WK appears to be making these legacy cards a regular thing. It’s a neat idea.

So far WizKids has kept them balanced and F.U.N., never overbearing.

So far.

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L064 Captain America (Ultimates, 2004)

THEN: His Ultimates team ability-bearing Experienced and Veteran versions made this unaffiliated Soldier keyword Cap a shelf-sitter even though 72 points was the cheapest of the REV by far.
NOW: He gains Avengers TA, three additional keywords (Avengers, Past, Wakanda) and a trait granting both Close Combat Expert and a  FREE close attack. AND a Sideline trait allows him to swap him in if a 50-point-plus Black Panther is KO’d.

F.U.N.? Pretty darn effective at his new price of 50. Possibly meta-level. But the Black Panther interaction is really Nerdcore.

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L035 Daredevil, Agent of S.H.I.E.L.D. (What If, 2017)

THEN: This alternate timeline version of DD was mainly about extending SHIELD TA range. Had a Running Shot+Stealth+Sidestep SP to give it some slight combat ability.
NOW: The SP adds Charge+Flurry while shifting the Stealth to a trait to make this a proper DD fig. Otherwise identical.

F.U.N.? Yep.

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L056 Hawkeye (Avengers, 2007)

THEN: He was awkward because his attack SP, being a POWER action, didn’t work with Running Shot, and he lacked the Willpower to truly get the most from the SP by using it after getting into position. His later Smoke Arrow SP was never much good either.
NOW: He gets a trait boosting his either his range or his AV +2 while shooting. His attack SP now grants FREE Smoke Cloud or Barrier next to hit target(s) and his later defense SP, renamed “Arrow Down The Barrel,” gives him (with his putrid DV) and teammates a good evasion roll.

F.U.N.? One wishes the trait gave a +3 AV with range shots instead. But this is a game attempt at making this poor old figure … well, LESS poor, I guess

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L039 Joe Fixit (Incredible Hulk, 2012)

THEN: He had a couple of SPs that were interesting — and nearly useless because neither were top-dial and he rarely had opportunity to use them.
NOW: Along with a price slash from 115 to 75, he gains the same “carry the Fantastic 4, make an attack if carried by Fantastic 4” trait that some other FF figs have gotten recently. His click 2-4 damage SP is much better than the old version (he needed an object before), but still hindered because he can’t push to the power at will. His late-dial speed SP is better, too — gives him a whole attack instead of just Quake — but as said, it’s late-dial. ¯\_(ツ)_/¯

F.U.N.? He’s OK. Much better priced than the original and much better costumed than the other current gray Hulk versions.

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L045 Namor (Secret Invasion, 2008)

THEN: We wrote, “It’s literally one of our favorite versions of the Prince of Atlantis: Strong enough to be a tentpole but never quite an unfair piece.”
NOW: He’s a mix of loss and gains. He loses the All-Winner Squad keyword while gaining Cabal, Dark X-Men, and Utopia. His “Avenging Son” SP lost Flight but now he gets full-speed Charge with Flurry. His “Atlantic Rejuvenation” SP gained Invulnerability instead of just the naked Regeneration when in water it had before — and it also gives him Regen proper. Finally, his top-dial Leadership SP lost the extra actions option but adds a POWER action to generate a 50-point Dolphin Speed fig twice per game from the Sideline.
F.U.N.? Though these are all upgrades, they’re pretty modest ones. I guess his ability to bring in up to 100 additional points onto your force was reason enough to not lower his price one bit. And so he’s still not an unfair piece.

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L017 Mockingbird (Sinister, 2006)

THEN: This Mockingbird stood out more for the bare-legged sculpt than anything, with the Vet’s 17 Reflexes DV, coupled with her Thunderbolts-feat-ready price tag, making her the choice if you had the points room. The Rookie made for cheap and mobile SHIELD TA.
NOW: She’s a SKRULL and we talked about her a while ago.

F.U.N.? Sure, but not good.

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L052 Scarlet Witch (Fantastic Forces, 2005)

THEN: Anti-Stealth Prob Control was really good (Stealth was always “on” back then, unless you turned it off … even for your allies. Game was dumb then). Too bad it was the Vet version who did that and not this Brotherhood of Mutants piece. You only played her A) for the autonomous move that team ability used to offer on B) wildcard teams that needed it and for C) her Prob Control only if D) Destiny was retired by now or E) you needed this Prob piece to be Stealthy/shoot sometimes.
NOW: A new trait adds Phasing with FREE Force Blast after she uses it. With her 10 range, that could be semi-useful sometimes.

F.U.N.? Yeah, maybe sometimes.

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 That’s a wrap on the Empyre legacies. Next we’ll look at the Fantastic Four Storyline legacy cards, and whether they stay in the F.U.N. vein of these.

So WK has been doing  these “legacy cards” that take old, retired HeroClix pieces and bring them back to Modern play with new traits and updated special powers.

 

So far they’ve all been perfectly F.U.N. — Friendly but Useful and definitely a Neato way to bring some old figures back into Modern and Silver play.

Let’s take a look at summer 2021’s Rise & Fall’s set.
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L059 APOCALYPSE (Mutations And Monsters, 2007)

THEN: He was kinda the worst sort of tentpole … immobile, lacked Indomitable (which wasn’t in the game yet in 2007) and Outwit-bait. Even his long 10 range was no good when, at the time, a cheap 40-something Batman could safely turn off his reducers from 10 squares away, too, and set him up for the other 250-ish points of his team to wear him down to KO.

NOW: The inability to push is no longer a concern. More importantly, he gains Outwit immuntiy via Cosmic Energy, a bit of move+attack via Charge in his Speed SP in addition to the Phasing and Plasticity it offered before. He also gets a new Strength token trait accrued by racking up KOs that extend his Giant Reach in his Speed SP, his number of bolts in his later Attack SP (which also has Incap and PPB), and boosts his AV/DV on his end-dial Defense SP (which also upgraded from Toughness to Invulnerability and grants an ultra-Regen that can heal extra by spending the Strength tokens).

He lost Shape Change and Mind Control, so it’s not all gains. But he’s WAY better overall — and should be since he still costs the whopping 250 points.

F.U.N.? He’s still pretty grossly overcosted for the modern game, but at least he functions as a tentpole much better than before.

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L078 DEADPOOL (Mutant Mayhem, 2004)

THEN: Dial design wasn’t super innovative back then and the point formula really made stuff cost a lot if you had too many clicks in a row of the same power. He was essentially a Stealthy shooter who’d cut you with Blades if you got close — and with Stealth being MUCH more difficult to deal with back then, you really HAD to get close.

NOW: Stealth is way weaker. So is Perplex. So his price gets slashed from 85 to just 50 — and he gets the wildcard Team Player TA and, to bolster his complete lack of defense powers aside from his original Regen, he also gets traited Super Senses and Combat Reflexes. (This is also to make up for how much weaker Stealth is these days.)

F.U.N.? The flavor text is outta sight. If I owned this piece, I’d run it just for that.

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L022 DESTINY (X-Plosion, 2003)

THEN: She was the cheapest Probability Control in a time when Prob was cheaply to be had in general. A staple on every balanced team, she could move into position without burning any of your 3 actions (via the old Brotherhood TA) and affect the field from 10 squares away. That was far enough that you didn’t care her DV was only 13.

NOW: The range for Prob is way more restricted and she’s potentially a much easier target to nail. So she gets to use a crossbow via a new trait granting a 4 range, 9 AV and 1 penetrating damage RANGE shot. More vitally, her other trait allows her to copy the DV of an adjacent ally so she doesn’t have to ONLY rely on Super Senses to live.

F.U.N.? She’s a nice budget version of Destiny if the Rise & Fall rare doesn’t quite fit.

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L053 MAGNETO (Giant-Size X-Men, 2011)

THEN: One of the best Magnetos to ever be made, he had the ability to carry a team — literally and figuratively — as a mega taxi (4 passengers) and 10-range double-TK figure who could attack (+2 for a whopping 5 damage — TWICE!) and transport with equal aplomb. A bit too pricey at 189 points, but still worth it just outside of competitive. 

NOW: Telekinesis has entirely lost its attack capability, so the new card removes the double TK, lowering his quick damage output a lot. He also can’t carry more than one passenger. On the surface, that’s where it looks like his new 175-point cost came from, but he kept a LOT: his traited ESD, his stat boost from debris markers, his nerfing of enemy shooters targeting him. He also gains a lot more: Sidestep; SAFEGUARD: Mind Control and PPB; he can FREE destroy blocking squares (and get free Regen, too, when in debris); SP Invulnerability instead of his old SP Toughness; SP Willpower instead of being vulnerable to pushing; +1 stats just for being near debris instead of occupying it; and his range nerf works whether enemies target him or not.

F.U.N.? Still too many points, but on balance, he’s actually much, much better than before.

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L001 WOLVERINE (Wolverine and the X-Men, 2013)

THEN: He wasn’t the first free-healing Wolvie in the game — or even the third. But he had Toughness, at least. Also he had a trait allowing him to “Track & Kill” an enemy target — a trait that was a little hard to use. 

NOW: The beginning of turn free healing is replaced with an end of turn version that’s effectively FREE Regeneration. He also loses the tracking trait, gaining instead Reflexes and a FREE attack against targets who miss attacks on him or breakaways from him.

F.U.N.? He’s still 100 points and just OK for the price. An average Wolverine and not the best at what he does, but F.U.N. enough.

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L052 CYCLOPS (X-Men: Xavier’s School, 2018)

THEN: When ID cards ruled the day, he was on every meta team. But at his actual costs of 150 and 50 points, he never quite seemed to pull that weight despite an array of great powers.

NOW: Shaving down to 125 and 40 points, respectively, he loses a lot of tricks (Sidestep; his variable ES/D and P/PB depending on where he was on the map; his Perplex for other X-Men; his FREE attack on enemies who attacked his X-Men) while gaining just a little: +2 action Leadership and giving the team Sidestep when he hits.

F.U.N.? The extra Leadership is quite good but everything else is blah. At least he’s simpler to play now?

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LG002 SENTINEL (X-Men Dark Phoenix Saga, 2019)

THEN: Still legal, this generic has a bunch of 2-click dials to choose from at 33 points or just 25 if you’re OK with a random choice.

NOW: Still legal, this card allows you to add them at 25 without the random dial. It also loses the free 1-square movement at the beginning of turn.

F.U.N.? The wording makes it look like you need a legacy card for each Sentinel to play them at lower cost. That’s … kinda bad. Though for the casual games where this would be played, this probably won’t be an issue.

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L003 STORM (Uncanny X-Men, 2016)

THEN: She was a free Smoke Cloud piece and also a taxi, being a flier, I guess. She also had an X-Men TA-activated trait that sounded good on paper (+1 AV after an X-heal) but was almost useless in practice because she was rarely attacked or attacking.

NOW: The free Smoke is gone and replaced with SP EE that hits all foes within TWO squares of the target, not just adjacent. Lack of Running Shot keeps that from being easily weaponizable, so it’s a good thing she has another use: Passenger 2 and Leadership via a new trait.

F.U.N.? Fantastically so.

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WizKids is doing well with these cards. Nothing’s returning to their old dominance or going to newly warp the game. We’ll see how long this keeps up.