just keep Probbing any misses I had and Incapacitate key members of his squad). Except his dice go cold with Bats, and even when he hits, I Super Sense out of it.

Meanwhile, Hawkman & Hawkgirl start laying waste to the rest of his team, with Wonder Woman swooping in for backup. We had a slight hiccup where I didn’t realize exactly how her Lasso Special worked (it turns out it does target friendlies too), so I had to go back a turn and add an Action Token to her (yes, even in the boiler room of a WKO, most accidental misplays can be settled in seconds between the two competitors as long as they’re both reasonable and respectful with each other. Who knew?!).

It won’t be until Round 2 that I’ll read through Hawkman & Hawkgirl’s card completely and find their silly-good Sidestep ability. Had I known that, I probably would have KO’d more of Kaleb’s characters. Still, I end up winning by about 50 Points or so (something like 80 to 30).

RESULT: WIN (1-0)

ROUND 2: 

versus…

Mike B.

Ventriloquist.jpg

His Team: 

BTAS002 Robin — 30 Points

BTAS008 Two-Face — 75 Points

BTAS023 Kyodai Ken50 Points

BTAS030 J-Man — 50 Points

BTAS058 The Ventriloquist — 40 Points

BTAS070 Apache Chief — 50 Points

Total = 295 Points

What Goes Down: Well, another Map Roll win, another choice of whatever my opponent brought. This time, I’m playing Mike B., and it’s going to be a fun game!

We end up playing on a Harley map (the one with the giant Slingshot/Catapult things, although those don’t end up coming into play), and Mike takes the high ground.

It doesn’t take long for Apache Chief to go Colossal, but it does take Mike a few turns to get the rest of his team moved up into position. Because of my two Hypersonic Speed pieces, I’m able to run mini-raids and punch into his front line.

To slow me down, Mike moves Kyodai Ken up and damages my Robin, but he misses the follow-up shot, which leaves Kyodai high and dry. I quickly dispatch that piece and go to work.

After a few more rounds where we go back and forth, it quickly becomes apparent that the Invulnerability on Hawkman & Hawkgirl and Wonder Woman is going to be a tough nut for Mike’s characters to crack. To his credit, Mike makes great use of his Robin’s Perplex and then Empower to crack the 3 damage threshold, but against my particular Build, it just takes too long to get his pieces into position.

Hawkman & Hawkgirl start going to town with Charge and Quake, which proves particularly deadly against Mike’s team since so many of his character’s powers depend on or are at least greatly enhanced by adjacency.

Once The Ventriloquist and J-Man fall to Hawkman & Hawkgirl, Mike concentrates fire on Wonder Woman, who I had pushed into Toughness on Click 2 in order to take out one of his pieces with a second attack. Unfortunately for him, I end up hitting something like 4 out of 6 Shape Change roles, so Apache Chief has to sit there and do nothing most turns.

Mike B. played an effective Build extremely well, but this was a terrible matchup for his team any way you sliced it. Had he been able to pull a couple Suited Henchman to work with The Ventriloquist (he pulled none) and/or manged to finish off my Robin early on, he might have bought himself some more time to set up a Killbox. And me hitting Shape Change so often probably put the nail in the coffin on this match.

I end up taking his full team.

RESULT: WIN (2-0)

ROUND 3: 

versus…

Chase

Grey Ghost

His Team: 

BTAS007 Leslie Thompkins –15 Points

BTAS018 Renee Montoya — 30 Points

BTAS028 Batman — 75 Points (Mama there goes that man again!)

BTAS024 Lock-Up — 40 Points

BTAS047A Killer Croc — 80 Points

BTAS059 Grey Ghost E — 40 Points

Total = 280 Points

What Goes Down: Chase was probably the nicest guy I played against, and that’s saying something. This WKO was a lot more fun and friendly than the last one I went to.

Regardless, my dice are on fire this game and I basically tear Chase’s team to shreds before he can get any meaningful attacks in against my guys.

My Joker’s Smoke Cloud actually comes up huge here. Because most of his characters are both close combat pieces AND unable to ignore Hindering Terrain on movement, Joker’s Smoke Cloud effectively became Barrier.

I hop over to his Batman first. I hit both attacks and KO him in one turn. Next turn I focus on Lock-Up and bring him down to his second-to-last Click. Finally Killer Croc makes it over to my squad.

But it’s too late. I switch H&H to Hawkgirl’s dial and Outwit Croc’s D, then slice through his dial with merciless precision.

Grey Ghost is a great piece, but on his short dial with Batman already KO’d, there’s almost nothing he can do.

Oddly enough, I keep missing Leslie Thompkins, but soon enough she falls too and the game is over.

RESULT: WIN (3-0)

ROUND 4: 

versus…

???? (I failed to record my opponent’s name this round.)

ManBat

His Team: 

BTAS003 The Joker — 30 Points

BTAS018 Renee Montoya — 30 Points

BTAS028 Batman — 75 Points (Mama there goes that man again! Again!!)

BTAS043 Poison Ivy — 65 Points

BTAS057 Man-Bat — 75 Points

What Goes Down: Man-Bat is a great piece, but his low-ish attack combined with the fact that I usually have two Probs pointed at him at all times means he missed faaar more than he hit this game.

My opponent gets the first licks in for a change, but I roll really well with my Joker and manage to take out his Joker, Batman, Renee and Poison Ivy within the span of about 3 or 4 turns before he manages to finally finish off my Joker.

Eventually I corner Man-Bat at the edge of the map and finish him off.

It was a much closer game than I made it sound, but in the end my dice were just hotter than my opponent’s. Again, he was a shrewd player, but I was frankly just packing more Hypersonic Speed than he was.

(Wonder Woman’s Shape Change came through again, too!)

RESULT: WIN (4-0)

So, at this point, it’s a little unclear how many Rounds were supposed to be played. The organizers had previously mentioned that we’d play either four or five rounds this day.

Well, it turns out that we were only going four Rounds before we broke off into a Top 8. After all the results came in and were calculated, I finish second in the field (about a hundred points behind the gentleman in first place).

I’m going to the Top 8, which officially makes this my best showing ever at a WKO!!

But for that story, you’ll have to wait just a lil bit longer!

(Hey, we’re already pushing 3000 words here!)

Next: The Top 8 story PLUS the Top 10 Sealed pieces in Batman: The Animated Series!

These Turtles Go To Eleven!! (Or, The Top Eleven Figures in TMNT: Unplugged!!)

Mikey Injustice 2

A Heroclix set based on a TMNT video game appearance? Sign me up!

Michaelangelo 8-bit

OOOOOoooohhhh… THAT TMNT video game? Even better!

Hello again!!

We’ve been so busy lately talking about Avengers: Infinity Chases and Colossals and Batman: TAS spoilers and broken Superfriends Chases that we almost forgot… there’s a new Turtles set!

And here’s a secret nobody’s talking about… it’s kinda really good!

It’s also got almost 50 different new pieces (if you include the six new Bystander tokens from the Starter), so that means we’re gonna have to determine…

THE TOP TEN ELEVEN FIGURES IN TMNT: UNPLUGGED!!

But first, how about…

SOME NOTES ABOUT THE SET:

TMNT ARCADE Poster.jpg

–In the lead-up to the release, I heard a lot of varying opinions on the “pixelated” sculpts that grace many (but oddly, not all–more on that in a minute) of the new pieces in the set. I actually fall on the “I Like It” side of the ledger, but I see why some wouldn’t like it. The sculpts look better from further away, but I think the video game sculpts are a creative new way to introduce cool new mechanics while still giving us familiar characters (more on that later too).

Krang Unplugged.jpg

–Unfortunately, some of the most interesting dials (Krang; Baxter Stockman; etc.) are essentially just repaints, even though they’re representing the video game version of the character. A ”pixelated” Krang especially would have been great!

–With Wizkids busy pumping out product for their Marvel, DC, TMNT and Star Trek licenses, this might be as close as we get to another video game set for quite awhile! For those who remember releases like the Street Fighter set or Halo-Clix, it’s kind of sad. But who knows what the future will hold? If these 8-bit clix are well-received, is it so far-fetched to think that Wizkids might hop on the nostalgia train again and give us a set of Nintendo characters (Mario! Link! Samus Aran!) or Capcom favorites?

So, without further ado…

THE TOP ELEVEN CLIX IN TMNT: UNPLUGGED!!

 

Rocksteady.jpg

11. TMNT4018 Rocksteady — 50 Points — Uncommon: We’ve got our first “Indie-set” Shifting Focus piece!

Yes, he only has, like, two versions to shift between (at least for now), but the ability to snap your fingers and turn a decent close combat piece into a decent ranged attacker is nice.

 

Blue Foot Elite

10. TMNT4015 Foot Elite (Boomerang) — 25 Points — Uncommon: For 25 Points this guy is an absolute STEAL! His top dial includes Sidestep, a 4 Range, 10 Attack with poor man’s Prob (BOOMERANG: When Foot Elite would miss a range attack by 1 or 2, once per turn you may reroll that attack roll.), a 17 Defense with ES/D AND a natural 3 Damage with Enhancement!!

Play 3 or 4 together and you have a slightly mobile (via Sidestep) Boomerang Turret that can spit out up to 6 Damage an attack! That ES/D makes them tough to hit before they get into range, too, so you have a decent chance of getting a devastating attack or two off before your opponent can pick them apart.

 

Muddy Mud Man

9. TMNT4B006 Mud Man — 20 Points — Fast Forces Bystander Token: Yeah, he costs 10 more points than the other tokens, but he’s probably worth 20 or 30 more points in actuality. For those 20 valuable points, you get Plasticity, Sidestep, Quake with a 10 Attack and Super Senses with Shape Change (always a crowd-pleaser!), 3 natural Damage… that’s a solid POG!

But wait… unlike other Pogs, Mud Man here essentially has 2 more clicks, with the possibility to gain even more if he KO’s opposing pieces (again, look at those stats–it’s certainly possible to KO opposing figures with this piece! Especially if he KO’s multiple characters with a well-timed Sidestep/Quake!).

But wait again! That actually undersells that Engulfing Boss Trait (ENGULFING BOSS: Plasticity. Mud Man starts the game with 2 Life tokens, and gains a Life token each time he KO’s an opposing character. When Mud Man would be KO’d, if he has any Life tokens, instead remove one. Protected: Pulse Wave.). It’s actually better than having two more physical clicks. Instead of clicking, Mud Man can take any amount of damage (even if Chase EW050 Superman hits Mud Man with an object and deals, like, 8 Damage…) and it still just costs him 1 “Life” token.

Then factor in the amount of wasted attacks from Mud Man’s SS/SC combo, and you have twenty points of mud that can cause all kinds of issues for your opponent. Even his main liability (mobility; ie his ability to get into attack range) is somewhat offset by his Sidestep and the fact that he’s a Standard character (and thus able to be carried by normal Taxis or TK’d by supporting pieces).

This is arguably the most solid Pog we’ve seen since Skadi’s Warbot (at least in terms of Pogs you can field by themselves).

 

Raph Auto Scroll.png

8. TMNT4037 Raphael — 100 Points — Chase:

7. TMNT4036 Michaelangelo — 100 Points — Chase:

All of the Chases have ridiculously good mobility via there shared video game level Trait (AUTO-SCROLLING SKATE LEVEL: At the beginning of your turn, you may move Raphael 1 square. FREE: Move up to 3 squares in a direct path.) and the fact that they all Ignore Characters on Movement.

What sets this Raphael apart from, say, the Leo Chase is Raph’s weapon Special (SAIS: Flurry. When making a close attack, Raphael deals penetrating damage.) and the fact that he’s sporting Battle Fury, so he chews right through opposing Shape Change.

Mikey gets slotted one spot higher because he’s got top dial Perp, bottom dial Support and his personal weapon Special (NUNCHAKUS: Flurry. Each time Michelangelo hits an opposing character, after resolutions you may give that character an action token.) that throws action tokens on opposing pieces as long as he simply hits them.

Penetrating Damage is fantastic. But I would personally value the board control offered by Mikey’s ability to give action tokens to pieces he hits.

 

Karai

6. TMNT4026 Karai — 75 Points — Rare:

Finally, a TMNT-Universe Recruiter! Her Trait (REBUILD THE FOOT CLAN IN THE OLD WAYS: Leadership. When building your force, friendly characters 75 points or less with the Martial Artist keyword also have the Foot Clan keyword.) opens up all kinds of Themed Team builds between disparate Martial Artist or Foot characters.

Then you get to her dial:

–She Ignores Hindering and Elevated Terrain on Movement.

–Her top dial Special Movement power (TEACHINGS OF THE ASHI NO HIMITSU: Sidestep, Stealth. When Karai uses Sidestep, if no opposing character has line of fire to her when giving the action, she can move up to 4 squares instead of 2.) will have her hopping all over the board, and she’s rocking an 11 Attack top dial with B/C/F AND a 6 Range with RCE, so Karai is deadly from up close or afar.

The only thing she’s really missing is some form of Willpower. In this era of Equipment, giving her a Symbiote (Shape Change, Plasticity and the possibility of taking her already solid stats to the next level) or Mjolnir (she can hop around with her giant Sidestep Special and strike for boatloads of B/C/F damage from a Stealthy position).

(Incidentally, there’s a pretty good case to be made for Karai as the best TMNT 4 Sealed piece. Usually only matters for release events, but there it is!)

 

Shredder and Clone

5. TMNT4005 Shredder Illusion — 20 Points — Common:

4. TMNT4024 Shredder — 80 + 20 Points — Rare:

Another pair of figures that are really meant to go together.

The Shredder Illusion is a solid little sort of Damage-dealing lottery ticket. He has a micro-Charge (Charge with a Movement Value of 6) and only 1 Damage top dial, but his (its?) B/C/F makes that 1 Damage almost meaningless.

The Illusions also have the ability to be nice little tie-up pieces, with Shape Change and Combat Reflexes making them particularly hard to deal with once they’ve latched on.

They’ve also got one solitary Trait (TEMPORARY SHREDDER ILLUSION: For all characters that can use this trait, whenever a friendly character within 6 squares named Shredder would take damage, you may reduce that damage by 1 in addition to any other effects that reduce damage. If you do, after resolutions, deal 1 unavoidable damage to a friendly character named Shredder Illusion.) that works exceedingly well with any character named Shredder in general and the Rare Main Set Shredder in particular.

Shredder proper is a Close Combat monster, with Charge, 12 Attack with Blades/Claws/Fangs, Mastermind and a native 4 Damage (if you literally don’t want to roll the dice for B/C/F).

The +20 Kicker is certainly worth it, as it activates a Trait ((+20) ILLUSIONARY DOUBLE: FREE: If no friendly character named Shredder Illusion is on your force, generate a TMNTUP #005 Shredder Illusion. Your opponents don’t score that character.) that gives you CONSTANT Mastermind fodder and, again, access to that Temporary Shredder Illusion Trait.

While most pieces have trouble with Outwit, this Shredder in particular is really vulnerable to a well-timed Outwit on his Mastermind or Charge, so that is something to keep in mind when using this guy.

 

Alopex

3. TMNT4033 Alopex — 90 Points — Super Rare: 90 Points gets you Hypersonic Speed with Precision Strike and 3 Damage top dial. She Ignores Hindering and Elevated Terrain on Movement, and she sports the crowd-pleasing Super Senses/Shape Change combo on Defense.

Two Traits also bump her effectiveness and allow her to manipulate probabilities on the Map.

The first (CURSED BLADES OF VENGEANCE: When Alopex hits an opposing character, give them a Curse token. // Characters with one or more Curse tokens modify attack -1, and any attack made by those characters that misses all targets becomes a critical miss.) can have a big effect on your whole team’s survivability.

The second (CATCH A TIGER BY THE TAIL: At the beginning of the game, choose an opposing character. Alopex modifies attack +1 when attacking the chosen character and modifies defense +1 when attacked by the chosen character.) enhances her own survivability, and can pump her Defense up to nigh unhittable levels if she gets a pop in first (which is likely given that Hypersonic Speed she’s sporting).

 

Donnie 2012

2. TMNT4029 Donatello — 80 Points — Super Rare: The whole set of Super Rares in this set is pretty universally solid; having said that, I like the SR Donnie better than his brothers in this series.

While they all share some version of the “Tales… ” Trait (TALES OF THE TMNT: At the beginning of the game, for all characters that can use this trait, choose a “Tale:” trait that a friendly character can use. This game, all friendly characters with a “Tale:” trait can use the chosen trait instead of any other “Tale:” trait.), Donatello’s is perhaps the most gamechanging (TALE: MAZES AND MUTANTS: This character has PROTECTED: opposing Perplex, opposing Probability Control.).

When you factor in his own top dial Prob, you suddenly can field a team of Turtles that pretty much has total control of Prob and Perplex–two of the strongest support abilities in the game–for the whole game!

This is more environmental control than the typical Turtles team allows.

 

Krang Unplugged number one

1. TMNT4034 Krang — 130 Points — Super Rare: Basically the ranged version of the Shredder piece I was just raving about.

Krang’s issue is that he sports Phasing/Teleport top dial instead of a move-and-attack ability, so he needs a good Taxi or a TK’er. Other than that, he’s a straight killer, with an Attack dial that alternates between Pen/Psy and Pulse Wave, Defense that alternates between Invincible, Invulnerable and Impervious.

He also has top dial Outwit and a Damage Special Power (RECOVERED THE TURNSTONE!: Shape Change, but succeeds on a 4-6. Perplex, but modifies the combat value +2 or -2. Opposing characters can’t use Perplex or Shape Change.) on the bottom of his dial that is one of the best Special Powers ever given out.

His Boss Trait, like Shredder’s, also resurrects him TWICE (GAME BOSS: FLASHING RED: The first two times Krang would be KO’d, instead turn him to click #6, then heal him 1 click if an opposing force has 1 or 2 characters on it; otherwise, heal him 2 clicks. Protected: Pulse Wave.), and has a decent chance of landing him on his Turnstone clicks.

Finally, his last Trait (RUTHLESS ALIEN CONQUEROR: When Krang KO’s an opposing character, put a Conquest marker in a square they occupied. Opposing characters modify their attack and defense values -1 for each Conquest marker within 3 squares of them.) can really pin down an opponent who didn’t bring a team with good mobility and/or range.

It is possible for your opponent to just ignore Krang, or try and get him to his less effective middle clicks (Clicks 3 & 4) and keep him there, but it’s not clear that allowing a piece with 8 Range and Pen/Psy essentially unfettered access to attack your team is a really very good idea.

 

Okay!! That’s my list! What’s yours? Let us know in the Comments below!

 

To Infinity… And Beyond!! (Or, A List of the Top Ten Pieces in Avengers Infinity!!!)

Were waiting

So we’ve been waiting for an Avengers Infinity Top Ten Set Review…

So have I guys!

But since HypeFox is still working on his, I thought I’d drop mine… hmmm… how about right now!!

But first…

Some Notes About the Set:

  • The packs were more expensive, but worth it. Each one had seemingly two chances to pull something cool. In my Dune Buggy pack I pulled a chase and in a pack with 4 regular sized uncommon and common figures you’re going to get a Colossal rare or Super Rare.
  • The abstract entities are godlike in the comics, but none are very good for their cost in HeroClix. AIG023R Eternity may be the lone exception. Thankfully they are good for display purposes and people will likely seek them out for that reason.
  • Although there were only two really bad characters in this set (AI003 Black Widow, AI027 Starfox), I wasn’t real impressed by the Space Knights. They were ok, but not interesting and likely wouldn’t do well as a team. Unfortunately they were literally every Prime in the set. Which means this was another set with lackluster Prime figures. Which is a real bummer when you buy a brick and get a Prime instead of a Chase.
  • Early on I was worried that every colossal in this set would be a Colossal Retaliator. I was glad to see that wasn’t the case.
  • I love that the Infinity Watch got such nice remakes. Maxam was a great new figure. Now we just need a modern Mole Man. [EDITOR’S NOTE: Do we though? I mean, he was in like one issue of Infinity Watch! Maxam was in a ton! It was great that the GG version of him had the IW Keyword, but really, he was basically just their landlord. This is the Infinity Watch roster we really wanted!]
  • Why did we not get a Thanos with the Reality Stone? All the other Infinity Watch members made the set with their respective stone Traits. Missed opportunity. [EDITOR’S NOTE: It seems like a huge oversight. The only thing I can think of is that we might get him as a Con Exclusive next year. It’s possible that this was their intention all along, but that they were already too far down the road with the Thanos-Copter as a ConEx this year. Alternatively, Reality Gem Thanos could show up randomly in another cosmic set or cosmic-adjacent set (the only thing on the schedule that’s even remotely fits this description is Battleworld in October). Remember, Thanos is coming back in Avengers 4, so there will still be a bunch of Thanos tie-in products from Marvel licensees arriving next year.]

Okay! Now on to some…

HONORABLE MENTIONS:

Adam-Warlock

5) AI038 Adam Warlock (125 points) – With most of his stats and powers he appears to be just an average attacker. However push him to click 2 and he gains a special power that allows him to do what no one else in modern Clix can: “OUTSIDE OF ETERNITY, CHAOS AND ORDER: Outwit. FREE: Choose a target opposing character within range and line of fire. Until your next turn, that character can’t use PROTECTED: Outwit and its powers lose Protected: Outwit.

Throw in a trait that grants steal energy for ALL attacks and then passes regular Steal Energy to another piece when KOed and I can see him being quite successful with the right support around him. If he had his special power on his first click he would be on the cusp of being Meta.

He’s also one of HypeFox’s favorite Marvel heroes, so listing him as a mere Honorable Mention will annoy him to no end.

[EDITOR’S NOTE: ]

Spider Mobile.jpg

4) AIG015 Spider-Mobile (50 points) – Don’t think of it as a vehicle, think of it as armor. It’s armor that grants another piece with (hopefully) great stats 7 extra clicks of health for just 50 points. For Example, if you use Chase Thor from this set as a pilot then all 7 clicks will have a constant 12 attack and 4 damage the whole dial. And once you get through those clicks your opponent still faces an angry Thor on click 2 or 3.  However the real reason to play this piece is the Trait: SPIDER SPOTLIGHT LOCKED ON: FREE: Improved Targeting: Hindering. Choose a character within range and line of fire. That character can’t use Shape Change or Stealth this turn.” We’ve seen characters before that allow your team to ignore stealth (JW052 Green Lantern, ADW038 Jessica Jones, WKM17-013 Dazzler, etc…), but I’ve never seen a character that will also allow others to ignore Shape Change.

Photon.jpg

3) AI049 Photon (90 Points) – The best thing she brings to the table is a Special Power that hurts opposing bystanders the likes of which the game has never seen before. Additionally she has a Trait that would be good to build a team around. “THE 5TH VIRTUE OF LIFE: DIVERSITY: Flurry. Once per turn, when Photon’s attack roll has a 5, friendly characters modify their defense +1 for every two printed keywords they have until your next turn.”

(Hint: CWSOP002 Iron Man has 6 keywords!)

She’s good up close with Traited Flurry and Pulse Wave that starts showing up on click 2. If you are planning to use her at range then you should probably bring another character with Enhancement. She also has the best Stop Clicks of any of the Chases with your choice of using Flurry or RCE to go along with her Precision Strike.

Vision.jpg

2) AI005 Vision (100 points) – Vision’s Special move power is what puts him on this list. “WHERE YOU LEAST EXPECT ME: Phasing/Teleport. When Vision is given a MOVE action, after resolutions he may make an attack (close or range).”

Unfortunately, his 10 attack and three damage aren’t going to scare many people. So make sure to bring some other characters along that can help those values.

The Unseen.jpg

1) AI043 Unseen (65 points) – On the eve of NFAOS056 Nick Fury retiring from Modern they decided to include another version of him from that same “Original Sin” storyline in this set… albeit with some major focus/role changes. This new piece is similar in that they both have Probability Control, almost every form of Improved Targeting known to man and a way to turn off powers. Where the new version is better is that it’s almost exactly half the point cost of the original and can free action smoke cloud after moving. All it’s missing is offense. Like any form of offense at all. Time will tell if a 65 point support character is Meta, but I am just hesitant enough about it that it didn’t quite make the top 10.

Speaking of which… here is my…

TOP TEN PIECES IN AVENGERS INFINITY!!:

Gamora.jpg

10) AI020 Gamora (65 points) – For 65 points you get a very efficient close combat piece who is dangerous on every click. What sets her apart from other similar characters are her 12 starting attack, relatively low cost, and Traited Probability control that passes to another friendly character when she is KOed: TIME GEM CHOOSES ITS BEARER: Probability Control with minimum range value 8 // When Gamora is KO’d by an opponent’s attack, choose a friendly character. For the rest of the game, that character can use Probability Control.”

The only things keeping her from being higher on this list are a weak defense and the existence of AI030 Mantis who fills a similar roll and costs less.

Sentry 459

9) AIG013R Sentry #459 (150 points) – There is a new Trait introduced on this set that was seen on quite a few Colossal figures that shows some promise thanks to the new rules for Quake called Mass Destruction. It reads, MASS DESTRUCTION: Super Strength. When Sentry #459 is given a MOVE action, after resolutions destroy all adjacent pieces of blocking terrain, then he can use Quake at no cost.” In my opinion this 150 dial is the most efficient character to feature that Trait.

It has better combat values then all of the other similarly costed characters with “Mass Destruction” and the Green Hulk is the only other “Mass Destruction” piece that comes close to being as useful in combat.

Giant Girl.jpg

8) AIG001 Giant-Girl (70 points) – Giant Girl has roughly 250 thousand different starting lines. I feel like the 70 point line isn’t too expensive and doesn’t make it very easy for the opponent to KO her before she gets an attack off.

To be honest I’d probably vary her point value according the team I was playing with her. The best parts about her is that she can Colossal Retaliate on any click, gets bigger when she KOs someone, and she makes a great Taxi for as low as 10 points. I didn’t include her Fast Forces or title character version on this list because I felt their combat values were just not up to snuff.

Iron Man 1.jpg

7) FFAI001E Iron Man (50 points) – Nothing particularly groundbreaking here, just a really efficient piece for the points. His great movement values make him a very good Taxi. His 4 clicks of Invulnerability make him tougher than just about every other 50 point piece. And his ability to see through Stealth is just the cherry on top.

Cosmo

6) AI039 Cosmo (70 points) – This is one of the Guardians pieces in the new set with a Trait that grants Protected: Outwit or +1 to Attack and Defense. There are very few situations where I’d chose Protected: Outwit with this or any of the Guardians pieces. +1 to Attack and Defense is just too good.

Now let me tell you what’s special about Cosmo. He has Outwit and Ignores Hindering for Targeting which a great combo. He also TK and Willpower on his first click. So on turn one move everyone up and on turn 2 use TK without taking push damage. Because of his Trait he has 19 starting defense and can get up to 12 Attack with his multi-target Mind Control. But the real kicker is his unique special power starting on click two that reads “YOU HAVE LOUD BRAIN: Free: Choose an opposing character within range. Until your next turn, that character can’t be given POWER actions.” That’s a free action and doesn’t require line of fire. There are lots of Power actions in the game, but the first ones I will be looking to use this on are Charge, Running Shot, and Hypersonic Speed.

Nadia Van Wasp.jpg 5) AI044 Wasp (70 points) – While she isn’t great on offense without some help, her defenses are excellent. She has a special Traited Shape Change that reads PYM PARTICLES IN MY BLOOD, RED ROOM TRAINING IN MY MIND: Shape Change. When Wasp uses it and succeeds, after resolutions the attacker is dealt 1 penetrating damage.” It reminds me of TMT002 Loki and WF030 The Wizard. If I was facing her I would attack her last. She also gives you the option of Outwit on click 1 or a Special Perplex when you push to click 2.

Mantis

4) AI030 Mantis (50 points) – Like AI020 Gamora she is an efficient close combat piece that features a 12 starting Attack Value. The advantages that Mantis has over Gamora are a better Defense, an extra click of life, a lower point cost, and IM:Hindering. While Gamora has a better Trait, Mantis’s trait is no slouch either. It reads: I WILL HELP YOU CONTROL YOUR EMOTIONS: Friendly characters within 4 squares have “FREE: This character can’t use Battle Fury or Earthbound/Neutralized this turn.” At very least that can help you carry Battle Fury characters and you could potentially build a team around it.

Quasar

3) AI037 Quasar (125 points) – Whenever Quasar hits with a ranged attack he gets to use Barrier as a few action. That can be crippling to the opposing team. If he does that more than a couple of times in a game, you’re likely going to win. So it’s up to you to do everything you can to make that happen. Run him with someone like ADW038 Jessica Jones to counter Stealth. You should also include some good close combat pieces to discourage your opponent from basing him.

Tonys car

2) AIG012 Tony Stark’s Car (10 Points) – As a 100 point vehicle this piece is Ok, but as Special Terrain it’s Meta.

Everyone knows special terrain can be useful because of the WKDP17-008 Boxing Ring. Unfortunately every Special Terrain created since then has been less powerful.

Until now.

This car has a power that reads, It’s still rolling. Use as cover:” Adjacent friendly characters can use Energy Shield/Deflection.” It also has an option to move it one square at the risk of KOing it. I would never do that. As long as your opponent can’t shoot you across the car, then they won’t be able to KO it. I would place the car within firing range of the opposing starting zone and then stand in front of the car for the whole game. You still get ESD and the opponent won’t be able to KO the car. 10 points to give your whole team ESD for the whole game is a steal. Buy this now while it’s still cheap.

Starfox.jpg

1) AI048 Starfox (80 points) – Hmm. This character has a double Perplex and the Eternal keyword. Where have I seen that before? I wonder if there is some top meta piece out there that he would work well with?

Chase Starfox is still a great piece in it’s own right. We all know that a double Perplex can be deadly, but Starfox also sports the best of the Chase Traits. it reads, THE 4TH VIRTUE OF LIFE: PASSION: Flurry. Once per turn, when Starfox’s attack roll has a 4, after resolutions heal each friendly character 1 click if they are adjacent to another friendly character.” So whenever you roll any 4 while attacking with this guy he will heal your entire team for 1 click of damage regardless of where they are on the board (as long they have a friendly piece next them.) That’s huge. I don’t ever remember seeing any other figure capable of a full team heal. And this isn’t even it’s own action, it’s just part of him attacking.

His whole dial also features Steal Energy so when he gets damaged he has an additional option to heal up. He’s not an offensive powerhouse, but with his Trait, Stop Click, Power Cosmic TA, and 12 starting attack — he’s the best character in this set.

 

The Ghost of Christmas Present Is Going on a Star Trek!! (Or, The Top Ten Figures in Star Trek: Away Team!!)(Or OR The Fourth Night of Clix-Mas!!!)

[EDITOR’S NOTEWelcome to Clix-Mas 2017, wherein we here at Critical Missives rather foolishly try to provide you with twelve different articles in twelve days, all brought to you by either the Ghost of Christmas Past, the Ghost of Christmas Present, or the Ghost of Christmas Future! If you need to catch up with our intro to all of this, the first Night of Clix-Mas 2017 can be found right here! And we announced a new Holiday Scenario for our local venue on Night Two! And the Ghost of Christmas Past named a few of his favorite things from the past Clix year right here!]

Welcome to Night 4 of The Twelve Nights of Clix-Mas!!

Today we’re diving right in to a Top Ten Set Review of Star Trek: Away Team!

So, without further ado, here are…

THE TOP TEN FIGURES IN STAR TREK: AWAY TEAM!!

Nurse Chapel

10. STAT009 Nurse Chapel15 PointsCommon: Does what it says on the box. She has sneaky good mobility (notably from having Sidestep on each click) and a special Support that heals Starfleet personnel a click more than everyone else. Willpower means that she can attempt a heal two out of every three turns–which she may need to given that her Attack tops out at 9. Still, this is a pretty useful package for just 15 Points.

Yeoman Rand.jpg

9. STAT022 Yeoman Rand25 PointsCommon: Very similar to Nurse Chapel, except her Special Power (Can I Help You Captain?: POWER: Remove an action token from an adjacent friendly character of 50 points or less. If that character has the Starfleet keyword, it may be a character of 100 points or less instead.) allows her to take away action tokens.

This can be very useful if you’re building around it. Her top dial Willpower means its a trick you can keep running, too.

Captain Kirk.jpg

8. STAT026 Captain Kirk100 PointsRare: One of the three (THREE?!?) Title Characters in this set, Captain Kirk has a long dial (8 clicks), Running Shot/Pen/Psy, Indomitable, Super Senses and Leadership… and that’s before you even get to his Title Character abilities.

His master ability actually lets him “Beam In” Starfleet characters from outside of the game! It takes awhile to build up, but it’s not impossible to beam in extra 40 or 50 point piece in a regular game. Pretty impressive.

Lt Uhura

7. STAT029 Lt. Uhura 40 PointsRare: One of the best supporting pieces in the set, Uhura costs 5 more points than KC Green Lantern on Tower Mode, but also offers a bit more.

First, her Trait (Communications Officer: At the beginning of the game, you may choose a copyable team ability that an opposing character can use. As long as Lt Uhura is on the map, adjacent friendly characters and friendly characters with the Starfleet keyword can use that Team Ability.) is reeeeeallly good on a Starfleet Themed Team.

(Incidentally, more than a few of the pieces in Star Trek: Away Team seem like they’ll get even better as more faction options become available upon the release of future sets.)

Second, her Perplex Special (Monitoring All Channels, Captain: Perplex. When Lt Uhura uses it, she has a range value of 10 and can use Targeting: Ignores Hindering, Elevated, Blocking.) is, for my money, one of the best in the game. It’s even better than KC Green Lantern’s when you consider the fact that she can actually move via Sidestep or normal movement, whereas Green Lantern is stuck in one place the whole game.

Mirror Universe Uhura.jpg

6. STAT038 Uhura (Mirror Universe Version) — 75 PointsSuper Rare: And then there’s the more lethal version of Uhura from the “Mirror, Mirror” universe.

She has two things that make her stand out.

First, her awesomely-named Trait (Assassination Of Superiors Is A Common Means Of Advancing In Rank: FREE: Choose an adjacent opposing character of 100 points or less. That character can’t use defense powers until the beginning of your next turn.) makes her the new Winter Soldier Agent 13.

Second, her second and third clicks are absolutely LETHAL when combined with her Trait. She has both Flurry and B/C/F on both clicks, which she can use to absolutely end figures that cost three times as much as her.

Finally, her Mirror Universe Team Ability is basically Mystics, so she’ll even do penetrating damage on her way out.

Mirror Universe Spock.jpg

5. STAT036 Mr. Spock100 PointsRare: While his dial is not bad, the main reason Mirror Mirror Spock is this far up the list is his awesome Barrier Special (Agony Booth: Barrier. When Mr. Spock uses it, after resolutions if an opposing character is adjacent to 4 of his Barrier markers, roll a d6 and deal that character penetrating damage equal to half the result.).

So, wait, for 100 Points I can completely shut down my opponents best character by surrounding that piece with four Barrier tokens AND squeeze in up to 3 penetrating damage at the same time?! Sign me up!!

Khan.jpg

4. STAT048 Khan — 100 Points — Chase: Some of the guys I play with were slightly disappointed with his dial, but I like it. Primarily because of his sweet Damage Special (Although Your Abilities Intrigue Me, You Are Quite Honestly Inferior.: FREE: Choose a standard damage power that an opposing character within range can use. Khan can use that power until your next turn. If you choose Outwit, Perplex or Probability Control, also modify his combat values +1 until your next turn. Khan has PROTECTED:Outwit.).

He’s slightly dependent on the pieces that your opponent is playing, but he can punch above his weight in the right matchups.

Gorn

3. STAT043 Gorn100 PointsSuper Rare: A relentless close combat monster, Gorn is ten clicks long for just 100 Points. He only has one Special (it’s on Defense) that doesn’t show up until halfway through his dial (Bare-Handed Against The Gorn, I Have No Chance.: Toughness. At the beginning of your turn, heal Gorn 1 click. Protected: Outwit.).

But his dial becomes reeeaaaallly interesting when you equip him with Proteus. If ever there was a piece that didn’t care about that possible one damage a turn from Proteus, it’s Gorn. And with +1 to all stats, Gorn becomes even that much harder to deal with.

Charlie X.jpg

2. STAT037 Charlie X40 PointsSuper Rare: At first, he just seems like a typical Prob-equipped supporting piece with really good mobility for his Points (Sidestep, Willpower).

But what really makes him dangerous is his Trait (Don’t Laugh At Me!: When Charlie X is the only target of an attack that misses, after resolutions deal the attacker damage equal to its printed damage value.).

So you can let Charlie flit about the board controlling rolls, or you can try and take him out–and risk taking massive damage!

Trelane

1. STAT044 Trelane50 PointsSuper Rare: So yeah, the Super Rares in this set are pretty good.

His Traits ( It’s My Game And My Rules: At the beginning of the game, roll a d6 and place it on this card. POWER: If there is no d6 on this card, roll a d6 and place it on this card. Trelane has PROTECTED: Outwit.) and (I Can Do Anything I Want. I Should Think You Would Have Realized That By Now.: Whenever a character rolls an attack roll, you may remove the d6 from this card and replace a die in the roll with it.) essentially make him the new Mr. Myxzptlk.

He only deals two damage (with a 10 Attack top dial), but he also has Super Senses and a STOP click to keep him annoying your opponent for most of the game.

 

And there you have it. Agree? Disagree? Sound off in the comments below. And be sure to head back here tomorrow for more Clix-Mas!!

It’s Mighty’s Thor’s World; We’re Just Living in It! (Or, All The Mighty Thor Coverage I Could Fit Into One Post!!)

Mighty Thor Banner

Welcome back!!

I’ve been on vacation, gotten a cold and have been grinding away at some day job work drama since our last article. So I’ve been gone a minute.

But I’ve had a bunch to say about TMT, and, frankly, there’s so much to talk about with this set that a normal Top Ten column won’t cover everything (but we’re still going to do one, so sit tight–soon, soon!!).

Today, we’re going to break this set down into some random categories (chosen by me, natch) and talk about some of the hits and misses from this set.

BEST HEALER:

Jane Foster

TMT022 Jane Foster30 PointsUncommon: Back in the day (circa, oh, say 2012-2013), Donald Blake ruled the Meta scene (okay, maybe not “ruled,” but still… ) as the best Support-equipped supporting piece in the game. 33 Points got you an 11 Attack with Support, which made it extremely likely you could heal your pieces back to top dial. Donald even had a Movement Special on clicks 2-4 that let him turn into Chaos War Thor, too. And wit the Avengers keyword, he fit on a lot of teams.

Fast forward roughly five years, and WizKids has decided that, apparently, DONALD BLAKE WASN’T GOOD ENOUGH!! What?!?!

Jane Foster costs three points less, has one less click of life and and even worse Defense Value (15 to Blake’s 16). Buuuuuuut… she also comes packing Defend, so on her first two clicks, she will ALWAYS hit on just a six or more! Donald’s 11 Attack only hits a 17 Defense with that same roll.

Okay, so she’s a good healer, but what else? Well, first, she’s not a good healer, she’s a GREAT healer! Why? Cuz she can pull off her Support tricks no matter how close your opponent gets thanks to her wonderfully flavorful Damage Special (PLEASE TRY TO HOLD STILL: Support, even if her target is adjacent to an opposing character.)!

Another problem with Donald Blake was that he could be sniped fairly easily if your opponent really needed to stop a heal. If they could hit a 16 Defense Value and deal 4 Damage, Blake was wiped off the map.

Well, Jane’s Trait makes this a LOT harder (ONLY HERE TO HELP: Opposing characters of 75 points or more can’t draw lines of fire to Jane Foster unless it is the only character on the map from that force. When an adjacent friendly character is KO’d by an opponents attack, after resolutions you may roll a D6 and replace Jane Foster with TMT #017 Thor on a click # equal to the result.).

So you can’t even target her with your Primary Attacker (or even many Secondary Attackers). Moreover, if you don’t go after her first (which we just established is kind of difficult), Jane can transform into a Goddess of Thunder–possibly on click one!

Lady Thor

Dude, I’m top dial, I got this. I’m about to deal 8 damage. By the way, I cost 30 freaking points.

Yup. You have a 16% chance to sub out your 30 Point piece for a 100 Point figure WHO CAN IMMEDIATELY ATTACK TWO DIFFERENT ENEMIES FOR 4 DAMAGE EACH!! That’s a possible gain of up to 70 points for your army in a 300 Point game! This is a huge advantage! I CAN’T STOP USING CAPS LOCK AND EXCLAMATION POINTS WHEN I TALK ABOUT THIS PIECE!!

[EDITOR’S NOTE: Wait, she has the Asgardian keyword too?! So I can recklessly advance my title character Thor Odinson up the map for an Alpha Strike and then, if my opponent retaliates, I can just spend 1 Plot Point to immediately place Jane next to Thor and heal him EVEN IF HE’S BASED?! That’s madness!!]

[AUTHOR’S NOTE: Yup!]

 

COMMON PIECE MOST LIKELY TO BREAK THE BANK:

Loki 002

TMT002 Loki65 + 10 Points — Common: Yes folks, we have a Common piece that’s still holding over $5 a copy on eBay more than a month after release. My Lord this was a deep set.

Loki has what has to be the best value Wizkids has ever offered us in terms of add-on Traits (GOD OF TRICKERY (+10 POINTS): During force construction, you may add two TMT #002 Loki to your starting force on the click #1 that appears after the (orange) KO. It has a 0 point value for all effects (including scoring).).

For just 10 Points, you get two REALLY GOOD copies of a 65 Point piece. Huh?! THAT’S NOT HOW MATH WORKS, DAMMIT!!

First of all, Loki and all of his copies have both Super Senses AND Shape Change, so they are a nightmare to get rid of. If Loki actually HITS a Shape Change, he gets to spawn ANOTHER version of himself. And all of these copies have a 10 Attack with Incapacitate, so be prepared to, y’know, never get to do anything on your turn except take tokens off of your army at the end of your turn whenever you’re playing this guy. Sheesh.

Considering there’s not really a hard limit to the amount of TMT002 Lokis you can have on the map at one time, people have been scooping him up on the secondary market left and right.

 

THE MOST UNDERRATED COLOSSAL: 

Frost Giant

TMTG007P FROST GIANT — 20 Points — Colossal Booster: First of all, the sculpt is cool. Second of all, HOLY CRAP HAVE YOU SEEN HIS DAMAGE SPECIAL?!?!

(ONCE YOU ARE CLOSE ENOUGH TO FEEL THEIR CHILL… YOU ARE ALREADY DEAD AND JUST DON’T KNOW IT: At the end of your turn, choose one: Give an adjacent opposing character an action token, -or- Give each adjacent opposing character that’s lower points an action token.)

Uh… what is this doing on ANY 20 Point generic, much less one THAT CAN HOP AROUND THE BOARD AND BASE ANY OPPOSING FIGURE WHO SUCCESSFULLY ATTACKED LAST TURN?!

Incapacitate isn’t the best power in the game, but it becomes REALLY freaking good if you don’t even have to roll for it!! And when you start playing two (just costs 40 Points) or three (only 60 Points) or four (still just 80 points), it gets really silly. Remember, they give action tokens AT THE END OF YOUR TURN, so you can move them 6 squares beforehand.

Yes, Carnage is borderline broken. Yes, Mangog is borderline broken. Hell, even Surtur is really, REALLY good. But generic Frost Giant is definitely the most underrated, though I suspect not for long.

 

BEST PRIME: 

TIE: 

Skurge Prime

Prime Odin

TMT029B Skurge — 125 Points — Uncommon Prime:

TMT041BE Odin the Destroyer — 175 Points — Rare Prime:

I really can’t decide, but holy crap are the Primes solid in this set. Red Leader, the Common Prime, has a lot of potential as a supporting piece and can actually resurrect under certain circumstances; Angela is a lot of fun, but I’m not sure she’s actually better than her A-side, Hela (more on this from Ninwashui soon).

But Skurge is awesome. He is a killing machine who is just SO hard to take down.  Once he throws down his Last Laugh marker granted by his Trait (I WILL STAY BEHIND AND THE LAST LAUGH WILL BE MINE: FREE: Once per game, generate a Last Laugh marker in the square Skurge occupies. As long as Skurge occupies the square with the Last Laugh marker, he modifies defense +2, takes a maximum of 1 damage from attacks, and can’t be moved or placed by opposing characters.), he becomes next to impossible to hit AND he can dish out 4-5 damage up to 7 squares away pretty consistently (his Damage Special runs almost his entire dial and gives him his choice of RCE or CCE).

For 125 Points, he is a beast.

Odin the Destroyer is an absolute monster though. I like his 175 Point level the best for a couple reasons. The first reason is pretty basic: more support is almost always better when running a tentpole.

The second is more complicated. With the recent change to Invincible (which Odin starts with on his Experienced dial), Odin is extremely tough to bring down at range with abilities Pen/Psy, since he now reduces even penetrating damage. He also can’t be Outwitted due to his Power Cosmic Team Ability. This means there’s a good chance Odin will get where he’s going without being sniped to death, which is always a concern with Close Combat pieces.

But if he can actually get his hands on an opposing figure, the pummeling can commence. His second Trait even gives him the closest thing to Multi-Attack we’re likely ever going to see going forward (INCALCULABLE MIGHT: POWER: If Odin the Destroyer has 1 action token, give him any two actions at no cost.).

 

THE TOP TEN… PIECES OF EQUIPMENT IN THE MIGHTY THOR: 

Mjolnir

  1. TMTS009 Mjolnir — 10 Points — Heavy Object: Makes so many Chargers just otherworldly good. Try It With: EW050 Superman is just 240 Points of disgusting with this, and Mistress Death is Meta when she’s holding Thor’s hammer.
  2. TMTS008 Enchanted Ball and Chain — 10 Points — Heavy Object: When you absolutely, positively need to KO every Clix in the room, accept no substitutes. Try It With: You can put EW050 Superman on crowd control duty with this thing and watch him mop up the entire map. TMT052 Hulk will literally break through walls and then destroy the room with this thing.
  3. TMTS006 Mirror of Mysolljh — 7 Points — Light Object: For 7 Points, you can give any character a “66% get out of any attack FREE” card. That’s pretty damn good, no? Try It With: Literally any piece that does not have Shape Change, but if they already have Super Senses, that’s even better.
  4. TMTS012 Casket of Ancient Winters — 12 Points — Light Object: There will be builds that will abuse this to no end. Even more than Mjolnir, I think the Casket is the most likely piece from this set to end up on a future Watchlist. Try It With: Any team that is set up to keep your opponents from doing anything. Like, say, a build with 2-3 Frost Giants (who have the Asgardian keyword even at 20 points and thus would remain unaffected by the Casket).
  5. TMTS001 Bloodaxe — 10 Points — Heavy Object: Steal Energy, Battle Fury and Exploit Weakness. In other words, the works!
  6. TMTS011 Stormbreaker — 10 Points — Heavy Object: Deserves this spot for the static +2 to Range alone. Energy Explosion unfortunately isn’t as good as it used to be, or this would be higher. Having said that, Quake got a huge boost.
  7. TMTS016 Dragonfang — 10 Points — Light Object: It gives you re-rollable B/C/F. Try It With: Any “sticky/tie-up” figure with low damage output (<cough> Ha-Ha Joker <cough>).
  8. TMTS015 Gungnir — 10 Points — Light Object: The one-time +3 Attack, Penetrating Damage add-on is nice, but I’m more interested in the “This characters attack rolls can’t be rerolled” portion. Unfortunately, it stops YOU from probbing as well; otherwise, it’d be higher on this list.
  9. TMTS010 Thunderstrike — 10 Points — Heavy Object: Another object that lets you heal while causing maximum mayhem. The Bloodaxe is more efficient though.
  10. TMTS102 Asgardian Shield 4 Points — Light Object: One of the most simple pieces of equipment in the set is also one of the best. It just gives you ES/D. But it does it for just 4 freakin’ points! That means your average piece with an 18 Defense is now an impenetrable 20 from range! The cost/benefit ratio here is too good to pass up!

 

Well, that’s all for today! We will keep hammering (pun intended) out the Thor coverage until… well, really until the next set comes out!

In the meantime, keep up with all of our latest musings on Twitter @criticalmissive !!

 

Tiana house.png

Finally, on a personal note, my cousin and her husband just lost their home to the wildfires blazing through California.

If you have the inclination and ability to help, a friend of theirs has set up a GoFundMe page to assist them while they rebuild the next chapter of their life together. The page can be found here. Even small amounts help tremendously!

If you’re not in a position to donate, I totally understand. You can still help by going to our Twitter page and retweeting our pinned tweet about the fire.

Sunfire Chase

At the end of the month, I’m going to choose one person at random who retweeted that message and send them an Uncanny X-Men Age of Apocalype Sunfire Chase!

Until next time, Stay Safe (seriously!), and Watch Where You Draw Your Lines of Fire!