Dial “M” for Mutant Massacre!! (Or, a Top Ten Set Review of Uncanny X-Men!!)

Morlock Massacre

Hello Again!! Been awhile, hasn’t it? I blame Ninwashui. Doesn’t matter though. Because today I’m back with an overdue look at the best pieces from the recent Uncanny X-Men set!

In fact, let’s just jump right in with…

SOME NOTES ABOUT THE SET!!

–This expansion continues the smaller-point, simplified wording and mechanics trend that started with TMNT (and continues unabated with the Civil War OP set). While you’ll find an occasional beater (UXM053B Phoenix is 250 Points… of something), the majority of this set sits between 60 and 110 Points.

–Also like TMNT, you really have to look hard to find any sort of Improved Targeting. Stealth means a lot more in UXM Sealed than it has in previous sets like World’s Finest or NFAoS. Which is fine. But it also puts a lot of these figures at a possible disadvantage in the Meta…

–Speaking of (well, not the Meta necessarily, but venue play), I wonder if shops will start running what would typically be standard Modern Age events as “TMNT-on” events. By which I mean, there was a definite shift in design and a scaling back of power creep when Turtles was released. TMNT, UXM and Civil War (both the Movie Set and the OP) all seem like birds of a feather in terms of power level, so they’re almost begging to be played without the added complication of, say, KC Chases from World’s Finest or Balls of Fury.

Alright then! Without further ado, let’s get into the…

TOP TEN FIGURES IN UNCANNY X-MEN!!

Sugar Man

9. UXM064 Sugar Man — 120 Points — Chase: Sugar Man is a hard piece to evaluate, because so much of what he does is ethereal text outlined in his monstrously-long-winded Trait (WHAT KIND OF SLAUGHTER DO I FEEL LIKE TODAY?: At the beginning of the game, if Sugar Man was not equipped with any other item during force construction, you may choose two of these three objects as described on this card: Axe, Hammer, Sword. Sugar Man may be equipped with both chosen objects. Sugar Man’s Weapons: When on the map, Sugar Man’s Weapons are considered heavy objects. A character in a square with our holding this object may be given a power action to equip it. If not equipped, this object can only be KO’d in an object attack. A character equipped with one of these objects may use the following effects: Axe Effect: Attack rolls of 10-12 count as critical hits. Hammer Effect: When character hits an opposing character, after actions resolve you may give that character an action token if your attack was 10-12 Sword Effect: Can use Blades/Claws/Fangs).

But his other powers start to get a lot more interesting if he has, say, B/C/F and all of his rolls of 10 or more are Crits. His Stop Click (SHRUNK MYSELF INTO YOUR BOOT: STOP. Sugar Man has Tiny Symbol and can’t be healed. When this click is revealed, place any equipped objects onto the map adjacent to Sugar Man. When an adjacent opposing character moves or is placed, after actions resolve you may place Sugar Man adjacent to that character.) and 8-Click long dial also give him lots of longevity for someone under 150 Points.

As Secondary Attackers go, he’s not elite, but he does offer just enough to make him really interesting if you get lucky with some rolls. If you can get him next to a potential victim and roll two 10’s with Flurry and B/C/F and hit two 6’s, you could deal 14 damage from one attack.

On the other hand, unless you’re packing TK, it’ll be tough to get him where you need him (he’s only got Sidestep top dial), and while his 11 Attack Value is a tick above average, it’s hardly a guarantee that either Flurry attack will hit, and he has no built-in way to counteract Impervious, Super Senses or Shape Change. Which means that even after doing all the work to position him for a big strike, there’s a half-decent chance that you may still end up dealing no damage or missing entirely, even IF you make your Attack Roll.

Nightcrawler

9. UXM002 Nightcrawler50 Points — Common: Kurt Wagner gives you five solid clicks for 50 Points, and if you can get him next to a key opposing piece, he can tie them up with his 18 Defense (with Combat Reflexes) and give them fits with his Precision Strike on offense.

But the reason he’s in the Top Ten is because he can do what almost no other figure in the history of the game can do thanks to his Damage Special (*BAMF*: Give Nightcrawler a power action and place him in any square within line of fire. If that square is within 4 squares of the square he began this action in, he may make a close attack.).

Yup. He can zip across an entire map (if it’s the right map) if he wants to. There’s not another piece I’m aware of yet that can do the same thing.

Sunfire Prime

Yup. Even I’m an Avenger.”

8. UXM043B Sunfire — 120 Points — Rare PRIME: Honestly, all THREE versions of Sunfire from this set (are there that many Shiro Yoshida fans out there? Did we really need three versions of him? Especially since NONE of them have the Big Hero 6 keyword?!) are extremely good.

I decided to spotlight the Prime, who is almost impossible to hit from range (20-21 Defense), essentially has Mystics if you hit him with a close attack and sports Running Shot, Pulse Wave, Poison, Energy Explosion AND a natural 4 Damage top dial. That’s a hell of a lot going on with a figure who is still cheap enough to just be a Secondary Attacker.

And the best part? This iteration has the Avengers keyword, so he fits on a metric poop-ton of different teams.

Scarlet Witch

7. UXM055 Scarlet Witch 75 Points — Super Rare: And now we start a run of Super Rare pieces that are 75 Points and awesome!

Ol’ Wanda here has five clicks of support-y goodness including her Damage Special (WINDS OF MAGICK: Scarlet Witch can use Enhancement and Probability Control.) and a Trait (HEX MAGICK: Give Scarlet Witch a power action to attach the Hex Magic marker to a character within range and line of fire, removing it from anywhere else. If that character is friendly, when that character attacks, a Critical Hit is an attack roll of 10-12. If that character is opposing, when that character attacks, a Critical Miss is an attack roll of 2-4. When Scarlet Witch is KO’d, remove the Hex Magic marker.) that can drive grown men to cry.

Quicksilver!

“Nope, Not what we meant by ‘gun control,’ Pietro.”

6. UXM054 Quicksilver75 Points — Super Rare: We can’t spotlight Wanda and not showcase her brother, right?

His Movement Special (FASTER THAN YOU’LL EVER BE: Quicksilver can use Hypersonic Speed. When he does he can automatically break away and he can use Flurry as a free action instead of the close attack.) makes his somewhat fearsome except that his top damage is only three. However, if you can Perplex that up (or equip him with, like, Proteus), pretty soon you’ll have a guy who can cover most of the board–actually, with his Trait (IT’S LIKE I’M EVERYWHERE AT ONCE: When Quicksilver moves through a square, you may immediately place the Speed Shadow marker in it, removing it from anywhere else. Whenever Quicksilver makes a close attack, he may target characters adjacent to the Speed Shadow marker.), he pretty much CAN cover most of the board–and gets to attack twice with a 12 Attack and 4 Damage.

Another case of a Secondary Attacker who can put up Primary Attacker damage.

Malice Polaris

5. UXM059 Malice — 75 Points — Super Rare: This set seems to be chock full of entities who can possess people [EDITOR’S NOTE: There’s, like, two. That’s hardly a “chock.” Whatever that is.].

This is Malice right after she took control of Polaris, as represented by her Attack Special (STILL FIGURING OUT YOUR POWERS: At the beginning of your turn, roll a d6. Until your next turn, on a result of 3-4: Malice can use Force Blast. 5-6: Malice can use Telekinesis.) and Damage Special (WHAT YOU SEE IS NOT WHAT YOU GET: Malice can use Perplex and Shape Change.).

Those two Specials combined with the rest of her dial make Malice a solid Secondary Attacker for a very reasonable point cost, but she has one last trick up her sleeve. Her Trait (I’M DONE WITH YOU, PRETTY: When Malice would be KO’d, you may equip her to another friendly character. EFFECT: Character can use Perplex and Shape Change.) means that even if your opponent takes Malice out early, well, that’ll only make your Primary Attacker that much better.

Pixie

For what basically amounts to a group of ‘gifted’ high school students, you guys sure seem to encounter and then murder a lot of aliens. I mean, like, a LOT.”

4. UXM056 Pixie — 75 Points — Super Rare: Yeah, she’s only got five clicks of life, but those are five pretty darn efficient clicks! She’s probably one of the best hybrid figures of the last few years, in that she fills three roles for your team for the price of one.

First, she starts with a 12 Movement Value top dial along with a Special Power (TELEPORTATION SPELL: Pixie can use Phasing/Teleport. When she does she may carry characters with “wing movement symbol” and may carry 2 characters. She may carry 4 characters instead if they all have the X-Men keyword.) that makes her a damn fine taxi if you’re not playing an X-Men Themed Team and a RIDICULOUSLY GOOD taxi if you are.

She also is a half-decent supporting piece since she offers Perplex on her first 3 Clicks and her Trait (PIXIE DUST: Pixie can use Smoke Cloud as a free action but places only 1 hindering marker. Characters occupying this hindering marker modify their defense values by -1 in addition to attack values.) can either help shield friendly Stealth-ers OR essentially Perplex down two more values on an opposing piece.

Finally, with a starting 3 Damage and a second Click that offers B/C/F AND Precision Strike, she’s got the Damage Output potential (hell, she might one-shot a piece that has top dial Super Senses!) AND the defensive moxie (Super Senses to evade attacks and the Mystics TA to make it hurt if your opponent does connect) to be an effective Secondary Attacker as well!

 

Kitty Pryde Phased

Winner of the “2016 Han Solo in Carbonite” modeling award…

3. UXM023B Kitty Pryde65 PointsUncommon (PRIME): Okay, so a couple years ago, Ninwashui wrote a piece wherein he made the case that Incapacitate was one of the worst powers in Heroclix. At that time, there were two types of figures with Incapacitate. Either it was a high-cost piece that you’d rather try and deal damage with anyway (so Incap was useless), or it was a low-cost piece that either had a bad Attack Value or a really thin dial so that they died before they were useful.

Well, Prime Kitty Pryde here doesn’t have Incapacitate–but she does have a Special Movement Power (PHASING ATTACK:  Kitty Pryde can use Phasing/Teleport and Stealth. When she uses Phasing/Teleport, after actions resolve she may make a close attack targeting all characters whose square she moved through. Hit characters are given an action token instead of normal damage.) that’s even better than Incap. All for just 65 points.

There’s no better way to get me excited about putting action tokens on my opponent’s pieces than giving me a weapon that potentially puts tokens on ALL my opponent’s figures at once instead!

And if you can find a way to give her Willpower…

Mags Proteus

Pink is the new purple, not the other way around!”

2. UXM057P Proteus35 PointsSuper Rare: It seems like a steep price to pay for an off-the-board +1 bump to all stats, all while risking a click of damage to the bumpee every turn, but in a world where all of the War of Light Entities have gone to pasture, Proteus is poised to become the new hotness.

There’s already a lot of theorycrafting on the best figures to break with his special Possession Trait (BURNING OUT HOST BODIES: EFFECT: Modify the combat values of the equipped character by +1. At the beginning of your turn, roll a d6 that can’t be rerolled 1-2: Deal the equipped character 1 unavoidable damage.); Taskmaster from Civil War OP works like gangbusters, and I tested the Sentry LE from the same set with Proteus just the other day and had positive results. Even Rage from Avengers Assemble seems like fun.

And when you get right down to it, his 35 Point off-the-board cost actually isn’t that steep, for a few reasons. First, of course, that stat-bump is huge. But secondly, consider the fact that his other Trait (HE’S USING ORDINARY PEOPLE LIKE PUPPETS!: When building your force, you may pay 35 points to equip Proteus to a character of 100 points or less. When the equipped character is KO’d, equip this to another friendly character of 100 points or less. If you can’t, place him on click #10 into the square of the last character he was equipped and he can’t be healed.) means he’s the first Possessor in the game who can hop from piece to piece as your army is KO’d AND the fact that he can actually pop onto the battlefield as a 11 Attack, 4 Damage Pulse Wave-r with Prob once he runs out of hosts. Yup! He’s the first Possessor who starts off-the-board but has a way to actually come into the game, so those aren’t just 35 dead points if your Possessed character gets KO’d!!

Even if you hate the X-Men or planned on skipping this set, this is a piece you’re gonna want for your collection going forward.

Iceman 1

So thaaaat’s where that sculpt came from…

 

1. UXM051 Iceman110 PointsSuper Rare: A deceptively deep dial that keeps turning up new ways to terrorize your opponent.

First, since he flies and Ignores Characters on movement, there’s not much on the map that’s gonna impede his mobility.

Second, his first Trait (FROZEN SOLID: When Iceman moves, after actions resolve you may make a close attack targeting a single opposing character whose square he moved through and didn’t target with an attack that action. If you hit, attach the Ice Wall marker to that character, removing it from any other character. As long as the Ice Wall marker is attached, that character can’t be moved, placed, given actions, or targeted with an attack. At the end of the next turn, remove the Ice Wall marker.) basically gives him a shot at two legit attacks each turn. No, he does not come with Willpower or Indomitable, but you’re really not losing out on actions since he can do so much in one turn.

Third, even though ICEMAN doesn’t lose out on actions, that doesn’t mean your opponent won’t. Iceman’s Special Damage Power (ICY FATE: When Iceman hits an opposing character, after actions resolve you may give that character an action token.) means that on top of tagging his targets with damage, he’ll also keep them locked down with tokens–and that’s not counting the other piece he’ll be locking down with “Frozen Solid!”

In a set of smaller, efficient dials, Bobby Drake stands taller than the rest.

 

Well, that’s it for today. Lots of Builds to discuss, but I think we might wrap up our Uncanny X-Men coverage (finally–and less than a month before the next set drops!) with a spotlight on the WORST figures in the set. Keep it tuned right here, as that should drop later this week!

 

Flash Fact #2: SPOILERS (Or, A Brief Intermission About the Flash Season 2 Finale!!)

Flash Zoom Race

So, I swear, I’m hard at work on the Uncanny X-Men Top Ten Set Review (hopefully by the end of next week, but I can’t promise anything… yet!), but today we’re gonna take a break from our regularly scheduled programming and talk about some good ol’ fashioned superhero TV.

Why?

Well, the 2015-2016 TV Season just ended, and there’s a few things that need discussin’!

A year ago, I thought Agents of S.H.I.E.L.D. was pretty consistently solid while The Flash (in its first season after spinning off from Arrow) was kind of cheesy, at least initially. I thought the show really found itself during the back half of that debut season and (like A0S) had a dynamite finale.

Fast forward a year, and both shows have just finished firing off their best seasons. When considering all the great comic-based TV we have these days, Agents of S.H.I.E.L.D. had probably the best episode of the season (that would be its fifth episode, 4,722 Hours), but The Flash turned in an extremely solid run of 23 episodes that didn’t really have any turkeys in the bunch. The finale, in particular, is what I want to write about today.

ELIZABETH HENSTRIDGE

You were great, Agent Simmons, but we’ll talk about your show in a different post. (ABC/Tyler Golden)

At this point, like all other bloggers, I am contractually obligated to note that the rest of this post will SPOIL much of the Second Season finale of The Flash. If you wish to proceed from here and have not seen this episode yet, you have been warned. We’re jumping in:

5…

4…

3…

2…

1…

 

Okay!! Still with me? Good. So, if you made it to the end of the finale, you know that after defeating Zoom, Barry went back in time (again) to the scene of his mother’s death (again) and finally decided to do something about it.

Flash Reverse Flash

In the process of beating up the Reverse Flash, Barry SEEMS to have done some possibly irreparable damage to the Timeline and changed both the past and the future in ways we’ve yet to see. What does it all mean?

Essentially, it seems like we’re headed for “Flashpoint” in Season Three, or at least the Berlanti-verse version of it. The Flash has become the most interesting DC show on television, and the ramifications of this finale are potentially mind-boggling.

WHAT WE KNOW:

-There are four shows in the Berlanti-verse: Arrow, The Flash, Legends of Tomorrow and Supergirl. Of those four, the first two are closely connected and part of the same extended universe; Legends of Tomorrow is primarily populated with DC characters who were previously introduced as supporting characters on either Arrow or The Flash. It is seemingly connected to Arrow and The Flash, although it’s unclear even–or perhaps ESPECIALLY–if time travel on Legends of Tomorrow works the same way that time travel on The Flash works. For this discussion, it’s not really important though.

Supergirl is set on a completely different Earth where there is no Flash and no Arrow; this may be important later. Flash did randomly journey to Supergirl’s Earth during Supergirl’s first season, so the two characters have met at least once.

-All four shows were renewed for the 2016-2017 season.

DC Shows

All four shows will crossover with each other at least once during the season; currently, the big crossover event doesn’t have an exact date (it’s still at least 5-6 months away), but sometime in mid-November would be a good bet.

-The presumed source material for The Flash‘s third season, Flashpoint was a major DC Comics crossover event from 2011 that completely changed the status quo and introduced the “New 52” universe (I’m not a huge fan of the New 52–I liked DC fine enough the way it was, but there are those who really dig it). One of the benefits for DC of remaking their universe was the opportunity to fold in Jim Lee’s recently acquired Wildstorm characters (WildC.A.T.’s, The Authority, etc.). Basically, DC used Flashpoint to incorporate an entire, newly acquired universe in the main DC hierarchy.

This may be important later…

WHY FLASHPOINT CAN’T JUST BE A STRAIGHT ADAPTION:

-So if you’ve made it this far, then you’ve probably either read “Flashpoint” at some point or else you just read the Wikipedia (read: Cliff Notes) version of it.

And you know that there’s an awful lot of folks who play major roles in that story who haven’t been introduced yet… and–(NOT REALLY A) SPOILER ALERT–are not getting introduced into the Berlanti-verse anytime soon.

For Example:

-Batman ain’t coming (he’s being portrayed as a petulant little twerp over on FOX in a show called Gotham). Moreover, there seems to be an edict from DC that Berlanti can’t introduce any of the Trinity characters on his collection of shows. Or at least that’s the rumor.

Its worse than you know

It’s worse than you know.

It usually is

It usually is.

I actually think it’s even worse than that.

I think Berlanti is forbidden from using any of the seven main Justice League folks except the Flash, since he’s already established, and I think if Warner Brothers could find a way to take back Barry Allen, they would, despite the show’s success. Why? Because unlike Marvel, DC wants their TV universe separated from their (theoretically) burgeoning film universe. There’s a few reasons why they prefer things this way, and a host of reasons why this is dumb. But that hasn’t stopped DC and Warner Brothers before, so why should it now?

Even though Batman V Superman was greeted with a critical thumping, it still performed juuuust well enough at the box office to keep DC from completely pulling the plug on this iteration of their movie-verse (we’ll take a page from the internet here and just call it Zach Snyder’s “Murder-verse” for short). And as long as they’re going to continue with that continuity, most of the big-name DC heroes (and even C-list characters like Booster Gold, who now has a Zach Stentz-penned movie in development) will remain completely out of reach for the Berlanti-verse.

-Thomas Wayne (Batman in the Flashpoint universe) ain’t coming (for the very same reasons Batman isn’t);

-Martha Wayne (and her Joker turn) ain’t coming;

-Wonder Woman and all the Amazons? Ain’t coming;

-Aquaman and his Atlantean army? Nope. His profile has gone way up since Smallville. I’m betting he’s off-limits too.

-Booster Gold was mentioned above; he had a big role on the periphery of Flashpoint… and I’m pretty sure he ain’t coming (it would make no sense to cast an actor to play Booster for TV when you’re dead-set on recasting the role for the movie version in a couple years anyway–if everything pans out, that is).

-Cyborg has a movie on the docket. He’s not gonna show up;

-Pick a version of Green Lantern. Who’s your favorite? Hal Jordan? John Stewart? Guy Gardner? Kyle Rayner? Guess what: none of them are coming, despite the fact that any of them would kill on the CW (“Blackest Night” done over the course of a 4-show crossover on the CW? Yes, please! Too bad it will never happen).

-You get the point. Despite all of the those characters making very specific and important appearances throughout “Flashpoint,” I’d bet dollars to donuts that not a single one will show up in the Berlanti-verse next year.

But here’s the surprise twist: you don’t need ANY of them to faithfully adapt “Flashpoint” on The Flash. Not a single one.

WHAT WE THINK WILL HAPPEN:

-When you think about it, Arrow on the CW is really just the story of how Bruce Wayne became Batman–it just doesn’t have Bruce Wayne or Batman in it. But Oliver Queen in Arrow is a rich playboy who suffers the trauma of losing his parents and decides to dedicate his life to stopping crime and saving his city. Oliver Queen would be a perfect stand-in for Bruce Wayne in the Berlanti-verse.

“But won’t Stephen Amell be hella-busy shooting his own show?” you might ask. Yes. Yes he will be. But remember, Bruce Wayne pretty much just showed up at the end of the story, so Amell really only needs to show up for the end of the “Flashpoint” storyline (which may or may not happen during that already-planned November crossover that Amell will be doing anyway).

Besides, the producers may already have a different actor in mind to play Green Arrow on The Flash:

Robert Queen

Me?”

Yes you, Jamey Sheridan. Thomas Wayne was the man in the Batman costume during “Flashpoint,” and similarly, Robert Queen could be the man under the cowl in the new, altered timeline. In fact, I think the producers hinted at this possibility during one of the Earth 2 excursions we witnessed during Season Two, where Robert Queen was unmasked as Green Arrow during a news report.

Bringing back Robert Queen for a few episodes to actually be the Green Arrow would be pretty slick for two reasons: firstly, it would bring back a somewhat under-utilized Berlanti-verse supporting character for an awesome final run. Secondly, it would still maintain the original spirit of Thomas Wayne’s “Flashpoint” storyline.

And best of all, it would allow them to do that final envelope scene from “Flashpoint” where Barry puts the universe back together again (more or less) and then hands an emotional, handwritten letter to Bruce Wayne from his dead father, Thomas. That scene was a beautiful coda to the whole saga and is, frankly, one of the best reasons to try and adapt this particular storyline. Probably THE best reason, actually (“Heart, Humor and Spectacle,” indeed!).

But the only way that final scene lands is if the producers can get Mr. Sheridan to come back and suit up for a few guest-starring roles as Green Arrow on The Flash.

-In “Flashpoint,” Martha Wayne’s grief over losing her son Bruce eventually twists her mind until she becomes a psycho-Joker. Once that’s revealed, she pretty much just falls in a pit of bats and then dies.

If Berlanti’s team wants to bring back Moira Queen and have her do a similar heel turn, that would be fine. Could actually make for a cool sort of one-off “Villain of the Week.”

-No Aquaman and no Wonder Woman is trickier, since their respective nation’s escalating war threatens the whole world and without them, a major source of environmental tension would be gone. But once again, you really don’t need those specific characters–indeed, having them show up out of nowhere at this point would probably be kinda jarring.

What you really need is two large organizations fighting with each other on a scale that could threaten the whole world with how out-of-control their conflict becomes. What about the assassins of Nanda Parbat versus the shadowy intrigue of The Hive? Could one not argue that, if left unchecked by Oliver and his team, both of these organizations would have been on a super-powered collision course by Season Four of Arrow?

-And since we brought it up before, wouldn’t this all have to have a big effect on Arrow, Legends and Supergirl?

Yeah, to really hit home, it probably would. But Arrow could actually pull a fast one and basically start telling their Season 5 story without really acknowledging The Flash but showing subtle differences between the Season 4 status quo and the Season 5 status quo. Then, after the crossover, we find out the differences are because on Arrow, we’ve been watching the post-Flashpoint continuity all along!

Legends is already a time-traveling show and its central characters could show up at some point in November to help Flash put right those things that once went wrong, but they exist outside the normal flow of time to begin with, so, in theory,  they don’t really need to worry so much about the repercussions of “Flashpoint.”

And Supergirl? Well, Supergirl’s universe would suddenly and inexplicably–or perhaps even splicably–find itself on Earth 1 or Earth 2, ready to adventure with our

Flashpoint

CONCLUSION: This is all wild speculation, of course, but isn’t that what makes the internet so damn much fun at the end of the day? Anyway, whether Season Three of the Flash goes even something like what I’ve predicted here, or if it turns out to be completely different, I will be watching the CW this Fall with great interest.

 

And don’t forget to join us next time as we get back into Heroclix with our Uncanny X-Men Top Ten Set Review!

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

 

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

Patriotic Cap

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

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

<Ahem>

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

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

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

Black and White Turtles

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

Goongala Goongala! And Hello Again!!

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

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

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

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

In fact, let’s talk about…

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

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

SOME BRIEF NOTES ABOUT THE SET:

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

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

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

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

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

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

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

And for the record, those five weapon Specials are:

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

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

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

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

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

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

Anyway, without further ado…

April O'neil

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

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

Splinter

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

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

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

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

Nobody Hobody

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

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

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

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

Baxter Stockman Fly

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

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

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

Baxter Stockman No Fly

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

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

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

Casey Jones

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

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

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

TMNT Jason Flowers

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

5. TMNT034 Donatello — 75 Points — Chase:

4. TMNT035 Leonardo — 75 Points — Chase:

3. TMNT033 Michaelangelo — 75 Points — Chase:

2. TMNT032 Raphael — 75 Points — Chase:

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

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

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

Krang

Shredder, my eyes are down here!

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

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

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

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

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

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

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

 

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

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

Night(lantern) Moves!! (Or, Flash Figure Review #2!!)

Nightlantern

Okay! So today, we’re dusting off a gimmick we started allll the way back in early 2014: The Flash Figure Review (not to be confused with the Flash Top Ten Set Review, of course, which was a review of Flash figures, as opposed to a Flash Figure Review. Which is what this is. Okay, now I’m confused… )!

Nightlantern, the Prime Rare from the recent World’s Finest set, has to be discussed on his own merits; thus, I excluded him from my initial World’s Finest Top Ten. But now we’re gonna talk a bit about his special Trait and the best way to utilize it in the Meta.

First, let’s look at exactly what that Trait does:

“EVERY PERSON I KNOW IS AN AMALGAM OF TWO FROM YOUR UNIVERSE?: When building your force, you may pay 25 points and put a standard character on your sideline, called an Amalgam. At the beginning of the game, equip the Amalgam to a standard friendly character (other than Nightlantern) that is higher points than the Amalgam’s highest point value and link it to that character’s dial. For the rest of the game, the Amalgam provides the below effect when equipped: EFFECT: At the beginning of your turn or when when this character is clicked, you may choose a standard power on the equipped dial. This character can use that power until your next turn or clicked.

Yup. For 25 Build Points, Nightlantern here turns any standard character into a Possessor (with a few more restrictions than Entities and those with the Possession Trait).

[EDITOR’S NOTE: See the WizKids “DESIGNINSIGHT” article for more information on exactly what qualifies a character as a “Standard Character” nowadays.]

So the question becomes, what are your best options for Amalgam figures? Well, that is obviously going to change depending on what figures you’re playing with Nightlantern and which powers you think they might benefit from the most.

But what might be more helpful is examining the parameters of the power and taking a look at all the useful Amalgam dials out there and categorizing what they can provide. To do THAT, let’s take a quick look at the Trait’s built-in limitations and what those mean when it comes time to pick an Amalgam.

In a 300 Point game, you’re probably going to be looking at Amalgam figures that are 99 Points or less, since whoever they’re going to enhance is probably only going to be a 100-110 Point figure (Nightlantern is 150 himself, and you have to add 25 Points to whoever his running buddy is going to be, so you’re probably not going to be able to fit any figure who’s more than 100 Points if you want to leave room for a Resource, Relic or additional supporting character).

We also know that the enhanced figure can only copy Standard Powers, not White Powers, so we’re looking for Modern Age figures (well, at least for most games) who are about 99 Points or less and have at least 3 (if not 4) useful standard powers on their top click, so you’re provided the maximum amount of options from which to choose. Even if you think you only need one or two powers to make a piece sing, having up to two more useful choices every turn can be a real lifesaver.

And remember, the Amalgam character MUST be less points than the character who is equipping them. I like to refer to this as the Amalgam’s Threshold. As in, “Hey, I’m playing Prime Captain Marvel and I’m going to equip an Amalgam to him. Mar-Vell is 82 Points, so I can’t go past the 81 Point Threshold when I’m picking a figure to be his Amalgam.”

[EDITOR’S NOTE: That, of course, was a terrible example, since you can’t play Prime Nightlantern and Prime Captain Marvel on the same force.]

Having said all that, the easiest way to search potential Amalgam pieces is to pick the power you most want to give your piece and then search HCRealms for that power. While I can’t list every useful possible figure in this space (we’d be here forever), we can go over a few really useful Amalgams.

For example, a problem I run into often is finding great figures who have no move-and-attack powers top dial. Well, there are plenty of ways to fix that. Let’s look at a few:

IF YOU’RE LOOKING TO GIVE A FIGURE CHARGE…

The upcoming TMNT set is an excellent place to look–and we still don’t know all the pieces in it. But all the Common Turtles offer Charge on their first three Clicks. Of those pieces, TMNT004 Donatello adds a top dial Outwit as well. But the real find here is TMNT012 Casey Jones (Uncommon) who offers Charge AND Willpower for his first 3 Clicks, along with Battle Fury if you find yourself surrounded by Shape Changers! If you wanted to take a low-cost Secondary Attacker and make them REAL dangerous REAL fast, Casey Jones is your man.

Also:

AOU017 Iron Man (Uncommon) costs 90 and offers your choice of Charge, Super Strength, Invuln AND Outwit.

AOU019 Hulk (Uncommon) has an 80 Point Threshold and offers Charge, Super Strength and Impervious.

And so on.

IF YOU’RE LOOKING TO GIVE A FIGURE RUNNING SHOT…

Might I suggest:

CATWS007 S.H.I.E.L.D. Commander (Common): 65 Points with access to four powers. Running Shot (Awesome! RS is difficult to find on decent sub-70 point characters); Energy Explosion (Pretty Good); Toughness (Meh); Leadership (Meh +)

GOTGM004 Nova Corps Officer (Common): 55 Points. Running Shot, Toughness and Enhancement. You would only choose this guy for the cheap threshold Running Shot, which he holds on to for 2 Clicks.

FFNFAOS002 Agent Coulson (Fast Forces Pack): Coulson here grants you Running Shot, Pen/Psy AND Energy Shield/ Deflection for the low, low cost of 75 Points.

OH, AND IF YOU’RE LOOKING TO GIVE A FIGURE HYPERSONIC SPEED…

Your options include:

AVAS022 Ultra-Girl (Uncommon): With a Threshold under 100 Points (98 to be exact), Ultra-Girl offers Hypersonic Speed on her first two Clicks along with top dial Invuln.

IIM013 Northstar (Common): Wow! Two top dial AND bottom dial Clicks of Hypersonic Speed and, best of all, Northstar only costs 75 Points. You want to give Balls of Fury Hypersonic Speed? Do it. Prime Captain Marvel from GotG? Uhhhh… no, since both he and Nightlantern are Primes.

However, for a Threshold cost of just 5 Points more…

IIM209 Aurora (Common): She’s 80 Points and offers Hypersonic Speed on her first 3 Clicks, Precision Strike on her first two AND Energy Shield/Defelection on every click! For her price, she’s awesome!

You can also check out JLTW043 Johnny Quick (Rare); FL001A Flash (Common) and WF002 Superman (Common)–they’re all great sources of Hypersonic Speed.

And here’s a few more cheap pieces with 3-4 really good power options for your Amalgam-ing pleasure.

CATWS013 Agent 13 (Mass Market Rare): A Meta piece on her own for just 55 Points, she offers Plasticity (important nowadays with all the great Hypersonic Speed pieces out there), Combat Reflexes and Shape Change.

GOTGM010 Nebula (Core Hobby Rare): Her 73 point threshold offers 4 top dial choices: Stealth, Precision Strike, Mastermind and Shape Change.

AAOU010 Scarlet Witch (Hobby Rare): She’s only 55 Points and offers Stealth, Willpower AND Perplex top dial. Willpower alone fixes the biggest flaw on a bunch of different characters in the 75-100 Point Range.

AAOU015 Nick Fury (Mass Market Rare): 45 Points. Offers access to Stealth, Willpower and Shape Change.

AAOU105 Black Widow (Starter Set): 75 Points with FOUR standard powers top dial. Sidestep, Precision Strike, Willpower and Shape Change.

AAOU106 Hawkeye (Starter Set): 75 Points, again with FOUR standard powers to start. Stealth, Pen/Psy, Willpower and Enhancement.

Whew! Okay then. As always, your mileage may vary when spelunking for good Amalgam pieces.

It’s probably also important to note that as the Build total in any given game rises, the usefulness of Nightlantern increases (since it gives you room to play larger Threshold Amalgams).

Any buried treasure that we missed? Sound off in the Comments section!

And, as always, keep it tuned to this space right here. With this year’s Modern Age Set Rotations already dropping (as of yesterday), we’ve got plenty to talk about going forward!

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

 

God Packs & Monsters!! (Or, a Top Ten Set Review of World’s Finest!!)

 

WF 1

Whoops! Not these two… they’re the Con Exclusive.

Hello once more, and welcome to our first Top Ten Set Review for the newest DC Heroclix expansion, World’s Finest!

I’ll be going first today, with Ninwashui trailing not far behind with his own Second Opinion.

Before we begin, a word of warning:

This piece is long. Seriously. Like Bill Simmons long. This might be the longest article we’ve ever published [EDITOR’S NOTE: Incidentally, Ninwashui has no hope of matching my word count, but his inadequacies as a Heroclix dial evaluator when compared to me are not important right now–this is about the figures.]. I really should have split it in two. Remember that “Let’s Be Lanterns” series that we published a year and a half ago? In three parts?

Yeah, I think this is longer than all three of those. Combined.

So sit back, grab a cold drink (probably not in that order) and enjoy the feast that is to come.

Cuz we’re starting right now with some…

Notes

NOTES ABOUT THE SET:

–I think I say something positive about the sculpts almost every set, but this time… I’m gonna do it again. The articulation on some of these sculpts is astounding! The faces in particular. As recently as three years ago, character’s faces always ended up as blurry blobs; now you can often tell who a character is on their facial features alone. Bravo, WizKids! Bravo!

–Now for some bad news. This is probably the most top heavy set Wizkids has ever produced. Almost all the firepower is in the Rare, Super Rare, Chase and LE slots. Which means you’ll often be pulling–at most–one good figure per pack. Ninwashui will come on here later with his Second Opinion and try to sell you on the “Shifting Focus”-Traited Batman or Superman figs. They’re fun for a house game where the build is, like, 200 Points; beyond that, they’re really not very good.

I mean, seriously, let’s take a brief look at the hot mess that is some of the Common slot figs (I say some cuz I don’t want to step on the Worst Figures bonus segment that ends this article):

Hot Mess Express

Thank you to whoever came up with this meme. Perfect introduction for this segment!

Robotman

Robotman (130 Points): Completely generic dial, although his stats aren’t terrible for the points (I actually think there’s a tiny bit of value in his 50 Point dial). At least you’ll need him for a Doom Patrol Theme; that’s the main reason to collect him, I suppose.

Iron

Well… get used to it, Iron.

Iron (50 Points): 50 Points buys you four Clicks of a slow close combatant with no Willpower. If you play a better member of the Metal Men with him, he’ll gain Sidestep and every once in a blue moon he’ll deal one more damage with a successful object attack. Considering the cheapest Metal Man (or Metal Woman) is 25 Points, you’d probably be better off just Possessing him with, well, any Possessor, really. But then you’ll ask yourself: “Why am I wasting a Possessor on such a loser dial?”

Let’s be honest: the only reason to own Iron is if you’ve managed to pull an Alloy (you’ll want Iron for your Sideline).

Tin

Tin (50 Points): To be clear:  you are paying 50 Points for Perplex. His 9 Attack and 2 Damage with a 4 Range are not awful for his cost, but you’re really playing him for that Perplex. These are pretty average values and powers for his point level, but “average” makes him among the best Commons in the set. Now, here’s where things get interesting.

If you play two copies of Tin together, suddenly they each get Sidestep and can use their Perplexes to modify any combat value (except Damage) by +2 instead. That Sidestep combined with their top dial Willpower means they should be able to scoot around the map as a mobile Perplex-unit that’s always there when you need them. So, in conclusion, while one Tin on his own is average, two Tins played together are actually (gasp!) kinda good!

Beware the Creeper

No, seriously, beware the Creeper. He’ll really sink your–wait, that’s not even the RIGHT Creeper! Dammit! Let’s get it together, people!)

Creeper (75 Points): I have played him like three times now in Sealed Tourneys. He’s just not good. The problem is he really seems like he SHOULD be, and he sucks you into playing him every time. He has a ton of powers. He has the always useful Outsiders TA. But even with Traited Sidestep and Stealth, he just doesn’t seem to be able to get to his target unscathed. And that’s a major problem when he has no Willpower, no dampeners, only does 2 Damage after his top Click and has only 5 Clicks of life. I think he’d be okay in Modern Age Constructed when played by someone with a specific plan of attack for him, but in a Meta where a piece like Nick Fury will see him coming from across the board, he’s almost less than useless.

And on and on… I think you get the idea. Are the Witch and Warlock playable? Absolutely. Is Booster Gold good? Sure. Blue Beetle is downright… well, he’s decent when played with Booster, which limits your options a bit, but whatever. Still not gonna be Top Ten worthy. Even Poison Ivy Prime, while solid, was nowhere near my Top Ten.

I can’t remember the last time I did a Set Review and no Common showed up in the Top Ten or even as an Honorable Mention slot. Well, that day is here.

Design Insight

–And as we noted last set, I guess Wizkids has sort of hinted that this situation was coming with their recent DesignInsight articles that stated their interest in simplifying the Common and Uncommon character mechanics and saving the more ambitious designs for Rare figures or above. But “simple” doesn’t have to mean “underpowered” or downright “useless.”

Just last set we had Common figures like Hat, who has only 5 Clicks, no Special Powers and exactly one, two-sentence long Trait. And he currently has a 5-Star rating on HCRealms.com. He’s also got the Justice League Elite and Mystical keywords, which means he’s a piece people will look for if they want to create an Elite Build or if they need an effective piece to round out a Mystical squad. In other words, it’s not a bad day if he shows up in the back you just bought.

I get that from a design standpoint not every figure is going to be a home run–you actually want to have certain pieces be stronger in certain situations than others. That’s what makes for a healthy game environment. I just think the rarity distribution for those pieces was significantly off for this set, and I’d invite anyone who disagrees with that conclusion to compare the effectiveness of the Commons from Superman/Wonder Woman to the Commons from World’s Finest. It’s really not even close.

–Has the community decided on a shorthand name for the Chases’ Rookie Levels? I prefer “Tower Click,” and that’s the term I’ll use here [EDITOR’S NOTE: Oh-ho, just wait until you’re done with this review. “Tower Click?”–you’ll be sick of it, you’re going to hear it so much! Yup, those Chases are gonna show up a BUNCH! Sorry, I didn’t design them–don’t blame me for these guys clogging up your Meta and emptying your bank account. Wizkids did it.], but I’ve also heard “Sentry Mode” and “Turret Mode/Click,” so your mileage may vary.

WF 2

–Lastly… ugh. This is an ugly set for Sealed. If I handed you two packs and guaranteed you a Super Rare and a Rare, you could pull something like World’s Finest and Mary Marvel in those slots (you’re probably going to win), or Platinum and Mercury (thanks for playing!).

I know some folks weren’t happy with Nick Fury Sealed (“Wow! I got a 65 Point Nick Fury, Jr., and a whole bunch of 50 Point S.H.I.E.L.D. Agents. And you got Super Rare Jane Foster Thor, who can kill everybody on my side with about two ranged attacks. Through Hindering Terrain. Or Elevated Terrain. Or other characters. Good Lord…“), but I’ve found this World’s Finest Sealed Environment to be much, much worse. If you are running a Sealed, make it a 300 Point Build. Anything higher just increases the imbalance towards Tentpoles. Trust me, I learned this the hard way…

Okay! Enough notes. No more paperwork. Let’s talk about…

5 HONORABLE MENTIONS!!

Toymaster

5. WF036 Toymaster — Rare — 30 Points: Juston Seyfert and Ragnarok just found a new running buddy! He has an Attack Special [UPGRADE YOUR STUFF: UNIQUE MODIFIER – Modify the attack value of adjacent friendly characters by +1. If that character has the Armor or Robot keyword, also modify their defense value by +1. (UNIQUE MODIFIER – Characters can only be modified by one effect of this name.)] AND a Damage Special (I’M BETTER WITH ROBOTS: Toymaster can use Support. When he does, increase the d6 result by 1 if the target has the Robot or Armor keyword and decrease it by 1 otherwise.) that can supe up your robotic Tentpole immensely.

Toymaster isn’t much different from some Common generics like Witch, except that he adds that defense buff and an advanced healing component as well–provided that his target has the “Robot” or “Armor” keyword. Plus, with Willpower, Stealth and the ability to move through Hindering (via his Batman Ally & Superman Ally TA’s), he’s a much more nimble supporting piece than the generics. And his keywords rock. Finally, a guy who enhances Robots AND has the “Robot” keyword!

FUN BUILD FACTS: If you really feel like being sneaky but don’t care so much about Theme, equip him with Ion for another 25 Points and watch him Outwit opposing characters through Stealth with his Supes TA. With Ion, you can also choose to give him Impervious, Phasing/Teleport OR Telekinesis as needed.

What you’ve then essentially done is taken the best of the 50 Point Starter Set Toymaster and added it to the Main set version (plus a whole lot extra) for just 5 Points more. Hell, TK was the main reason to play the Starter version anyway. And the Starter version’s limited Wildcard ability frankly sucks compared to the Main set’s already included Batman Ally and Superman Ally TA’s.

CRITICAL MISSIVES ARMY BUILD AXIOM #13: Possessors are, y’know, pretty #@^$ing good. That is all. 

Mallah

4. WF052 Monsieur Mallah150 PointsSuper Rare: This is a true Switchblade Clix that can do just about anything, since between Mallah and the detachable Brain, these pieces have just about all the powers in the game.

If you’re worried about getting out-actioned, choose to take the Brain off at the beginning of your turn and have the lil guy (thing?) go to town with his 8 Range, 2 Damage, Pen/Psy and Outwit.

On the other hand, if you’re up for some tentpole on tentpole violence, keep Brain attached, have Mallah launch a nice 3 or 4 (depending on how you want to use your Perplex) damage Pen/Psy/Energy Explosion attack of his own, and then try and use his Leadership Special next turn to remove an action token from himself.

There’s too much power and game-changing support in this set for Mallah to crack my Top Ten, but he has to be mentioned.

Elasti-Girl

3. WF035E Elasti-Girl50 Points — Rare: By far the best of the Doom Patrol pieces in this set [EDITOR’S NOTE: Not that I’m a huge fan of either the New 52 or the Doom Patrol, but for the love of all that’s holy, why didn’t Element Woman from Trinity War have the “Doom Patrol” keyword? It’s not new. If you were a fan and wanted to put together a New 52 Doom Patrol from, say, their appearance in Justice League #30, all the pieces have basically been made, but now you’re actually breaking Theme to put them together. Sigh… ], Rita Farr has a great Veteran dial, but her Experienced dial is even more intriguing.

Her second Trait (PROTOPLASMIC PHYSIOLOGY: At the beginning of your turn, you may choose tiny symbol, giant symbol, or colossal symbol. If you do, Elasti-Girl has the chosen symbol until she chooses again. If she chooses tiny symbol, modify her combat values by -1. If she chooses colossal symbol, modify her combat values by +1.) means that she can either Carry or be Carried right off the bat, so it’s tough to envision mobility issues for any team that uses her as a Tertiary Attacker or Supporting piece.

She has Charge and the ability to deal up to 4 Damage on her top click, and while she has no dampeners, she does sport the ever popular Shape Change/Super Senses combo on top of her 18 Defense (when Colossal).

Down dial she turns into a really good tie-up piece with Plasticity and Perplex. This is a very versatile dial that offers a ton of value for just 50 Points.

Worlds Finest 75 Point

Honestly, though, Clark, we really could have shaken hands on the ground. You did not need to fly us up here.

2. WF060R World’s Finest75 PointsSuper Rare: Stats are pretty good for a 75-Point piece. Duo Attack. 4 Damage to start. Charge the whole dial, Super Strength the whole dial, Toughness, Combat Reflexes and CCE the whole dial. And–oh yeah–none of their powers can be countered. What’s not to love?

They have 3 Clicks. One strike from a piece that does 4 or more damage KO’s them instantly.

But–BUT–that dial isn’t as shallow as it may seem. Remember, this piece has both the Superman Ally AND Batman Ally TA, so your opponent will either need to find a solution for your Stealth or deal with your un-Outwittable Combat Reflexes, which suddenly means they have to hit a 20.

And that’s what it comes down to. You’re making a 75-Point bet that you can get this piece to your opponent’s front line for a huge, 6-Damage Charge before they can snipe it out of the air. If you make it there unscathed, you have a Secondary Attacker that’s giving you A+ Primary Attacker damage output. If you can’t, you may have dug yourself a hole to deep to get out of.

KC Batman

1. WF062R Batman 25 PointsChase: Incidentally, KC Bat’s 150 Point main dial could easily have gone here too (13 Attack with Precision Strike!). But his “Tower Click” is probably where his Meta bread will be buttered.

Like all of his KC brethren (and sistren?), Batman’s Tower Click comes with a mobility hindering Trait (ISOLATED FROM THIS VIOLENT WORLD: Batman begins the game placed at least 6 squares from any starting area and not adjacent to another character. While on click 11, he can’t be moved or placed. When he is the only character on your force or an opposing character critical hits another friendly character, you may turn him to click 6 and he can’t be healed for the remainder of the game.) that requires you to be very precise about where you Place him to start the game (incidentally, more than with any other Tower Chase, Map Choice is important to you if you’re playing this Batman. A nice Elevated ledge of some sort near the center of the battlefield turns him into a nightmare for your opponent).

Then you get to the reason you’re playing him:  his Damage Special (I MONITOR GOTHAM FROM THE BATCAVE: Batman can use Outwit with a range value of 10. Opposing characters 4 or more squares from him can’t draw lines of fire to him.).

Yup. You get a nigh-untargetable 10-Range Outwitter for just 25 Points who’s Defense bumps up to a 20 against close combat attacks. And who can also turn into a Secondary Attacker if he ends up as the last piece on your force (or if your opponent hits a Crit).

And because he’s a KC piece, ol’ Bruce here has no problem Outwitting the sin out of any of the other KC Chase main dials.

[EDITOR’S NOTE: I actually love this from a flavor standpoint too, as it makes Bats the one piece every other KC figure is vulnerable too. Lots of parallels to the actual Kingdom Come story. Well done, Wizkids!]

AND NOW, WITHOUT FURTHER ADO, ON TO…

THE TOP TEN FOURTEEN FIGURES IN WORLD’S FINEST!!

Yikes. After 5 Honorable Mentions, there’s still 14 more freaking figures worth talking about? Damn, this is a powerful set!

The Wizard

14. WF030 The Wizard — 50 Points — Uncommon: Finally! A non-Rare, non-Super Rare, non-Chase, non-LE piece makes the list! Maybe only because I had to expand it by four whole slots, but still!

The Wizard is a piddly 50 Point support piece who sports no standard powers top dial except Prob (with a 6 Range) but has one of the best survivability Special Powers I’ve ever seen (ILLUSIONS HIDE YOUR TRUE SURROUNDINGS: When The Wizard is occupying hindering terrain or adjacent to blocking terrain, The Wizard can’t be targeted by non-adjacent opposing characters.).

And while he sports a crappy 16 Defense with no kickers for his entire dial, his special Traited Shape Change (POOF!: The Wizard can use Shape Change. When he uses Shape Change and succeeds, you may place him within 4 squares and in the square he previously occupied immediately place a Tiger bystander.) actually makes attacking him a dangerous gamble–especially since he can usually only be attacked up close. Believe me–that Tiger token is no joke (and heaven help you if he hits his Shape Change more than once and you have multiple Tigers floating around the battlefield).

In Sealed, The Wizard’s a monster, taking up waaaaaay too much of your opponent’s time and attention, and I wouldn’t be surprised if he shows up in the Meta. It’s bad enough that your opponent has to jump through so many positioning hoops just to get to The Wizard, and if you can make even one Shape Change role (Blue Battery candidate, perhaps?), you might just change the outcome of the game.

Streaky 2

13. WF100 Streaky — 50 Points — LE: The Prize Kit piece from World’s Finest actually offers the cheapest source of top dial Hypersonic Speed that I’m aware of (excluding Possessor shenanigans such as Possessing a character who has a secondary dial that starts on Click 3 with Ophidian). And with a native top dial damage value of 3, a Defense Value of 18 (with Super Senses and Toughness) plus a Despotellis-like Trait (THIS CAT HAS CLAWS!: When an adjacent opposing character is moved or placed, after actions resolve you may place Streaky adjacent to that character. Streaky does not require opponents to break away.), Streaky is actually one of the best Tertiary Attackers in the Modern Age right now.

Plus, pets with capes are always cool. Just ask Krypto.

Metallo

12. WF055 Metallo — 150 Points — Super Rare: Metallo is another Primary Attacker plucked from Superman’s rogues gallery who offers a ton of versatility. His Trait (RAPIDLY MORPHING FRAME: Give Metallo a free action and choose one: choose a standard attack power, and he can use that power until your next turn -or- modify his combat values by +1 until your next turn.) is borderline bonkers, especially if you choose the second option on his top dial; suddenly he becomes a 9, 12, 19, 5 with Charge, Invincible and Shape Change. Those are big time stats for a 150 Point character.

Down dial he picks up an extremely useful Special Poison Attack Power (YOU’VE EXPOSED MY KRYPTONITE HEART: Metallo can use Poison. When he does, he removes an action token from himself for each opposing character that took damage from his Poison and he deals penetrating damage to characters with the Kryptonian keyword.) that will let him constantly take tokens off if he’s positioned properly.

Beatsticks who can potentially take actions every turn are exceptionally rare, which is why Metallo made this list.

Element Man

11. WF040 Element Man — 100 Points — Rare: For 100 Points, you get Traited Plasticity, Shape Change and Giant Reach to go with his top dial Super Senses, Sidestep and Pick-a-Power Attack Special (A PERIODIC ARSENAL: Give Element Man a free action and choose a standard attack and/or defense power. Element Man can use the chosen powers until your next turn, even if this power is lost. If Element Man chose both attack and a defense power, deal him 1 unavoidable damage at the end of your turn.).

So you get half of the versatility of noted Meta piece Zombie Super Skrull at almost half the price. However, Rex Mason here comes standard with some options that Skrully doesn’t, including the ever-useful SC/SS combo. And Giant Reach isn’t something that Super Skrull can pick anyway.

The cherry on the cake is his Outsiders Team Ability, which will solve a lot of problems before you even go to pick an Attack and/or Defense power.

Zatara

10. WF048 Zatara — 100 Points — Rare: Wow! Like his daughter before him in the Justice League: Trinity War set, Zatara’s dial can be played backwards or forward, which essentially means he can be a support-y piece or a secondary attacker.

But unlike some other pieces that straddle the lines of two Build roles, here’s the kicker: Zatara’s damn good at both roles.

Do you want a…

Secondary Attacker? Great. Play his dial backwards and you get a piece with Running Shot (only a 6 Range, but his Movement is 9, so he ends up with a okay-ish Threat Range of 11), 11 Attack with Pen/Psy, 17 Defense with ES/D to discourage return fire and 3 native Damage with Enhancement, to make follow-up shots with your Primary Attacker that much more deadly.

An early-game Support Piece? Play his dial normally and you’ll have top dial access to Telekinesis AND a Damage Special (THE ORIGINAL MAGICIAN: Zatara can use Perplex and Probability Control. When he uses Perplex, he may modify the chosen value (except damage) by +2 if he targets another friendly character he shares a keyword with.) with improved Perplex!

Either way, in the middle of his dial he gains a game-changing Special that can potentially swing an entire game (SACRIFICE MYSELF TO SAVE THE UNIVERSE… AND ZATANNA: Zatara can use Pulse Wave. When he does, he doesn’t target friendly characters he shares a keyword with and he may choose that his damage value becomes 4 and is locked. If he chose to do so, after actions resolve, KO Zatara.). 4 Damage via a Pulse Wave that DOESN’T target any friendlies? Yes please!

I’ve heard some chatter about whether it’s worth 100 Points to potentially do 4 Damage to one or two opposing characters. Here’s what I would counter with:

A. You don’t have to actually use that ability until you deem it most advantageous to you.

B. If that Click is showing, but you still think you can do more work with Zatara, he also has Regeneration at the same time he has that Special, so you can simply Regenerate him back to his Supporting/Secondary Attacker clicks.

C. Also… you’re technically not sacrificing 100 Points at that point. You’re in the middle of his dial, so your opponent has already whittled away some theoretical points. If anything, this is a way to get EXTRA points out of a damaged character.

D. As we all know, 4 Damage via Pulse Wave is different than 4 Damage from another type of Attack. Remember, Pulse Wave ignores virtually every game effect! Invincible? Nice. You’re still taking four. Super Senses? Pulse Wave don’t care. Oh, you have Shape Change? How nice for you. Take 4. And on and on…

(Incidentally, the one situation you really need to be wary of is your opponent Mind Controlling Zatara when he’s on Clicks 3-5. That is a real danger, and something you have to be extra-mindful of if you see your opponent has access to Mind Control. This is why it’s so important to know your pick-a-power pieces! If your opponent has Zombie Super Skrull, Vartox or Engineer, they have access to Mind Control. If they’re playing Metallo or Element Man, they don’t. Mind Control is a Speed Power, so if the piece can’t pick a Speed Power, you’re good.)

So after all that, the real question is, which character is more versatile: Element Man or Zatara? Let the debate begin!

Harlequin

9. WF053B Harlequin — 90 Points — Super Rare PRIME: I’m convinced she immediately becomes one of the best Secondary Attackers in the 300 Point Meta. She’s also hard as hell to pin down.

Her KC Team Ability basically grants her a second bite of the Super Senses apple, since she already comes equipped with Super Senses. In a Resource environment, giving her the Blue or Red Decoy would not be a bad idea at all (the Blue Lantern and Decoy would basically give her FOUR freaking avoidance rolls if she’s attacked with anything other than Pulse Wave, Precision Strike and Battle Fury; the Red Lantern and Decoy would give her three shots to avoid a normal attack plus Penetrating Poison, which combos awesomely with her top and bottom dial Sidestep).

Her magnificent Trait (MURDEROUS JACK-IN-THE-BOX ON MY BACK: Give Harlequin a free action and place adjacent a Jack-in-the-Box bystander token printed on this card, then immediately give it an action as a free action. After actions resolve, remove that token from the game.) actually gives you a Tertiary Attacker THAT CAN ACT EVERY TURN free of charge. A possible 3-6 extra damage every turn? Yes please.

Finally, her Attack Special that shows up on her last two Clicks (POP! GOES THE WEASEL: Harlequin can use Pulse Wave. When she does, once per game you may choose that her damage value becomes 3 and is locked and she can’t place Jack-in-the-Box tokens for the remainder of this game.) isn’t quite as good as Zatara’s Special Pulse Wave… BUT IT’S STILL A BETTER VERSION OF THE BEST POWER IN THE GAME!

To find all this in a package that costs less than 100 Points is well worth the use of your only Prime slot.

Lex Luthor &amp; Joker

8. WF059 Lex Luthor & Joker — 200 Points — Super Rare: Man, I was torn between this dial and the 75 Point dial. Ultimately, the 75 Point dial didn’t make even my Honorable Mentions, but it was close, and I’m not mad at you if you think that dial is better.

200 Points is a lot to spend on just 7 Clicks of life, but their survivability is increased exponentially by their second Trait (IT’S USUALLY ONE OF US THAT’S BEHIND EVERYTHING: Lex Luthor and Joker can use Mastermind. Lex Luthor and Joker and other friendly characters of 20 points or more can use the Underworld team ability.). Their first Trait (WORLD’S VILEST TEAM: Lex Luthor and Joker’s power and abilities can’t be countered and their combat values can’t be decreased.) means that none of their powers can be Outwitted, either.

Their top dial Specials (Movement and Damage) grant them two separate uses of Sidestep, Perplex and at least one use of Outwit to go with their Duo Attack, Pen/Psy and ES/D.

After their first two ranged-based Clicks, they morph into some pretty lethal close combatants with Charge, B/C/F, Combat Reflexes and Exploit Weakness and their Attack Value balloons up to 12.

Pair these two with the right goons and cannon fodder and they can be the most dangerous piece on the battlefield.

Mxy vs Bat-Mite

Okay, at this point I’ve run so many World’s Finest art pieces that I’m just gonna start running related images that amuse me.

7. WF060 World’s Finest — 300 Points — Super Rare: Uh… wait, didn’t we already cover this? Oh, this is the Veteran dial! Right… okay.

I can’t remember the last time the same figure made a Top Ten Set Review with more than one dial. But World’s Finest deserves it. Why? Because this is probably the best 300 Point One-Man-Army dials that Wizkids has published since Sentroid back in Chaos War.

When evaluating a OMA dial, I like to ask a series of questions:

  1. Does the piece have readily available move-and-attack abilities? If I’m only using one piece, I can’t be wasting turns positioning. This becomes less of an issue as the game goes on and your opponent starts losing pieces, but especially up top there HAS to be really good move-and-attack. World’s Finest has Hypersonic Speed, which is about as good as you can get.
  2. Does the figure have Outwit/Counter protection? All the move-and-attack abilities in the world won’t help you if your opponent can just shut you down with a small supporting piece that sports some Outwit. World’s Finest covers this (and then some) with its first Trait (WORLD’S FINEST TEAM: World’s Finest’s power and abilities can’t be countered and their combat values can’t be decreased.).
  3. Does the figure have a way to reroll out of missed attacks and/or bad situations? Hey, Heroclix is dice game, which means there is just about always going to be an element of random chance. With a One-Man-Army, missed attack rolls are just killer. You might as well have just skipped your turn. Actually that would have been better, because at least then you wouldn’t have had to put an action token on your only figure. World’s Finest has two answers for this. First, they have Duo Attack, so if you choose to activate Duo Attack, you’ll at least have a second attack to fall back on if you miss with your first. But what I really like about this piece is that its second Trait (GOOD DISTRACTION, BRUCE: Once per turn, when World’s Finest misses all targets with an attack and haven’t used the Duo Attack ability this turn, after actions resolve they may make a close or ranged combat attack.) essentially allows you a do-over if you miss while performing non-Duo Attack actions (like, y’know, Hypersonic Speed).
  4. Does the figure have a high Damage output? Basically, are they capable of one-shotting opposing support figures and seriously hurting opposing Primary Attackers? The longer you are out-actioned, the worse your chances of winning become. But if you can eliminate a support figure or even a secondary attacker before Turn 3? Well, you’ve just drastically evened the odds. To do that, though, you need to be able to dish out some serious damage. For a OMA piece, that usually means sporting a native 5 Damage with the ability to enhance that with a penetrating kicker of some sort or a value enhancer (like Super Strength). World’s Finest passes this test with 5 Damage top dial AND Super Strength.
  5. Does the figure have a way to avoid opposing damage reducers and/or counteract opposing attack avoidance abilities? Look, no piece is perfect, but again, if I only have one figure to use each turn, I can’t have successful attack rolls turned into nothing via successful Impervious or Super Senses rolls, just as I can’t get stopped before I get started if my opponent hits a Shape Change or Skrull TA roll (or whatever). World’s Finest… actually doesn’t have a way around this, at least not until some Outwit turns up mid-dial (when it may be too late). No Pen/Psy or Exploit Weakness, no Precision Strike and no Battle Fury.

Okay! So World’s Finest passed 4 out of 5 OMA tests with flying colors, which leads me to the conclusion that it IS in fact a viable One-Man-Army figure. You just have to start the game with the mindset that it might be better to start with a high-probability KO on that supporting piece that only has Toughness versus going head-on against that opposing tentpole that sports Impervious. Remember, World’s Finest has Invincible top dial, not Invuln or Impervious, so even that smaller figure with the 10 Attack and 2 Damage may pose a threat. Whittling down your opponent’s pool of actions will often times be priority number one.

Because if you can narrow the game down to your best piece against his, well… you’re gonna win.

Shazam!

6. WF065 Shazam! — 170 Points — Chase: Man, it would have been so easy to just list nothing but Chases and Primes for this. But Shazam! has a lot going on with his dial that I just love.

First of all, he has the normal KC Chase Trait (WE WILL MAKE THINGS RIGHT AGAIN: Shazam’s combat values can only be modified by powers or abilities from characters with “Kingdom Come team ability symbol”. Shazam’s powers and abilities can only be countered by powers or abilities from characters with “Kingdom Come team ability symbol”.) that makes all of his powers uncounterable to all but, like, two pieces (KC Flash and KC Batman) unless shenanigans are involved.

Secondly, with the change to the KC TA, he basically has the crowdpleasing Shape Change/Super Senses combo IN ADDITION to his nigh-uncounterable top dial Invincible.

On the offensive side of things, he sports a 15 Movement with Hypersonic Speed, 11 Attack with Precision Strike (so he can get through even other Chases’ KC TA), an 18 Defense and 4 native damage. I wish both his Attack and Damage were one tick higher, but with 130 Points still left over for support, those are easy complaints to remedy.

Finally, he also has the Calculator TA, so depending on how you round out the rest of your Build, you can give him the Batman Ally, Superman Ally or Mystics TA (or perhaps all three!).

Very efficient killing machine.

Superman Farming in Peace

5. WF061R Superman — 35 Points — Chase: This is the Chase Supes on his “Tower Click.” It’s pretty simple. He has an 18 Defense with Impervious (thus making him impossible to KO with normal Poison, something the other Towers can’t claim), the Superman Ally TA AND the KC TA.

But what makes him so great is, obviously, his Tower Power (I WANT TO FARM IN PEACE: Superman can use Incapacitate with two targets and an attack value of 12. Hit characters can’t make ranged attacks during their turn.).

That makes him another potential Time Walk piece, where he can basically force your opponent to skip a turn with some well-timed Incapacitates. Even the KC Trait that’s supposed to limit him (ISOLATED FROM THIS VIOLENT WORLD: Superman begins the game placed at least 6 squares from any starting area and not adjacent to another character. While on click 11, he can’t be moved or placed. When he is the only character on your force or an opposing character critical hits another friendly character, you may turn him to click 7 and he can’t be healed for the remainder of the game.) actually ends up being a boon, since you can throw him right into the action in the middle of the Map or on a strategically important piece of high ground.

Hope your opponent has fun taking actions with his best pieces once every three turns.

Mary_Marvel

4. WF041 Mary Marvel — 150 Points — Rare: Hypersonic, Super Strength (with the ability to deal up to 7 Damage with an Ultra-Heavy), Invincible and Prob–there’s not a lot to not like here. The only fly in the ointment is that her Defense Value of 17 is fairly weak for a Primary Attacker. Having said that, her wonderfully flavorful Trait (SUPREMELY UNCORRUPTABLE: Opposing characters of an equal or lower point value can’t target Mary Marvel with Outwit, Perplex, or Probability Control.) offers some very real Outwit protection while her Defense Special (SHAZAM!: The first time this power is revealed due to damage from an opponent’s attack, stop turning the dial. Mary Marvel can use Regeneration. When she does, don’t decrease the result by 2. This power can’t be ignored.) may mean that you have to get through her entire dial again AFTER YOU KO HER THE FIRST TIME!

This is a great piece to Build a Meta team around (and I suspect Ninwashui will agree, since he’s been giddily sending me Mary Marvel teams all weak!).

Darkseid Supergirl

3. WF056 Supergirl200 Points — Super Rare: Choosing between Supergirl and Mary Marvel really came down to splitting hairs, but Kara’s Trait (DARKSEID’S ASSASSIN: When Supergirl hits with an attack, after actions resolve, give each hit character an action token. If one or more hit characters were unable to be given an action token, remove an action token from Supergirl. If one or more hit characters can use the Batman Ally, Justice League, or Superman Ally team ability, heal her 1 click.) is honestly so ridiculous that I gave her the nod.

You know what the best way to avoid a counter-attack is? Pile up action tokens on opposing pieces. Can you imagine her with her cousin’s KC Chase Tower version? If your opponent isn’t careful, they’ll never take a meaningful action!

Beyond her Trait, she has great stats and a long, healthy dial that’s just full of move-and-attack powers!

(Not for nothing, but her 100 Point dial almost made the Top Ten as well–it’s that sick!)

KC Green Lantern

I don’t know much about the artist Sweet-Bread, to whom this image is attributed, but I do know that the guy (or girl) can freaking draw KC Green Lantern–this is awesome!

2. WF064R Green Lantern — 30 Points — Chase: Another Tower Chase. Green Lantern has a couple things going for him that set him apart from all but one of his KC counterparts.

Firstly, his dial sports an 18 Defense with Barrier. Yup. You can plop him down in the middle of the battlefield and watch him throw up Barriers two out of every three turns. Very useful.

Next comes his Damage Special (I PROTECT FROM AFAR: Green Lantern can use Perplex to target friendly character regardless of line of fire.). Homeboy Alan Scott here has a 9 Range, and you’re telling me he doesn’t need to worry about line of fire?! So basically, I can have Perplex and Barrier for the entire game for just 30 freaking points?

And just get a load of his keywords: GREEN LANTERN CORPS, JUSTICE LEAGUE, JUSTICE SOCIETY, Future, Mystical and Politician. Mystical? When’s the last time a Green Lantern sported the Mystical keyword?

And hell, with Politician, you could actually theme him with Nighthawk Prime! I suppose the only better thing than playing one broken piece is playing two together, right?

Sheesh. 9 Range with no line of fire. I could make an argument that Wizkids shouldn’t be giving any character the ability to use a support power on a friendly piece from 9 Squares away without worrying about line of fire. It’s just too damn good of a power! What’s next? A piece that can use Prob across the entire Map? I mean, I know that’s ridiculous, and they would never do that, but you get my point. How much closer to the edge can these designers go?

KC Spectre

“No, Norman McCay, THIS is how you make an entrance. The key today is the same as it has been for a hundred millennia past:  no pants.”

1. WF066R SpectreChase35 Points: Oh good Lord, they made a piece that can Prob the entire freaking map. Are you serious? Sigh…

Okay, okay, let’s start over. Let’s pretend you didn’t just read Green Lantern’s entry and try and put into perspective just how great Spectre is.

So… you’d pay 25 Points to plop, say, Ophidian or Chase Brainiac onto a character to boost one stat by +1 a turn and pick from a range of 3 or 4 powers every turn, right? I mean, we all know that Entities and their ilk are great values, right? Well, how much would you pay for a free Prob every turn for the entire game? Probably even more than 35 Points, right? Let’s break it down.

Ol’ Jim Corrigan here is the last of the “Tower Chases” that we’re gonna talk about today. He also happens to be the very best. First of all, remember how we talked about that “Isolated From Your Violent World” Trait being sort of a pain for KC Batman and most of the other Chases except Green Lantern? Well, meet the other exception. That Trait is actually EXTREMELY beneficial to Spectre–it’s not a hindrance in the least.

It allows you to put him at or near the center of any map, which becomes bonkers when you look at his Tower ability (I SET THIS WORLD ON A DIFFERENT PATH: Spectre can use Probability Control to target a character regardless of line of fire.). Did you read that last part? REGARDLESS OF LINE OF FIRE?! Uh, yes please! Now look at his native Range. No, go look. I’ll sit here and wait.

Yup. It’s a 12. So, REGARDLESS OF WHICH MODERN AGE MAP IS CHOSEN, you can find a nice, comfy spot near the center of the map to plop Spectre down in and relax, secure in the knowledge that he can now see ANY Square on the map. He just needs to be somewhere in your twelfth Row and at least four Columns from each side.

Okay. So we’ve established now that with the right initial placement (and remember, his Trait means he’s completely immobile once you Place him, so choose carefully), Spectre can Prob across the entire Map. That is easily worth 35 Points. But what makes him more valuable is the razor-thin list of options your opponent has to deal with it.

Poison? Sure, if your opponent moves a Poison-enabled character up 12 Squares and waits a turn without you doing a thing to stop it, then yeah, Spectre can be Poisoned to death (Incidentally, this is a risk you take with all the Tower Chases save Superman. Well, mostly save Superman.).

Pulse Wave? Yup. There’s not much that Pulse Wave doesn’t do.

Outwit? Yeah, maybe, if you can get close enough.

Attacking? Up Close? Sure. If you can advance up 12 Squares and hit an 18 Defense twice, congratulations. You just used (and probably left exposed) what was almost certainly your best attacker to take out a 35 Point piece. Now take an Unavoidable Click of Mystics damage.

From Range? Uh… yeah. Go ahead and try that. First, hit a 20 Defense, since Spectre’s rocking an 18 Defense Value with ES/D. Then do it again (Spectre’s Prob).

Now, if that 20 is a problem and you have access to the Outsiders TA, go ahead and use that, although if you’re playing a Modern Age game, that means you’re locked in to playing either Element Man (Good choice! He’s great. You have a fighting chance!), Jade (not a bad piece, but since she’s half your army at a cost of at least 151 Points and undoubtedly your Primary Attacker AND you really have to move her into position first before you can use her TA since you can’t use her TA in the middle of a Running Shot AND thatkindofdefeatsthewholepurpose and why, oh God, why have you forsaken me?!?!) or Creeper (Seriously though, don’t play Creeper. Beware the $#%@ing Creeper. You know why. And if not, go back up and read for content this time).

But whatever–you hit a 20 Defense from Range twice! Bravo! Now, did you do it with Precision Strike? No? Well, Spectre still might not be dead yet and there’s a 33% chance that you wasted all your opening moves to take out a 35-Point character and still failed.

But that’s pessimistic. Let’s say Spectre fails his KC roll. Yay! You did it! You KO’d a 35 Point support piece.

Now take a g-dd–n Click of Unavoidable Mystics damage. Sunova-!!

Soooo… I think I made my point. You’re almost better off just leaving him for last, except then he actually turns into an even harder to kill Secondary Attacker who stills has a 12 freaking Range Value.

And also… dammit, you’re just never better off leaving an opposing Prob’r up and, uh, Probb’ing.

Carlos

No Probb’ing at the table. Not at the table, Carlos.

At least they didn’t give this dial to a Chase-level figure who represents the never-before Clix’d alternate version of a popular character from an iconic storyline.

Sigh… Just take my money, Wizkids. I hate you.

 

BUT WAIT!!

Nightlantern

[EDITOR’S NOTE: Hmmm… all these entries, and not one mention of Nightlantern, the Rare Prime? Surely he’s SOMEWHERE among the top pieces in the set, right? 

Well… yes and no. His dial is actually pretty average for its cost. Decent stats, but he definitely has a glass jaw in terms of how long his dial keeps his best powers. Obviously, his main value is his Trait (EVERY PERSON I KNOW IS AN AMALGAM OF TWO FROM YOUR UNIVERSE?: When building your force, you may pay 25 points and put a standard character on your sideline, called an Amalgam. At the beginning of the game, equip the Amalgam to a standard friendly character (other than Nightlantern) that is higher points than the Amalgam’s highest point value and link it to that character’s dial. For the rest of the game, the Amalgam provides the below effect when equipped: EFFECT: At the beginning of your turn or when when this character is clicked, you may choose a standard power on the equipped dial. This character can use that power until your next turn or clicked.). Just let that sink in for a few, because we’re gonna examine this piece in greater detail… in a future article.

(Hey, no complaining–we’re already wellllll past 7000 words here AND you’ve still got a special bonus after this!)

But because of his unique Trait AND the fact that his usefulness changes DRASTICALLY based on the point value of the game, I’ve decided to make Nightlantern ineligible for the Top Ten and will instead give him his own spotlight in an upcoming piece. 

And yes, this is basically what we did with Rare Bizarro back when SLoSH came out. Sometimes a single piece just needs a whole article.]

 

THE STINGER AFTER THE CREDITS–AKA, BONUS TIME!

Okay. Now that we’ve talked about the best this set has to offer, for a little bonus content, let’s dive headfirst into the worst of the World’s Finest offerings! I give to you, at no extra charge…

THE TWO WORST FIGURES IN WORLD’S FINEST:

Mr. Nobody

Wait, the evil organization I lead is called the ‘Brotherhood of Dada?’ Uh… maybe this isn’t Grant Morrison’s best idea...”

1. Mr. Nobody (55 Points): He’s a mobile (minimum-range) Outwitter top dial; after that first Click, he loses Outwit and gains Prob. He has a weird Special Attack Power that lets you mildly mess with an opposing figure’s dial, but it costs a Power Action AND he has to be up close and personal (remember, he loses Phasing/Teleport after that top Click, so he’s far less mobile at that point). Of course, that’s probably still your best option with him, since you’re really not going to do much damage with his 8 Attack Value and a native Damage Value that quickly goes from 2 to 1. Mid-dial he picks up Steal Energy, but I would argue that the use of that Steal Energy moves him up to a worse Click! His keywords are pretty awful (just “Brotherhood of Evil” and “Politician”), and almost everything he does can be done by other pieces in Modern, and usually for a cheaper cost. If you’re running a Brotherhood of Evil Themed Team with Monsieur Mallah, okay, I get it; two Mr. Nobody’s is your only option (although you’re probably still giving away a ton of points, even with a Resource). But if you want to Theme Monsieur Mallah so bad, why not just run a Secret Society Team? Waaaaay more options.

Occultist

Nope. This–that’s the wrong Occultist. Ooooo, I wish I paid you so I could fire you.

2. Occultist (20 Points): Eh… it’s hard to be too mad about a generic figure that costs only 20 Points. But his (her? it’s?) Movement Special Power (BLOOD MAGIC: When an adjacent friendly character takes damage from an opponent’s attack, put a number of Blood Magic tokens on that friendly character’s card equal to the damage taken. Even if this power is lost, that friendly character may be given a free action to remove one Blood token and use Perplex targeting itself.) is a hell of a long way to go for the chance to maybe, possibly, if the stars all align, use Perplex, like, twice, in a whole game. For the EXACT same cost, you can play either the Witch or the Warlock who offer much more enhancement certainty with their Special Powers and who are both much harder to hit and who both HAVE THE EXACT SAME KEYWORD. Hell, Witch even adds “Monster” to her keyword line.

Blood Magic Meme

Occultist is a classic Sex Panther Piece, which, for those who aren’t familiar, is a term derived from “Anchorman” and refers to any piece with an overly complicated power that, in the end, isn’t as good or consistent as other basic, readily available options.

Okay! There you have it! The Ten Fifteen Nineteen (Hmmm… do I subtract the two worst entries, or… Can I get a ruling on this? Anyone? Aw, crap, my Editor’s fallen asleep. That probably explains why half the images were wrong. Y’know, I should probably wrap this up soon.) Best Figures in World’s Finest.

Whew!

And don’t forget to bring it right back here in a few days when Ninwashui issues his… SECOND OPINION!

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

The Finest Set Preview in the World!! (Or, a Brief Look at What We Know About World’s Finest!)

Bats Supes

Okay! We’re just one day away from the next set (pre-)release, so it’s about time we round up all the rumor mills and discuss what we actually know about the next Clix release: World’s Finest!

Thanks to the intrepid sleuths at HCRealms.com’s Upcoming Sets and Rumors Forum along with the always-welcome Scott Porter unboxing videos (the chain for World’s Finest starts here) and the follow-up ComicBook.com unboxing video, we now know quite a bit, actually.

The entire set list has pretty much been spoiled at this point, and it seems like a pretty good roster. As more of a Marvel fan than a DC fan, I was pleasantly surprised at how many of these figures I really want. When one considers that the set immediately preceding this one (Superman/Wonder Woman) had a very similar primary theme (but sets are heavy on Supes), and that the DC set immediately before that, Trinity War, had a similar primary theme (Justice League characters) AND pretty much the exact same sub-theme (DC’s mystical characters), I wasn’t able to muster up much enthusiasm when this set was announced.

Now, the Doom Patrol and Metal Men characters only mildly interest me, but there’s some deep-cut characters that the game has never attempted to adapt before (Zantanna’s dad Zatara–a Rare in this new set–comes instantly to mind) that I can’t wait to get my hands on. And we’ve needed a new Desaad for a looooong time; I just never thought this would be the set where he’d make an appearance.

From a production standpoint, the designers brought back the oversized Giant type of figures (Elasti-Girl is one such piece) that we saw so many of in Superman and the Legion of Super Heroes. And they made a great choice for the Chase figure theme–Kingdom Come, which is one of my favorite DC stories of all time.

(So if you got caught up in that FaceBook hoax from a few weeks ago, never fear–you’re about to get the real thing!)

Yup–we’re getting Kingdom Come Batman, KC Superman, KC Green Lantern, KC Wonder Woman, KC Shazam and KC Spectre! If KC Spectre is also a Giant-sized figure (like his 2 War of Light versions), I’ll be a happy camper indeed. And it seems like all the Chases have a 25-Point dial that has the potential to give you access to half that character’s dial… for just 25 Points!

And we’re also getting a Super Rare Prime KC Harlequin, it looks like. If you’re trying to collect all of the KC figures that WizKids has made, like I am, that SR Harlequin is going to be a tough piece to find.

Well, that’s all we have today! Come back next time for our full Top Ten Set Reviews!!

Who Watches the Watchlist: Part Deux!! (Or, The Eighth Night of Clix-Mas!!)

[EDITOR’S NOTE: Once again, we are shamelessly unleashing the 12 Nights of Clix-Mas! Tonight is Night 6! If you missed The First Night of Clix-mas, you can catch up right here! Night 2 is here. Night 3 is here, you can find the 4th Night of Clix-Mas by clicking here, and Night 5 went down right here! Night 6 is now up, and can be found here. Night 7 showed up right about… here.]

Hot Shots Part Deux

Hello again!

Two nights ago, we reviewed the Watchlist changes from the beginning of the year. Now we’re gonna take a look at the most recent Watchlist from July 27th of this year. Did these changes make the game better? Or did they go too far in some cases? Let’s take a look!

2015 Q2 WATCHLIST:

AKA “The Felix Faust” Watchlist! Who, it so happens, is our first corrected piece to review! Let’s take a look:

Felix Faust

  • Felix Faust: There were two main changes wrought by Faust’s World Championship dominance. First, all of Faust’s nastiest d20 abilities now have a maximum effectiveness range of 7 squares. What’s that, you say? 7 squares is still pretty damn good? Well, normally I’d agree, but considering that before the Watchlist these shutdown abilities had an effective range of THE ENTIRE MAP, so I supposed I’d have to say that this was a step in the right direction. Pieces that are meant to shutdown the opponent’s pieces are always going to be hard to balance. In this case Faust was just ungodly for his measly 70 Point asking price. The second change that came in the wake of Faust running roughshod over THE WORLD is that d20 rolls can no longer be rerolled. Yup. Rerolling d20’s was a thing in the summer of 2015, since it enabled you to lock your opponent down completely. No more! Verdict: Having played against Mr. Faust since these changes came down, I can say that they probably didn’t do enough. He’s still able to dominate a game if his controller has ANY kind of dice luck!

Doc Strange

  • Doctor Strange: No changes to the good Doctor, which isn’t that surprising given that Doctor Strange here costs about 80 more points. Verdict: This was the right call. Why Faust was so much cheaper is beyond just about everyone.

Avengers Age of Ultron Scarlet Witch

  • Scarlet Witch: This one’s a little harder to discuss, since her problematic ability is written like a phone book. For the record, this is how her power now reads: HEX MAGIC: Once per turn, after an attack roll has been determined, Scarlet Witch may give the attacker up to 3 Hex Magic tokens if the attacker is within range. A character may not be given Hex Magic tokens if they would have more than 3 Hex Magic tokens on their card. For each token she gives the attacker, reduce the attack total by 1. Opposing characters may be given a free action to remove a Hex Magic token and modify any friendly character’s attack value by +1 this turn. Basically, they added the “A character may not be given Hex Magic Tokens if they would have more than 3 Hex Magic tokens on their card” bit. Verdict: Her ability was worded veeerry loosely originally, so I’m not surprised it got changed. Pretty moderate change, too. And definitely necessary.

Yellow Power Battery

  • Yellow Power Battery: No change. Verdict: Nor should there have been. This Battery works just fine.
  • Orange Power Battery: Ditto. Verdict: Ditto.

And there ya go! This Watchlist wasn’t as packed as the last one. Does that mean WizKids has learned their lessons and taken the appropriate measures to make sure we’ll never have to deal with another Watchlist ever again?

Uhh… no. But that’s okay. At least WizKids is quicker to own up to a huge failure now and do whatever it takes to fix it. It seems like they’re making a concerted effort to achieve a modicum of transparency.

Having said all that, I’ll see ya tomorrow night for the 9th Night of Clix-Mas!!

The Ghosts of Clix-Mas Future Part 2: Electric Bugaloo!! (Or, The 4th Night of Clix-Mas!!)

[EDITOR’S NOTE: We are unleashing the 12 Nights of Clix-Mas! Tonight is Night 4! If you missed The First Night of Clix-mas, you can catch up right here! Night 2 is here. And last night’s article (Night 3) is here.]

Clixmas future masthead 2

Welcome to the 4th Night of Clix-Mas! Last night we took a look at the Clix we know we’re getting in the first six months of 2016. Tonight, we’re gonna put our thinking caps on and speculate at what we MIGHT be getting in the second half of the year.

JULY 2016:

'Murica!! F-yeah!!

‘Murica!! F-yeah!!

Outside of a Monthly OP kit (The Defenders, with a new Moon Knight sculpt plus another Shang-Chi dial and Shroud dial. Moon Knight hasn’t been seen since ASM, so he’s pretty sorely needed, but the Shang-Chi and Shroud we got in Deadpool were both good, and there’s a chance they’ll still be Modern legal when this kit comes out.) and the third month of Civil War, I think July will be pretty dry for Clix releases. Which I’m fine with, given the crush of Spring product we just talked about last night.

AUGUST 2016:

I have no idea who took this photo, but it's awesome. I found it here.

I have no idea who took this photo, but it’s awesome. I found it here.

Here’s where things get interesting. There’s been an August Clix set release for the past two years, and each one has been Marvel. Now, we’d be coming off of the Civil War Movie Set, Uncanny X-Men AND the Civil War SLOP set by the time August rolls around, so WizKids might want to change it up a bit and go DC, right?

Not so Fast

Looking back, there were even MORE Marvel sets before August last year (or at least it sure seems like there were), and August brought us Nick Fury, Agent of S.H.I.E.L.D. and some brand new Vehicle rules. So this really could go either way.

Here’s how I would handicap it:

If it’s Marvel, this has to be a Spidey set, right? The two things we haven’t seen in awhile from Marvel Clix are a ton of Spideys and monsters, both generic and otherwise. Both were prominent in the recently rotated Amazing Spider-Man, and monsters aren’t going to sell a set on their own.

If it’s a DC set, then this could really be anything, then, but let’s narrow it down based on what we know. We know WizKids likes making money (this may shock you, but most businesses work like this); we know that WizKids likes to headline sets with major characters in the set name and/or on the box, even if they barely show up in the set itself (coughSLoSHcough), because it tends to boost sales.

(At the risk of starting a Marvel/DC flame war, you could argue that WizKids has been a little more adventurous with their Marvel license having based sets around Deadpool, GotG and Nick Fury in the last two years alone. Hmmm…)

We also know that DC has pretty much thumped the Trinity drum to death the last year and a half with sets based on, well, the Trinity (Trinity War), Superman (Superman/Wonder Woman and the upcoming World’s Finest), Wonder Woman (see previous examples) and Batman (again, see previous examples).

While it’s still possible we’ll see an all Batman set, it’s almost as likely that we’ll see something Green Lantern related, especially if War of Light rotates out of Modern (which would be aggressive on WizKids’s part, but not inconceivable, given how much trouble the Entities caused). With sub-themes that could fit in the Lantern framework, this would be a decent way to go.

But.

If WizKids was ever going to base a set on a non-Trinity, non-Justice League IP, this would be the perfect time to unleash a Suicide Squad set. While that would have been unthinkable even three years ago, we got Guardians of the Galaxy in August of 2014 because of the movie that was being released at the same time; well, Suicide Squad is in theaters starting in early August of 2016.

The final prediction and handicap:

Suicide Squad

A DC Suicide Squad set: (I’ll give it as high as 3-1 odds)

Runner-Up: A Marvel Spider-Verse set (which I’d put at about 5-1 odds)

SEPTEMBER 2016:

Again, just a Monthly OP kit. Which could really be anything.

OCTOBER 2016:

Of course we’ll get another Monthly OP kit, but I could also see WizKids sneaking in a second Turtles Gravity Feed here if the first one sells as much as it seems like it will. Yu-Gi-Oh! is always a possibility, too.

NOVEMBER 2016:

Another Monthly, but the main draw here will be the last set of 2016. And based on everything we just discussed (remember, I predicted Suicide Squad for August), I’m going to say that in November, Marvel takes a chance on another character not named Iron Man, Captain America, Hulk or Spidey:

Doctor-Strange-1

Doctor Strange!

Yes, this could still be a Spider-Verse set, but there is going to be a ton of marketing dollars thrown around for this movie, so if WizKids wanted to switch things up, this would be the time to do it, since those marketing dollars will mitigate a lot of risk!

Plus, we could see a Secret Wars Chase sub-Theme (with Strange as the leader of the Black Priests, Ultimate Reed as the Maker and maybe, just maybe we’d even get a Rabum Alal Doom!) or even a monsters-as-Howling Commandos sub-theme (which would open the door for a lot of monster Clix updates!).

(5-1 Odds)

DECEMBER 2016: 

The Monthly OP kit will feature another Holiday-themed figure. Gonna guess it’ll be either ol’ Saint Nick himself, one of his reindeer or a Snowman.

Well, there you have it. Tons of needless speculation about what may or may not come in time for Christmas 2016!

And for more crazy Heroclix discussion, check this space tomorrow!!

 

Wait… That’s Not Superman!! Actually, It’s More Like 16 of Them… (Or, a Top Ten Set Review for Superman/Wonder Woman!!)

Oh, so you didn’t think there were enough versions of Superman in SLoSH, eh?

Oooooh, it’s good to be back. Today, we’re going to dive into the just released Superman/Wonder Woman DC Heroclix set! We haven’t seen much from the DC side of things in a little while (even for a huge Avengers fan like myself, this summer featured perhaps a bit too much face time for the ever-assembling heroes), but that’s about to change as the first of two straight DC-focused sets has just dropped!

Before we get into the individual pieces, though, let’s discuss…

Some Notes About the Set

Some General Notes About the Set:

–While there are some individual standout pieces (who we’ll obviously get to in a moment), Superman/Wonder Woman is definitely a step backwards in terms of overall power level. Not that this really comes as a big surprise–I think WizKids has been deliberately doing this for a while now, starting all the way back in May with Avengers Assemble. It seems like WizKids has been making a concentrated effort to dial back the game’s Power Creep, and with that in mind, Avengers Assemble featured a ton of 9 and 10 Attack Values, as did the Limited Edition Age of Ultron Organized Play set that proceeded it this summer.

(Nick Fury, Agent of S.H.I.E.L.D. was the outlier–that set was absolutely LOADED with Meta power pieces. Holy $#!t was that a dynamic set.)

Superman/Wonder Woman goes about containing Power Creep in a different way, I think. You see Attack Values of 10 or 11 quite often, and many pieces start with 4 or even 5 Damage top dial (I mean, it’s called Superman/Wonder Woman, so you’d expect some decent Damage Values). But if you look closely, many of the best pieces have simple Standard Power sets on their first click, and don’t get any elaborate, gamechanging Special Powers until Click 2 or Click 3.

[EDITOR’S NOTE: Less Special Powers on Common & Uncommon pieces is another conscious design decision by WizKids, and it’s something we should see more of going forward–but they’re doing that to sort of clean the game up a little bit and make it less complicated, not so much as a counter to Power Creep.]

Let’s do a quick case study with NFAOS056 Nick Fury (a Super Rare from the last set) and SMWW064 Green Light (a brand new Red Son Chase from Superman/Wonder Woman).

Nick Fury SR

Nick Fury’s got great stats for his cost (120 Points), every sort of Improved Targeting you could realistically expect and an absolutely killer Trait. Beyond that, his Special Damage Power (WATCHER’S EYES TO SEE SECRETS: Nick Fury can use Probability Control. Give Nick Fury a free action and choose a power that an opposing character within range and line of fire can use. That character can’t use that power until your next turn.) appears right there on his top Click. Fury is already a Meta staple and will stay that way until he rotates out in two years (assuming WizKids doesn’t find a way to nerf him between now and then).

Green Light

Green Light has decent stats for his cost (90 Points) and a somewhat useless Trait unless you are planning on putting together the swarm team to end all swarm teams, but he’s also been blessed with an unbelievably powerful Special Attack Power (Box Within A Box Within An Infinite Number Of Boxes: Green Light can use Barrier. When he does, instead of placing markers normally, you may choose a single base opposing character within range and line of fire and place a blocking terrain marker in each unoccupied square adjacent to the character. That character gains earthbound/neutralized until your next turn. At the beginning of your next turn before removing the markers, give the chosen character an action token if it’s adjacent to at least three of these markers.).

That’s a power that could quickly eat someone’s lunch; it’s a power that’s so useful that apparently WizKids had to make sure that you can’t access it until Green Light’s 3rd Click. Keep in mind, Green Light has a 17 Defense with just Toughness top dial, so it’s not impossible for someone to hit him so hard that never really gets a chance to use it.

This is a common theme throughout this expansion. If you look at a character’s card from this set and see an awesome Special Power, I’ll guarantee that that character doesn’t get to use said power until they’re at least halfway to being KO’d.

–In that same vein, there’s a lot of great Common dials in Superman/Wonder Woman that look great when examined as a whole, but when you look at that starting Click, they give you kind of a sick feeling in your stomach. What?! Common Superman has an 11 Attack with Super Strength, 18 Defense with Invincible and the JSA Team Ability and 4 native Damage top dial?! AND he has 8 clicks for just 100 Points?! Sign me up!!

Well… he also just has Leap/Climb for Movement (doesn’t even have the Wing Symbol) and no Willpower of any kind. He also doesn’t have the Justice League keyword, either, so he’s not the easiest guy to throw in a Build.

It seems like some of the recent rules overhauls are trending towards making it very difficult to play both an Entity and a Resource Attachment on one character (although your guess is as good as ours at this point as to what WizKids really intends to do there), so fixing things like “no move-and-attack top dial” are going to be a little more difficult going forward.

–Or not. Did I mention that NO ONE IS QUITE SURE EXACTLY HOW TO PLAY THIS GAME AT THE MOMENT?! I actually tried explicitly asking whether Entities and Resource Attachments could be used by the same character at the same time on the WizKids Event System Rules Forum, and instead of posting an answer, their rules folks just e-mailed this:

Morpheus 2

Seriously, someone might want to get on that.

–From an aesthetic point of view, the sculpts are more subtle in this set. It doesn’t have the abundance of translucent flash that, say, Flash had, but the articulation is phenomenal. It seems like WizKids gets better every set at depicting motion–just look at Krypto’s lil’ cape if you don’t believe me!

Alright! Enough notations. Let’s get into the…

Top Five HONORABLE MENTIONS: 

This seems excessive...

The fire seems excessive…

5. SMWW019B BrutaalUncommon Prime175 Points: Very much a “does what it says on the box” sort of figure. His top Click is absolutely murderous (Running Shot, Pen/Psy, Invincible AND Shape Change), but he only has conditional Willpower via a Trait (basically, you have to be on your opponent’s side of the map–not always easy, but hardly impossible). His Attack Value also stays consistently high throughout his entire dial (once the game gets going, it’s not hard to keep him at a 12 Attack unless your playing against Nighthawk Prime), and his third Trait makes him really tough to Outwit (SPAWN OF APOKOLIPS: Brutaal can use Super Strength. Opposing characters can’t target him with Outwit unless it is granted by the Superman Enemy team ability.).

The only thing I really don’t like here is that even at 175 Points, Brutaal is REALLY top-heavy; pushing him to Click 2 is fine, and Click 3 is still misery for your opponent, but if Brutaal ends up on anything after that, his effectiveness goes way down unless you are very close to your quarry–there is a HARD transition from heavy ranged hitter to close combat beatstick when you get to Click 4. There’s things you can do to compensate for this when building your team of course, but it’s something you will have to be mindful of as you’re playing him. Having said that, his nigh-unOutwittable top dial Invincible should help keep him in that first-3-Clicks-sweet spot long enough to put a serious hurt on whoever you’re playing.

Yes, occasionally Green Lanterns sneeze, and no, it's not pretty...

Yes, occasionally Green Lanterns sneeze in space, and no, it’s not pretty…

4. SMWW035 Green LanternRare180 Points: His dial is actually somewhat similar to Brutaal’s, except Green Lantern turns into more of a gunner down dial. His main advantage over pieces like Brutaal is that he can resurrect himself via his awesomely-named Trait (THE GREEN WILL NOT LET ME DIE: The first time each game that Green Lantern would be KO’d, instead turn him to click #5, then for the rest of the game when Green Lantern clears action tokens, you may heal him 1 click. This ability can’t be ignored.).

Lana Lang

3. SMWW029 Lana LangUncommon50 Points: Lana makes this list just for her sheer value. You get three Clicks of support-y powers like Empower and her Special Attack (THE WORLD NEEDS TO KNOW: ALL THE SHOCKING DETAILS… FULL COVERAGE AT 8: At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, that character’s combat values can’t be increased or replaced with a value higher than its printed values.) THAT IS EVEN BETTER THAN NIGHTHAWK PRIME’S TRAIT*, since it also stops replacement values!!

(*This statement assumes that Lana Lang starts her turn within four squares of the opposing character you wish to shut down. Oh, and it also assumes the targeted character doesn’t have Stealth, and isn’t hiding behind another character, or a wall, or is sitting on a different elevation, since Lana needs line of sight, and–oh, wait a minute. Lana can only do this to one opposing character, whereas Nighthawk stops your opponent’s entire force from increasing stats… SIGH. Okay, I guess it’s not nearly as good as Nighthawk Prime’s Trait. But it’s still pretty damn useful.)

So that’s a decent amount of supporting abilities–maybe not entirely enough to justify her 50 Points, but not bad. But then, if she takes just three damage (whether through pushing damage or just absorbing enemy attacks, which would be even better), she morphs into a pretty good tertiary attacker with Wing Symbol, Charge, B/C/F, Super Senses and Toughness, which she keeps FOR FOUR MORE CLICKS!! That’s right, you get 7 quality Clicks for the low, low cost of 50 Points! It’s like they pulled a dial from Hypertime into the future, made it more useful but kept the point cost the same.

"Yep. Just out here in deep space... posing."

Yep. Just out here in deep space… posing.

2. SMWW013B Captain AtomCommon Prime130 Points: The good Captain here offers a top Click that is almost identical to Brutaal’s (the Movement Value and Damage Value for Captain Atom is 1 less) first Click, except that Captain Atom adds in Indomitable and he costs 45 Points less!! Brutaal does have some built-in Outwit protection, but not 45 Points worth. I mean, before you get too wrapped up in the fact that Brutaal does 1 more Damage than Captain Atom, remember that you could actually play, say, Captain Atom and Fast Forces Fitz (who brings lil’ H.E.N.R.Y. with him) for just about the same amount of points!

Clark Kent

1. SMWW026 Clark KentUncommon55 Points: One of my favorite pieces from the set. Clark has a pretty good Reporter Trait (THE WORLD NEEDS TO KNOW: YOUR PLANS: At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, that character can’t be given power actions.)–and remember, he has the Superman Team Ability so he can see through Stealth–he starts with Stealth and Prob and, on his back half, has the ability to summon a Superman Token with Hypersonic Speed and Super Strength.

WizKids has done an awesome job designing these “Token Creator” pieces, and I hope this is a sub-theme they continue in the future!!

Okay! That’s a solid group of honorable mentions, which can only mean that it’s time to start counting down the…

Top Ten Twelve Figures in SUPERMAN/WONDER WOMAN:

So, while there isn’t necessarily as many Meta pieces in this set as there were in Nick Fury, Agent of S.H.I.E.L.D., there are twelve more figures worth spotlighting. And hell, it seems like I can never just narrow it down to ten anyway. So like Tony Stark likes to say… here goes nuthin’!

[EDITOR’S NOTE: Wrong universe, moron.]

Concept art from Peter Jackson’s studio-thwarted ‘King Kong 2: Electric Bugaloo.'”

12. SMWWG005R TitanoSuper Booster75 Points: On a different character, Leap/Climb and Close Combat Expert would be a pretty sub-standard power mix. But with the new Giant Reach rules established just a few days ago by WizKids in their DesignInsight column, Titano here now has the ability to make a close combat attack from 3 squares away. Which means he can activate Close Combat Expert from three squares away. Suddenly your 75-Point investment essentially has the equivalent of the ability to Charge 4 Squares with a 10 Attack and 3 Damage AND activate CCE on top of it.

But we’re not done. Throw Lois Lane on your team (she’s only 45 Points, shares the Metropolis keyword with Titano, brings a Stealth-busting Outwit, a 6 native Movement Value, is REALLY tough to target at range AND has a Stop Click if you’re also playing a Superman) and suddenly, because of Titano’s first Trait (MONKEY SEE LOIS, MONKEY DO: When a friendly character named Lois Lane moves, after actions resolve Titano can be given a move action as a free action to move up to the same number of squares. When a friendly character named Lois Lane makes an attack targeting an opposing character, after actions resolve Titano can make a close combat attack as a free action.), you have a Colossal Robot Gorilla who can cover up to 9 Squares in a turn and STILL activate Close Combat Expert!!

Let’s see what this looks like as a Build:

Titano 2

Team Name: Metropo-lease Put Me Down!!

Theme: Metropolis

Map Choice Preference: Nothing specific, although the easier it is for Lois to actually move around on her own–remember, she can’t have lines of fire drawn to her by opposing characters unless they’re within 2 Squares or she’s adjacent to a friendly character, so you don’t have to worry about ranged attacks picking her off–the easier it will be for Titano to move and attack.

Roster:

SMWWG005R Titano – 75 Points

SMWW047 Lois Lane 45

SMWW049 Superman 175

=295 Points

What This Build Does: In a no-Resource environment, this should be a pretty competitive Build. You can actually split Lois and Superman up and be fairly confidant nothing will happen to Lois. Just make sure that when Lois grants Titano a free movement, DO NOT finish Titano’s move action with him adjacent to Lois if you can help it. Other than that, feel free to move Lois up, Outwit any bothersome dampeners on opposing figures and then bring the boom with Titano, all in the same turn.

The SR Superman from the same set is a close combat beast with one problem (well, one main problem, at least. There are several others that combined to keep him off of this list.)–he only has Sidestep for move and attack on his top Click. After you split him off just a bit from Titano and Lois, if your opponent choses to come after Supes, no problem–he possesses  a long dial, great stats and the “Odds Are Against Me” running Trait that lets him build up tokens he can cash in for free attacks. Plus, as we stated, Lois and Titano can cross a map in a hurry.

If they come after Lois first, assuming they can even get close enough to hit her, her dial ends on a Stop Click that lets you physically place Superman in any adjacent Square AND lets that Superman use Defend.

As far as Lois goes, she just barely missed the cut on my list, particularly since this was the only Build I really liked her for. I know, the same could be said about Titano–they kind of need each other–but Titano’s really doing the heavy lifting here between the two of them, and his Stop Click (COLOSSAL INDIFFERENCE: Titano can use Toughness. If Titano began the game on the 20-point starting line, he can’t attack smaller characters except via Colossal Retaliation. When this power is revealed due to damage taken from an opposing character’s attack, stop turning the dial. This power can’t be countered or ignored.) can’t be countered or Ignored AND his Attack Special grants you at least one last smackdown (COLOSSAL RETALIATION: TWO-FIST PUNCH: Give Titano a free action if no other Colossal Retaliation power has been activated this turn and choose an opposing character that attacked Titano or damaged a friendly character since your last turn. Place Titano such that he can make a close combat attack targeting the chosen character, then make two separate close combat attacks targeting the chosen character each with an area of effect that includes all other characters within 2 squares of the target. Hit characters are each dealt 3 damage instead of normal damage.).

(Btw, if you actually have Chase Red Son Superman, go ahead and disregard everything I said about the SR Superman and just use him.)

I can NOT believe our Tommy Guns are not taking down this gigantic tank!

11. SMWWG006P War WheelSuper Booster15 Points: War Wheel is here because it has my favorite Colossal Retaliation power, which just happens to be it’s only Trait: (COLOSSAL RETALIATION: CRUSH WITH GIANT SPIKES: Give War Wheel a power action if no other Colossal Retaliation power has been activated this turn and choose an opposing character that attacked War Wheel or damaged a friendly character since your last turn and occupies the same row or column as War Wheel. Place War Wheel in any 4 squares in the same rows or columns that contain both all of War Wheel and the chosen character. Make a close combat attack whose area of effect is all characters in those rows or columns between where War Wheel began this action and the squares it currently occupies. Hit characters are each dealt 2 penetrating damage instead of normal damage.) It’s also here because it costs just 15 Points. 15 freaking Points!! But beyond the Trait, hell, just try finding a Bystander Pog with Indomitable and a 10 Attack Value for 15 Points. Now find one with Sidestep, Toughness, 3 Damage and a 7 Range!! Go ahead, find one. I’ll wait.

[EDITOR’S NOTE: Actually, I will not wait. We’re like 2500 words in and still have a lot of ground to cover. On to Blazing Atomic Skull!]

Atomic Skull

10. SMWW054 Atomic SkullSuper Rare150 Points: For 150 Points, you kind of get exactly the sort of stats and power mix you might expect. Running Shot with a mediocre Range (6). 11 Attack, which is fine, but nothing you haven’t seen before. 18 Defense with a dampener. Pretty standard. 4 Damage top dial is nice, but certainly not unheard of. Then you read his one Special Power, which sits in his Attack slot for his first four Clicks (IONIZING RADIATION: Atomic Skull can use Energy Explosion, Poison, and deals penetrating damage.). Wow! He’s the first character I can think of that deals Penetrating Damage with no ifs, ands or buts.

You want to give him a Bulldozer Construct and have him blow someone with Impervious off a rooftop? All of his Knockback damage is penetrating. That vanilla Poison his Special grants him? He might as well be a Red Lantern, cuz that’s all Penetrating damage. Any attack or effect you can think of with him deals Penetrating damage, which basically means he doesn’t have to be afraid of anyone.

Krypto

9. SMWW050 KryptoSuper Rare50 Points: Possibly the most efficient character in the set for his cost (#2 on this list might have an argument, but we’ll see). Need to bust some opposing Stealth? Krypto has the Superman Ally. Super Senses? He comes packing Precision Strike. Shape Change? His Special Damage power sniffs that out (KRYPTONIAN NOSE: Krypto ignores opposing character’s Shape Change.).

His Trait (LOYAL COMPANION: When a friendly character named Superman, Superboy, or Supergirl within 8 squares takes damage from an attack, after actions resolve you may place Krypto in a square adjacent to the attacking character.) is mildly helpful depending on whether or not you’re building a literal Super-team around him, but his Movement Special (SIC ‘EM, BOY!: Krypto can use Charge and Plasticity.) not only allows him to go on the attack when you need him to, but it also adds Hypersonic Speed to the list of opposing abilities that Krypto takes a bite out of.

No, I’m not ‘Apokolips Bane!’ I’m Brimstone, dammit!

8. SMWWG003R Brimstone Super Booster75 Points: 7 Clicks, Sidestep, 6 Range with an incredible top dial Pulse Wave Special Attack Power (THROWING FIREBALLS: Brimstone can use Pulse Wave. When he does you may choose an unoccupied square within 6 squares and line of fire and he can use Pulse Wave as if he occupied that square.), Penetrating Poison and the obligatory Colossal Retaliation and Indifference powers.

The Pulse Wave is what earns him this spot though; we’ve seen similar versions of this sort of Pulse Wave before (the GOTG Movie Starter comes to mind), but it’s always been limited in some way (usually it’s only usable once per game). The fact that he can do it every turn puts him at #8.

The least

The least “creeper-ish” image of Vartox. Yes, I said the least.

8.  SMWW052E Vartox Super Rare150 Points: This is where the Meta-relevant pieces really start. At 150 Points, Varty gives you Hypersonic Speed, Probability Control and the chance to do a boatload of damage (7) with his Super Strength. His Trait (THE REST OF THE HYPER-POWERS: Give Vartox a free action and choose a standard speed, attack, or defense power that you didn’t choose during your last turn. Until your next turn Vartox can use that power instead of the power in that slot on his dial.) also gives him a wide amount of sneaky versatility. Oh, your opponent just got three damage through on him and thinks he doesn’t have to worry about Hypersonic Speed anymore? Sorry, Vartox can get it back whenever he wants. And so on.

He’s not Zombie Super Skrull, but he’s not far off either, and he saves you 20 Points in your Build, which could be the difference in a Meta-Build between playing a Resource and not playing a Resource. If you can manage to keep him top dial, he will be a nightmare for your opponent.

No, seriously, any second now, I’m totally gonna fly!

6. SMWW065E SupermanChase175 Points: Hypersonic Speed, 11 Attack with Super Strength, 18 Defense with Impervious and 4 Damage top dial. His Trait (CRIMINALS BECOME “SUPERMAN ROBOTS”: When Superman hits an opposing character with a close combat attack, put a Lobotomy token on its card. Give Superman a power action and remove any number of his Lobotomy tokens to have Superman use Mind Control as a free action targeting those characters that had at least 1 token removed, regardless of range or line of fire.) lets him Mind Control characters he’s hit FOR FREE and, if none of that works, he has TWO Stop Click Specials (WINTER PALACE: Superman can use Barrier, Regeneration, and Super Senses. When this click is revealed due to damage from an opponent’s attack, stop turning the dial, and after actions resolve give the attacker an action token. If you can’t, deal that character 1 penetrating damage.) that actually token the attacker that hit you, which should give you time to actually USE your Regeneration.

Unless your opponent is able to finish Supes off with Pulse Wave, the Red Son is almost impossible to kill.

First Born

5. SMWW037 First BornRare200 Points: So all article we’ve been talking about all the great changes WizKids made to Giant and Colossal characters, and the fact that First Born is Giant-Sized helps him out immensely. He doesn’t fly, but he’ll still have no problem with elevation.

He Charges up to 6 Squares on his first Click, and his Giant Reach gives him the ability to cover two more. He starts with 4 Damage and both Super Strength AND Exploit Weakness, so now he has a Threat Range of 8 Squares and up to 7 Penetrating Damage (assuming he picks up an Ultra-Heavy on the way).

First Born is also the beneficiary of the Divine Aura running Trait (DIVINE AURA: First Born can’t be targeted by Outwit or Probability Control from opposing characters unless the targeting character has a higher point value or has the Deity keyword.) that many of the Deity-keyworded figures in this have, which means that unless your opponent built their team around NFAOS050 Thor (the only Meta-worthy Deity piece I can think of at the moment, although I’m sure I’m forgetting a few) AND found a way to give her Outwit, First Born’s powers aren’t going anywhere (trust me, your opponent isn’t crazy enough to play a piece that costs more than 200 Points, unless he’s going with a Team Base or something, so the first clause of First Born’s Trait isn’t really gonna matter most of the time). And with two Clicks of Invincible right at the top, First Born can soak up Damage like nobody’s business.

His second Trait (SCION OF HATE: All characters within 3 squares can use Battle Fury. Friendly characters adjacent to First Born modify their attack values by +1.) is interesting as well. He becomes even MORE intriguing when you play him with a Resource like, oh, I dunno, the Indigo Power Battery. If you give First Born the Indigo Wall Construct, depending on what Map your using, you can make it almost impossible for First Born to be shot at from range. Which makes it that much more likely that the 8-Square, 7 Penetrating Damage Charge I mentioned earlier might just be an Alpha Strike. It’ll be like playing Ghost Rider  in the Meta of mid-2013 all over again, only First Born might even be BETTER.

Eclipso

4. SMWW055P EclipsoSuper Rare25 Points: Even with the new Equip rules and all the chaos that has caused, Possession is still a Meta-worthy enhancement. And of the two Possessors in the set (Red Son Brainiac also Possesses), Eclipso is the best.

Right off the bat you have access to Stealth, Precision Strike, Impervious or Shape Change. Those are all great powers. Eclipso’s stats are also pretty good, as you might expect, since you’re gaining access to a 250 Point dial. Down dial, turning onto some Pen/Psy or Probability Control could be the difference in a game that’s running long.

Red Son Wonder Woman

3. SMWW066 Wonder Woman Chase165 Points: Quite simply, Chase Red Son Wonder Woman is Point-for-Point the best Primary Attacker in the set. For only 165 Points you get Hypersonic Speed, Super Strength, a 19 freaking Defense Value with Invincible and she deals at least 4 Damage when she hits.

She also has a Stop Click and a Trait (COMMUNISM IS SOCIAL JUSTICE: When a friendly character with a lower point value than Wonder Woman is targeted with an attack, modify the attacker’s attack and damage values by -1.) that’ll do wonders in terms of keeping supporting characters alive.

A brutally efficient package.

The 90's are back, and they brought their Superman with them. (Artwork by Sassophilaco sassophiliaco.deviantart.com)

The 90’s are back, and they brought their Superman with them. (Artwork by Sassophilaco sassophiliaco.deviantart.com)

2. SMWW041AE Superman BlueRare 50 Points: Oh boy, do I love me some 50 Point Taxi/Supporting Characters. Supes Blue is definitely that, but he has Secondary Attacker power sets and stats, too. He also can protect anyone he Carries from Pulse Wave, which is not nothing in the Meta.

While your opponent will need a 20 to hit him from range top dial, Supes Blue can always be pushed onto his second Click, where he has Hypersonic Speed, 3 Damage and Perplex!

He very much reminds me of a slightly more expensive Fear Itself Loki. Sometimes, big things come in small (mostly white and blue) packages, and this 50-Pointer is a gem.

Oh look–you missed another roll! Guess I’m only giving out Tricks this year, which is a Treat. For me.

1. SMWW060 Mr. MxyzptlkSuper Rare70 Points: I know. You thought WizKids learned their lesson about making pieces that offer ridiculous levels of board control for under 100 Points. Well… they didn’t.

Mxy here is not as broken as Felix Faust was this summer, but that doesn’t exactly mean he’s fair, either. His ridiculously useful Trait (MESSING AROUND WITH THE ODDS: At the beginning of the game, roll a d6 that can’t be rerolled and place the rolled result on this card. Give Mr. Mxyzptlk a power action if there is no d6 on this card, roll a d6 that can’t be rerolled and place the rolled result on this card. Whenever any dice that can be rerolled are rolled (including as part of a 2d6 roll), you may remove the d6 from this card and replace one of those die results with the rolled result from the d6 removed from this card.) essentially means that every d6 or 2d6 roll goes through you. I cannot emphasize how much paralyzing stress this puts on your opponent’s decision making, particularly if you’re sitting on a 1, 5 or 6.

With a 5 or 6 showing, anyone on your team with either Shape Change or Super Senses has a backup d6 roll that will automatically allow that ability to succeed. Need to really hit that Leadership this turn? You’re golden. Roll a six and a one and just miss? Sub in that 6 sitting on Mxy’s card and all of the sudden you have a Critical Hit.

Conversely, your opponent will be DEATHLY afraid of attacking anyone if you have a 1 showing. Normally, you would have about a 1 in 36 chance (roughly 2.78%) of rolling a Critical Miss. But if you are able to change either of the d6 rolls to a 1 with Mxy, suddenly those odds shoot up dramatically (each d6 your opponent rolls has roughly a 16.6% chance of ending up on 1),

And these are just the most basic and obvious uses. Even a 3 or a 4 can be gamechanging if it guarantees your opponent misses that Super Senses roll or subs in for a 1 to make sure you hit with an attack. There’s really a bunch of sneaky plays you can make with this guy–and we haven’t even talked about his 18 Defense with Super Senses, his Quintessence Team Ability or any of his 3 Specials, including his Pulse Wave Special Attack Power on Click 2 that allows you to completely incapacitate any opposing characters you hit while avoiding giving any damage or tokens to your own folks.

This is the best figure in the set, and it’s not close.

 

Agree? Disagree? Post your opinion by leaving a comment, and let us know which pieces are in your Top Ten!