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

Mikey Injustice 2

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

Michaelangelo 8-bit

OOOOOoooohhhh… THAT TMNT video game? Even better!

Hello again!!

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

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

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

THE TOP TEN ELEVEN FIGURES IN TMNT: UNPLUGGED!!

But first, how about…

SOME NOTES ABOUT THE SET:

TMNT ARCADE Poster.jpg

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

Krang Unplugged.jpg

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

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

So, without further ado…

THE TOP ELEVEN CLIX IN TMNT: UNPLUGGED!!

 

Rocksteady.jpg

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

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

 

Blue Foot Elite

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

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

 

Muddy Mud Man

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

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

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

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

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

 

Raph Auto Scroll.png

8. TMNT4037 Raphael — 100 Points — Chase:

7. TMNT4036 Michaelangelo — 100 Points — Chase:

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

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

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

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

 

Karai

6. TMNT4026 Karai — 75 Points — Rare:

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

Then you get to her dial:

–She Ignores Hindering and Elevated Terrain on Movement.

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

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

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

 

Shredder and Clone

5. TMNT4005 Shredder Illusion — 20 Points — Common:

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

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

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

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

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

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

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

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

 

Alopex

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

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

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

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

 

Donnie 2012

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

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

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

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

 

Krang Unplugged number one

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

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

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

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

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

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

 

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

 

Tippy-Toe-ing Through The Rainbows On Unicorns!! (Or, The Top Ten Figures in Deadpool & X-Force!!)

Squirrel Girl

Welcome Back, Welcome Back!!

Well, Avengers/Defenders War is almost upon us, so I figured it was time to crank out at DXF Top Ten. Unfortunately, my brother Ninwashui has been immobilized for the better part of the last month with a serious illness that he’s only now getting over, so we’re a bit behind on things (what else is new?).

But enough jibber-jabber! Okay! You folks know how this works: Five Honorable Mentions, followed by Ten Top… uh, Ten figures!!

Also, normally I’d start with some Notes About the Set, but, well, I kinda already covered that during the Wind Apocalypse of 2017!

The only thing I’ll add is that I think this is one of the strongest top-to-bottom sets that we’ve gotten since World’s Finest (and probably the most powerful Marvel set we’ve gotten since Nick Fury, Agent of S.H.I.E.L.D.), so no Top Ten list (even with our customary five Honorable Mentions) could cover every great figure in this set. So if we left something off, hopefully that piece will come up in a future article (so sorry, Chipmunk Hunk!). It’s not that we don’t like, say, Fast Forces Stingray, or Solo in his Deadpool uniform–it’s just that there’s only so much we can spotlight in one article!! But this is a deep, deep set that will spawn a ton of Meta play!

So, with that said… LET’S GET ON WITH IT!!

 

FIVE HONORABLE MENTIONS:

 

Terror

5. DXF101 Terror100 PointsLE:

This is one of the better release date LE’s we’ve gotten in quite some time (at least as far as figures go–that Symbiote object from SFoSM is getting used a TON in the Meta right now). Terror is an interesting character who has been tooling around the Marvel Universe for 25 years and who has now, finally, been Clix’d (with THREE versions no less!).

What makes his dial so interesting is his Morro-like Trait (HE WON’T BE NEEDING IT: When an adjacent standard character is KO’d, choose a standard power that character could use on any click. Terror can use that power this game.) that theoretically allows him to access almost any power in the game! And remember, his Trait doesn’t care if that figure is opposing or friendly–only that it’s adjacent.

Beyond that, Terror gives you seven Clicks of life, Sidestep, 3 native damage, three Regen Clicks on the back end and a weird Outwit that only letss him counter Pink powers (Sidestep, Precision Strike, Invincible & Empower), which, I guess, is better than NOT being able to counter anything.

I can’t quite say that he’ll be a Meta staple (he takes a lot of in-game planning to get going), but he is worth a look and he’s a lot of fun to field.

 

Fantomex

4. FFDXF003 Fantomex75 Points –Fast Forces:

Wow! Now this is what a 75 Point Secondary Attacker piece should look like! Great evasion with his Rooftop Movement Special (ROOF-RUNNING GUNFIGHTER: Fantomex can use Running Shot. On opponent’s turns, lines of fire drawn to Fantomex are blocked if he occupies the rim of elevated terrain.) and E.V.A.-provided Super Senses combined with a solid 3 Damage top dial with Energy Explosion and two bolts.

Alternatively, you can pop E.V.A. off and take advantage of her (his? its?) Outwit. For the points, this is an extremely solid complement to almost any Primary Attacker. If you Theme him and get to choose Map, he can really become a gamebreaker.

 

TT.jpg

3. DXF010 Tippy-Toe — 25 Points — Common:

Tippy-Toe is 25 points of tie-up annoyance that can also help break up teams that depend on hunkering down in covered, adjacent positions (Bizarro Green Arrows and the like)… but only on certain Maps (specifically those with a bevy of Hindering Terrain).

Her Attack Special (SQUIRREL TALK: Give Tippy-Toe a free action to deal 1 damage to an opposing character within 8 squares and line of fire that occupies printed hindering terrain.) lets her nibble at enemies from across the board. If they have Stealth or she loses that top dial power, though, she can still walk right up to characters to tie them up with her 18 Defense (plus Super Senses) and scratch them for 1 Exploit Damage.

 

Slapstick

2. FFDXF010 Slapstick — 50 Points — Fast Forces:

50 Points for Hypersonic Speed (or whatever Speed power you want), Willpower and 2 Damage with Precision Strike? Okay! Once again you are paying Support/Tertiary Attacker prices for a solid Secondary Attacker. Slapstick is awesome for taking out opposing Support pieces before they can impact the game.

 

Hulkpool.jpg

1. DXF064 Hulkpool — 125 Points — Chase:

Most of the (EIGHT!!) regular Chases in this set are pretty damn good. Even if you don’t like the dials by themselves, you have to remember that each of them can gain one of EIGHT different abilities as a free action from a Comic Panel marker if they have no action tokens at the beginning of your turn.

You can choose from Smoke Cloud (meh); Enhancement (eh… situationally useful); an extra Bolt (somewhat useless now–really useless in about two months when Energy Explosion gets nerfed); Quake (comes with this figure and is more on the “meh” side than not); Precision Strike (almost always useful); Stealth (wait, I can give what is essentially a Hulk dial Stealth? This is very useful!! Now I might make it across the board unscathed!!); Combat Reflexes (very useful!!); or Energy Shield/Deflection (even usefull-er!!).

This makes these pieces EXTREMELY adaptable, and adaptability is one of the key strategies in the current Meta (look no further than the domination of Jakeem Thunder right now).

So add to all that a dial that features 10 Movement with Charge; 12 Attack with Super Strength; 18 Defense with Impervious and 4 top dial damage WITH Probability Control! He also has Indomitable and 8 Clicks of life. His last 3 Clicks feature a Revert Special Power that basically lets you heal him one Click and then replace him with ANY figure that has Deadpool in its name (except for the new title character Deadpool).

Again, to reiterate:  you get insane Primary Attacker stats mixed with what basically amounts to a Resource (the eight Comic Panel powers) in an increasingly Resource-less Meta environment and HE BRINGS ALONG ONE OF THE THREE BEST SUPPORT POWERS IN THE GAME!!

This is the best Hulk dial they’ve made in a long time, AND THEY’VE MADE INSANELY GOOD HULK DIALS NONSTOP FOR THE PAST THREE YEARS!! I mean, can you name another Hulk with the ability to pop on ES/D or Stealth top dial to actually get across the board in one piece? Or another Hulk piece who can change into a competent Ranged Attacker at the end of his dial?

Do not sleep on Hulkpool!

 

And now, for your…

TOP TEN DEADPOOL AND X-FORCE FIGURES!!

 

Mistress Death

10. DXF052 Mistress Death — 100 Points — Super Rare: 

Yes, there is a lot that she doesn’t do. But her Touch of Death Trait (TOUCH OF DEATH: When Mistress Death hits with a close attack, immediately place a Touch of Death token on the target’s card if it doesn’t already have one. For the rest of the game, when a character with a Touch of Death token is dealt damage by an attack, double the damage dealt.) is almost bonkers-good–if you can get it off.

She also has another Trait (YOU CAN’T KILL DEATH… OR MARRY HER, I TRIED: When Mistress Death would be KO’d and there is another friendly character on the map, you may instead place her in your starting area on click #3 with 2 action tokens and the opponent scores her. This can’t be ignored.) that causes her to revive throughout the entire game as well as a third (THIRD!!!) Trait (THE REALM OF DEATH EXPANDS: When another standard character is KO’d, remove an action token from Mistress Death.) that means she’ll potentially be taking an action almost every turn as long as you are dishing out lethal punishment. And a 12 Attack with Pulse Wave is nothing to sneeze at, either.

If you can find a way to boost her with Plasticity (Symbiote maybe?) or TK her next to someone for consistent same turn strikes (hello Stryfe! or Jean Grey! or… you get the idea), you can turbo-charge the Damage Output of your entire squad in a hurry.

But I wish there was just some piece out there that could open some sort of Space Portal and let Death pop out adjacent to an opposing figure and attack it in the same turn. Alas, we live in a world governed by the laws of physics, but man, sometimes I just want to tell the laws of physics that they can kiss my… nevermind, this is a family website.

Well, family-ish.

 

Swarm

9. DXF054 Swarm — 120 Points — Super Rare:

Another piece that is just really hard to KO. Swarm has a Trait (ONLY THE QUEEN MATTERS: Unless the attack roll is doubles, Swarm takes no more than 1 damage from attacks.) and an Attack Special (ORPHAN SWARMS: Each time swarm hits an opposing character, after actions resolve put a Bee Swarm bystander adjacent to that character unless there already is one.) that can take over the game in certain matchups, especially if your opponent hasn’t packed the right abilities to counter him.

And yes, Poison is getting slightly nerfed in that it will no longer combo with Sidestep, but the Bee Swarm tokens that Swarm generates with each hit don’t count against your action total when they move, either, so navigating the map starts to become really tricky for your opponent (not Prime Anarky tricky, but still).

 

Stryfe.jpg

8. DXF058 Stryfe– 135 Points — Super Rare: 

Looking strictly at his dial and Standard Power mix, 135 might seem a tad high. However, his Attack Special (MIND OVER MATTER: Stryfe can use Telekinesis. He can use it as a free action if he has been given a non-free action this turn.) will allow him to send most of his minions exactly where they need to be on the map or bring an opponent to him.

But where he gets really evil is when your opponent actually KO’s him (THE LEGACY VIRUS: When Stryfe is KO’d, choose a named keyword. Opposing Characters with that keyword are dealt penetrating damage equal half their current click number. This can’t be ignored.). Which means there’s a timer on the game for your opponent. Either they come to Stryfe early, or they don’t come at Stryfe at all. Remember, you can even PUSH Stryfe into a KO and he goes off. Or you can just push him to his late-dial Running Shot/Pulse Wave, which is also a crowd-pleaser.

There’s a lot of options with this guy.

 

Dreadpool.jpg

7. DXF001B Dreadpool — 130 Points — Common PRIME:

So, his opening 8 Movement with Running Shot, 12 Attack with Pen/Psy, 18 Defense with Super Senses and 3 Damage with Perplex (!) is almost worth the 130 Points right there. Then you factor in his Willpower through Indomitable and his AWESOME Trait (DEADPOOL KILLUSTRATED: Dreadpool can use Steal Energy. At the beginning of your first turn, choose a named keyword an opposing character possesses. At the end of your turn, give Dreadpool a free action to make a close or range attack targeting a single opposing character with the chosen keyword if he has not attacked any character with the chosen keyword this turn.), and you realize that your favorite new Primary Attacker is quite capable of Alpha Striking half of the pieces in the Meta!

 

Cable

6. DXF014 Cable — 120 Points — Common: 

Where to start? Indomitable, 4 Damage with Prob, 11 Attack with Pen/Psy, Traited Stealth, Invuln AND ES/D (provided he has less than 2 Action Tokens), and a Movement Special (BODYSLIDE: Cable can use Phasing/Teleport. When he does and moves 5 squares or less, after actions resolve he may make a close or ranged attack.) that practically re-imagines Running Shot for the modern Meta.

Also, he has damn near every keyword you could ever want a mutant hero to have (Armor, Future, X-Men, X-Force, New Mutants, Soldier and Six-Pack!!), so he Themes quite nicely. And as a Primary Attacker who only costs 120, you’ll have plenty of room for supporting pieces.

 

Domino

5. FFDXF006R Domino — 25 Points — Fast Forces: 

Her 75 Point dial is also really good, but 25 points for 3 Clicks of Stealth, a 7 Range, 9 Attack with Precision Strike and 2 Clicks of Prob is a ton of bang for your buck. Improved Targeting: Ignores Hindering Terrain is being given out less and less lately, so that dial-long Stealth is going to be hard to deal with for many teams.

Top dial Prob almost never comes this cheap, and almost never with a Range greater than 6. She’s already seen Meta play in several ROC’s, and I expect that to only continue.

 

DP MWAM.jpg

4. DXF060 Deadpool, Merc With a Mouth — 70 Points — Super Rare:

The first ever “Title Charcter” Clix, this version of Wade is simply under-costed by about 40 points. He comes packed with a way to heal himself and can eventually work up to Slo-Mo Bullet Time, wherein he can deal 2 Penetrating damage to every opposing piece within 6 range as a free action. Yowza!

Otherwise, you’re just stuck with a Deadpool that has 8 Clicks of life, 11 Attack, Indomitable and 17 Defense WITH ES/D!!

His keywords aren’t great (Initiative, X-Factor), but that seems a small price to pay for so much goodness.

————————-INTERMISSION: FLASH FIGURE REVIEW #3: WIZ Kid!————————

Wiz Kid

Okay!! So, this is kind of a first for us, but we’re about to do a mini-article INSIDE of another article!! This is Flash Figure Review #3, and we’re gonna spotlight… Wiz Kid, the Super Rare Prime!

For a little 25 Point nugget of a piece, he’s already created a small bit of controversy.

First, let’s talk about his dial. 25 Points. You get about the numbers you’d expect: 3 Clicks of life, Toughness (with an above average 18 Defense value top dial, although it quickly falls), 5 Range, 7 Speed (with Flying, although his lone Trait states that he can’t Carry anyone) and 2 Damage with a Special Power (TECHNOFORM YOUR WEAPONS: Adjacent friendly characters modify their attack, range and damage values by +1.) that is pretty much the whole reason for playing him.

WHY WIZ KID BELONGS IN THE TOP TEN:

For those in the community who love him, they point out that for 25 Points you get a pretty mobile battery for your ENTIRE squad–he is, in effect, a Resource unto himself. With the right positioning, he can add two to three more damage dealt a turn. He doesn’t need line of fire to activate his ability, so you can keep him behind your heavy hitters. And with his Range extension, it’s possible (again, depending on a whole host of factors) that Wiz Kid will allow you to position your characters just out of reach of your opponent while still being able to attack, Outwit, Perplex and Prob opposing pieces, which is kind of the Holy Grail of board control strategies.

While his keywords kind of suck (Initiative and X-Factor, exactly the same as Title Character Deadpool), they’re not without options.

To wit:

Not this Nighthawk

Not this Nighthawk, although his costume is way cooler…

Team Name: Mercs and Mouths

Theme: Initiative

Roster:

DXF059B Wiz Kid25 Points

DXF060 Deadpool, Merc With a Mouth70 Points

equipped with  UXM057P Proteus — 35 Points

FFDXF010 Slapstick50 Points

NFAOS059A Nighthawk120 Points

= 300 Points

HOW IT PLAYS: 

(Incidentally, there’s also a pretty competitive and fun option for this Build that subs in X-Factor pieces for the Initiative pieces including Boom-Boom and the Super Rare Iceman broken-ness from UXM.)

Regardless, Wiz Kid’s presence here should have your characters regularly attacking with a 12 or 13 Attack Value and 3 or 4 Damage minimum.

Nighthawk himself has not just one Trait (NIGHT AND DAY: At the beginning of the game, an opponent chooses Night -or- Day. If they choose Night, modify Nighthawk’s combat values by +1. If they choose Day, modify the defense values of all characters by -1 unless they occupy hindering terrain or are friendly to Nighthawk.) but two (PUSHING THE DEFENDERS TO BE MORE PROACTIVE: Nighthawk and friendly characters that share a keyword with him may replace their attack value with the unmodified attack value of an adjacent friendly character sharing that same keyword.) that pair pretty nicely with Wiz Kid’s power.

(I actually think Nighthawk’s A-side is an overlooked gem, but this article is about Wiz Kid, so we’ll talk about Nighthawk in a different column.)

This team is EXTREMELY vulnerable to Energy Explosion, but should synergize well. And Slapstick is great for taking out annoying opposing support pieces (see his Honorable Mention entry above for more details).

WHY WIZ KID DOESN’T BELONG IN THE TOP TEN: 

For those taking the opposite view, just the mere fact that Wiz Kid is a Prime is a major bummer. This is a list of top Meta performers from the past year or so that you are unable to field (either in your army or as a Sideline piece) if you choose to use Wiz Kid:

FL053B Zoom (Black Lantern)

JLTW003B Doctor Light

JLTW037B Freddy Freeman

 AVAS013B 3-D Man

AVAS053B Ragnarok

NFAOS007B Peggy Carter

NFAOS059B Nighthawk

WF037B Nightlantern

WF053B Harlequin

UXM023B Kitty Pryde

UXM043B Sunfire

JW003B Anarky

JW053B Jakeem Thunder

That list is like a Meta All-Stars team. And that doesn’t even include Dreadpool or the Regen’ing Rare Prime Shifting Focus Deadpool. So yeah, using Wiz Kid as your Prime slot is a significant cost in and of itself.

Also, while Wiz Kid is almost like having a mobile Resource on the map with your team, he is also a highly KO-able Resource. And he requires you to play your team in an adjacency ball for his ability to work, which makes your build highly susceptible to Energy Explosion pieces.

Weasel in the last Deadpool set arguably did Wiz Kid’s tricks better (and added a limited Prob) for just two more measly points. He saw SOME Meta play, but not necessarily a ton. Is his past usage a good predictor of what Wiz Kid will do in the Meta? Hard to say…

Still, with a piece as divisive as this, I thought it best to remove him from the Top Ten list entirely and consider him separately from everyone else. I guess what you have to decide in the end is whether Wiz Kid a Top Ten piece, or a sucker’s bet? I happen to think he’s very useful on a very narrow set of teams, but only time will tell.

——————END OF INTERMISSION: FLASH FIGURE REVIEW #3: WIZ Kid!——————-

 

Fenris Comics

3. DXF049 Fenris — 60 Points — Super Rare:

Looking at their pedestrian stats (Running Shot with only 8 Speed; 9 Attack; wheee!!), you would not be faulted for being unimpressed with yet another low-costed, low-upside piece that yet again features two characters on one dial BUT NO FREAKING DUO ATTACK ABILITY [EDITOR’S NOTE: Seriously, why did that go away? I loved Duo Attack, you loved Duo Attack, everyone loves Duo Attack!!]!!

But then you look at their sole Special Ability (SHE IS THE POWER, I AM THE FOCUS: When Fenris make a range attack, modify their attack and damage values by +2 and choose one: damage dealt is penetrating or the attack causes knock back.) in their Attack slot, and you wonder if it’s too late to snag one for under $10 on eBay.

These folks are among the best Secondary Attackers in the game, and they only cost 60 Points. They even come with a 7 Range and Enhancement!!

They’ve already impacted the Meta at several ROC’s, and I expect that to only continue. And with their Hydra keyword, and all the Hydra figures from NFAOS, and the Hydra Cap Chase rumors in Avengers/Defenders War, I mean, there’s gotta be a really decent Hydra Build out there somewhere, right?

 

Deadpool on a Unicorn

By johnny bijos. Check his stuff out right here!

2. DXF069 Deadpool — 140 Points — Ultra Chase: 

Good Lord. Yeah, no one’s gonna want to track down an Ultra Chase if all it does is kick ass, ignore damage and chew bubble gum while making free close attacks, right?

Let’s dive in.

First, the sculpt is ridiculously awesome.

Second, this guy has Charge, Pen/Psy, Impervious and Exploit Weakness top dial. He has a Speed of 11, an Attack Value of 12, an 18 Defense and 4 native Damage. That Defense Special that grants Impervious (YOU HAVE NEVER SEEN ANYTHING SO AWESOME: Deadpool can use Impervious. Once per game, when Deadpool would take damage, you may choose that he takes no damage instead.) also lets you just decide once per game to ignore any attack of your choosing that actually lands.

Normally you’d be bummed about a piece with Charge and Pen/Psy since those two powers don’t work together, but here it feels more like Deadpool can just wreck face from anywhere on the map.

He also has Indomitable and Improved Targeting: Ignores Hindering Terrain and Improved Movement: Ignores Hindering Terrain, just in case you thought your 11 Speed Value sucked. Which it totally does not, by the way.

I mean, what other piece in the game allows this to happen:

Timmy, Power Gamer: “And… 11. I hit your Deadpool. For… 4 Damage.”

You: “Eh… nah. I’m not really feeling it.”

Timmy, Power Gamer: “What? You can’t just choose to not take damage when I hit you!”

You [holding up card]: “It turns out I can.”

Also, he makes free Close Attacks (THAT HORN JUST AIN’T FOR SHOW: At the beginning of your turn, if Deadpool has no action tokens, he can make a close attack using Blades/Claws/Fangs.), cuz that’s a thing he needed to be worth his points.

Well, at least you still need a lot of skill to play a piece like this. It’s not like you can just walk this Deadpool up to your opponent end, hit their best piece ONCE with your 12 Attack Value and then not have to worry about that piece for the rest of the game.

Oh, wait, that is EXACTLY what you can do (I’M HERE TO SPREAD JOY AND RAINBOWS: I’m Here To Spread Joy And Rainbows: When Deadpool hits an opposing character, after actions resolve, you can place the Rainbow Joy Marker on that character, removing it from anywhere else. A character with a Rainbow Joy Marker cannot attack Deadpool unless it is the only character on its force. At the beginning of its player’s turn, a character with a Rainbow Joy Marker can roll a d6: on a result of 5 or 6, they may remove the Rainbow Joy Marker.).

Unbelievable.

 

Venompool

1. DXF068 Venompool — 80 Points — Chase: 

Again, really, almost all of the Chases could’ve filled these slots, but Venompool here is the class of the bunch.

It’s not just that his sweet dial that features Sidestep, Poison, an 11 Attack with 4 Damage (and Exploit Weakness) and an 18 Defense with Super Senses.

It’s that you can take all that and add in an obnoxiously good Trait (RETCON EXPONGIFIER GUN: When an opposing character uses Probability Control, after actions resolve, that character cannot use Probability Control for the rest of the game.) to go along with any of the EIGHT Comic Panels on your sideline.

Does your opponent see through Stealth? No? Then boom, Venompool’s got Stealth. Oh, those long-range bombers can see through Stealth? Great. Now my Venompool has ES/D. And on and on.

Venompool is coming, folks. Venompool is coming.

 

Alright, that is the end of another Top Ten! Try as I might, I just couldn’t fit Shatterstar, Boom-Boom, Chase Pirate Deadpool and a host of others (still looking at you, Chipmunk Hunk. But not you, Koi Boy.).

But we will be taking a look at all the Shifting Focus Deadpools. Since they really need to be looked at as a whole, they will probably be at the center of our next Flash Figure Review!!

How’d we do? Agree? Disagree? Post your thoughts in the Comments below!

Until next time,

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

Welcome to Preview Week, Part 2!!

[EDITOR’S NOTE: Welcome to our first ever Preview Week, which is devoted to–you guessed it–Previews!! With Deadpool and X-Force dropping in one week, we’re gonna devote the next five days to taking a look at what’s gonna be coming our way this year–from DXF and beyond! Part 1 dropped two days ago and can be found here.]

Today we take a look at some of the interesting Rares and Super Rares from DXF!

[EDITOR’S NOTE: There’s just so much to talk about with the Rares that we’re gonna save Super Rares and Primes for tomorrow, followed by Chases and beyond in Part 4!]

Without further ado…

RARES:

deadpool-bathrobe

DXF034A-C Deadpool75 PointsRare: Wow–Deadpool in an ultra-supporty role? Whaa… ? Yup–it’s true. All three versions of this “Shifting Focus” sculpt have the same powers. They only differ in their main named Keyword and which Keyword their powers affect.

But they will all give you 4 Range, 3 Damage top dial, Phasing/Teleport, a limited Prob, a limited DOUBLE PERPLEX and Defend. And yes, you can shift to him AFTER making a ranged or close attack with some of his more offensive versions, then use his double Perp and Prob on his teammates. Awesomesauce.

 

Howard the Defender Duck.jpg

DXF035 Howard the Duck50 PointsRare: Look, everyone loves Howard the Duck, but there’s just not a ton to work with here. Sidestep, Stealth, minimal Damage Output and a Special Damage Power (We Can Do This the Wrong Way, or My Way!: At the beginning of your turn, choose a standard power that an adjacent friendly character can use. Until your next turn, all characters within 6 squares and line of fire of Howard the Duck can’t use the chosen power.) that might hurt you as much as it hurts your opponent, especially since ONE OF YOUR CHARACTERS HAS TO ALREADY HAVE THE POWER YOU WANT TO DISALLOW!!

He picks up a decent Incapacitate Special in the middle of his dial (Fowl-Mouthed!: Howard the Duck can use Incapacitate. When he does, he may target all adjacent opposing characters.), but it’s not enough to save this piece.

 

squirrel-girl

DXF039 Squirrel Girl85 PointsRare: A close combat machine who is also a token generator, Squirrel Girl becomes more of a problem for your opponent as the game goes on.

With her first Trait (Chuk Chitty Chit Chit Chkk!: Give Squirrel Girl a free action when she has one action token and place a Squirrel bystander adjacent.), she can generate her own tie-up supporting figs and her third Trait (Fighting Squirrel Man!: Give Squirrel Girl a free action if there are 6 Squirrel bystanders on the map. Replace them with a Squirrel Man bystander in one of their squares.) lets her bring in what is essentially another Secondary Attacker (Squirrel Man).

 

boom_boom.jpg

DXF042 Boom-Boom — 60 Points — Rare: Running Shot mixed with an absolutely AWESOME Attack Special (3,2,1… Boom!: Boom-Boom can use Energy Explosion and Penetrating/Psychic Blast. When she makes a range attack and has no action tokens, modify her attack and damage values by +1.) makes Boom-Boom an extremely efficient Secondary Attacker.

 

Shatterstar.jpg

DXF044 Shatterstar60 PointsRare: Basically the close combat version of the Boom-Boom I just mentioned. He has Traited Sidestep and Toughness, and his Attack Special (Twin Blades: Shatterstar can use Blades/Claws/Fangs. When he does, once per turn he may reroll the d6.) lets him essentially Prob his Blades roll.

I would definitely say there’s some dark horse Meta potential with both Boom-Boom and Shatterstar as they’re both Secondary Attackers for Tertiary Attacker prices.

 

doop-mjolnirs

DXF046 Doop90 or 35 PointsRare: I just played him at his 35 Point level at a Sealed last night and he was great. His Trait is long and wordy:

The Unimaginable Power of Doop: Give Doop a power action. Roll a d6 that can only be rerolled once per turn by removing a Headline token from him.
1-2 Moving Between Panels: Place Doop and all adjacent characters into any square adjacent to themselves.
3-4 Doop Space: All characters within 4 squares are placed adjacent to Doop.
5 Gleaming The Cosmic Cube: Choose a friendly character and it can use the Power Cosmic team ability until your next turn.
6 Hailstorm of Mjolnirs: Doop makes a range attack with a range value of 10 and Targeting: OO>. Instead of normal damage, each hit character and each character adjacent to 1 or more hit characters is dealt 3 damage.

And it’s totally usable at either point level. At 35 Points, he still comes with Sidestep, Invincible and Prob, which makes him nearly indispensable in a Sealed environment. In the Meta, I still prefer Spectre on his Tower Click for the same 35 Points, but it’s close, and Doop doesn’t break Theme on X-Force or X-Statix Builds.

The Con Exclusive is still better, but the more I play this Doop, the more useful he becomes.

 

Okay! That’s all our time for today, but keep watching this space for some standout Super Rares, Primes, Chases and more as we Preview the Deadpool & X-Force set–and beyond during Preview Week!

 

And finally, I want to once again give special thanks to Wizkids, Scott Porter, all the eagle-eyed folks in the HCRealms.com community (especially Jaysol for putting everything there together), the good people at Married With Clix and everyone else who’s helped spoil this set. This article wouldn’t have been possible without all of their hard work.