Let’s Build An Excalibur Team!!

Here’s a keyword team with some meta implications. It’s based around two powerful team up cards. The first for Rachel Grey reads, “TEAM UP: EXCALIBUR THEMED TEAM  If 4+ friendly characters with the Excalibur keyword are on the map, they can’t be targeted by opposing characters 5+ squares away.” This is the same thing as the “Behind the Scenes” trait from the XDPS, but it will protect your entire team. It’s also superior to what Prime Bishop can do because he lets opponents target from 1 square further away and only prevents attacks instead of all targetting.

The second team up card is for Rogue. It states “TEAM UP: , CAPTAIN BRITAIN, GAMBIT, JUBILEE, RICTOR If 1+ listed friendly characters are on the map, Rogue and listed character’s Excalibur, Mystical Protectors trait also triggers with close attacks. If 3+ are on the map, when they hit, after resolutions heal the attacker 1 click.” With Rachel Grey forcing the other team into close quarters this team up is a must. Also, we’ll be using three of the listed characters, so they will heal a click whenever they hit any opposing character.

Here’s the team I had in mind:

  • Theme: Excalibur +6
  • HoX068-70 Apocalypse (Krakoan) (70 points)
  • SVACs002 Illusion Generator (10 points)
  • HoX036-60 Rogue (60 points) – with team up
  • HoX052-50 Gambit (50 points)
  • WKMP19-s107 Incandescence (Mandarin Ring) (5 points)
  • HoX001.01 Rachel Grey  (40 points) – with team up
  • HoX063 Mother (35 points)
  • HoX053-30 Captain Britain (35 points)
  • Total = 300 points.

Here’s what each piece brings to the team:

HoX068-70 Apocalypse (Krakoan) – This is an Excalibur keyword theme team, but each piece also has the Xmen keyword and is lower points than Apocalypse. That’s not an accident. It’s so that Apocalypse can use his Krakoan Revival trait. If your opponent wants to KO any of your pieces, he will need to KO Apocalypse first. That’s no easy task because of Apocalypse’s stop click that offers immediate healing the first time it’s revealed and when it shows up a again it has invulnerability and mastermind. Because these powers appear on the stop click they can’t be outwitted or bypassed via pulse wave. A single target pulse wave can be redirected via mastermind and a multi-target pulse wave will have it’s damage reduced to zero by invulnerability. Additionally Apocalypse can be healed easily with the Xmen TA and anyone he masterminds damage to that would be KOed can simply be revived. Also, every time he is hit activates his mystics TA. KOing him is not impossible, but it’s a puzzle that some teams may not have an answer for.

SVACs002 Illusion Generator – Since you know Apocalypse will be the prime target, you might as well give him as much protection as possible. This gives shape change (which can’t be outwitted due to Apocalypse’s cosmic energy) and every time he makes the roll an autonomous bystander is generated that you can put in the opponents line of fire. These bystanders will make opponents waste even more actions killing bystanders instead of what they are really after.

HoX036-60 Rogue – Aside from bringing her team up card to the team, she is a hypersonic harasser with battle fury and she brings a special trick that your opponent may not see coming. “TURNS OUT, I DON’T NEED THE GLOVES: FREE: Choose an adjacent character and a standard power they can use. Until your next turn, Rogue can use that power and has that character’s printed range value.” Also, like Apocalypse she has the mystics TA.

HoX052-50 Gambit – He’s the best character in the set for killing opposing bystanders and you know opponents are going to be running bystanders because you will be giving them bystanders with Krakoan Revival. Aside from KOing bystanders Gambit is just an excellent attacker whose triple target energy explosion will be able to target large numbers of enemies at the same time. He also has the mystics TA.

WKMP19-s107 Incandescence (Mandarin Ring) – Use this to super charge Gambit’s attacks. It turns him into a damage dealing machine.

HoX001.01 Rachel Grey – Aside from her excellent Team up card she can be a decent super figure with her Enhancement and Telekinesis. She’s also useful for healing with her Xmen Team Ability and on the latter half of her dial she can be a decent attacker.

HoX063 Mother (35 points) – Keep her in your starting area and just continuously use her first +1 title character ability.  Depending on what the other team is doing you will probably just use her -3 ability on turn 4 and let her be killed by damage at the end  of that turn. You’ll give your opponent 35 points and let them damage one of your figures and place it in your starting area, but the trade off is worth it. After turn 4 all of the remaining 5 figures on your team will be able to use perplex for the rest of the game. This will take your team with otherwise average attacking stats and just supercharge them. It’s just a ridiculous advantage. Thanks to Krakoan Revival, your opponent can’t do anything to stop this unless they KO Apocalypse first, and that’s just not going to happen by turn 4.

HoX053-30 Captain Britain – On a team with 6 people leadership is a must and her leadership can potentially remove 2 action tokens in a turn. Aside from that, she brings outwit, mystics TA, and could be a capable attacker if someone increases her attack value via perplex. Rachel Grey is already ensuring that opponents will be in charge range and that’s where she Captain Britain thrives.

That’s it for today.

Let’s Build An Old Man Phoenix Team!!

Just like my previous article about Apocalypse Prime (and my article about Maggott that got debunked on Facebook), here’s another build about a top piece from House of X HoX067 Old Man Phoenix.

Here’s the team I had in mind:

  • Theme: Xmen +5
  • HoX067 Old Man Phoenix (160 points)
  • SVCS004 Carnage Symbiote (10 Points)
  • HoX003b Bishop (40 points)
  • HoX006 Cypher (35 points)
  • xdpG020p Dark Phoenix (30 points)
  • HoX044-25 Magneto w/ Xmen Team up HoX044.03 (25 points)
  • Total = 300 points.

Here’s what each piece brings to the team:

HoX067 Old Man Phoenix (160 points)– This is your primary attacker. He enjoys flurrying, using his claws, and healing whatever damage opponents throw at him. He’s powerful, but also very straight forward so not a ton to write about here.

SVCS004 Carnage Symbiote (10 Points) – Assign this to Old Man Phoenix. It grants him Shape Change (that can’t be outwitted) and even more healing because more healing is always a good thing. Also Plasticity means that when he says “I go where I want to go”, no one will argue.

HoX003b Bishop (40 points) – The last thing you want to do is get your Shiny new Wolverine shot full of holes from across the board. Bishop will make sure that opponents will have to stay close in order to hurt you and that’s exactly how Old Man Phoenix likes it. Plus he makes a good second attacker and his outwit could come in handy.

HoX006 Cypher (35 points) – So the combination of Cyber and Prime Bishop should hopefully let your Old Man Phoenix get the drop on on opponents despite having a zero range. The combo of sidestep and TK is perfect for firing your primary attacker into battle. As bonus the perplex is handy and the special barrier will remind you a little of Valaria Von Doom in her prime. What I mean by that is that since Cypher can see through characters he can literally put his barrier behind an opposing character and then automatically knock that opponent into it. He can also use barrier to surround an opponent on all four sides because of his improved targeting.

xdpG020p Dark Phoenix (30 points) – She’s a long range attacker and currently the games best retaliator in modern. You opponent is going to need a lot of hits on Old Man Phoenix to KO him, and Phoenix is a great (and thematic) distraction that will hopefully  give him time to heal some of his wounds. Also if you up her damage to 4 with Cypher she will heal if she does that amount of damage to (or KOs) an opposing figure, and that will be a huge headache for your opponent.

HoX044-25 Magneto w/ Xmen Team up HoX044.03 – Magneto brings a ton of options for a very low point cost. Like Phoenix he’s a long range attacker and retaliator at the same time. But when he retaliates he can be placed anywhere that he can make a ranged attack on his target. With his long range and improved targeting that’s almost anywhere on the board. He ignores characters for targeting so he can target the most vulnerable opposing character even if that figure is behind someone. Or he can target your opponents whole team at once with his triple target energy explosion. Additionally his teamup states, “When Magneto attacks only characters with the Ruler keyword or that can use Leadership, after resolutions remove an action token from him and give each hit character an action token. (After revealing forces, you may replace character cards with their alternates. You can’t choose a Team Up card if your starting characters share a name).” That can make him a tokening nightmare and combines well with his brotherhood TA.

That’s it for today.

The Best Modern Day Duo Figures… Or, The Sixth Night of Clix-Mas 2020!!

[EDITOR’S NOTEWelcome back to the 12 Nights of Clix-Mas 2020! For Night One’s announcement trailer, click here. We built an Excalibur Themed Team with some new pieces on Night 2; Ninwashui finally released his SVC Top Ten on Night 3; he came back to talk Watchlist results on Night 4; and he came back once more to build an Apocalypse Prime army on Night 5!]

Y’know, back in the day (circa like 2012-2014-ish), some of my favorite figures to collect and play were Duo pieces that represented a sort-of team-up between two characters within one dial. My all-time favorites were probably Sentry and Void (which, actually, wasn’t TECHNICALLY a Duo fig, but whatever) from Chaos War and Captain America and Black Widow from the epic Captain America and the Winter Soldier Movie Set.

But a few years ago, Wizkids phased out the DUO symbol; no more Duos for us, it seemed…

[And no, I’m not talking about dial flipper pairs like Power Man & Iron Fist or Hawkman & Hawkgirl.]

And yet…

Over the last two years, a new sort of Duo figure paradigm has emerged. Instead of two heroes (Iron Man and War Machine) or two villains (Lex Luthor and Joker) or some mix thereof (Professor X and Magneto) plastered onto one dial, Wizkids has started taking prominent characters from the comics and given them one of their supporting (sidekick; pet; kid; sibling; love interest; TMZ; you get the idea…) characters as a Bystander Token!

And now, these pieces have started to take over even the Meta!

So let’s count down the 10 best pieces in Modern that generate Bystander Tokens!

Wait, are we living in Earth X right now?

10. EAX056 Iron Man (w/ Iron Avengers):

Okay, we’re starting with a bit of a cheat here, since Iron Man actually comes packing an entire Bystander Avengers, but this is one of the best Bystander generators they’ve ever made, helped in particular by a Map which was specifically made for him!

9. ABPI 041a Falcon (w/ Redwing):

Redwing brings Hypersonic Speed, Precision Strike, Super Senses, a Resurrection Trait (VAMPIRIC BIRD: Once per game, when Redwing would be KO’d, instead it isn’t. Protected: Pulse Wave.).

But to make this list, there needs to be some synergy between the Clix itself and the Pog it generates; well, Redwing’s second Trait (ALWAYS BY OUR SIDE: At the beginning of your turn, roll a d6. [4-6]: Remove an action token from a friendly adjacent character named Falcon or Captain America.) ensures a 50% chance to bring just that!

8. F4037 Dr. Fantastic (w/ Franklin Galactus):

Franklin Galactus is one of the most powerful tokens Wizkids has ever published; 10 Range, 12 Attack with Pulse Wave and a native 5 Damage.

The only reason this doesn’t end up higher is because Dr. Fantastic can’t generate him until the end of his dial.

7. HX055 Kate Pryde (w/ Lockheed):

Another Lockheed!! This version brings Energy Explosion and Perplex!! Perfectly complements Kate’s Probability Control and Precision Strike!

6. F4049 The Thing (w/ Chuck and Buzz):

What a design! This version of The Thing is actually a 4-click supporting character! And both of his sons are efficient close attackers; each of them are capable of serious damage when Thing uses his Empower with them!

5. F4047A Silver Surfer (w/ Dawn Greenwood):

Okay, first of all, this Surfer is practically Meta-Worthy. Next, Dawn Greenwood has the potential to completely enhance him. She can pull him to her from across the Map; she has both Enhancement and Perplex, although the latter only works on Surfer; and if your opponent bothers to KO her, all of Surfer’s stats get +1 for the rest of the game!

4. HX003 Bishop (w/ Shard):

Bishop on his own is good. But he also generates his sister Shard, who gives all friendly characters a “Behind the Scenes” type of Trait where they can’t be targeted unless their opponent is within 4 squares!

3. SVC014 Mary Jane Watson (w/ Paparazzi):

Mary Jane has turned up on so many WINNING teams of late you’d think she was the main attraction of SVC.

She can use her star power to generate up to three Paparazzi tokens who are all Autonomous and all have the power to Incapacitate your opponent’s best figures.

2. CAAV054 Captain Marvel (w/ Chewie):

Chewie is a Bystander Token that Carol generates for free whenever she wants. Chewie has Flurry, Plasticity, B/C/F AND Perplex. You literally cannot get more than that on a free Bystander Token. If your rolls are lucky enough, your 0 point Bystander here can deal up to 12 damage a turn!!

  1. ABPI074 Thanos (w/ Skreet):

Thanos is an awesome Meta-worthy piece. Skreet, his Bystander Token, has the best Perplex in the game. Plus she can deal Penetrating Damage on her own too.

Sometimes, it’s not that complicated…

What are your favorite Bystander Tokens? Sound off in the Comments below!

Thanks for stopping by!

Night 7 drops tomorrow!

Let’s Build An Apocalypse Prime Team!! Or… The Fifth Night of Clix-Mas 2020!!

So now that all of the pieces from House of X are known I wanted to build a dream team around one of the top pieces from that set. This guy:

Specifically the 150 point version of him. I’ve been theory crafting teams based on his keywords and I believe using the Ruler keyword to add him to the Spiderman Family keyword creates the best team for him. Here’s the team I had in mind:

  • Theme: Spiderman Family +5
  • HX059BV Apocalypse (150 points)
  • SVCS004 Carnage Symbiote (10 Points)
  • SVC068 Spider-Pharaoh (60 points)
  • WKMP19-S101 Remaker (Mandarin Ring) (5 points)
  • SVC028 Flash Thompson (35 points)
  • SVC027 Gwen Stacy (25 points)
  • SVC014 Mary Jane Watson (15 points)
  • Total = 300 points.

Here’s what each piece brings to the team:

HX059BV Apocalypse (150 points) – This is your primary attacker. He gets to chose one power each turn via his CELESTIAL TECH and this gives him a wealth of options for both attack and defense. You’ll likely choose Hypersonic Speed when first closing with the enemy and then flurry or pulse wave when you are engaged with the enemy. Defensively he is Protected against both Outwit and Psychic Blast. He has full dial Steal energy and the BEHIND THE SCENES trait. And if he chooses to use his CELESTIAL TECH trait defensively he could chose Mastermind and shunt attacks to his secondary attackers or even better some of Mary Jane’s Paparazzi bystanders. He could also chose Regeneration if he’s taken damage.

SVCS004 Carnage Symbiote (10 Points) – Assign this to Apocalypse. It grants him Shape Change (that can’t be outwitted) and Healing to go along with the other defenses and healing I already mentioned. The plasticity will make sure that once he gets up to his target, they won’t get away.

SVC068 Spider-Pharaoh (60 points) – Group transportation and several support figures rolled into one. You’ll most often use her Leadership, Probability Control, and Empower to support the Close Combat attackers on your team, but don’t forget that she is a capable attacker herself with 4 starting damage. 

WKMP19-S101 Remaker (Mandarin Ring) (5 points) – Equip this to Spider-Pharaoh for the extra defense shape change offers and the poison may come in handy for close encounters.

SVC028 Flash Thompson (35 points) – Your secondary attacker. Grant him Exploit Weakness and steal energy by naming him the Apocalypse’s Horseman of Death. There are two awesome reasons to use him. He shuts down opposing shape change within 4 squares even if those figures can’t be outwitted. And the second reason is that if the Opponent KOs him, the Agent Venom he turns into is a super deadly close combat attacker with Flurry Blades/Claws/Fangs and Battle Fury.

SVC027 Gwen Stacy (25 points) – Another secondary attacker. Grant her Poison and steal energy by naming her the Apocalypse’s Horseman of Pestilence. Just like flash Thompson she can take away enemy defenses just by being near them, although she removes super senses instead of shape change. And while she does turn into a nice version of Ghost Spider, it’s not nearly as deadly a transformation as Flash Thompson’s.

SVC014 Mary Jane Watson (15 points) – There’s not much more I can say about Mary Jane that I didn’t already say in my Spiderman and Venom Absolute Carnage Top 10. You can assign her to be Apocalypse’s Horseman of Famine, but that won’t make much difference in most games.

That’s it for today. Stay Safe out there.

Let’s Build An Excalibur Themed Team!! Or… The Second Night of Clix-Mas 2020!!

No, not this one. Jubilee and Gambit and Rogue? Wait, is that Apocalypse? What is happening here?
Okay, this is more like it.

[EDITOR’S NOTE: Welcome to Night 2 of the 2020 Twelve Nights of Clix-Mas!! For Night One’s announcement trailer, click here.]

So we’re still waiting for House of X to debut, but we’ve already gotten spoilers for all the figures. And now we’re starting to see the breadth of the Team-Up cards that are included in this set.

It seems like the power level of Team-Up cards has gone up a bit, and there’s one in particular I want to focus on here:

It’s card number 001.01 (Common Rachel Grey):

TEAM UP: EXCALIBUR THEMED TEAM: If 4+ friendly characters with the Excalibur keyword are on the map, they can�t be targeted by opposing characters 5+ squares away. (After revealing forces, you may replace character cards with their alternates. You can’t choose a Team Up if your starting characters share a name).”

Yup! It’s that ol’ “Behind the Scenes” Trait from Onslaught and Mojo, only here, it goes to your whole team!

There are a couple caveats though.

First, you have to play 40 Point Rachel Grey. She’s a Flyer with TK and Enhancement, so she’s not a bad support piece. But not exactly Meta either. Second, you have to at least 4 characters, or you don’t get the benefit.

Luckily, the new set gives us a ton of great new Excalibur options!

Common Trinary, Rare Rogue, SR Gambit, SR Nightcrawler are just some of the 17 new Excalibur pieces you can use to build your army.

For this Build, I’m going to forego Equipment and go au natural!!


5 Character Themed Team

HX001.01 Rachel Grey (40 Points)

HX055 Kate Pryde (65 Points)

HX061V Juggernaut (100 Points)

HX068V Apocalypse (70 Points)

XDPSG010P Phoenix (25 Points)

How It Works:

This is a fun Excalibur design that gives Juggernaut a chance to go crazy without being sniped from across the map. Kate Pryde can actually carry Apocalypse into position and offers the ability to “de-equip” opposing characters. She also provides both Prob and a sixth member for the team in the form of Lockheed, one of the better Pogs in MODERN right now.

Apocalypse has only 4 clicks, but they’re all good, and with Rachel’s help, he can fire off Pen/Psy shots for up to 4 Damage.

And Phoenix, as a Colossal Retaliator, only gets better when your opponent can’t snipe her before she gets to, y’know, Retaliate.

Finally, if things go south, both Apocalypse and Kate Pryde have Krakoan Revival to get Rachel or Kate herself back into the fight!!

What keywords are you excited to build around with the new set coming out soon?

Let us know in the Comments below.

And we’ll see you… tomorrow night!

12 Nights of Clix-Mas 2020… Night One?

This feels like the appropriate Clix-Mas imagery for this year…

It’s been a tough year, hasn’t it?

Putting aside the disruption to the normal Clix year, on a personal level I know at least two folks from my local venue who have suffered from Covid-19 (luckily, both seem to have come out the other side no worse for wear–albeit after some struggles).

Several extended family members too.

Now normally, we would have already started our 12 Nights of Clix-Mas coverage already. But honestly, we’ve faced a ton of personal and professional challenges this year (haven’t we all), and we just haven’t had time to write like we normally would.

[EDITOR’S NOTE: It hasn’t helped that WordPress has forced us into this weird new block format that has so far eaten at least one nearly complete Top 10 column. Sigh…. ]

But we’ve still got plenty of opinions about Heroclix specifically, and entertainment in general.

I’m gonna try to publish 12 articles between now and Christmas. This year I may fail more spectacularly than I ever have before.

But we’re gonna try.

So here we go with tonight’s Night One announcement!

Tomorrow… God willing… will be Night Two, where we’ll actually get into, like, some topics and stuff.

Stay Safe everybody!

We’ll see you soon.

The Ghost of Clix-Mas Past Presents: The Ten Best Chases of 2019!! (Or, the Third Day of Clix-Mas 2019!!)

[EDITOR’S NOTEWelcome to Night Three of the 12 Nights of Clix-Mas 2019!! First, we reviewed the ground rules; yesterday, we hit the ground running with an in-depth review of Call-In Cards from friend of the blog, Roberto Ty!]

Chase Stein Image

Ironically NOT a Chase…

Every time a set is announced, the most intense speculation always surrounds the same question… What are the Chases going to be?

In some cases, the speculation is justified. Elseworlds’s DKR Chases were all great; the World’s Finest Kingdom Come Chases almost all ended up in the Modern Age Meta of their day. In other sets, though, the Chases end up being a huge letdown. And yes, I’m looking at you, Joker’s Wild, and your crappy, no-good Bizarro Chases. Even the best of the bunch, Bizarro Green Arrow, only showed up in the Meta to essentially make games take forever. And What If’s Chases only became moderately useful in Modern AFTER Earth X released earlier this year, nearly two years after they debuted!

With that said, let’s take a look at which Chases from this year’s sets hit the mark and etched a spot in Heroclix history!

These are the best 10 Chases from 2019!!





Mirror Bev

10. TREKRF033 Mirror Beverly Crusher100 PointsChase: 100 Points is a lot to pay for a support piece. Like, a LOT a lot, which is why I can’t put her higher on this list than 10. But… if you ARE going to put 1/3 of your points into a supporting figure, you’re going to want that figure to have a Special Damage Power kind of like Bev’s (USE MY SON’S GENIUS TO ADVANCE MY CAREER: Outwit, Perplex, Probability Control, Support.)

That is literally EVERY support power you could ever want. And you can use them all, every turn. None of this Alex Wilder “I can only use two support powers at a time and my opponent gets to pick which two” horse puckey.

Pitch Meeting 2

[EDITOR’S NOTE: You know Alex Wilder only costs, like, a fourth of what ol’ Bev costs, right?]

Pitch Meeting 1.jpg


Pitch Meeting 2

[EDITOR’S NOTE: Yeah, he’s only like 25 points.]

Pitch Meeting 3.jpg

[AUTHOR’S NOTE: Okay, but Mirror Beverly has more powers I haven’t mentioned yet.]

Pitch Meeting 2

[EDITOR’S NOTE: Oh, please continue then.]

She’s also got Poison, Mystics (via her Mirror Universe TA), Sidestep and a not-insignificant 3 Damage showing top dial if an opposing fig tries to base her, and her special Shape Change Trait [MIRROR, MIRROR: Shape Change. When Mirror Beverly Crusher uses Shape Change and succeeds, give her a Mirror token, and if she fails, remove all Mirror tokens. When she uses Shape Change, increase the result by +1 for each Mirror token (a roll of 1 always fails).] makes her even harder to pin down. There’s actually a lot of risk associated in opposing characters targeting her.

Pitch Meeting 2

[EDITOR’S NOTE: So Outwit, Perp, Prob, Sidestep, Shape Change… yeah, Alex Wilder has access to all of those powers. Plus, y’know, Stealth.]

Pitch Meeting 4.jpg

[AUTHOR’S NOTE: Oh really? Well, Alex Wilder isn’t a Chase, so if you want me to ever finish this article and post it,  I’m going to need you to get alllllllllllllllllllllllllllllllllllllllllllllllll the way off my back about this pick.]

Pitch Meeting 2

[EDITOR’S NOTE: Well okay then! Lemme just go ahead and get off of that thing!]


Venom Iron Man.jpg

9. EAX064 Venom Iron Man — 100 Points — Chase: Short 6-Clix dial. Only a 6 Range. Buuuuut… he’s also got a laundry list of powers a mile long on his top dial. To wit:

Running Shot; Pen/Psy; Invincible; Shape Change; Plasticity; he also Auto breaks AND sees through Hindering. Plus, if you’re attacking a piece with two action tokens, he’s a 12/4 on offense. If you can roll a 6, you can potentially one-shot a Meta support piece like Unseen.


Black Panther incarnation

8. ABPI072 Black Panther — 85 Points — Chase: Hypersonic Speed with sky-high Attack (12) and Defense (19) values. Plus, your opponent won’t even be able to target him if you play him on the right map due to his first Trait (THE PANTHER GOD: Stealth. Opposing lines of fire can’t be drawn to Black Panther if he occupies printed hindering terrain. Protected: Pulse Wave.).

His only downside is that his damage output is heavily dependent on Blades/Claws/Fangs, which is obviously unreliable.

PRO TIP: Pay the extra 30 points for Kobik’s Cosmic Cube and equip it on Black Panther for all sorts of fun shenanigans.


Jean Grey Chase.jpg

7. XDPS047 Jean Grey — 75 Points — Chase: There’s her normal dial, with Sidestep, a Pen/Psy, 11 Attack and 4 Damage top dial with a 7 Range–all in all, pretty solid for 75 Points. But when you dig into her Traits, a really cool, subversive shadow dial emerges that lets you play her in a totally different way.

Her first Trait [INNER CIRCLE CLUB: BLACK QUEEN: Outwit, but only to choose a black power or a special power. // Mind Control. When Jean Grey uses it as RANGE, modify attack +1 and she may instead target any number of characters of lower point value. (Must still be opposing and within range and line of fire.)] gives her the ability to mentally stomp the entire freaking yard with Mind Control and then Outwit your opponent’s most potent Special Power.

Jean’s Special Movement Power (JASON WYNGARDE HAS SHOWN US THE WAY: Sidestep. Other friendly characters can target Jean Grey when using Mind Control.) offers you a way to get her into position and make more attacks than she should normally be allowed to make.

Her dial finishes off with a Stop Click that gives you the opportunity to morph her into the Colossal Dark Phoenix, which is one of the best Colossals in the game.

This is one of those pieces that needs a really skilled player to maximize her effectiveness, but if you can master her abilities, she’ll be darn near broken!


Barbatos 2.jpg

6. RE068E Barbatos — 100 Points — Chase: Both of his dials are great, but for 100 Points, you get a piece with the Batman TA, Batman Enemy TA, 8 Range, Pen/Psy, Impervious and the ability to Phase 4 squares and still attack.

He also has the Quintessence TA and the ability to shut down Ranged Attacks by giving Battle Fury to opposing figures within six squares. Being able to shoot opposing characters while they can’t shoot you has ALWAYS been good in Heroclix.

All of these powers combine to give you a high-ceiling Secondary Attacker who can help you control your positioning on the board.


Jason Wyngarde

5. XDPS048 Jason Wyngarde — 75 Points — Chase: His stats aren’t as good as Jean Grey’s, but he does have two Traits that make up for that fact. First, his Mind Control Trait (DON’T LET THE DREAMS OF ANOTHER LIFE TROUBLE YOU: Mind Control. When Jason Wyngarde uses it as RANGE, he may count range and draw line of fire from any character he hit this turn and if he hits, after resolutions he can use Mind Control at no cost, but only to target a character he hasn’t targeted with Mind Control this turn. (He may repeat this.)] lets you potentially Mind Control the whole opposing team. Which, y’know, is pretty good. It’s the MC version of Chase Movie Yondu’s “Whistling Arrow Attack” or Chase HawkGuy’s “Rapid-Fire Trick Shooting.”

It’s just got a waaaaay cooler name.

Wyngarde’s Second Trait (PSIONIC ILLUSION: FREE: Choose a character on your sideline of 150 points or less (on their highest-point line). Generate a bystander printed on that character’s card. Each bystander generated this way has [MAX 1]. You may activate this ability only twice per game.) lets you pop out some of the best Bystander Tokens in the game as long as you had the foresight to put those pieces on your Sideline. Want some Iron Avengers on your Hellfire Club team? Now you can!



4. CMM021 Captain Marvel — 150 Points — Chase: When you absolutely have to murder the entire opposing team, accept no substitutes. Where to begin?

She’s got great stats, a high Threat Range (14 Squares before any Perplexes, plus the Avengers Initiative Team Ability lets her target through Hindering), a Special that lets her attack twice in one turn (STRAFING RUN: [Improved Movement: Characters], Running Shot. When Captain Marvel uses it, after resolutions she may use Charge at no cost, but can’t target the same character.) and a Trait that grants her and certain buddies both Prob AND an immunity to opposing Prob!

And if your opponent manages to deal her two or more damage, she supercharges into a Hypersonic, Pulse Wave, 12 Attack and 5 Damage demon-woman who can neither be stopped nor reasoned with.

The only reason she’s not Top 3 on this list is her vulnerability to Outwit in certain circumstances. In a Meta or tournament environment, 150 Points is a lot to sink into a piece that doesn’t have some form of “Protected: Outwit” for the entire dial, so it’s a little dicey building around her (although certainly not impossible).

But for friendly games, she’s a powerhouse!


Captain Venom

3. EAX062E Captain Venom — 50 Points — Chase: Just a boatload of stats and powers for 50 Points. Top dial, we’re talking Charge, Quake, Combat Reflexes, Plasticity, Shape Change and a Special Leadership (READY TO SERVE MY SPECIES: Leadership. When another friendly character with the Monster keyword attacks, modify its attack +1 if Captain Venom attacked this turn.) that improves his entire team on offense WHETHER OR NOT HE ACTUALLY HITS THE LEADERSHIP!

He has the “Call in Help from the Venom-Verse” Trait and also ignores Hindering and Elevated Terrain on movement and Auto breaks from opposing characters.

But the craziest thing about him is that all those powers I just listed are really just icing on the cake! He’s almost completely earned his points before the game actually begins, thanks to his Build Trait (EDDIE, YOU’RE JUST THE MAN WE NEED: During game setup when establishing themed teams, you may treat the Monster keyword as a named keyword.).

Now, for 50 Points, you can group any amount of disparate Monster-keyworded characters together and get not just a Map bonus but also a bunch of free Themed Team Probs!


Kobik 616.jpg

2. ABPI069 Kobik (w/”Hi, I’m Kobik) — 115 Points — Chase: Pretty much the best support character in the game, with Mind Control, Super Senses (with a 19 Defense) and a great Special Damage Power (DO YOU WANT TO PLAY?: Perplex, Probability Control, Shape Change.) that makes her a nightmare for opponents.

And then she adds in a pretty filthy Trait (REWRITE AFFILIATIONS: FREE: Choose both a friendly character and an opposing character with printed team abilities. Those characters can use the team abilities printed on the other character instead of their own printed team abilities until your next turn.) that lets you steal opposing Power Cosmic TA’s.

She also starts with one of the best Equipments in the game (ABPIS008 Cosmic Cube: FREE: Choose one: Place this character up to 3 squares away from its current square; -or- Until your next turn, [Improved Targeting: Elevated, Hindering] and modify range +2; -or- Give an action token to an adjacent opposing character. If you can’t, deal them 1 penetrating damage.)

And her 100 Point cost actually serves as an advantage in a Call-In Meta environment, since she can Call-In heavy hitters and still pull off her other tricks as Free Actions.

There’s a reason she’s shown up on so many Top 8 teams in pro tournaments already!


Thanos UC

1. ABPI074 Thanos — 160 Points — Ultra-Chase: I mean, his 110 Point level is arguably even better, but holy cow! Hands down the best Ultra-Chase Wizkids has ever made.

His stats are great, he’s got one of the best Perplex Specials they’ve ever thought up (THE BIOLOGICAL APPLICATION OF COSMIC POWER: Perplex, but only to target other characters. When Thanos uses it to target a friendly character, that character can use [Power Cosmic] until your next turn. When Thanos uses it to target an opposing character, that character can’t use Willpower or PROTECTED: Outwit or Protected: Outwit until your next turn.), and then he spits out a Skreet Bystander Token that’s nearly impossible to kill (20 Defense with Impervious at Range) and who possesses arguably an EVEN BETTER Perplex (CHAOS MITE: Perplex, but only to target other characters. When Skreet uses it, she modifies a value +2 or -2 instead, then rolls a d6. [1-2]: The modifier becomes 0 instead.) than Thanos’s Perplex, which you just thought was the best Perp ever.

I mean, seriously, when else does Wizkids let you use a +2 Perp on Damage? Almost never.

And the Ego Gem he starts with is probably the second best piece of Equipment they’ve ever made, since it not only gives you a second Perplex-style source, but it allows Thanos to go out and collect more gems!

I could go on and on about how much I love this piece, but we’ve already passed 2000 words, so I just leave it right here.


Which were your favorite Chases? Let us know in the Comments below, and we’ll see your right here for the Fourth Night of Clix-Mas real soon!

The Ghost of Clix-Mas Past Presents: The 2019 Critical Review: Call-In Figures! (Or, the Second Night of Clix-Mas 2019!!)

[EDITOR’S NOTE: Welcome to Night Two of the 12 Nights of Clix-Mas 2019!! Yesterday, we reviewed the ground rules; today, we hit the ground running with an in-depth review of Call-In Cards from friend of the blog, Roberto Ty!]

Over the Hill club

Little Known Fact: For a time, Wizkids toyed with Call-In cards for pieces from Undead

2019 Critical Review: Call-In Figures

by Roberto Ty

Having 2020 Vision

As 2019 closes, I thought this would be a good time to look at the best ID Call-In figures in Heroclix for 2020. Quicker than a Thanos finger snap, the rotation will be upon us (most likely in July) and the value of your tightly-held meta pieces will drop faster than Thor’s Hammer on a Frost Giant. The time to sell is now, but can you really make a Nationals run without these ID cards?

The Call-In Sequence

Deadpool ID.jpg

But first, let’s start at the beginning. For newer players, a typical call-in sequence looks like this:

  1. A friendly character (the summoner) uses a POWER action for the Call-In Help ability from the ID card. Your opponent scores the ID card.
    1. Call-In Help – Friendly characters have “POWER: If no other friendly characters have been given this same action this turn and this character is equal or more points than the ID character, place the ID character adjacent, then remove this ID card from the game and your opponent scores it. The ID character returns to your Sideline: at the beginning of your next turn, immediately if no square it occupies is within 5 squares of this character, or it is removed from the map by another effect. ID characters can’t: be carried, be equipped, be given DOUBLE POWER actions, replace, or be replaced. ID characters can be KO’d.
    2. Note the restrictions: The Call-In figure must remain within 5 squares of the summoner. The Call-In cannot be Carried, use Equipment, or be given DOUBLE POWER actions.
  2. In most Meta encounters, typically a team will have Perplex (or multiple Perplexes) at the ready to modify attack and/or damage on the Call-In figure.
  3. Call-in would perform a POWER action.
  4. Ideally, the Call-in would then be removed from the map to prevent being KO’d and scored by the opponent. This is done by moving the call-in 6 squares away from the summoner through Sidestep or Telekinesis. Not always possible though. 

It’s Hard to Say Goodbye

Alright, with the basic rules and strategies for Call-Ins covered, the top ID Cards and Call-In figures to rotate out in 2020 are:

  1. TIER I
    1. XXSXID-020 Jean Grey ID (5 points) and 60-point XXS065E Jean Grey
    2. XXSXID-018 Cyclops ID (5 points) and 50-point XXS052E Cyclops
    3. XXSXID-025 Wolverine ID (5 points) and 50-point XXS053E Wolverine
    4. WKDCID-008 Harley Quinn ID (5 points) and 60-point HQ049 Harley Quinn
  2. TIER II
    1. 50-point XXS037AE Professor X and 50-point XXS037BE Professor X
    2. XXSXID-010 Chamber ID (3 points) and 70-point XXS041 Chamber
    3. XXSXID-004 Rusty ID (3 points) and 50-point FFXXS005 Rusty
    4. XXSXID-012 Jubilee ID (3 points) and 50-point XXS026 Jubilee

While this list of retiring ID cards and call-in figures isn’t comprehensive, I focused on the most used cards and Call-In Figures. Let’s look forward to 2020 and the changing landscape of call-in figures.

The Future of Call-In Figures

We go from 43 ID Cards and Wanted Posters to just 18 after rotation. How many are usable? We need to evaluate what abilities the post-rotation call-in figures bring.

WKMDOFP-001 Wolverine 5 Blades/Claws/Fangs Logan, Old Man Logan, Colonel Logan
WKMDOFP-002 Kate Pryde 5 Exploit Weakness Kitty Pryde, Shadowcat, Ariel, Sprite
WKMDOFP-003 Colossus 5 Charge
WKMDOFP-004 Rachel Summers 5 Running Shot Hound, Marvel Girl, Phoenix
WKMDOFP-006 Magneto 5 Penetrating/Psychic Blast
WKMVID-011 Colossus 5 Impervious
WKMVID-012 Professor X 5 Shape Change
WKMVID-013 Banshee 5 When hitting with a ranged attack, after resolutions give all hit characters an action token.
WKMVID-014 Rogue 5 Steal Energy
WKMVID-015 Psylocke 5 Exploit Weakness
WKMVID-016 Angel 3 No Inspiration Archangel
WKMVID-017 Beast 3 No Inspiration
WKMVID-018 Cyclops 3 No Inspiration
WKMVID-019 Iceman 3 No Inspiration
WKMVID-020 Jean Grey 3 No Inspiration Marvel Girl, Phoenix
WKDCID-008 Harley Quinn 5 Exploit Weakness Dr. Harleen Quinzel
WKDCID-009 The Joker 5 Perplex
WKDCID-010 Mr. Freeze 5 Incapacitate
WKDCID-011 Poison Ivy 5 Poison, Smoke Cloud
WKDCID-012 Two-Face 5 Probability Control Harvey Dent

FIGURE 1 | Post-rotation ID cards, point cost, and their Inspiration or Intimidation.

The Call-In Value Proposition

In deciding on ID cards and Call-In options, the goal is to look for value. I like figures around 50-points. At this point cost, the Call-In Help ability can be used by a lower cost support figure. While a higher cost Call-In sometimes has better combat values, its higher cost requires a figure of equal value to call it in. This means that a POWER action is being used by a primary attacker just to call in another attacker. It’s a bad two-for-one tradeoff. Still, you may find value in a higher cost Call-In, depending on its abilities. I just don’t like the value proposition.

Now not all Call-In figures are for attacking. You can supplement utility powers in your Build by calling-in characters with support powers like Perplex, Telekinesis, Support, Outwit, Enhancement, Empower, Probability Control, etc.

Furthermore, you not only have to evaluate what the Call-In brings, but whether or not the piece itself is a liability. Can you protect it from being scored? Can you remove it from the map through Sidestep or Telekinesis? 

Since most ID cards are scored once they’re used, you need to factor these things into your evaluation. Points matter and you don’t want to concede them easily.

With that said, ID cards are prevalent because of the high value proposition for a low point investment (3-5 points).

Wanted Posters

The Wanted Posters differ from ID cards because of the Bounty mechanic, which reads:

Bounty: When an opposing character hits this ID character, immediately return it to your sideline and, after resolutions, heal the attacking character 1 click. If this ID character is returned at the beginning of your next turn, heal the character that used “Call In Help” 1 click.

Because of this mechanic, you may opt to use a higher-cost Call-In, hoping your opponent can’t hit. If the Call-In survives, then you can heal the summoner 1 click on your next turn. To me, it’s risky. I don’t want to concede any points and would prefer to just “poof” the Call-In. 

Let’s look at some low-cost options for the Wanted Posters. I won’t review every possible Call-In, but instead recommend what I think is the best option.

Wolvie Wanted poster


Inspiration: Blades/Claws/Fangs

Call-In Options:

    1. 75-point WKM19-003 Wolverine


  • 50-point FFXDPS001E Wolverine (OUR PICK!)


  • 50-point XDPS001 Wolverine (OUR PICK!)



  1. 70-point WCR001E Wolverine
  2. 70-point WCR101E Wolverine
  3. 75-point WCR107 Wolverine

The best options are 50-point FFXDPS001E Wolverine and 50-point XDPS001 Wolverine.

FFXDPS001E Wolverine. Wolverine has Improved Movement: Hindering, TELL CYCLOPS I MADE HIS CAR A CONVERTIBLE special power with 8 movement, Blades/Claws/Fangs with 11 attack, Toughness with 17 defense, and 3 damage. His value is in his Special Movement Power:


50-point XDPS001 Wolverine. While Wolverine’s damage isn’t as good (no Flurry), he does brings value with his trait:

(☆ TRAIT) THE NOSE KNOWS, BUB: Opposing characters within 3 squares can’t use Stealth or Shape Change.

This stealth-busting, Shape Change-denying Wolverine has Charge with 9 movement, Blades/Claws/Fangs with an incredible 12 attack, Toughness with 18 defense and 2 damage. I ranked him lower than the Fast Forces version, but remember that you can list multiple options for each ID/Wanted Poster. You just need to declare which one you’re using at the beginning of the game.

Kate Pryde


Inspiration: Exploit Weakness

Other Identities: Kitty Pryde, Shadowcat, Ariel, Sprite

Call-In Options:


  • 60-point or 40-point WCR003 Kitty Pryde (OUR PICK!)


  1. 75-point WKMP18-006 Shadowcat

60-point or 40-point WCR003 Kitty Pryde. Kitty can be used as a 60-point or a 40-point call-in. The only changes in combat values are her attack (11 to 10) and her defense (18 to 17).

With 0 range and only Sidestep, she’ll need to be close to attack. Her real value comes from her trait:

(☆ TRAIT) LOCKHEED: FREE: Once per game, generate a Lockheed Bystander.

Lockheed is the main threat. He has 5 range with a single target, Running Shot with 8 movement, Energy Explosion with 10 attack, Energy Shield/Deflection with a 17 defense, and 1 damage. Kitty is called in, Sidesteps, and generates Lockheed. Lockheed uses Running Shot and targets an opponent 5 squares away with Energy Explosion. That’s a 12-square reach (2 from Kitty’s Sidestep, 1 form being placed adjacent, 4 from Running Shot, and 5 from range). You’ll always use Energy Explosion because of his 1 printed damage. By using Energy Explosion that damage becomes 2.

ENERGY EXPLOSION RANGE: Make a range attack, and all other characters adjacent to an original target also become targets. Hit characters are dealt 2 damage instead of normal damage.



Inspiration: Charge

Call-In Options:

    1. 75-point XDPS037 Colossus


  • 25-point XDPSG017BP Colossus (OUR PICK!)


  1. 70-point WCR012E Colossus

25-point XDPSG017BP Colossus. Colossus is a Giant Colossal Retaliator without Colossal Indifference. This means he can attack smaller characters normally and not just by Colossal Retaliation. Colossus has:

+ Improved Movement: This character can move through Blocking terrain. Immediately after movement resolves, destroy all Blocking terrain moved through. This character can move through squares adjacent to or occupied by opposing characters without stopping, and automatically breaks away, even if adjacent to a character than can use Plasticity. 

He has Charge with 7 movement, Quake with 11 attack, Impervious with 18 defense, and COLOSSAL RETALIATION: NOW, YOU FACE WRATH special power with 3 damage.

(SPECIAL DAMAGE) COLOSSAL RETALIATION: NOW, YOU FACE WRATH: FREE: If no friendly character has been placed this turn, choose an opposing character that attacked Colossus or damaged a friendly character since your last turn. If that character is within the same row or column as Colossus, place Colossus adjacent to that character and make a close combat attack targeting all characters in the rows or columns between where Colossus began this action and his current square, regardless of adjacency. Hit characters are each dealt 2 penetrating damage instead of normal damage.

Colossus will be mainly as a call-in to retaliate. Because his retaliation has a condition of being in the same row or column of the opposing attacker, you’ll need to pay attention to his placement. If you do a non-retaliation attack first, it may help position Colossus for his retaliation. Bottom line: pay attention to position.

Rachel Summers ID


Inspiration: Running Shot

Other Identities: Hound, Marvel Girl, Phoenix

Call-In Options:

    1. 50-point WCR009E Rachel Summers


  • 25-point XDPSG010P Phoenix (OUR PICK!)


25-point XDPSG010P Phoenix. Between the two, Phoenix call-in is the better call-in. Phoenix has Colossal Indifference and can’t attack smaller characters unless it’s through retaliation. She has 10 range with 3 targets, Phasing/Teleport with 10 movement, Telekinesis with 11 attack, COLOSSAL INDIFFERENCE special power with a 16 defense, and COLOSSAL RETALIATION: PSIONIC MAELSTROM with 3 damage. Phoenix’s traits are:

(☆ TRAIT) COSMIC ENTITY: Phoenix can’t be the target of an attack with more than one target.

(☆ TRAIT) ETERNAL FLAME OF DESTRUCTION AND REBIRTH: Energy Shield/Deflection, Poison. When Phoenix uses Poison and an opposing character took damage from it, after resolutions choose one: heal 1 click for each opposing character damaged this way -or- heal each adjacent friendly character 1 click.

The first trait is situational while her second trait is Poison.

POISON: FREE: If this character hasn’t moved or been placed this turn, deal 1 damage to all adjacent opposing characters.

It’s important to note that being placed on the map from the sideline isn’t the same being moved or placed when on the map. Therefore, Phoenix can use Poison before she retaliates.

Now, let’s look at her special powers:

(SPECIAL DEFENSE) COLOSSAL INDIFFERENCE: STOP. If Phoenix starts on the 25-point line, she can’t attack smaller characters except via Colossal Retaliation.

(SPECIAL DAMAGE) COLOSSAL RETALIATION: PSIONIC MAELSTROM: FREE: If no friendly character has been placed this turn, choose an opposing character that attacked Phoenix or damaged a friendly character since your last turn. Place Phoenix within 3 squares of the chosen character then make a ranged attack targeting that character and all other opposing characters within 3 squares, regardless of line of fire. Instead of normal damage, deal each hit character 1 penetrating damage for each action token they have. Hit targets that can use Incapacitate, Mind Control, Outwit, or Penetrating/Psychic Blast modify their combat values -1 until your next turn.

Her retaliation is where Phoenix increases her value. She deals 1 penetrating damage for each token on each hit target! Incredibly potent if timed right.



Inspiration: Penetrating/Psychic Blast

Call-In Options:

  1. 50-point XDPS011B Magneto
  2. 65-point XDPS100 Magneto
  3. 25-point XDPSG015P Magneto (OUR PICK!)

25-point XDPSG015P Magneto. Another fantastic colossal retaliator call-in! It’s important to note that Magneto is a standard size, even though he has a 2×2 base. He doesn’t have Colossal Indifference, which means he can make normal attacks and not just through retaliation. Magneto has 8 range with a single target, Sidestep with 7 movement, Telekinesis with 10 attack, Toughness with 18 defense, and COLOSSAL RETALIATION: MASTER OF MAGNETISM special power with 3 damage.

Let’s look at his trait:

(☆ TRAIT) THE FORCE OF MAGNETISM IS AT MY COMMAND: Leadership. FREE: Choose a character within range and line of fire. Place that character in a square adjacent to its current square.

Magneto increases his value with his Leadership. His trait also allows him to reposition one of your opponent’s characters. Now for his retaliation:

(SPECIAL DEFENSE) COLOSSAL RETALIATION: MASTER OF MAGNETISM: FREE: If no other friendly character has been placed this turn, choose an opposing character that attacked Magneto or damaged a friendly character since your last turn. Place Magneto such that he can make a ranged attack targeting the chosen character then do so.

His retaliation power is good, but isn’t the the main reason he will be used.




colossus id


Inspiration: Impervious

Call-In Options:

  1. 75-point XDPS037 Colossus
  2. 25-point XDPSG017BP Colossus (OUR PICK!)
  3. 70-point WCR012E Colossus

We reviewed our Colossus pick earlier under the Wanted Posters.

Prof X ID.jpg


Inspiration: Shape Change

Call-In Options: Uhhhh… none, actually. There is a 100-point XDPS035 Professor X, but I don’t recommend him.

Banshee ID.jpg


Inspiration: When hitting with a ranged attack, after resolutions give all hit characters an action token.

Call-In Options: No options available post-rotation. 

Rogue ID.jpg


Inspiration: Steal Energy

Call-In Options:

    1. 50-point FFXDPS002E Rogue
    2. 60-point XDPS002 Rogue


  • 60-point WCR011E Rogue (OUR PICK!)


60-point WCR011E Rogue. Rogue has flight, Charge with 9 movement, Quake with 11 attack, SOUTHERN BELLE special power with 17 defense, and 3 damage. Her combat values are on a par with the other Rogue call-ins, but it’s her trait adds additional value to make her our selection. Her abilities are:

(☆ TRAIT) LET ME GIVE YOUR POWERS A SPIN FOR A WHILE, SUGAH: When Rogue hits a single opposing character with a close attack, after resolutions you may choose a standard power that character can use. Until you choose again, Rogue can use the chosen power and has the printed range value of the hit character.

(SPECIAL POWER) SOUTHERN BELLE: Invulnerability, Willpower.

True to the Rogue in the comics, when she hits she steals a standard power. In most cases, you’ll target a character with support powers like Perplex, Outwit, and Probability Control..

Psylocke ID.jpg


Inspiration: Exploit Weakness

Call-In Options:

    1. 45-point DCXM009 Psylocke


  • 40-point WCR020E Psylocke (OUR PICK!)


40-point WCR020E Psylocke. Psylocke has Improved Movement: Hindering, 6 range with 2 targets, NINJA TRAINING special power with an 8 movement, Precision Strike with 10 attack, Super Senses with 17 defense, and Perplex with 2 damage. Her trait gives her Incapacitate that can disable an opponent’s attack or defense powers.

(☆ TRAIT) PSYCHIC BOW: Incapacitate. When she uses it and hits, after resolutions, choose a standard attack or defense power the hit character can use and that character can’t use that power until your next turn.


Both these abilities make this Psylocke our pick. She can Sidestep, Perplex her attack up for Incapacitate, then when she hits, she can choose an attack or defense power to turn off? Yes, please! It’s a great way to get around pesky defenses! Unfortunately, she’s a Chase.

Angel ID.jpg


Other Identities: Archangel

Call-In Options:


  • 40-point WCR015E Angel (OUR PICK!)


  1. 75-point WCR105E Archangel

40-point WCR015E Angel. Angel has flight, RETURN TO EARTH special power with 10 movement, 10 attack, DO YOU NOT KNOW AN ANGEL WHEN YOU SEE ONE? Special power with 17 defense, and 3 damage.

(SPECIAL MOVEMENT) RETURN TO EARTH: Charge. When Angel uses it, you may choose to not half his speed. If you do, he has PASSENGER: 0


While the 80-point version of this character has a 12 movement and an 18 defense, the other stats are the same.  It’s why I recommend using the 40-point version—less risk of your opponent scoring him.

Beast ID.jpg


Call-In Options:

    1. 50 FFXDPS003E Beast


  • 50 XDPS003 Beast (OUR PICK!)


  • 40 WCR005E Beast (OUR PICK!)



50 XDPS003 Beast. Our first double selection. Both call-in options bring different value to a team. This Beast supplies Perplex and has Improved Movement: Elevated, Hindering, and Characters. He has Sidestep with 10 movement, 10 attack, Combat Reflexes with 17 defense, and A ROSE BY ANY OTHER NAME special power with 2 damage.

(SPECIAL DAMAGE) A ROSE BY ANY OTHER NAME: Perplex, but only to target other characters. When Beast uses it, if the target shares a keyword with him, you may instead modify the value except damage +2 or -2.

40 WCR005E Beast. Beast provides Outwit or Battle Fury to attack those pesky Shape Change characters. If he chooses Battle Fury, he modifies his combat values by +1. He has Improved Movement: Elevated Hindering and Charge with 8 movement, Quake with 10 attack, Super Senses with 17 defense, and 3 damage.

(☆ TRAIT)  LETTING THE BEAST OUT: FREE: Chose one: Outwit -or- Battle Fury and modify Beast’s combat values +1. Beast can use the chosen effect(s) until your next turn.

Cyclops ID


Call-In Options:


  • 70 XDPS013 Cyclops (OUR PICK!)


  1. 70 WCR002E Cyclops
  2. 70 WCR102E Cyclops
  3. 75 WCR108 Cyclops

70 XDPS013 Cyclops. The first ID where we feel the pain of rotation. The post-rotation call-in options for Cyclops just can’t compare to the 50-point XXS052E Cyclops. This version has 8 range with a single target, OPTIC BEAMS special power with 10 movement, Penetrating/Psychic Blast with 11 attack, Willpower with 18 defense, and COMMANDING LEADER special power with 3 damage.

(SPECIAL MOVEMENT) OPTIC BEAMS: Running Shot, Force Blast.

(SPECIAL DAMAGE) COMMANDING LEADER: Leadership. When Cyclops use it and succeeds, after resolutions chose another friendly character that shares a keyword and has 0 action tokens. This turn, that character has “FREE: Halve speed, then Move.”

While the special movement power is nice, his damage power only benefits X-Men teams (Cyclops’ only keyword: X-Men).

Iceman ID.jpg


Call-In Options:


  • 15-point XDPSG025P Iceman (OUR PICK!)


  • 50-point WCR013E Iceman (OUR PICK!)



15-point XDPSG025P Iceman. Both Iceman options are excellent and bring different utility. This Iceman is a colossal Ice Voltron and has Charge with 5 movement, 11 attack, COLOSSAL INDIFFERENCE: ICE ROBOT! with 17 defense, and COLOSSAL INDIFFERENCE: ICE ROBOT! special power with 3 damage. His abilities aret:

(☆ TRAIT) CHILL, IT’S JUST A GIANT ICE SWORD: Blades/Claws/Fangs. When Iceman KO’s a [Giant symbol] or [Colossal symbol] character, after resolutions he can use Charge at no cost, but may only attack a character with [Giant symbol] or [Colossal symbol]. (He may repeat this.)

(SPECIAL DEFENSE) COLOSSAL INDIFFERENCE: ICE ROBOT!: STOP. If Iceman started the game on the 15-point starting line, he can’t attack smaller characters except via Colossal Retaliation.

(SPECIAL DAMAGE) COLOSSAL RETALIATION: GLACIER FISTS: FREE: If no friendly character has been placed this turn, choose an opposing character that attacked Iceman or damaged a friendly character since your last turn. Place Iceman such that he can make a close attack targeting the chosen character then do so. After resolutions, he can immediately use Incapacitate at no cost, but may target smaller characters.

Voltron Iceman’s trait is can potentially take out multiple colossal retaliators. While he has Colossal Indifference, his retaliation power allows him to use Incapacitate at no cost on smaller characters.


50-point WCR013E Iceman. Iceman has 5 range with 2 targets, Hypersonic Speed with 9 movement, 10 attack, MY ICE SLIDE WILL MELT…EVENTUALLY special power with 17 defense, and 3 damage. His abilities are:

(☆ TRAIT) WATCH YOUR STEP…IT’S SLIPPERY: When Iceman hits one or more opposing characters with a range attack, choose one for all hit characters: speed -2 -or- attack -1. Hit characters modify the chosen combat value until your next turn.

(SPECIAL DEFENSE) MY ICE SLIDE WILL MELT… EVENTUALLY: Barrier, Toughness, Willpower. Whenever Iceman moves, after the resolution of each move, you may immediately place a Blocking terrain marker in a square he moved through. Remove that marker at the beginning of your next turn (even if this is lost).

Iceman’s trait and special defense increase his value. While he can only move 5 squares with his Hypersonic Speed since he must be close to the summoner, he can make a ranged attack, targeting an opponent 3 squares away (half his 5 range, rounded up). His special defense can be used strategically to place a blocking terrain in a square he moved through.

Jean Grey ID.jpg


Call-In Options:

    1. 50 XDPS014 Jean Grey
    2. 75 XDPS047 Jean Grey


  • 25 XDPSG010P Phoenix (OUR PICK!)


  1. 50 FFXXS004E Jean Grey

For the XDPSG010P Phoenix call-in, refer to the review above.

harley Quinn ID


Intimidation: Exploit Weakness.

Call-In Options:


  • 65-points BTAS014 Harley Quinn (OUR PICK!)


  • 50-points FFBTAS106 Harley Quinn (OUR PICK!)



These two Harley Quinn options don’t compare to the title character, but each one should still see play.

65-points BTAS014 Harley Quinn. Harley has 5 range with a single target, Stealth with 8 movement, Poison with 10 attack, Super Senses with 17 defense, and Outwit with 3 damage. While having no move and attack, Harley is a good secondary character that can bring a Outwit to a team.

50-points FFBTAS106 Harley Quinn. Where the other Harley brought Outwit this one supplies Perplex. She has a 5 range with two targets, Sidestep with 7 movement, Quake with 10 attack, Energy Shield/Deflection with 17 defense, and AIN’T WE THE GREATEST? special power with 2 damage.

AIN’T WE THE GREATEST?: Perplex. When Harley Quinn uses it, if she does not choose damage and targets a friendly character named Poison Ivy, Catwoman or The Joker, modify the chosen value by +2 instead.

Joker ID


Intimidation: Perplex

Call-In Options:

    1. 100-point WKDP18-009 The Joker


  • 30-point BTAS003 The Joker (OUR PICK!)


    1. 80-point BTAS042 The Joker


  • 75-point BTAS054 The Joker (OUR PICK!)


  1. 75-point FFBTAS103 The Joker

With two solid call-in options for Joker, I prefer the 30-point version. Both are worth reviewing.

30-point BTAS003 The Joker. Joker has 4 range with a single target, Sidestep with 7 movement, DOES THIS SMELL FUNNY TO YOU, BATS? special power with 10 attack, Super Senses with 17 defense, Probability Control with 3 damage.

(SPECIAL ATTACK) DOES THIS SMELL FUNNY TO YOU, BATS?: Smoke Cloud. FREE: Make a close attack targeting an opposing character occupying a square with his Smoke Cloud marker regardless of adjacency. Instead of normal damage, give a hit character an action token.

This Joker packs a lot of neat tricks that make him an asset beyond his Probability Control.


75-point BTAS054 The Joker. I always hesitate calling in higher-point figures for my opponent to potentially score, but this Joker brings Plasticity, Perplex, and Outwit. He starts with 0 range, JINGLE BELLS, BATMAN SMELLS, ROBIN LAID AN EGG… special power with 9 movement, Blades/Claws/Fangs with 11 attack, Willpower with 18 defense, and BATMOBILE LOST A WHEEL, AND JOKER GOT AWAY special power with 3 damage.


(SPECIAL DAMAGE) BATMOBILE LOST A WHEEL, AND JOKER GOT AWAY: Outwit, Perplex. When the Joker uses either, his minimum range value is 9.

Mr Freeze ID


Intimidation: Incapacitate

Call-In Options:

  1. 75-point BTAS009 Mr. Freeze
  2. 100-point BTAS022 Mr. Freeze

At these high-point levels, I can’t really recommend any.

Poison Ivy ID.jpg


Intimidation: Poison, Smoke Cloud

Call-In Options:


  • 40-point BTAS004 Poison Ivy (OUR PICK!)


  1. 50-point BTAS031 Poison Ivy
  2. 65-point BTAS043 Poison Ivy
  3. 75-point FFBTAS104 Poison Ivy


40-point BTAS004 Poison Ivy. As a call-in for Perplex, Poison Ivy brings 3 range with a single target, Stealth with 8 movement, Incapacitate with 10 attack, Combat Reflexes with 17 defense, and Perplex with 1 damage.

Two Face ID


Intimidation: Probability Control

Other Identities: Harvey Dent

Call-in Options:


  • 55-point BTAS021 Harvey Dent (OUR PICK!)


  1. 75-point BTAS008 Two-Face

55-point BTAS021 Harvey Dent. Harvey has nice support: the Police team ability and Probability Control. Dent has 6 range with a single target, Sidestep with 7 movement, 10 attack, Toughness with 17 defense, and Probability Control with 2 damage. He also has the Batman Ally team ability that gives him Stealth.


Final Call

While we don’t know all that 2020 will bring, we can assume that there won’t be too many more X-Men options. My recommendation is to practice and test which call-in options work for your play style. While I tend to use lower-cost call-in figures, you may find that a higher-point option might be the better for your team. Just remember to value and protect points! 

The chart below shows the ID cards with our call-in selections.

WKMDOFP-001 Wolverine 50 FFXDPS001E Wolverine

IM: Hindering, Charge, Flurry, BFC

50 XDPS001 Wolverine

Charge. Opposing within 3 can’t use Stealth or Shape Change.

WKMDOFP-002 Kate Pryde 60 WCR003 Kitty Pryde

Lockheed bystander, Running Shot w/ EE

40 WCR003 Kitty Pryde

Lockheed bystander, Running Shot w/ EE

WKMDOFP-003 Colossus 25 XDPSG017BP Colossus

Giant. Colossal Retaliator, can attack smaller characters. Penetrating damage.

WKMDOFP-004 Rachel Summers 25 XDPSG010P Phoenix

Poison. TK. Colossal Retaliator does 1 penetrating damage for each token on targets. 10 range with 3 targets.

WKMDOFP-006 Magneto 25 XDPSG015P Magneto

Sidestep. TK. FREE place a character within range and line of fire in an adjacent square from its current square.

Colossal Retaliator, can attack smaller characters.

WKMVID-011 Colossus 25 XDPSG017BP Colossus

Giant. Colossal Retaliator, can attack smaller characters. Penetrating damage.

WKMVID-012 Professor X NONE
WKMVID-013 Banshee NONE
WKMVID-014 Rogue 60 WCR011E Rogue

Flight, Charge, Quake. Can pick a standard power that a hit character can use, Rogue can use that power.

WKMVID-015 Psylocke 40 WCR020.1E Psylocke

IM: Hindering, Stealth, Precision Strike, Incapacitate. Choose attack or defense power on hit character. Hit character can’t use the chosen power.

WKMVID-016 Angel 40 WCR015E Angel

Flight, Charge.

WKMVID-017 Beast 50 XDPS003 Beast

Sidestep. IM: Elevation, Hindering, Characters. Perplex, modify +2/-2 if target shares a keyword.

40 WCR005E Beast

IM: Hindering, Elevated. Charge. Outwit or Battle Fury and +1 combat values on Beast.

WKMVID-018 Cyclops 70 XDPS013 Cyclops

8 range, RS, Force Blast, PPB.

WKMVID-019 Iceman 15 XDPSG025P Iceman

BFC trait. When Iceman KO’s a Giant/Colossal, can charge at no cost another Giant/Colossal. Colossal Retaliator, can use Incapacitate for FREE on smaller characters after retaliating resolves.

50 WCR013E Iceman

HSS, Hit Characters -2 speed or -1 attack. 1 Barrier Marker on movement path.

WKMVID-020 Jean Grey 25 XDPSG010P Phoenix

Poison. TK. Colossal Retaliator does 1 penetrating damage for each token on targets. 10 range with 3 targets.

WKDCID-008 Harley Quinn 65 BTAS014 Harley Quinn

Stealth, Outwit.

50 FFBTAS106 Harley Quinn

Sidestep, Quake, Perplex.

WKDCID-009 The Joker 30 BTAS003 The Joker

Sidestep, PC, Smoke Cloud. Free close attack on opposing in his smoke cloud, give an action token instead of normal damage.

75 BTAS054 The Joker

Charge, Plasticity, Sidestep. Outwit/Perplex with a 9 range.

WKDCID-010 Mr. Freeze NONE
WKDCID-011 Poison Ivy 40 BTAS004 Poison Ivy

Stealth, Perplex.

WKDCID-012 Two-Face 55 BTAS021 Harvey Dent

Batman Ally/Police TAs, Sidestep, PC.

And that’s all I have for tonight! Thanks for reading!

Merry Christmas!! (Or, The 11TH Night of Clix-Mas!!)


Merry Christmas!! Happy Hanukkah! Happy Kwanzaa!!

Thank you so much for all of your support this year! Critical Missives continues to grow, and we have our readers to thank for that!

We hope this Holiday Season finds you all safe and prospering, and we look forward to all the excitement–Clix and otherwise–that 2017 will bring!

We’ve got one more Clix-Mas article coming (hopefully) tonight (Ninwashui’s DC Core Set Thought Experiment!), and sometime next week HypeFox will publish his Second Opinion on Joker’s Wild!

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

Simply THE REST, Part 2!! (Or, With Apologies to Tina Turner Once More!!)(Or OR The Tenth Night of Clix-Mas!!)

[EDITOR’S NOTE: Okay, lemme see if I can remember all this: Ahem! Once again (and this time, with feeling!), we are shamelessly unleashing the 12 Nights of Clix-Mas! Tonight is Night 5! If you missed The First Night of Clix-Mas, you can read what it’s all about right here! Night 2 was the nascent edition of a new holiday scenario we’ve been cooking up and can be found… here-ish! Night 3 took a brief look back at Horrorclix. Night 4 was the debut of a new feature called “Overlooked” which examined some pieces from World’s Finest that don’t see quite as much play as they seemingly should… . And Night 5 was Part 1 of a brief 3-part series that examines how Heroclix would look if there were a Core Set released every year or two… And Night 6 saw HypeFox Theory-craft his own Marvel Heroclix Core Set! Night 7 saw Ninwashui calling an audible and promising to throw his hat in the ring and finally write an article! Night 8 featured Ninwashui ACTUALLY writing an article, although, strangely, not the one he promised… Night 9 subverted our old “Simply the Best” gimmick!]

Why wait ’til sometime after Clix-Mas to finish this article when we can do it right now?!

Without further ado…




The Nominees:

Court of Owls (Joker’s Wild)

“A Cadre of Characters of a Mystical Origin” (World’s Finest)

Morlocks (Uncanny X-Men)



The Court of Owls saga in the Batman books has drummed up a lot of interest in the Batman books since its inception a few years ago. Considering this, the Court gets surprisingly short shrift in Joker’s Wild.

For their first appearance in Heroclix, the Court gets… four figures (and only 3 different dials). To put that in perspective, Marvel’s jokey “Secret Empire” faction from Deadpool HAD THE SAME NUMBER OF DIALS!!

This seems like a wasted opportunity.



WORST FIGURE TO PULL IN SEALED (Rare, Super Rare, or Chase)

The Nominees:

WF043 MercuryRare25 Points

JW065 Bizarro AquamanChase50 Points

UXM061 ColossusChase120 Points



At the end of the day, pulling a middling (for the points) close combat attacker WHO NEEDS ANOTHER CHASE TO USE HIS BEST ABILITY seems like it would be a tad bit disappointing, no?

Mercury is actually a solid piece for 25 Points, but he’s in a set where someone could potentially pull a World’s Finest Duo piece and play it at 300, if you pulled Mercury in your pack, good luck to you!

And we’ve already touched on why Bizarro Aquaman sucks so much.


WOrst Set.jpg


The Nominees:

Joker’s Wild

Batman v Superman

Uncanny X-Men



Outside of the Target Exclusive Supes, which has recently seen Meta play with the Brainiac ship (altough that has come to an end via a recent Wizkids ruling that’s too odd to go into here), there was really nothing in the “must-have” department for this set. Which is unusual for a movie tie-in set.

Part of the problem is that it was designed with no original Chases, even though every Marvel Movie Set has had one. Big missed opportunity there.

Joker’s Wild is really top-heavy, but overall it’s a better set than BvS. Same thing with Uncanny X-Men.


Okay!! There you have it. Those were the initial Crit Misses for 2016! I look forward to putting this list together next year! Until then, Stay Safe, Watch Where You Draw Your Lines of Fire and meet me right here tomorrow night for more Clix-Mas goodness!