Legacy cards are clearly here to stay. So far they’ve been a way to:

  • Bring some old pieces back into Modern/Silver play with a twist (L038 Thing, for example)
  • Make some old figs that never really worked right work better (L056 Hawkeye, L052 Human Torch)
  • Completely change the play style of some old figs (Ultimates Captain America)
  • Bring some now-unplayable-due-to-game-changes pieces into playability (X-Plosion Destiny)
  • Rework retired elements into the modern game (L003 Lockjaw’s nu-style “LAMP) or squeeze out retired elements of a piece’s design (L052 Cyclops’ ID card traits, for example)

Mostly they’ve been pure F.U.N., until the Fantastic Four storyline cards brought in a couple of truly meta entries.

What now of the War of the Realms?

———

L016 Piledriver (The Mighty Thor, 2017)

s-l1600

THEN: A simple Masters of Evil brick who could knock back foes who had Charge and Combat Reflexes — both of which used to grant immunity to KNOCKBACK — and then run as many squares as the knock back dealt. He also had a quasi-Stealth from beyond 4 squares if he was in debris. At 75 points, he was overpriced for the utility — especially lacking Indomitable to defray the self-harm of the Masters of Evil team ability.

NOW: He gets a trait similar to WWE team ability: Can’t be Outwit or shot when on his top click or when he’s within 3 squares of debris — which he can make in spades with IM:Destroy Blocking. And if he’s next to a fellow Wrecking Crew ally and an enemy, he takes max 2 damage from attacks — which works fantastically well with the new MOE TA. All for 25 points less!

F.U.N.? Yes, but he actually might also be low-tier meta, especially paired with Mission Points Wrecker (War of the Realms 043b). But for some reason, this legacy card is the scarcest of them all, so good luck using it.

———

L018 Fandral (Hammer of Thor, 2009)

wotrL018

THEN: For 101 points, he had +1 AV for each other Warriors Three on the map. Combine with a Flurry+Leap/Climb SP, he could eventually deal out some hurt if his Invulnerability held out. Top dial Outwit helped.

NOW: Shaved to 75 points, if he starts with exactly three Warriors Three on the map, this time he grants a game-long +1AV to ALL three of them. His SP is upgraded to Charge+Flurry+IM:Elevated. And traited Sidestep!

F.U.N.? Lots.

———

L023 Beta Ray Bill (Hammer of Thor, 2009)

wotrL023

THEN: Boring, basic Running Shot for 159 points. No traits or SPs or even a team ability.

NOW: He gets the new Guardians TA, SAFEGUARD: Poison (for his soft middle dial) and can reduce penetrating damage. He also bears “Korbonite Resolve,” which allows him to take an attack meant for an ally.

F.U.N.? Reasonably. Nowhere near meta at his new cost of 125.

———

L032 Bulldozer (The Mighty Thor, 2017)

wotrL032

THEN: Like Piledriver, he had quasi-Stealth from beyond 4 squares if he was in debris. His SP allows him to auto-breakaway when Charging. But also like Piledriver, he was 75 points and no good, even with Masters of Evil TA’s Colossal Stamina.

NOW: See Piledriver above. He gets the same trait abilities. His SP amps up to full-speed Charge if he’s on debris, plus KNOCKBACK.

F.U.N.? He’s 60 points now, so not quite meta. But yes, F.U.N.

———

L034 Hogun (Hammer of Thor, 2009)

wotrL034

THEN: Like Fandral, he got +1 AV from each other Warriors Three on the map (even if there were four or maybe two). He also had a mid-dial SP that buffed his damage +1 for having an action token.

NOW: Like nu-Fandral, he gets Sidestep and gives all three (and ONLY three) of the Warriors Three a game-length buff: their damage dealt can’t be reduced below 1. His SP is now Close Combat Expert and Exploit Weakness. Cost is down from 96 points to just 75.

F.U.N.? Yes, but not as good as his brothers. His card also seems to be in low supply for some reason.

———

L057 Thor and Loki (Hammer of Thor, 2009)

wotrL057

THEN: We wrote about this big duo figure — then considered the best — back in the day:

  • They start with Running Shot and 10 range … They bear Invulnerability through a trait so it can’t get countered and Shape Change to avoid attacks altogether.
  • They’re Mystic, so opponents won’t want to target them much, anyway.
  • They’re Indomitable, so they can push immediately next turn.
  • They’ve got Perplex to make their ensuing Duo Attack deal out a crippling 11 clicks, potentially.
  • They’re single-base fliers, so TK can yank ’em back or send ’em forth, depending, and they won’t have much problem maneuvering themselves.
  • Their AV never dips below 10. Their DV, 16. Damage is usually 4 or better.
  • Their only drawback is the DV SP, which saddles them with the range-killing Battle Fury. It also gives Exploit Weakness, so we’re over it.

NOW: Yikes, they used to cost 362 points! That’s chopped down more than 100 to 250.

They lose a LOT more than points. No more Duo Attack, Running Shot, Perplex, Super Strength, Shape Change, Exploit, Battle Fury or Quake. But a third of those aren’t any good for them anyway, and they got this:

A pair of  bystanders on their card from whom they can select all their powers: Thor’s Charge, Quake, Reflexes and CCE  -or- Loki’s Running Shot, Penetrating/Psychic Blast, Energy Shield/Deflection and Prob Control. Soooo … not really lost that much.

Standard powers on traits aren’t proof against Outwit anymore, so they get SAFEGUARDed from it via Cosmic Energy (and Avengers TA) along with Mystics with an upgrade to Impervious.

They also gain a bunch of reworked SPs granting Incap, FREE attack, FREE Barrier (1 square), Mind Control, Sidestep, Energy Explosion, Super Senses and, to their Outwit clicks, free healing when they use it.

Oh, and they have IM:Destroy and IT:Hindering+Elevated, TOO?

F.U.N.? I think they still get too outactioned to be competitive, so this is a squarely F.U.N. tentpole to try out.

———

L059 Volstagg (Hammer of Thor, 2009)

wotrL059

THEN: Somehow this big boi got the same +1 AV as his other HoT bros. At least he distinguished himself by being Impervious instead of merely Invuln. His SP made it hard to break away from his immune-to-knockback bod.

NOW: Like his bros, he gains Sidestep. His buff to the Warriors: +1DV for the game. His SP is rewritten to Plasticity and Immobile on enemy turns — essentially the same.

F.U.N.? Much more than the original.

———

L060 Thunderball (The Mighty Thor, 2017)

wotrL060

THEN: The smartest of the Wrecking Crew, for 100 points he brought Outwit to the team — and his Enchanted Ball & Chain equipment that gave him full damage Quake. He also had the quasi-Stealth from beyond 4 squares when in debris. His SP: Giant Reach 3 (swinging that ball) that -1 the stats of hit targets.

NOW: See Piledriver and Bulldozer. He loses his free equipment, though. To partly make up for it, he gets the same SP as before but with Quake added.

F.U.N.? At 75 points, he’s still the priciest of the new Crew. Definitely squarely in the F.U.N. zone.

———

L061 Thor’s Mighty Chariot (Hammer of Thor, 2009)

wotrL061-2

THEN: Wow, he cost FIVE HUNDRED POINTS. For kinda nothing but Passenger:2, and Charge, and short-lived Defend+Impervious (but defend for WHO? He’s 500 points), and a few other SPs that really weren’t very good because his stats were poor or he had no defense.

NOW: He’s only 350 at most. Instead of giving Force Blast, his speed SP extends his Charge further down his dial. A weak “Drag” SP got reworked into a direct path MOVE that attacks multiple foes. And he can’t be Outwit thanks to Cosmic Energy.

F.U.N.? He’s still not good, so yeah. But at least he can now be played at 250 (so friends can use his before-now-wasted Enhancement/Defend/Passenger:Whatever on normal-sized teams)  or 75, where his Energy Explosion SP (which pumps his anemic 9AV by his targets’ combined action tokens) also acts as a quasi-Incap when he misses.

———

L065 Valkyrie (Avengers Defenders War, 2017)

wotrL065

THEN: Brunnhilde here could Sidestep into position, then use “Aragorn, Charge!” to POWER move in a direct path through a bunch of people and slash them ALL, friend or foe, with Blades/Claws/Fangs, one at a time. She also had a Defenders TA-related trait that could heal pals.

NOW: She lost the “hit everyone” ability in favor of just picking one foe. But she adds the new Guardians team ability and IM:Characters (instead of only when using the above trait) for 25 points less than her original 75.

F.U.N.? Very.

———

LG001 Surtur (The Mighty Thor, 2017)

wotrLG001

THEN: A ridiculously meta Colossal Retaliator at 25 points who dealt 1 penetrating damage to every foe within 2 squares AFTER his retal  (even if he didn’t even make the attack for loophole-y reasons that have since been closed for Silver Age play). Oh, and a solo target couldn’t use defense powers against his attack. He had some other powers on his higher lines of 550, 350 or 150 points, but no one cared.

NOW: He’s lost his retaliation skills. So maybe his attack SP matters now (only seen on his 500, 350 and 150 lines), gaining PPB, Precision and EE instead of the old 3-bolt EE. At those costs, damage to the enemy also can’t be fully reduced. But his old Colossal Indifference, which kept him from attacking except via Retaliation, is gone on his 25-point click. So he can be a viable fighter now — one that can still be FREE placed next to an enemy that attacked, retal style.

F.U.N.? He’s not the bag of death meta that he was, but this piece could still see some competitive play.

———

LG002 Ymir (The Mighty Thor, 2017)

wotrLG002

THEN: The ice-based counterpart to fiery Surtur, he was never as good at their shared 25-point low cost, with a worse Colossal Retaliation (basically mass Incap without pushing? Worthless) and a vulnerability to the far more common Energy Explosion compared to Surtur’s weakness against Incap characters. On higher lines, he had a SP that was Incap plus his actual damage, so that was better. But still not great.

NOW: Unlike new Surtur, new Ymir still has actual retaliation but with actual damage this time, though it’s a POWER now and not FREE. On higher costs, he penalizes enemy speed and range the whole game.

F.U.N.? Kinda.

———

That’s got us caught up on legacy cards. The next set, Disney Plus, apparently has none. But I suppose X of Swords will more than make up for that with its buttloads of tarot-themed cards (rolls eyes).

066EC599-3D7C-4E1D-B569-9A8EB7A30C94
So I recently thought a LOT about what ID cards to add to this non-keyword theme. Here’s how it shook out.

Ambrose Chase (WizKids DP19-005) @ 90 points

Ayo (Avengers Black Panther Illuminati 021) @ 30 points

Dr. Claire Finn (The Orville 003) 25 points

Maggott (House of X 051) 40 points

Micron (Justice League Unlimited 059b) 40 points

Teen Lantern (Wonder Woman 80th Anniversary 035) @30 points

Spin (WizKids WK1x-s0xx) 5 points

Black Panther (NFID-002) 5 points

Cyborg (WFID-015) 5 points

Power Girl (WFID-009) 5 points

Spider-Man (MVID-009) 5 points

Storm (DOFP-005) 5 points

Synch (XID-015) 3 points

SIDELINE: Black Manta (Justice League Unlimited 068), Black Vulcan (Justice League Unlimited 072), Black Panther (War of the Realms Fast Forces 003), Cyborg (Rebirth 013), Power Girl (Rebirth 022), Spider-Man (SVC 018), Storm (WOTR L003), Synch (XXS 011) 

TOTAL: 298 points.

 

DAY 1, GAME 1 

Ryan’s Mysticals: Dr. Strange , Weapon Hex, Dark Britain, Felix Faust and three gems of some sort on Crossfire Canyon.

He baited me with Dark Britain, who I KO’d with ID Cyborg. Then I got Weapon Hex to death’s door with ID Power Girl for a slim victory. 1-0

DAY 1, GAME 2

Mike brought chase Spider-Man, prime Apocalypse and Samurai to “no-walls” Hank Pym’s Lab. Maggot got the soft ones with Poison, then ID Power Girl landed the big hits for the lead. 2-0

DAY 1, GAME 3

Andy had the legacy card Thanos build backed by Asgardian Mary Jane, celeb Mary Jane Watson, Marvella and Dazzler plus green Proteus on the Realm of Death map. I had no chance against his all-seeing Mind Control + Alchemical Fire tricks. Had to console myself with being the only player to even damage his force. 2-1

DAY 2, GAME 4

David’s Ruler theme: Valeria Von Doom, Demon in an Armor, Emperor Gladiator and Lord Doom, who nixed my Lt. Yaphit. On the new Manhattan Bridge map, I messed up and took a shot without setting all my Prob Controls up and missed. Went downhill from there and was lucky to not get stomped. 2-2

DAY 2, GAME 5

Blant’s Animals were prime High Evo, Maggott, chase Rocket, chase Beast, Ch’p. It was like my team: a GL tank but with Defend instead of Barrier. I’d need to play my best game to compete.

I played it wrong at every turn.

  • First I moved up to elevated terrain where his superior range could be a problem. I thought my Barrier would help. But it wasn’t nearly enough, because
  • I sidestepped Maggot just a little closer from behind the Barrier. That was the snowball that turned into an avalanche, because
  • he got EE’d and had stepped next to Yaphit. Bye, blobbie and bye Sidestep for my team.
  • I called in Power Girl, but: Wasted Perplex on her speed, because she was Colossal and didn’t need the +1 square of movement.
  • Used her to carry Micron for his Empower (cuz I forgot the objects I’D PLACED UP THERE TO USE) so he couldn’t follow up after her attack.
  • Which missed, BTW.
  • I poofed her before using her Outwit or Perplex or her Inspiration which made Meany miss
  • And the aforementioned Micron misplay cost me a chance to possibly TroubAlert in Black Vulcan.

It’s the not the worst couple of rounds I ever played, but it’s the worst round I’ve played in a LONG time. 2-3

DAY 2, GAME 6

Jonnybot had Avengers: Black Panther, Dr. Strange, Scarlet Witch, chase Spider-Man, Daredevil and a certain ID card. Put me on the wide-open Graveyard.

Somehow missed three attacks on BP, who didn’t even HAVE to roll Super Senses. Then I got Batman Primed (because that was his ID card) to hit myself and was just lucky the MC’d attacks mostly failed. Managed to come back for a pretty resounding win.

3-3

 

Hmm. This team functioned pretty well as a stress test for other builds, but found itself generally overmatched. By piece:

Ambrose Chase (WizKids DP19-005) @ 90 points

Was my ID launcher most of the time. Served well, never KO’d. But: maybe a bit wasted doing just that.

Ayo (Avengers Black Panther Illuminati 021) @ 30 points

Leadership and that’s all, despite her doing a bit of fighting.

Dr. Claire Finn (The Orville 003) 25 points

A weak link on this version of the team. TK was not as useful as usual.

Maggott (House of X 051) 40 points

Good, of course, but overshadowed by ID cards.

Micron (Justice League Unlimited 059b) 40 points

Still a linchpin but limited by the ID tech.

Teen Lantern (Wonder Woman 80th Anniversary 035) @30 points

Def. a weak point. Her carry speed is too low, and Barrier is almost a liability vs. some teams. Still too good to leave off.

Spin (WizKids WK1x-s0xx) 5 points

Always useful even though TK wasn’t, usually. Maybe I need to drop it now for the Emotional Modifier I’ll use in the future Modern Age version of this team.

Black Panther (NFID-002) 5 points

Never came in. Probably should have used him to Barrier up in Game 5.

Cyborg (WFID-015) 5 points

The long range PPB shot option was really good to have.

Power Girl (WFID-009) 5 points

She just swings games. Even in that disastrous turn, had I used her right, I could have turned that match around.

Spider-Man (MVID-009) 5 points

That mass Incap was not as good as I’d hoped.

Storm (DOFP-005) 5 points

Landed that anti-Thanos hit and turned tide on the final game.

Synch (XID-015) 3 points

Bought me a little more time vs. Thanos with a clutch heal in that game.

After the weekend, a few more Silver Age bans happened.

SHIELD Lvl. 1 and Lvl. 7 cards. So kinda forget about what I said about the Sam Wilson Caps before. Guess I missed my chance

Other Identities are also disallowed just like Real Names. So no more hope of Spectrum being playable via ID.

 

So I had some success last year with a Juneteenth-themed team of all-Black/African-phenotyped characters. I’m saddened that nearly all of it will retire this July.

But Silver Age tho.

The ROC announced it’s going 100% into the format, and WizKids is allowing all ID cards (except a few banned ones) to be played.

That got me rethinking the team, which I’d planned to run in a ROC practice event locally ahead of ROCmeister Howard Brock’s ROC regional in Huntsville.

I’m not going — it’s Easter weekend and a 3.5 hour drive each way — but I want to use my force as a stress test for my fellow locals who are. And to just run these pieces in a competitive tourney.

Ambrose Chase (WizKids DP19-005) @ 90 points. Support and range attacker.

Ayo (Avengers Black Panther Illuminati 021) @ 30 points. Leadership, equipment facilitator.

Dr. Claire Finn (The Orville 003) 25 points. Medic, mobility.

Maggott (House of X 051) 40 points. Melee attacker and support.

Micron (Justice League Unlimited 059b) 40 points. Melee attacker and support.

Teen Lantern (Wonder Woman 80th Anniversary 035) @30 points. Taxi, support, range attacker.

SIDELINE: Black Manta (Justice League Unlimited 068), Black Vulcan (Justice League Unlimited 072)

TOTAL SO FAR: 265 points. Enough room for a full raft of ID Cards.

Originally, I was only going to run two IDs on the previous build of this squad that included the 35-point Duke Thomas. But as the ranks of potential ID Characters I could run grew as I acquired or dug up more of them, I opened up the roster to the full six.

Here are the ones that:

  1. fit the all-Black theme;
  2. are legal for Silver Age;
  3. can be legally played on the above team, that already has a prime and
  4. have options cheap enough to be called in:

Black Panther NFID-002

Cyborg WFID-015

Falcon AVID-003

Luke Cage AUID-004

M.   XID-013

Power Girl WFID-009

Prodigy XID-009

S.H.I.E.L.D. Level 1 NFID-008

S.H.I.E.L.D. Level 7 NFID-007

Spider-Man MVID-009

Storm DOFP-005

Storm XID-024

Synch XID-015

Vixen WFID-023

 

ID Characters have some built-in restrictions, too, that limit their viability. They can’t:

  • be carried (no carting them out of harm’s way)
  • replace or be replaced (forget your Shifting Focus ideas)
  • be equipped (this includes starting with the equips)
  • do DOUBLE POWER actions.
  • be called in by a cheaper character.
  • outnumber the characters on your starting force.
  • go more than 5 squares from the figure that called it in (but of course this is an actual advantage for some, being able to “poof” and not risk being KO’ed)

So this is a lot to sort through (and why I didn’t make it to the game at which I’d initially planned to try this out).

After IDing ( 😀 ) all the figs in the Black Box that could be used with this team, I had to figure which would be best for it.

———

One no-brainer — and thankfully so, because of the 20+ options available — was Black Panther (War of the Realms Fast Forces 003):

ffwotr003

  • PROS: Inspires Barrier/Stealth/Smoke Cloud (but mainly Barrier),  Outwit, can be called by entire starting force because only 25 points
  • CONS: No offense, maybe an easy kill

But on to the rest:

Cyborg WFID-015: there are 5 options (2 via multiple start lines). I’m leaning toward Cyborg (Rebirth 013) at his low dial.

re013

  • PROS: Inspires Improved Targeting:Hindering and +1 AV for range attacks. Also has Penetrating/Psychic Blast, Enhancement for the team’s other shooters and Sidestep to maybe poof, Invulnerability if he can’t. Can be called in by my two highest-priced figs, Ambrose Chase and Micron.
  • CONS: Doesn’t hit that hard for the cost.

 

Falcon AVID-003: The best option is a prime and can’t be used. So I looked back at WizKids M17-007 Falcon.

wkM17-007

  • PROS: Only 50 points so Micron can call him. Charge and Precision. Inspires +2 speed.
  • CONS: His SP, which is based on a Leadership roll, doesn’t work. Also doesn’t hit hard enough or do enough and he’s soft.

 

Luke Cage AUID-004: 3 options. One busts walls but is pricey. Another  reduces penetrating. But the third, Luke Cage (WizKids M19-005), is who I’m considering.

wkM19-005

  • PROS: 11AV, 4 damage (and Super Strength). As a wild card, he can copy Teen Lantern’s Green Lantern TA to carry the team or X-Men to heal Maggott if needed. Inspires +1 attack. Gives adjacent team Toughness from range shots if he can see the shooter.
  • CONS: He’s a Charge figure. At 60 points, only Ambrose can call him.

 

M.   XID-013: 2 options in M (XXS 042) via multiple start lines, 90 and 50.

xxs042

  • PROS: Student ID costs just 3 points. At full, she’s a Hypersonic flier and, as such, could poof easier than most. If not, she’s Invincible to survive attacks. At 50 points, she’s got Charge+Super Strength to hit a bit harder if she can get an object.
  • CONS: No Inspiration. Her SP doesn’t function due to timing. HSS no longer has easy breakaway, so she could get stuck. Only Ambrose can call her at full cost and she doesn’t hit hard at all. At 50, she’s Invulnerable but risks getting KOed.

 

Power Girl WFID-009: 2 options, but I’m only looking at Heroclixin’s No. 1 favorite piece of the 2010s, Power Girl (Rebirth 022).

re022

  • PROS: She can become a giant or colossal to get +1 to all her stats, enabling her to Charge from the back line and Giant Reach to hit someone very hard (esp. with Super Strength). She also has Outwit or Perplex. She’s also a potential taxi. Finally, the card’s Inspiration offers +2AV in close attacks — good for the melee fighters on the squad.
  • CONS: She’s 75 points so only Ambrose can call her. And as a giant, she is an easy target the next turn.

 

Prodigy XID-009: Prodigy from X-Men: Xavier’s School is the only candidate — and one I’ve used as an ID fig before. How about now?

xxs047

  • PROS: Student ID costs just 3 points. His X-Student trait might help an adjacent pal if they roll a 5? Has Outwit, can be called by most of the team. And the student ID is cheaper.
  • CONS: No Inspiration. His Knowledge Sponge trait is really probably useless and he’s soft.

 

S.H.I.E.L.D. Level 1 NFID-008: The S.H.I.E.L.D. Diplomat (ABPI 010) could maybe qualify. So let’s look at him.

abpi010

  • PROS: He’s only 20 points so everyone can call him in. 18 Defend and Perplex is OK. Inspiration gives S.H.I.E.L.D. TA and +1 speed.
  • CONS: His friendly-only Perplex has to boost the same value on someone on the other force. Doesn’t make a great impact on the game for the opportunity cost of bringing him in.

 

S.H.I.E.L.D. Level 7 NFID-007: There are 9 options, including a pair of Captains America (Avengers Defenders War 069 and Captain America and the Avengers 039), who normally can’t be IDed due to the banning of the Cap ID card. But most of the options are … not great.

  • Cape Killer (Superior Foes of Spider-Man 004) is 50 points and brings nothing special despite a SP.
  • Captain America (Avengers Defenders War 069) is good after being carried but … can’t be carried as an ID character.
  • Deathlok (Spider-Man Venom Carnage 008) can select any damage power and sees through characters and hindering. But he’s 75 points with only Toughness so he could die fast.
  • Nick Fury (Avengers Infinity 017) has a Leadership boost that can’t work due to timing.

There are also a couple of Spider-Men, but we’ll come back to those two. That leaves two figs we’ll seriously consider for the team: Captain America (Captain America and the Avengers 039) and Nick Fury (Captain Marvel 004).

caav039cmm004

  • PROS: Cap has the Living Legend trait so he will NOT be KOed if called in. Fury, who can be called in by two figs on the force, comes in with Tradecraft tokens that can give attacking pals SAFEGUARD: Opposing Prob Control for a turn. He can also see through hindering. Both characters would inspire S.H.I.E.L.D. TA and +1AV in range attacks.
  • CONS: For 75 points, Cap does not hit hard at all. Nick Fury is an easy KO.

 

Spider-Man MVID-009: Three options are Mile Moraleses and so fit the theme. (An additional one is a prime we can’t consider for this team.) The oldest is 70 points and lacks good damage or dodging. The newest offers Super Senses to Avengers (none on this team) and adjacent pals — same as the card’s Inspiration, so even though he’s just 50 points he’s kind of a waste.

But the (Spider-Man and Venom: Carnage 021) version tho.

svc018

  • PROS: He brings anti-Stealth Outwit and 11AV. But his best thing is his SP: When he MOVEs 5 squares or less — which is within the ID fig’s life zone anyway — he can RANGE Incap every enemy in his range, then Sidestep outside the 5-square zone
  • CONS: That move doesn’t do any damage, though, and because ID figs can’t equip, he doesn’t get the Dimensional Watch to help him Phase into position. And only Ambrose can call him. Finally, his Outwit goes away with him if he poofs, so that’s something to think about.

 

Storm DOFP-005: Of the 12 options, most are so expensive only Ambrose can call them and they don’t have especially strong effects for this team. So I’m only considering the Legacy card Storm (X-Men Rise and Fall L003) here:

xmrfL003

  • PROS: Her mega Energy Explosion is perfect for an ID Call In (by Ambrose OR Micron), and her Stealth might shield her from attack after — but if so, she only gives up a healed click on the opposing team, not points. She also brings Perplex and shares a couple of keywords to carry those characters (Ayo and Maggott) if that sort of evac is needed. Finally, she might heal her caller.
  • CONS: She’s a defenseless target if not Stealthed. Her Inspiration (Energy Explosion) is not that useful for this lowish to no-ish ranged team.

 

Storm XID-024 see above, but inspiring triple targets.

  • PROS: See above, except for the below caveat.
  • CONS: She could actually die if called via this card, so don’t use it.

 

Synch XID-015

xxs011

  • PROS: Synch (X-Men: Xavier’s School 011) can pick one friendly standard power within his 5 range. He also gains Perplex because a fellow Generation X member, Maggott, is on the team. Possibilities are wide — and situational. Can be called by two characters. And that Student ID discount!
  • CONS: An easy KO if he’s not defended. Does not hit hard. No Inspiration.

 

Vixen WFID-023

jlu015

  • PROS: Like Synch, Vixen (Justice League Unlimited 015) can pick just the power (from her card) she needs. Unlike him, she can hit very hard (Exploit with Close Combat Expert or Flurry? YES MA’AM) and Inspires (Super Senses).
  • CONS: She is an easy KO from range since she likely won’t pick a defense power that could save her.

———

SO! That was a lot of reviewing just to figure what’s going on the Sideline for this team. Of the 6 slots available, here’s what I’ve decided on for sure:

  1. Black Panther (War of the Realms Fast Forces 003):

But which should be my other five picks? (Ruling out a few …  they’re just bad)

  • Cyborg (Rebirth 013)
  • Falcon (M17-007)
  • Luke Cage (M19-005) 
  • M (XXS 042)
  • Power Girl (Rebirth 022)
  • Prodigy (XXS 047)
  • S.H.I.E.L.D. Diplomat (ABPI)
  • Captain America (Captain America and the Avengers 039) —OR— Nick Fury (Captain Marvel 004)
  • Spider-Man (SVC 018) 
  • Storm (WOTR L003)
  • Synch (XXS 011) 
  • Vixen (JLU 015)

Tell me in the comments!