Feedback!! (Or, The First Night of Clix-Mas!!)

Christmas Marvel Peanuts

Hello! And welcome to the first NIGHT of Clix-Mas (the gimmick seems a little less stolen if I just change it from the 12 DAYS of Clix-mas to the 12 NIGHTS of Clix-mas! Yay! A Festivus for the rest of us!).

For today’s entry, we’re gonna talk about some direct feedback I received from local venue-goer–and fellow Nekron winner!–Matt, who pointed out that Black Talon wasn’t among the figures I highlighted when we were ROC’ing the Meta a month ago (Part 2 can be found right here).

Matt made his case that the ability to Mind Control friendly figures in general is still a viable strategy in the Meta, even with the retirement rotation of GG Mole Man.

"What?! I'm not legal in Modern Age unless I'm undead? What sense does that make?"

“What?! Retire?! But I’m in the best shape of my life!”

Also, he felt that Black Talon brought a lot to the table beyond that and, thus, was definitely a Meta-worthy fig. And you know what?

He’s not wrong.

I just don’t agree with him.

Insomuch as Black Talon being a difference maker in the current ROC formats (like many pieces, you can rapidly fix a lot of his flaws with an Entity or Resource).

But there’s many who would with Matt–including some very high-level players. Heck, the Dial H for Heroclix crew just listed Black Talon as one of the top Support pieces out there, considering everything he’s capable of.

Let’s take a quick look at him:

"Yessss! The only thing more effective than the original X-Men: actual ex-men! Cuz... cuz they're dead. Get it?  Yeah, that was a long way to go for nothing."

“Yessss! The only thing more effective than the original X-Men: actual ex-men! Cuz… cuz they’re dead. Get it? <Sigh> Yeah, that was a long way to go for nothing.”

–DP043 Black TalonRare — 60 Points

He has five clicks total, but he starts out with Charge and Blades/Claws/Fangs with a 10 Attack, so he can definitely be a Tertiary Attacker or even a fringe-y Secondary Attacker (to use a baseball scouting term). But the best reasons to play him are his Trait (POWER OF THE LIVING LOA: When Black Talon uses Mind Control, you may place a KO’d opposing character in an adjacent square on its starting click, and that character becomes the target. After actions resolve, that character is removed from the game.) and his Special Damage Power (CONTROL OF THE MINDLESS UNDEAD: Black Talon can use Mind Control with a range value of 8, and when he does he may target friendly characters. If all of his targets are friendly, a lower point value, and have the Monster keyword, he may use it as if had 3 bolts.).

Forget that last part of “Control of the Mindless Undead”–you’d almost have to hamstring your Build just to have a chance to get it to go off. No, the reason people play him is for the first part of that power–the ability to target friendly characters with Mind Control (and with a very healthy Range of 8, at that!).

So, the concept behind armies that feature “friendly Mind Control” is to, essentially, cheat the batting order. Basically, you want to play your friendly Mind Control piece with a heavy hitter that you think can break the game if they get to attack more than their fair share during a turn. To continue the baseball metaphor, in other words, you’re trying to fix it so that your Triple Crown-winning All-Star first baseman best attacker(s) will attack bat twice in one inning Round.

Yup! This man is the face of our franchise (and the best hitter on the planet!).

Yup! This man is the face of our franchise (and the best hitter on the planet!).

One of the problems with this strategy is that you can most definitely miss with the Mind Control roll, and suddenly you’ve wasted an action from one of your support pieces AND a potential strike from one of your Heavy Hitters.

Also, specifically in Black Talon’s case, he doesn’t give you ANYTHING in terms of actual supporting powers such as Support, Prob, Perplex or Outwit. Not unless you outfit him with an Entity or a Resource or something.

So you REALLY need to make those Mind Control roles. Which means that you always need to make sure Black Talon is within 8 Squares and can draw a line of fire to your best attacker. And keep in mind, Mole Man IGNORED MIND CONTROL DAMAGE and pumped up his Mind Control rolls by a staggering +3! Black Talon does neither. With only 5 clicks, Mind Control damage can become a problem very quickly.

The Meta (as far as the ROC goes, I mean) has shifted away (for the most part) from this strategy recently because there are now a lot of options to get multiple attacks in one turn with a really good figure who doesn’t have to rely on a dice roll to be able to make that second attack.

Figures like:

–Anyone who can Charge or Hypersonic Speed and Flurry. Best Example: WOL053B Zoom (Black Lantern)

–Any figure who starts with or can get Duo Attack. Best Examples: WOL107 Kyle Rayner or CATWS018 Captain America and Black Widow

–Figures who have other Special Traits or Powers that let them attack or cause damage twice in one turn. Best Examples: GOTG050 Proxima MidnightDP053A Speed Demon, DP053B Whizzer or DP057 Tiamat

–Figures with Penetrating Poison (or even just Poison). Best Examples: Like, every Red Lantern.

What do most of these figures have in common? Yup! You can find most of them being used by high-level players in the latest ROC results. Now, just because serious tournament players are using the heck out of a certain piece doesn’t mean it’s necessarily awesome–sometimes people screw up, even at that level. But it usually means there’s something very efficiently exploitable about a piece.

All of which is to say, Black Talon is good. Great, even, and he IS viable in the Meta–so Matt was right.

However, if you really want to win a tourney like the ROC, leaving yourself flexible options while taking as much risk as possible OUT of your gameplan is key. That’s why I prefer figures with built-in mechanisms for multiple attacks, as opposed to having to roll for it.

"Psssh. I never gotta 'roll' for it. Heh. You know what I mean. See? This guy gets it."

“Psssh. I never gotta ‘roll’ for it. Heh. You know what I mean. See? This guy gets it.”

 

Well, that’s all for Day Night One of the Twelve Days Nights of Clix-Mas!

Join us tomorrow for a special (and long overdue!) Tourney Report!

 

Until then, stay safe, and watch where you draw those lines of fire!!

 

ROC’ing the Meta 2: Electric Boogaloo… PART 2!! (Or, a Look at Where the Meta Might Be Heading!!)

"Hmmm... well, 1 or 2 of these guys might be Meta. Someday... "

“Hmmm… well, 1 or 2 of these guys might be Meta. Someday… “

[To Be Read In Your Best Kiefer Sutherland Voice]

Previously, on Critical Missives:

 

Bill Agent of Aim Soranik Natu Void Tomar Tu Despotellis

–‘Anakin, NO!’

–‘Iron Pharaoh is still a thing, going forward.’

Abin Sur Kyle Raynor ION 2 Shatterstar Helspont

–‘Hail Hydra!

–‘Highfather is a losing strategy.’

ROC  "I;m back?! My dear, I never left!" Krampus 2

This should explain everything.

This should explain everything.

—————————————————————

 

And Now… The Conclusion.”

 

Whew!! Okay! Now that we’re all caught up, let’s look at some figs that ain’t what they used to be when it comes to the ROC, and some figs that people should be looking really closely at that haven’t yet had their day in the sun. Finally, we’ll talk a bit about what we can expect to show up in the Meta now that FLASH has been released!

 

Ain’t What They Used to Be Division:

This is what a good idea poorly executed looks like.

Suuuuure you do, Sweetie…

–DP038 Copycat: Wow. Some idiot was predicting doom and gloom for this ROC season because Copycat would dominate in an environment without Resources and Entities. What’s that? Oh, it was me? And what’s happened (at least so far)? Copycat is nowhere to be seen? Oh. And the lesson, as always? I’m an idiot?

Yup!

So, every now and then, some jackass will Copycat in a ROC now, but they won’t advance even into the Top 8. Why? Well, it’s because of the Construct ability that lets you start with the Nurse on a piece like Abin Sur or Tomar Tu. And Construct pieces are EVERYWHERE! And because of this, if you’re running a Copycat, it’s useless to switch, because your opponent will just put her in a horrible position and then Regenerate (remember, any attachments or effects on the targeted character transfer to Copycat), thus ending the effect. And if you don’t switch, you’ve got 90 Points (basically a third of your force) that’s next to useless. 90 Points that’s so bad that you thought giving it to your opponent for almost ANY qualifying figure they had was a winning strategy.

It doesn’t help her either that the New Mutants Team Base–her best running buddy–is disallowed in the current format.

So yeah, you may run into one or two teams that you can wreck with Copycat, but more often than not you’re cutting your own throat by playing her in this format. I couldn’t have been more mistaken in where I thought this Meta was heading, and I’ve never been happier to be so wrong!

"He's better than me?Wait, doesn't Speed Demon know that I'M supposed to be the Prime?"

He’s better than me? Wait, doesn’t Speed Demon know that I’M supposed to be the Prime?

–DP053B Whizzer: Hell of a dial. Hell of a power set. Hell of a piece! It’s just that Speed Demon does everything Whizzer does, but better. And without taking up that valuable Prime slot that most folks are using for Brother Voodoo, Tomar Tu or Abin Sur.

Just as a refresher for those of you keeping score at home, let’s talk for a minute about the differences between Whizzer and Speed Demon (you can follow along at HCRealms.com):

–Whizzer ignores Elevated, Water and Blocking Terrain (and Characters, but so does Speed Demon); Speed Demon ignores Hindering Terrain. This is pretty much a wash; you’ll certainly encounter more Hindering Terrain than anything else, but the ability to run up walls or through them, or over water in a pinch with Whizzer is pretty cool. ADVANTAGE: EVEN

–Whizzer can make TWO attacks during his Hypersonic movement, but only during his first two clicks. Speed Demon knows the same trick ON HIS LAST FOUR CLICKS. ADVANTAGE: SPEED DEMON.

–Whizzer has Indomitable. Speed Demon doesn’t. ADVANTAGE: WHIZZER

–Speed Demon has the Speed Cyclone Uplift Trait, arguably one of the ten best Traits Wizkids has ever made. Whizzer has no Traits. MASSIVE ADVANTAGE: SPEED DEMON

Whizzer here gets a lil’ closer to his non-Prime brother in a format where keywords don’t matter (Speed Demon’s are waaaay better), but otherwise, save the 10 Points and go with Speed Demon.

FINAL TALLY: Speed Demon wins, 2-1.

And that is why Whizzer is in this category. He was great when the ROC was just starting to roll out, but–especially with almost every team running some sort of Prime secondary figure–Whizzer is just too expensive at the moment, especially since we know how good Speed Demon is now.

"No, I've not seen the Earthen cinema classic 'Basic Instinct.' Why do you ask?"

No, I’ve not seen the Earthen cinema classic ‘Basic Instinct.’ Why do you ask?”

–SLOSH052 Highfather: Actually, I think we discussed him in Part 1! But he’s kind of in the same boat as Copycat for me; if you’re playing a Highfather team, you’re hoping to face one specific kind of team the whole tournament (any Build that revolves around a big bruiser–the more points, the better) that you can basically screw over before the game begins. If you run into a balanced team or really any team with a solid secondary attacker, you’re probably gonna lose. That’s why I think Highfather and Copycat are losing strategies; it’s not that you’ll lose every game, but you have almost no shot to actually win the tournament (or even make a Top 4). And if you’re not playing to win, you’re playing to lose–Ricky Bobby taught us this!

"Bizarro am Meta this season!"

“Bizarro am Meta this season!”

–SLOSH039X Bizarro: Unfortunately, no, Bizarro is not Meta right now. And no, that’s not me saying the reverse of what I actually mean. Bizarro’s still got his un-ignorable Stop Click-y goodness Trait, but without access to Resources, Relics or Entities, he’s a bit more inconsistent in terms of the stats on his dial, and he can’t heal as easily. There’s also been an increase in the number of Meta-Worthy figures who can do damage to him twice in one turn (Speed Demon, Proxima Midnight, etc.).

Now, when Resources, Entities and everything else returns in the second half season, Bizarro will once again be Meta, but until then, he just isn’t going to be a consistent enough performer to structure a team around.

(Having said that, you WILL occasionally see 25 Point Bizarro included in some Builds as a Taxi/Tertiary Attacker. I never loved Bizarro at 25 Points simply because with only 1 Orrazib Token on his card, Bizarro can’t take advantage of his best power–that Traited, un-ignorable Stop Click! But at 25 Points, he’s kinda like a pull on a slot machine–if you roll him onto one of his best clicks, you can do some serious damage for very little Build cost.)

 

Modern Age Figures That Have So Far Been Ignored in the ROC:

 

Speed Demon

DP053A Speed Demon: So far, ROC results indicate that strong ranged-base pieces are at the center of the Meta right now. But Hypersonic Speed came back in a big way this year (more on that later), and as of yet seems really untapped! And of all the great speedsters WizKids released this year, Speed Demon is pound for pound the best of the lot! He’s placed in ROC Top 8’s before, and even in this format, I don’t see why he can’t be dominant again. As always, it’s his awesome Trait (SPEED CYCLONE UPLIFT: When Speed Demon moves, after actions resolve, choose an opposing character and roll a d6. If the result is less than the number of distinct squares that Speed Demon moved into or through that are adjacent to that character during the move, you may place that character within line of fire of its square and up to the result away in squares and deal that character half of the result in damage.) that lets him potentially deal damage twice in one turn (or up to three times a turn down dial!). The fact that his Trait can go off without having to make an attack roll is just awesome, and it’s a great way to deal with potentially problematic figs like Despotellis who have Defense Values that are really tough to reach.

Also, at 110 Points, he can be used as either a Primary Attacker or a Secondary Attacker, depending on which way you want to go with your build.

Captain Marvel Marvel 2

–007B Captain Marvel: So, this was kind of an omission from Part One, since he has shown up on multiple ROC teams, but we’ll talk about him here. Captain Marvel Prime is stupidly, ridiculously good. He was #1 on my GotG Top Ten Review, and he’s only gonna grow in popularity. His usefulness knows almost no bounds; he offers taxi services, Running Shot, 6 Range, Energy Explosion, Pen/Psy and Incapacitate, and if he hits with any of those attacks, the hit character CANNOT ATTACK during the next turn. He also has an 18 Defense with uncounterable Defend and Super Senses, and he adds +1 to the Defense of any non-Kree. Whew!! That’s a ton of stuff for only 82 Points!

His only drawback is his RELATIVELY short Range of 6 and his lack of Indomitable. That’s it. Try teaming him with AVX007 Black Panther and some other supporting folks to grant him Willpower to unleash his full potential!

Maxwell_Dillon_(Earth-2149)

–DP064 Electro: Zombie Chase Electro! Yay! In addition to being fun to play, Zombie Electro here has the potential to deal boatloads of damage. His attack isn’t necessarily consistently high enough to to be a Primary Attacker, but he’s damn dangerous as a secondary attacker. Try teaming him with Meta staples Super-Skrull and Headpool to get the most out of him. Either one will gives Virus tokens to any opposing character they hit, and once that happens, Electro can zap them from any square on the map as long as they’re within his Range–line of fire is no longer required! Also, Zombie Super-Skrull, Zombie Electro and Headpool is 298 Points, so they all fit together!

"I thought I was clear before, but, to reiterate... Y'all mother$@#%&!$ forgot about Dre!"

“I thought I was clear before, but, to reiterate… Y’all mother$@#%&!$ forgot about Dre!”

–IIM040 Shaman: Okay, I’ve been pitching this guy as a Secondary Attacker/Support piece for over a year now, but he is still REALLY good. And his “No Flights” ability can really screw over some Builds, especially on certain maps. We’ll have a Build featuring this guy, Iron Pharaoh and some NEW blood a little bit later!

"Oh man, look at those lines! Maybe coming to San Diego in character was a bad idea!"

“Oh man, look at those lines! Maybe coming to San Diego in character was a bad idea!”

–CATWS Captain America and Black Widow: Get this Duo some TK and Perplex and let them go to work. They have Traited Stealth and can see and move through Hindering themselves. Duo attack plus Precision Strike is nice. Sidestep + Improved Movement: Ignores Characters is also awesome! The best part about these two is that they only cost you 130 Points, which is really low for everything they offer. With the right supporting pieces, they can be straight deadly!

 

And What to Expect From The Flash:

 

Well, I don’t want to step on our Flash Top Ten Reviews coming later this month, but this is a really solid set, and there’s more than a few figures you’re going to have to know if you have hopes of competing in the ROC!

 

Turtle

–FL031 Turtle: I love this figure! His Trait is so flavorful, and I love that his name is Turtle and that he, y’know, helps your team “turtle.” He gives you a Stealthy Outwitter for 50 Points, but the best reason to play him is his Trait (Slowness as a Way of Life: Turtle can use plasticity. when another character moves at least 5 squares and actions resolve, give them an action token. if you can’t, deal them 1 penetrating damage.), which pairs absolutely PERFECTLY with that Iron Pharaoh/Shaman team I mentioned earlier:

Team Name: Slowness as a Way of Death!

Theme: N/A

Roster:

IIM051 Iron Pharaoh110 Points

IIM040 Shaman92

DP020 Weasel27

FI001 Thule Society Priest21

FL031 Turtle50

=300 (Exactly! Yay!)

How to Play: This works like any other Pharaoh team. If you win Map Roll, you want to choose Wundagore Mountain (from AvX) or any other map that is a bear to cross. Hole up in your Starting Area, send out your Falcon, stop anyone else from flying with Shaman and destroy any who would oppose you. And with Turtle’s Trait, the faster they try and get to you, the longer it will actually take.

You’ll have 2 Outwits (IP, Turtle), 1 Perplex (Shaman), Enhancement (Weasel) and the possibility of a Prob Control (Thule Society Priest on his last click). Weasel will also pump up Iron Pharaoh’s Attack by 1 and let him reroll if Iron Pharaoh misses by 1! When the enemy closes in, Shaman makes a decent Secondary Attacker. Alternatively, his Defense Special (GLACIAL WALL: Shaman can use Barrier and Energy Shield/Deflection. When he uses Barrier, the blocking terrain markers can’t be targeted with an attack by characters marked with one or more action tokens.) lets him pump out an improved Barrier. Thule Society Priest can also be used as a tie-up/annoyance piece, especially since he can copy Mystics from Shaman and deal an unavoidable damage to whichever opposing figure has to spend an action killing him.

Now, Flash has also seen the release of Jack Hawksmoor, an Authority character who has a Trait that deals 1 Penetrating Damage to any character still in a Starting Area during Turn 3 or later. To me, though, this is hardly a deterrent to playing a Pharaoh team. Moving Pharaoh (especially with Shaman as a Taxi) and the rest of the team just outside their own starting area in the first couple turns is child’s play, and sometimes it leads to even better positioning for “turtling” (depending on the Map). At the end of the day, all Jack Hawksmoor is really going to stop is Blind Al.

So there ya go! The Slowest Team Ever Devised!! And its main flaw–it’s not a Themed Team–doesn’t matter in the current ROC format because Themed Team rules are not in effect!

–Finally, keep an eye out for FL007 S.T.A.R. Labs Technician (possibly the best pure all around support piece in the game right now!); FL202 Flash (once he gets going, there’s almost no safe place on the map for your opponent!); FL053B Zoom (the Prime; he’s a beast who can use Blades/Claws/Fangs AND either Flurry OR Exploit Weakness WHILE HE’S USING HYPERSONIC SPEED! Yup! Another piece who can attack twice in a turn. AND he’s a Black Lantern!); and FL050 Flash (aka Kingdom Come Flash; once he gets some Speed Force tokens going, he can absolutely END even some of the hardiest figures IN ONE TURN!).

Kingdom Come Flash's KO rate when using his "Who Would Dare Be A Criminal in this City?" special Attack Power.

Kingdom Come Flash’s KO rate when using his “Who Would Dare Be A Criminal in this City?” special Attack Power.

For more specifics on exactly why you need to be ready for these pieces and more, check out our Flash Top Ten Review coming later this month!

Until then, stay safe, and watch where you draw those lines of fire!

 

 

 

The Merc and The Meta (Or, A Second Opinion of the Top Ten Figures in Deadpool!!)

"Good Morning!"

“Good Morning!”

So, Ninwashui has chimed in with his Top Ten list for the new Deadpool set, WITH NO REGARD TO MY OWN OPINION!! Obviously, I could not let this besmirchment stand!

Here then, for the DeadPool set, is your…

Second Opinion!!

That's high praise!!

“That’s high praise!!”

 Some General Notes About the Set:

–While there are obviously some powerful individual pieces, I thought that the overall “Power Level” of this set fell slightly below Invincible Iron Man and SL0SH… and that’s OKAY! The fact that we got a ton of weird characters that I never thought I’d see made (Grasshopper? Sweet! Now my GLA team can–wait, there was more than one Grasshopper?), plus some much-needed Modern Age updates to some figures who have been conspicuously absent until now.

–Having said that, I would still agree with Ninwashui’s assessment that this set was more consistent in terms of the usefulness of the characters; I just feel that the previous two sets both had higher ceilings in terms of the power level of their best pieces. Still, since most of the characters were consistently useful, coming up with a Top Ten (and 5 Honorable Mentions) was pretty tough; so tough, in fact, that I was forced to cheat and list a TOP TWELVE!! Even still, there are some good figures in this set that just aren’t gonna get mentioned here, cuz there’s a lot to like.

–After getting to play a couple games with WizKids’s brand new mechanic, I can say that the Word Balloon feature turned out better than I expected. I thought these were all going to be kitschy, trite add-ons that simply granted silly powers that would only be used once in a blue moon, especially after seeing the “I Never Miss With the Sheep Gun” balloon (Man, I’ve had so many theoretical conversations about the impossibly far flung, Rube Goldberg Machine-induced scenarios in which plopping a Sheep token next to an opposing figure will turn the tide of a game, and while it’s early days yet, I think I’ll be okay if that’s the one Balloon I never pull). Boy, was I wrong.

"I was wrong on this one."

“I was wrong–this is awesome.”

First of all, they’ve made it really flavorful and probably avoided themselves future headaches by creating such a small pool of eligible characters (Deadpool Corps. members and Ultimate DeadPool and ThorPool, etc.). Fewer affected characters means there’s a lot less chance to break the game. And then, within that framework, they created some Word Balloons that are good enough to make you WANT to play a DeadPool. “Hammer Time,” “4th Wall? What 4th Wall?,” “My Common Sense is Tingling” and “ ” are all really good, especially when used with DP019A DeadPool, DP019B Evil DeadPool or DP055 DeadPool. In my opinion, those three figs are already all worth their Points to begin with; throw “Hammer Time” on any one of them (for example) and I believe that you’re actually fielding more points than you’re being charged for (remember, Balloons are NOT Resources in and of themselves, so they can be used in tandem with Resources and Relics. And don’t get me started about the “Possessed” ability on the new War of the Light Chases coming this month (Y’know, just when I finish a 4600-word column on Modern Age Chases, WizKids goes ahead and releases these “Entity” Chase pieces that are probably all gonna be Meta in some way–particularly through the aforementioned “Possessed” Trait).

Remember, if there’s one thing that this site has tried to teach ‘Clixers everywhere, it’s Critical Missives Army Build Axiom #1:

CRITICAL MISSIVES ARMY BUILD AXIOM #1: DO NOT PAY “RETAIL” POINT PRICES FOR FIGURES WHEN THERE’S A VALUE-PRICED OPTION AVAILABLE!!

Now, the corollary to that is this: Free Points Are Awesome!!

Again, CRITICAL MISSIVES ARMY BUILD AXIOM COROLLARY #1A: WHEN BUILDING YOUR ARMY, FREE POINTS ARE AWESOME!!

If you accept that the 3 DeadPools from this set that I just mentioned are already worth their points, and if you accept that Resources in general are EXTREMELY under costed, then you would have to conclude that the DeadPool set–and the various Merc With a Mouth Traited characters–offer a LOT of value for opportunistic builders. I’ll get into this a little more in the individual profiles, but you can create some RIDICULOUSLY powerful characters who can get bonuses from 2 or even 3 sources that aren’t really even on the map–or at the very least, sources that your opponent can do little to nothing about.

–No ChampionPool? C’mon!! How will we ever have a complete DeadPool Corps.?!

–Probably the most useful group of Super Rares ever. Cable is probably the only Super Rare you’d be disappointed to pull in Sealed (well, maybe Kingpin, but Kingpin is really useful in Modern), and there’s a TON of awesome SR’s that people will be playing even years from now…

The Chases. Yikes! While the Z-Virus mechanic is cool, Marvel Zombies was never really my hot sauce, so I could kind of take or leave them. I think it’s cool that they’ll have their own Zombie Team Base, but… we don’t get that Team Base until August’s Guardians of the Galaxy set, and with the info that’s been released so far, it seems like that set’s gonna have ANOTHER 8 ZOMBIE CHASES!! Blleeecccch! Enough already! Guardians should have 6 Chases–all 6 of the members of the Cull Obsidian from last year’s Infinity storyline. Those are the Chases everyone wants and expects–and it’s about 99% for sure that it’s not gonna happen. It would have been so simple and so appropriate to do the Black Order figures that I have to wonder if WizKids has gone completely insane (Hunter on Dial H for Heroclix has stated that this has dimmed his enthusiasm for the set so much that he probably won’t even buy his customary Brick of GotG, much less a case–and I can’t say I blame him). Grrrr… but enough about the NEXT Marvel set! I’m here today to talk about the set that’s actually been released!

So let’s start with the…

5 HONORABLE MENTIONS:

"Dude... I'm'a 'bout ready to smash the $#!t out this flag over here."

“I punch flags! Then I paint them black and wear them!”

5. DP025 Flag-Smasher119 Points Uncommon: Okay, my understanding of flags as a concept is that they are generally emblems of some significance that have been made out of some sort of flexible cloth material. So how exactly does one “smash” a flag? Flag-Tearer? Okay. Flag-Ripper? Sounds menacing, unless you mumble it out loud, in which case it comes dangerously close to sounding like “Fart-Ripper.” Regardless, either name seems like it would make more sense than the perplexing “Flag-Smasher.” Although, maybe that’s why he has top dial Perplex? All I know for sure is that Flag-Puncher here has a couple of devastating abilities that get him close to my Top Ten (but not quite in it). First, his Trait (WE SHALL BE ONE PEOPLE, AND I SHALL LEAD: Flag-Smasher can use Leadership. When he does and succeeds, choose a copyable Marvel Team ability. Friendly characters with a lower point value can use that ability until your next turn.) is fantastic! You make your Leadership roll, and all of the sudden all your characters have the Mystics TA. Or Avengers Initiative, or any useful copyable TA you can think of. That’s pretty damn fantastic. And while his starting attack is a 10, he has Running Shot, Pulse Wave and Perplex to go with it, so if your opponent isn’t careful, he could be in for a world of hurt.

Even though Flag-Smasher doesn’t have Willpower, that’s okay as well since pushing him onto his second click gives him a fantastic Movement Special (THE NATIONS OF THE WORLD SHALL CRUMBLE, AND BE ONE: Opposing characters that possess or can use a team ability modify their attack and defense value by -1 unless already modified by this effect.). I mean, if he was nine points less, you could team him with Cul Borson and give most of your opponent’s figs -2 to their Attack!

But that Point total is a problem. I would have loved this character at 90-95 points, or maybe an even hundred. At 119, as great as his abilities happen to be, I think he’s a bit over-costed. If he were 20 Points less, he probably would have made my top 5. Still, his skill set is unique enough to keep him on the Honorable Mentions list.

"Man, if it just had eyeholes, this costume would be perfect!"

“Man, if it just had eyeholes, this costume would be perfect!”

4. DP053B Whizzer120 Points – Super Rare Prime: Obviously has one of the best Improved Movement abilities in the game (he ignores just about everything), especially when he can use Hypersonic Speed his whole dial. Hypersonic Speed + Flurry on his first three clicks is damn good. On his own, he’s a great piece who’s probably worthy of a Top Ten slot. But he’s an Honorable Mention instead for a few different reasons.

First, he’s got the Squadron Supreme keyword, but he still can’t team with Hyperion from IIM because they’re both Primes. That kinda sorta really sucks.

Second, as cool as his Hypersonic Speed + Flurry Special Movement Power is, his defense is predicated on being right next to the character taking a swing at him (since he has Combat Relfexes), which means that it’s almost NOT in your best interest to speed around the board, attack, and then hide. Not the worst thing in the world, and he does have Super Senses as well, but he definitely needs a different play style from how most people play HS characters to be effective.

And finally, Speed Demon’s just got a better Trait for 10 less points, so as far as speedsters go, I’m’a stick with Speed Demon. Which means this is one of the rare instances when the non-Prime actually offers more goodness for less points than the Prime…

"Rawr."

“Now this doesn’t seem safe at all.”

3. DP003 Dogpool 65 Points – Common: Love this lil’ pup. For 65 Points, you can totally nerf Stealth for one of your opponent’s pieces every turn (“BARK” WHAT’D YA FIND BOY? TIMMY IN THE WELL AGAIN?: Dogpool can use Perplex, but only to decrease a defense value. When he uses Perplex, he can use Improved Targeting: Ignores Hindering Terrain and targeted characters can’t use Stealth this turn.). But what’s really neat is that with a 10 Attack and Precision Strke, he can even sneak some damage in on the biggest of foes! And he picks up Blades/Claws/Fangs further down dial–in Sealed, my opponent nailed one of my best figures twice with that. Unfortunately for him, he rolled 1 twice (and that opponent may or may not have been Ninwashui). Still, he more than proved his worth, and that’s even without a full compliment of Word Balloons (I mean, “Hammer Time” on a dog is just fun…).

Now THIS would have made an awesome Duo figure!!

Now THIS would have made an awesome Duo figure!!

2. DP019A DeadPool135 Points – Uncommon: The star of the set, Deadpool at 135 is like a nice blob of clay that you can mold into whatever sort of primary attacker you need him to be. Want to create mass causalities? Throw on “Hammer Time.” Want to make him harder to hurt? Throw on “4th Wall? What 4th Wall?!” or “Quick! Shield Me With Your Bodies!” Or turn him into a Wildcard–the possibilities are nigh endless (okay, there’s only like 12 different Word Balloons or so, so the possibilities definitely have an end), and that’s before you start adding in bonuses from Resources or Possessing Entities. The fact that there are two even crazier versions of DeadPool in this set is the only reason he’s not in the Top Ten.

I'll be honest, this could even be Cobra Commander. YOU try finding Secret Empire Number 9 images!

I’ll be honest, this might be Cobra Commander. YOU try finding Secret Empire Number 9 images!

1. DP204 Secret Empire Number 935 Points – Common: Actually, for once, the comments on HCRealms.com’s Units page explain this fig better than I ever could. A user named MrDgreen: “man, enhance and the Hydra TA, these guys are basically walking relics.” Hydra TA, Enhancement (with a respectable 2 damage), Pyschic Blast and ES/D to prolong their already pretty good 5 clicks of life… Their only drawback is that Soldier is their lone useful keyword (no one is fielding any decent Secret Empire Theme Teams, I promise you).

Alright!! We’re done with the appetizer–here’s the Main Course!

THE TOP TEN TWELVE FIGURES IN DEADPOOL!!

The next character in Sprint's "Framily" commercials.

The next character in Sprint’s “Framily” commercials.

12. DP057 Tiamat – 255 Points – Super Rare: The Beast with Two… bases. Tiamat comes on a peanut base, and he/she/it is a complete badass. 9 Clicks that are all painted, plus 1 ridiculous Trait (CHAMPION AND STEED: Once per turn, when an opposing character has taken damage from his attack, give Tiamat any action as a free action. When you do, after action resolve, remove an action token from Tiamat.). Besides the boatload of points it takes to field Tiamat, the only drawback is that Tiamat can’t account for Hindering or Elevated Terrain when he moves (that’s why we have Hammers though, right?). Close Combat figs are always gonna take a backseat to Ranged-Based figures, but man, this is a Monnnnnnnnster!!

"I have Stop Clicks! Sort of!"

“I have Stop Clicks! Sort of!”

11. DP057A/057B Typhoid Mary/Bloody Mary100 Points – Super Rare: One of the most unique figures WizKids has turned out in a while now, due to her Trait (I’M JUST MARY WALKER, SOAP OPERA ACTRESS/ BLOODY MARY, PSYCHOTIC BUTCHER: Each time a new click is revealed due to damage taken from an opponents attack, roll a d6. On a result of 6 stop turning the dial, and Typhoid Mary ignores all further damage dealt this turn. On a result of 4-5 you may replace her with DP #058b Bloody Mary on the same click number and then deal her the remaining damage minus 1.) and the fact that both bases come together! She’s slightly over-costed given that’s she’s mostly a supporting piece to start, but as she gets down dial she turns into a solid damage dealer as well.

WizKids's sculpts get more and more lifelike each set...

WizKids’s sculpts get more and more lifelike each set…

10. DP050 Wolverine and X-23168 Points – Super Rare: Another Close Combat figure that has been gifted with so many abilities that Ranged-based attackers won’t necessarily have the Alpha Strike advantage on them. Their best powers come from an awesome Trait (SNEAK AND KILL: Wolverine and X-Men can use Sidestep and Stealth. Unhindered lines of fire drawn to Wolverine and X-23 during an opponent’s turn are blocked unless Wolverine and X-23 have 2 action tokens or are adjacent to an opposing character not on its starting click.) that combines with their Special Attack Power (SLICE AND DICE: Wolverine and X-23 can use Blades/Claws/Fangs and Flurry. When using Blades/Claws/Fangs, their minimum d6 result is 3. If they hit a character twice during a turn, they may use Incapacitate as a free action, targeting that character.) to give them the coveted Charge, Flurry and Blades/Claws/Fangs combo. So, to review: Top dial, they can move up to 7 squares in one turn and still attack between their Sidestep and Charge, then they get to attack you twice with Flurry and–if they hit both times (not unreasonable to think they will with that 12 Attack)–they also plop an action token on their target. Easy ways for them to heal once they hit Click 3 means that their 7 Clicks of life will seem like it’s almost double that. I can’t quite say that they’ll be a Meta piece, since their Point cost is fairly high even for a Primary Attacker, but man, if I sat down at a ROC and saw this Duo in my opponent’s starting area, I wouldn’t exactly feel too comfortable either.

 

"Rawr!"

“Rawr!”

9. DP060 Superior Spider-Man160 Points – Super Rare: The most powerful Spidey since ASM’s Spider-Man 2099, Sup Spidey is basically Toyman from SL0SH done right. Depending on which Spider Bots you attach, you can either give him a 50-66.6% to evade all attacks not made by Banshee or someone with Precision Strike (and that’s assuming that they hit his 18 Defense to begin with), or you can double his Outwit and Perplex Range. Either choice makes him really hard to deal with (although I’d go with the Super Senses bonus myself). So hard, in fact, we’re gonna do a quick Flash Build with him!

Team NameA Superior Way to Die!!

Theme: Scientist

DP060 Superior Spider-Man160

(w/ the Secret Avengers ATA) – 5

IIM037 Iron Monger 2.0135

Sideline: Like a bazillion Spider-Bots (both Mark 1 and Mark 2).

=300 (Exactly! Yeah!)

This may be one of the most self-explanatory armies we’ve ever published. Iron Monger 2.0’s Trait (REWIRE YOU FOR EXPLOSIVES: When a friendly character is KO’d by an opponent’s attack, you may deal 1 penetrating damage to each opposing character adjacent to that character.) makes friendly characters (like, say, little disposable Spider-Bots) go boom when your opponent deals damage to them. Superior Spider-Man spits out a Spider-Bot as a free action (depending on your d6 roll) every turn, and if your opponent doesn’t kill them, they can start surrounding his figures and causing serious problems (like jacking up each other’s Attack Value and firing off a bunch of Incaps right in a row. A classic damned if you do, damned if you don’t scenario. It will take a minute to get everything going, so you’d want a map that slows your opponents roll out a little bit (like that crazy Fires of Apokolips map or whatever it was called from the SLoSH kit).

"Wheeeee."

“Wheeeee.”

8. DP055 DeadPool215 Points – Super Rare: Insanity in a box. He comes with the “Hammer Time” Word Balloon, which pumps his attack up to a 13 and lets him mix some Energy Explosion Marshmellows in with his Pulse Wave Lucky Charms. If you play him with a TK’er, he’s devastating on most maps. You’d want to pull him anyway just for his Word Balloon; the fact that he’s one of the best figures in the set is just gravy. 215 is a lot to sink into one figure, but damn! Keep in mind, too, that he has the Asgardian keyword, so Splitlip and the Book of the Skull sits you down at 265 with a Theme Team and 35 Points left to spend in a 300 Point game. He’s even better in Epic Games.

"The H does not stand for Hero, incidentally."

“The H does not stand for Hero, incidentally.”

7. DP103 Wolverine, Agent of Hydra90 Points – LE: This is the engine that Hand swarm teams needed. He’s less than 100 Points and enables the Hydra TA to work for Close Combat attacks as well. Since most Hand characters (even the generics) already have this TA, it basically turns your Hand swarm into a mobile meat grinder. Hook him up with the Hand ATA to make it nearly impossible to target him until its too late. One of the best Wolverines currently in Modern Age (and since there’s roughly 2000, that’s saying something!). He also has one of the best Charge Special Movement Powers in the game (especially considering his point level).

"I am not a Bruce Lee rip-off."

“I am not a Bruce Lee rip-off.”

6. DP047A Shang-Chi90 Points – Rare: Why does this entire set either cost 90, 100 or 110 Points? Weird. Anyway, Shang-Chi is a Close Combat nightmare. If sets were measured in the effectiveness of their Close Combat pieces, Deadpool would be the best set ever released! Shang-Chi is the beneficiary of another near-broken Trait (COUNTER-BLOCK: Each time an opposing character targets and misses Shag-Chi with an attack, put a Counter token on this card. Give Shang-Chi a free action and remove all Counter tokens to make that many close combat attacks with a locked damage value of 2. At the end of your turn, remove all Counter tokens.). Add in some GREAT keywords (Avengers, Martial Artist and HfH, among others), Empower, a couple of Improved Movements (including Elevated), a 12 Attack, and an 18 Defense with Combat Reflexes, and you have the Phone Book of Modern Age Close Combat abilities. His dial should be in the 120-135 Range; in reality, it’s 90. There ya go.

"Yep! I'm back!"

“Yep! Zombie Electro. Again.”

5. DP064 Electro – 90 Points – Chase: And now we start to get into the figs you can build competitive teams around. Check out my column on the most effective Chase pieces in Modern Age from last week for some suggestions on the shenanigans you can get into with Zombie Maxwell Dillon.

The cover to "Black Talon and the Ex-X-Men #1," the least selling X-book of all time.

The cover to “Ex-X-Men #1,” the least selling X-book of all time.

4. DP043 Black Talon60 Points – Rare: They should call him Black Shenanigans, except that sounds like it could be the title of a racist D.W. Griffith propaganda film from the early-1900’s. So scratch that. But the point remains–with his Damage Special Power (CONTROL OF THE MINDLESS UNDEAD: Black Talon can use Mind Control with a range value of 8, and when he does he may target friendly characters. If all of his targets are friendly, a lower point value, and have the Monster keyword, he may use it as if had 3 bolts.) & Trait (POWER OF THE LIVING LOA: When Black Talon uses Mind Control, you may place a KO’d opposing character in an adjacent square on its starting click, and that character becomes the target. After actions resolve, that character is removed from the game.) someone (as Ninwashui always likes to say) is gonna find a way to break him. One of the early episodes of the Quarry featured an interview with a ROC winner (or judge–I can’t remember) who had determined within his playgroup that the ability to Mind Control friendly characters shouldn’t appear on figures less than, like, 110 Points or something. He had all kinds of mathmatical reasoning and whatnot, I’m sure–just like I’m sure that WizKids heard that interview, chuckled, and then said “Oh yeah?” out loud and to no one in particular. Whether you agree with my half-remembered anecdote or not, giving a friendly Mind Control ability to a 60 Point figure is damn near absurd. Never mind the fact that he can also use Mind Control to target opposing characters WHO HAVE ALREADY BEEN KO’D AND THUS REMOVED FROM THE GAME!! I mean, that’s almost an afterthought, and it’s also a near-gamebreaking ability. He will power some ROC Top 16 teams in the near future–count on it.

"The all-new Thunderbolts! Justice... like rainbows?"

“The all-new Thunderbolts! Justice… like rainbows?”

3. DP053A Speed Demon110 Points – Super Rare: Here’s what you need to know: his Trait (SPEED CYCLONE UPLIFT: When Speed Demon moves, after actions resolve, choose an opposing character and roll a d6. If the result is less than the number of distinct squares that Speed Demon moved into or through that are adjacent to that character during the move, you may place that character within line of fire of its square and up to the result away in squares and deal that character half of the result in damage.) is among the most broken currently in Modern and allows him to sneak in a second attack in one turn, except that you don’t even actually make an attack; assuming you can devote six squares out of your 14-square Movement to circle an opposing figure, this will go off on anything less than a roll of 6. Again, this Trait works WHILE HE’S USING HIS HYPERSONIC SPEED and it allows you to place an opposing character where you want him to be, which can really screw up your opponent’s positioning. It’s also probably the best way to go when you need to damage someone without making an attack (to get around the Mystics TA, for example). It’s sick and wrong.

Like his Prime version, the Whizzer, Speed Demon also has an 11 starting Attack with 3 damage. But unlike his Prime version, as Speedy gets down dial he only gets better, picking up a +2 Perplex (on anything but damage) and a Movement Special that keeps HS but adds in a second attack. This means that he’s actually as good–if not BETTER–on click 4 as he is top dial. That’s pretty sick on a 110 Point character. He’s another piece you should be seeing at an ROC soon, given everything that he does and the fact that his insanely good keywords (Among others, HfH, Sinister Syndicate AND Thunderbolts–plenty of options just with those!) make him eligible for a bevy of different armies. Let’s look at a basic Sinister Syndicate Build:

Team Name: Sinister Six-ish

Theme: Sinister Syndicate

DP053A Speed Demon110 Points

(w/ Sinister Twelve ATA) – 4

ASM031B Alyosha Kraven70

(w/ Sinister Twelve ATA) – 4

ASM019 Vulture 61

(w/ Sinister Twelve ATA) – 4

FIB003 Damaged Warbot10

FIB003 Damaged Warbot10

FIR100 The Book of the Skull6

(w/ 7 Hammers attached–all except Greithoth’s) – 21

=300 (Exact-a-mundo again!)

You’ll get +3 to Map Roll and 3 Theme Team Probs. So, with Gulyadkin the Lion’s token, you should have 6 characters at the start of the game, which will hopefully be at least one more than your opponent so that your Sinister Twelve ATA’s go off. Vulture can taxi Alyosha, who can give his pet a free move every turn too, and Speed Demon is, well, Speed Demon, so once you Hammer Up, mobility shouldn’t be an issue. Speed Demon in particular (with a now 12 Attack) should run amok. Not ROC-worthy, because you’re team would be too vulnerable from Range (depending on Map Choice), but this team can dish out a ton of damage!

Gotta love the backwards arm.

Gotta love the backwards arm.

2. DP019B Evil DeadPool100 Points – Uncommon Prime: Just looking at his stats and powers, you’d think his dial was made up of rejected SLoSH Bizarro clicks. But when you look closer, you’ll see an amazing damage dealer whose main flaw–low top dial defense–is easily fixable with a Resource and/or Word Balloon, and his Regeneration Special (WEIRD REGENERATION FROM LEFTOVER PARTS: Evil Deadpool can use Regeneration. Choose an opponent to roll another d6. If the opponent’s roll is higher than your d6 roll, add the two results together and subtract 2. Evil Deadpool is healed of damage equal to this amount instead. Each time Evil Deadpool would heal past his starting click in this way, modify his combat values by +1 for the rest of the game, even if this power is lost.) means that he can survive almost anything that gets thrown at him and actually come back stronger! Put him on a Book of the Skull team, give him “Hammer Time” when he attacks and suddenly you’re opponent is in for a world of hurt–and you still have 170 Points left to support him. Awesome piece!

"Get used to seeing me around, homies."

“Get used to seeing me at every ROC, homies.”

1.DP051 Banshee98 Points – Super Rare: Just stupid for his Points. His Trait (IT’S GOING TO GET A LITTLE LOUD: Opposing characters within 6 squares can’t use Super Senses. Opposing characters within 6 squares can’t use Impervious, Invincible, or Invulnerability but can use Toughness instead. When Banshee hits a character that can’t use a power due to this trait, increase damage dealt to that character by 1.) shuts down just about every good defensive power and in a lot of cases increases Banshee’s damage by one. I talked about how stupid broken he gets the more Resources etc. that you add to him in last week’s Weekly Roundup. At this point, you should either buy one yourself or be prepared to deal with him–a lot.

(One Final Note: Fast Forces: Deadpool is technically it’s own Micro Set; having said that, I should note that the Elektra and the Rookie Mercy figs from that set would have made my Honorable Mention and Top Ten, respectively had then been part of Deadpool proper. In other words, you’re gonna want that Fast Forces…)

Whew!! 4500 words on Deadpool, and there’s still so much we didn’t cover. But I hope this helps–now get out there and dominate!