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!

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!

The Ghost of Clix-Mas Future Presents: Star Trek: TNG: Irresponsible Speculation!! (Or, The Second Night of Clix-Mas 2018!!)

TNG Cast Photo

I am SO excited to see these characters Clix’d!! Well… most of them. Like at least one of the Crushers. Two Thirds of this set will be sooooo awesome!

[EDITOR’S NOTEWelcome to Clix-Mas 2018, wherein we here at Critical Missives rather foolishly try to provide you with twelve different articles in twelve days, all brought to you by either the Ghost of Christmas Past, the Ghost of Christmas Present, or the Ghost of Christmas Future! If you need to catch up with our intro to all of this, the first Night of Clix-Mas 2018 can be found in our previous post!]

So, who’s excited for a full, 5-figure Star Trek: TNG set?

Well, put your hands down, cuz it ain’t happening.

Instead, WizKids split the set in two. What’s more, they also decided to use a Gravity Feed distribution model AND delayed both parts until next year.

Way to stoke that Trek excitement WizKids!!

Picard Gif 1

Anyway, this preview will now focus on the first set (Resistance is Futile), due (for now) in June of 2019.

Now, I’ve watched EVERY episode of TNG multiple times. Unfortunately for me, I’m old enough that when I was growing up, staying up to watch a double dose of TNG repeats airing on the local UHF station from 11:30pm-1:30am was the height of time-shifted entertainment (we’re talking ’92-’95-ish here). Those reruns are actually how I got into the show.

TNG remains my favorite version of Trek, so I had been imagining what my dream set would be for some time.

[AUTHOR’S NOTE: Eh, that could be a lie. Ask me on the right day and I’ll say DS9. Sisko was my always my favorite Captain, even if he was just a Commander for the first few seasons. He was a little more “man-of-action-y,” which led to more cool space battles, even if that wasn’t what Trek was ideally about.]

Sisko wins

Now THAT is a tactical genius right there!

Now that we know what the rarity breakdown will be, I’m gonna try and get ultra-nerdy and come up with my ideal “Star Trek: Away Team: The Next Generation: Resistance Is Futile: Too Many Colons!” set!

Keep in mind, from the solicit we know that this first set will focus on Starfleet, Klingons, the Borg and Q Continuum as general themes.

Without further ado, here is my ideal Gravity Feed (sigh… ) Star Trek: Away Team: TNG set!



Security Officers

Wait, I don’t think all of these were generics…

001: Federation Security Officer— This piece would have the UFP TA, Sidestep with 1 Damage and RCE (“Set Phasers to Stun”) on the front end, Charge and 2 Damage on the back end. Four or five clicks. 50 Points or less.

Borg drone

002: Borg Drone– Five clicks for 50 points, although I would probably have 2 five click-dials and let the player choose which one they were fielding at the beginning of the game with a Trait that is literally called “Resistance is Futile.’

The first dial would be close-combat oriented; the second would be support-y.

Oh, and we’d probably need a Borg TA. Something really strong that represents their adaptability, particularly their shields.

THE BORG: Once per turn, whenever a friendly character using this Team Ability is damaged by an opposing character’s attack, modify the Defense of all other friendly characters using this Team Ability by +1 until end of turn.”

Borg Invader

Pulling… it… OFF!

003A: Borg Assimilator– Four clicks with the Borg TA and some sort of special Mind Control power that let them use one of a hit character’s printed powers when executing their Mind Control attack.


003B: Hugh– Hugh would be like a 75-100 Point Borg. I’m honestly not sure what power set I would give him (Shape Change? Support?) but he needs to be in this set!

Nurse Ogawa

004: Nurse Ogawa– Three Clicks with the UFP TA. Like 20 Points or so. She would have a Special Damage Power that reads “Second in Command of Sickbay: Support. Probability Control, but only to reroll rolls made while using the Support power.”

That wording gets a little clunky, but I think you get the gist.


Darmok and Jalad at Tenagra, bitches!

005: Tamarian First Officer– Because I don’t care what anybody says: “Darmok” was awesome, and it deserves a couple of references in this set. This guy would be 40-60 points with some B/C/F and Leadership mixed in (maybe even some Empower).

You can make a pretty strong argument that the Darmok characters are better thematic fits for the next TNG set, “To Boldly Go… ,” and you may be right. But they’re trying to jam all of the important Romulan, Ferengi, and Cardassian characters (and even freaking Armus, the oil slick that killed Tasha Yar) that appeared in TNG into that set, so I’m gonna put the Tamarians in this one.

Klingon Warrior

006: Klingon Warrior– This would be your generic Klingon fighter. Think Asgardian Troll as far as the dial goes.

Wesley Crusher.jpg

007: Ensign Wesley Crusher– <sigh> He has to be included. Look, I’m not trying to pile on–it’s kind of a cliche at this point to find Wesley a lil annoying–but he was an integral part of the show’s early seasons and frankly has to be in this set.

In his defense, his character got way less annoying when they actually put him in a uniform.

Anyway, this version would be pretty squishy but offer a pretty strong combination of Perplex and a conditional Outwit (“Non-commissioned Genius: Perplex. FREE: Choose a Team Ability possessed by an opposing character within range and line of fire. That character cannot use that Team Ability this turn.).

Amanda Rogers.jpg

008: Amanda Rogers– If the Q Continuum is going to be a focus, I’d imagine they’re gonna put the only Q-kid from the series in here somewhere (probably not at Common, but that’s where I’m putting her!).

She would be more like 40 or like 90 points with some Support-y stuff up front, followed by a Stop click that activates her God Mode on her last two Clicks.

I also would not mind a Q Continuum Team Ability that mimicked the KC Team Ability (these are nigh-omnipotent beings after all).

Anyway, by putting her at Common, folks who pulled poorly would still have a good chance to get a higher point fig to build around.

Tasha yar

009: Lt. Tasha Yar– Like 60 Points with alternating CCE and RCE. Basically a better-statted version of 001 Starfleet Security Officer.





Lwaxana Troi

010: Lwaxana Troi– A squishy support piece that could use a Power Action to reduce your opponent’s Action Total by one on their next turn (representing her mental abilities and negotiating skills).

Ensign Ro.jpg

011: Ensign Ro Laren– Everyone’s favorite spunky, no-nonsense helmsperson who inexplicably turned down a regular role on DS9!

Standard UFP Team Ability with some sort of mechanic that allows her to shift her allegiances after being KO’d or down dial (when she brutally betrayed the Federation and joined the evil Maquis! Yes, I realize that’s not how it went down…).

Miles O'Brien.jpg

012: Chief Miles O’Brien– He has to be a Taxi, right? Only he would use some sort of Special Phasing/TK combo.

Leah Brahms

013: Dr. Leah Brahms– She would give a bonus to movement for other friendly characters and a special stat bonus to Geordi!

Jack Crusher

014: Jack Crusher– Past keyword. UFP TA. Would probably give a stat boost to Wesley Crusher.

Katherine Pulaski.jpg

015: Dr. Katherine Pulaski– 45 Points. Support. UFP TA. Special Attack Power: “Beam Him Straight To Sickbay: POWER: Choose a friendly character with the Starfleet keyword that’s not not on their starting Click and give that character an Action Token. If you do, place that character in a square adjacent to Dr. Katherine Pulaski.


016: Gowron– Okay, they probably won’t put three Klingons in a row, but all three of these dudes are important Klingons in modern Trek lore.


017: K’mpec– The High Chancellor. He’d have Leadership that wouldn’t be adjacent-dependent for Klingons.


018: Duras– Would allow for Klingon/Romulon hybrid teams. Heck, I’d even bring back the Arch-Enemy ring for Duras and Worf!





019: Lt. Commander Remmick– Think Brood Queen with all the power of Starfleet! this was one of the more disturbing storylines that Trek ever tried, even if they pulled the plug after two installments (what did ever happen to that signal Remmick sent at the end of “Conspiracy?”). I’d actually give him the Starfleet keyword and design a way for him to “infest” other characters with the Starfleet keyword–both friendly and opposing.


020: Worf-– 100 points. Kind of like a ranged Drax dial. Both Klingon and Starfleet keywords.


021: Captain Jean-Luc Picard– Title Character Picard!! This is where they should let their imaginations run wild!

I thought they were actually too restrained with the title characters from the Original Series Away Team set. I would rather see something that more easily affects the game board.

Like, what if Picard had the possibility to “promote” another piece with multiple starting lines up one dial (like when Mangog pulls the Odin sword?) as his ultimate? The possibilities are endless!


022: Kurn– Worf’s brother. Starts the whole “Sons of Mogh” storyline that results in Worf straight killing Duras for his crimes!

Prof Moriarty.jpg

023: Professor Moriarty– The nemesis that Data accidentally creates on the Holodeck! Robot keyword, with lots of Perplex and Outwit! I’d even consider giving him a “Steal Your Transport” type of power like Nebula had back in the first GotG comics set!

William Riker.jpg

024: Lt. Commander Riker– Clearly this will be the bearded version! I wouldn’t be surprised if he’s an Uncommon in the second set, so that they can make a Prime Thomas Riker!

Geordi Laforge.jpg

025: Lt. Commander Geordi Laforge– He should add +2 to friendly character’s Movement speed. Or maybe even give him a Special that says: “POWER: An adjacent character may use Running Shot or Charge as FREE this turn.” That would be pretty sick.


026: Q2– In the series, he restores Q’s powers in a Season 3 episode (a rather good one, too). How that translates into Clix, I don’t know. What I do know is that this guy would–like Q himself–having Living Tribunal-levels of power.

Maybe make him another silver bullet against Colossal Retaliators and/or Cosmic characters?


027: Lal– Data’s daughter! Again, Robot keyword. Should have a special Perplex for Data.





Tam Elbrun

028: Tam Elbrun– Wow! This Betazed had crazy mental powers that eventually grew out of control. He can read pretty much everybody’s thoughts. How you express that in game could take several forms. He should definitely have a way to cancel opposing Shape Change or Super Senses.

Noonian Soong.jpg

029: Noonian Soong– Scientist keyword. He’s the old man who created both Data and Lore. He should be the Chase Agamotto of this set, really.


030: Berlinghoff Rasmussen– Time travelling crook! I would give him a Trait where he can roll for a different power each turn (representing the different items he steals).


031: Deanna Troi– Well… we know she’s in the set. I don’t see why she would be an SR, but I don’t know yet how they’re going to translate her empathy powers into actual Clix. Anyway, this is my irresponsible speculation, so I’ll put her where I want, dammit!

Data GIF.gif

032A: Data– Think Prime Deathlok from Wolverine and the X-Men. Strong Robot with Outwit and high stats but his combat potential is held back by his credo to never murder.


032B: Lore– And then of course Lore would be the opposite, with lots of Outwit and Perplex, too.

I mean, Data and Lore have to be at least one set of the Primes, right? And given Lore’s later connection to the Borg (in Season 7, I believe), it only makes sense to make them the SR flipsides.





033: Locutus of Borg– Okay, if the SR Prime isn’t Lore, then it would have to be Locutus. But I think Picard really needs to show up in the Rare slot, so making Locutus a Chase seems like the only other option.


034: Q– So, I think there’s a good chance Q ends up as a Super Rare. They could actually make him the SR Chase with one version wearing the Farpoint gear, and the other version wearing a Starfleet uniform (or they could do the Deja Q powerless version that ran around telling people “to change the gravitational constant of the universe” to solve complex problems). But if he’s a Chase with Trelane or Mxyptzlk-like powers only with better stats, he will really drive sales of the set.


Okay! So, there’s my version of a kickass Star Trek Gravity Feed set, and there’s still plenty of great stuff like Armus and Guinan left for the next set! Come June, we’ll see how close I got.

What do you all want from a Star Trek: TNG Clix set? Post in the Comments below!






Upcoming Games: Home for the Holidays!! (Or, The Second Night of Clix-Mas!!)

[EDITOR’S NOTE: Once again (and this time, with feeling!), we are shamelessly unleashing the 12 Nights of Clix-Mas! Tonight is Night 2! If you missed The First Night of Clix-Mas, you can catch up right here!]


Welcome back to the 12 Nights of Clix-Mas 2016! This is the Second Night of Clix-Mas, wherein we’ll discuss the next special Scenario we’re running at our local venue Comics & More in Madison Heights, Michigan!

The Game: Home for the Holidays

Entry Fee: $5.00

The Build: 300 Points, Golden Age. MUST BE A NAMED THEMED TEAM!!

The Restrictions: The Possession Mechanic, Call-Ins, Team Bases and Resources and Convention LE Faust are not allowed.

Themed Team rules and ATA‘s ARE allowed. Vehicles and Colossals are allowed, but only if those pieces don’t break your Theme and only if you have at least ONE other standard character on your force as well.

Constructs, Word Ballons, Horde or Bystander Tokens, Special Objects & Relics are only allowed if one of your characters brings them in at the start of the game as part of a Trait or game effect, and only if you pay any associated costs.

The SetupAfter both players have placed their characters, each player (in turn order) designates one standard character on their team as aTRAVELER.”

If a TRAVELER would be KO’d by any game effect, that TRAVELER is instead placed back in its Starting Area at the beginning of its next turn UNLESS it was the last friendly character on its own force.

Once each player has chosen their TRAVELER, each player (in turn order) must choose a HOLIDAY HOST from the Table below. Their TRAVELER gains that host’s corresponding Trait.

Auntie Tana Nile.png

“Auntie” Tana Nile: Give your Traveler a Power Action if that character occupies an opponent’s Starting Area and there are no opposing Drunk Relatives on the board. If you do, until the start of your next turn, friendly characters can use Improved Movement: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Characters and opposing characters can’t ignore terrain for movement purposes even if this ability is lost. In addition, friendly characters can use Improved Targeting: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Characters and opposing characters can’t ignore terrain for targeting purposes (except via the “Fun Uncle” Arcade ability).


“Evil Unca'” Mags: Give your Traveler a Power Action if that character occupies an opponent’s Starting Area and there are no opposing Drunk Relatives on the board. If you do, choose a square on the map. For each character occupying that square or an adjacent square, roll a d6 that can’t be rerolled. On a result of 4-6, deal those characters 3 damage.


“Weird Uncle” KrampusGive your Traveler a Power Action if that character occupies an opponent’s Starting Area and there are no opposing Drunk Relatives on the board. If you do, place an action token on each opposing character that is adjacent to friendly figure. These action tokens will cause pushing damage if a second token is placed and the figure doesn’t have a way to ignore pushing damage (like Willpower). 

An opposing character may only have one action token placed on them this way each turn, even if they are adjacent to multiple friendly figures.


“Fun Uncle” ArcadeIf your Traveler occupies an opponent’s Starting Area and there are no opposing Drunk Relatives on the board, your Traveler can use Energy Explosion and Precision Strike and may target characters anywhere on the map with a ranged combat attack regardless of range and line of fire.

(Note that this ability allows the traveler to completely bypass any targeting restrictions that “Auntie” Tana Nile might oppose. )



Drunk Relatives: A Drunk Relative is a special surprise character that will be distributed to each player before the game begins by the Judge. A Drunk Relative follows all normal Heroclix rules with the exception that a Drunk Relative may not be moved to or placed in any square outside of your starting zone by any game effect. A Drunk Relative can only target and be targeted by opposing characters in your Starting Area.

Basically, you want to KO your opponent

Note: Not every player will be given the same Drunk Relative!!

If a Drunk Relative is KO’d, it is scored normally by your opponent. However, a Drunk Relative is ONLY SCORED IF IT IS KO’d!!

If a Drunk Relative is the only character left on any player’s force, then the Drunk Relative may immediately choose and activate any Holiday Host power each turn AS A FREE ACTION.

The Goal: To get home safe and use your Holiday Host’s powers to destroy your opponent!

(Note that it is possible to win without KO’ing your opponent’s Drunk Relative and taking advantage of a Host ability, but it might be pretty tough… )

Okay!! That’s all for now! Post any questions about the scenario in the Comments below.

Otherwise, we’ll see you back at this space tomorrow for another Night of Clix-Mas!!

Safe Travels Everybody!!

Local Tournament Report: War of Light Month 6!! (Or, The Second Night of Clix-Mas!!)

Local Tournament Report

Welcome to Evening Two of the Twelve Nights of Clix-Mas, a Critical Missives event that basically involves us trying to bring you new content for 12 straight days (leading right up to Christmas!)!!

(If you missed The First Night of Clix-mas, you can catch up right here!)

Tonight, we’re gonna go local and take a peek at how War of Light Month 6 finished at my local venue Comics & More in Madison Heights, Michigan!!

War of LIght Cabinet

We finally played Month 6 of War of Light!

Who won? Who lost? Who took home the big prize?! Let’s go to the tape!

What I Played:

I didn’t open any figure with a point cost more than WOL054 Morro‘s 123. This was definitely new ground for me; every other month, I’ve gotten at least one thumper, if not more (tales of my ridiculous WoL luck can be viewed here and also here–particularly Round 3 of that second recap).

Well, my luck changed for Month 6. I ended up using:

WOL054 Morro123 Points

WOL011B Hal Jordan (Blue Lantern)104

WOL033 Sister Sercy66

WOL015 Arisia75

WOL016 Soranik Natu70

Plus the Orange Lantern Battery with the Decoy, Crossbow, Catapault, Mallet & Nurse.

=500 Points

That is what you would call a hodgepodge of little people.

Actually, this is what you call a hodgepodge of little people. Only in Hollywood, where diversity is practically a religion that is forced on every citizen, would a studio be allowed to make a movie about seven dwarves and not cast a single actual little person in any of the roles.

Actually, this is what you would call a hodgepodge of little people. On a related note, I’d forgotten how “meh” Snow White and the Huntsman was a few years ago. And why were there EIGHT dwarves again?

On paper, I think this is easily the worst team I fielded during this whole six-month adventure. But the game isn’t played on paper–it’s played on tables! Usually folding tables, actually.

Regardless, let’s get to Round 1!!

Butcher Entity



WOLo44 Fatality – 180

(Possessed by WOL066P Butcher) – 25

WOL023 Mongul165

WOL016 Soranik Natu70

Plus the Green Lantern Battery (w/ various Constructs including The Shield)


In Round 1 I faced off once more against my once and future nemesis Roberto! This game was tense early on, with Fatality getting the first strike in on Morro. Luckily for me, this put Morro onto his Pulse Wave clicks.

The one advantage I really had here was an abundance of TK and support powers. Roberto also had Soranik Natu for TK, but I was able to keep his big hitters away from me for most of this match while picking and choosing my shots, wimpy as they usually were.

After a LOT of positioning, I was finally able to take out his Mongul with consecutive Pulse Waves from Morro (among other shots) over two turns. Then time was literally called right after, during my final move on that second turn.

The Verdict:

I won a close match with just 1 opposing figure being KO’d (Mongul). If there had been more time, I’ve no doubt Roberto would have cleared my side of the board. I was definitely overmatched here; my bag of parlor tricks would have only worked for so long. Also, Roberto did not have the best luck rolling, either.

"Oh, for the love of God, why do I keep smelling nutmeg!"

Oh, for the love of God, why do I keep smelling nutmeg?

(That’s an Elementary reference, btw.)



WOLo41 Hal Jordan (Parallax) – 250

WOL058 Galius Zed (Black Lantern) – 140

WOL033 Sister Sercy – 66

Plus the Green Lantern Battery (w/ The Shield, Crossbow and a Decoy)


Parallax (Hal Jordan) is a monster. Just an absolute badass. He won me month 2 almost single-handedly. He has one flaw, though–he doesn’t fly. Therefore, I took this fight to the many-tiered R’yut side of the map after I got lucky and won Map Roll (I had a 50/50 shot). Galius is another potentially deadly piece, but again, he walks, and my opponent could only Carry one at a time with Sister Sercy. Eventually Galius and Sister Sercy made it up a few elevation levels before the majority of my troops shot down Sister Sercy from up on the mountaintop.

Parallax having to make the long walk to Mordor on his own meant that he wasn’t a factor for most of the game. I managed to do a little damage to Galius Zed once he made it to the top, but with the Shield assigned to him, I found it hard to hit with most of my attacks. Zed finally drilled Arisia and knocked her off the mountaintop, which put her on her last click, but also out of harm’s way. The judge called time shortly after.

Content with my victory all but assured, I passed to my opponent for his last turn (since he went second) before I realized that Parallax had climbed enough of the mountain to get a perfect shot off on Soranik Natu. This was a terrible mistake, but there was nothing I could do about it now. Soranik Natu has 6 Clicks with Toughness top dial, but Parallax has 5 native damage up top plus the Crossbow, which he used to pump his damage up to 7!

My only saving grace here was that I had been consistently taking away Probability Control with the Orange Lantern Battery, so my opponent would only have one shot to KO Soranik.

Her Defense was 17. Parallax’s attack was 12 (with the Ring Bonus). Yup. A roll of ‘5’ would beat me on points, 70-66. My opponent let his dice go…

And rolled a stinkin’ ‘3.’

Oh, man! By all rights, I should have lost this game. As it was, I barely squeaked by. Here’s an photo of the immediate aftermath of our match:


The Verdict:

I really shouldn’t have, but I did win this one 66-0 after KO’ing just one of my opponent’s figures (yet again). If I can somehow pull out this next match, I may set a record for fewest points scored in a winning month.



WOLo37 Karu-Sil – 95

WOL048 Firestorm – 140

WOL030A Guy Gardner – 103

WOL033 Sister Sercy – 66

WOL003 Sinestro Corps Recruit50

Plus the Yellow Lantern Battery (w/ the Red Power Ring and a bunch of Constructs)


This was a match against Matt (from yesterday’s article). We played on the same map, so the first couple turns were all about racing to the top of the map. The difference was, Matt had a few different guys who could fly. Firestorm, in particular, would prove to be quite difficult to deal with. He took out my Sister Sercy pretty quickly, while I retaliated by taking out his Sinestro Corps Recruit.

Eventually, he used The Pack from Karu-Sil’s base to take out Soranik Natu and Arisia and to really beat up Blue Lantern Hal Jordan. Things were definitely going his way, but once Soranik Natu and Arisia were KO’d, I got to finally use Morro’s Trait and place them on Morro’s card. Suddenly Morro was actually pretty intimidating.

Matt still had most of his team left, but I had Firestorm within KO Range, then hit him with another attack… which Matt quickly Prob’d. Then I rolled a ‘3.’

That, my friends is Karma!

Time was called shortly after.

The Verdict:

Even with Firestorm’s KO, I wouldn’t have had enough points to win. Had the game gone on, I would have given myself about a 20% chance of pulling it out with Super-Morro (see what I did there?!). Matt’s a great player though, and he deserved to win. The truth is he just outmaneuvered me, and his strategy absolutely worked.

The Final Result:

Matt won Month 6. While I won two of my three rounds and played in the Championship Match, my point total was so minuscule that I probably finished close to last. Still, when you totaled all the results from all the Months together, I’m proud to say that I was able to claim one last prize…

The Spoils:

photo (21)

(One Last Cool Moment: My venue actually had a second Nekron to give away! Our Judge gave a pretty cool speech about how the Fellowship winner this Month was someone who attended every month, had to drive a decent way each time and who was always gracious whether in victory or defeat. He was talking about Matt, my Round 3 opponent and the player who won the month. It was a really neat moment, and Matt looked pretty shocked. Couldn’t have happened to a nicer guy. Congratulations, sir!)


Well, that’ll do for Night number 2 of the 12 Nights of Clix-Mas!!

Join us tomorrow night for… Ninwashui’s Top Ten Flash Set Review!!