The new set officially releases soon (tomorrow as of this publication) — time for the usual pocket checklist! “YOU MUST HAVE IT!”
Download (four copies to a page) here:
The new set officially releases soon (tomorrow as of this publication) — time for the usual pocket checklist! “YOU MUST HAVE IT!”
Download (four copies to a page) here:
A long time ago, when I actually updated this blog regularly, I had a series called My Custom Mods that ran each Monday or something.
It’s been way more than a full decade since the most recent installment. And truth be told, I hadn’t done any additional mods for most of those years.
But there was this darn global public health emergency that kept me inside a tad more than usual. And suddenly I had time and ideas.
On top of that, WizKids started encouraging custom paint jobs, even producing unpainted redialed sculpts and allowing repaints in official tournaments (though actual physical modifications are still barred).
So it’s time to revive this series! For the next several months of Mondays, watch this space for it.
Starting with this one:
WOLVERINE (Deep Cuts X-Men 001)
I wondered what to do with this character. I never liked the yellow costume all that much but didn’t think the brown or black versions were what I wanted, either.
Then I saw online where someone did this costume the character wore briefly in the early 1990s:
And yes, that hit my X-nostalgia hard. I loved that run. And at the time I said, “it’s unlikely we’ll ever see official HeroClix of these suits on anyone not named Forge.” So I:
It’s OK. But I’m glad we finally got the look officially last year.
NEXT MONDAY MOD: Someone magical
My list came out to around 20 figs this year. Some were either instant faves or surprised me how well I liked them (Tier 1). Many others are pieces that beg me to play them every time I see them in the box (Second Team). And still others are ones I like but haven’t quite gotten to properly field or face to make a firm decision — or I have and they’re JUST on the cusp (First Alternates).
But it’s Jan. 1 and I’m up against an imposed deadline, so here I go with my top 10 (to 20 HeroClix of the year.
There’s always one fig that could’ve made the previous year’s favorite list but didn’t stand out immediately until it got play this past year — potential “late bloomer” faves.
It’s her; she’s the late-bloomer fave from 2023. So stinging CUTE and that Hypersonic damaging Incap is pretty OK.
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All right, on to the actual 2024 list. Although they’re listed in alphabetical order, I’m kinda putting them in those tiers I mentioned.
I’m currently writing a lonnnnng set of reviews of how Black Panther figs through the HeroClix ages all disappoint me. (Will finish it eventually sometime, Lord willing.) But with T’Challa being a top 5 favorite comic character, ONE version had to make the list, so here he is. WAKANDA FOREVER. SECOND TEAM for now.
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I’m pretty MEH on the She-Hulk TV show, but this two-bit mage is a fun one and the clix version is F.U.N. too. He’s… “DONNY BLAZE!” (flame burst) FIRST ALTERNATE.
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After so many flying Falcons (which I love), it’s fantastic to finally get his original appearance version! I haven’t gotten to truly play this fig yet, but it’s looking like a fave in short order. It’s the double attacks that balance his short life. FIRST ALTERNATE
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Over the years, The Flash has never quite felt … right to me. Either he was unfun with his extreme hit and run tactics or he was limited in his mobility or he barely could hurt a target. But this one is different! It’s the punching 1 square away regardless of terrain that, along with the super Shape Change, makes him the perfect Flash for me. TIER 1
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So this is the rendition of Storm in Coates’ Black Panther run where she was worshipped as a goddess and drew the power from that she needed to win the fight she was in. First really strong Storm we’ve had in a while, and I’m a Storm fan. I’m still mad some neckbeard out there ran the asking price so high for this piece early on. FIRST ALTERNATE
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I low-key collect Harleys, but didn’t expect to like her so much despite her very short life and low damage. The ally-sparing Pulse Wave and Prob Control makes her a good replacement for the retired Powerbomb Scott Porter. And what’s more Nerdcore than literally the DnD-Bard-style buff? Nothing. SECOND TEAM
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She’s so full of shenanigans (off-the-board Outwit/Prob; Mastermind to enemy) without being toxic (respectively: costed action; once per game). My kinda piece. TIER 1
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Though Not exactly a standout character, his Willpower, Running Shot, Leadership and super-charging Underworld TA makes me really glad to play him every time. TIER 1
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Because of the unavailability of this Ultra Chase, I had no idea he’d become a fave. But the supreme support skills of this piece makes him really F.U.N. A surprise TIER 1.
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Any Black Lightning variant will catch my interest. This Dark Knights of Steel version intrigued me immediately with his Leadership, Enhancement, Prob Control, Defend, STOP. and his no-roll damage ability if you’re bold — or cheesy — enough to set it up. That’s because his shutdown of Flight and Superman TA and Super Strength only works on his side of (small) maps, so his free damage involves risk — a key F.U.N. factor.
This and the whole chase line got me into DKOS. Great story. TIER 1
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“Me and the Ohio Players going to tell you about a worm. He’s the funkiest worm in the world.” IYKYK. Just the IT:Characters with his long range Outwit is worth the slot. TIER 1
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Madrox is one of my all-time faves. But y’all saw that the 013 version made the Worst list this year. However, that rating was him as a solo piece. Played with some of his brothers, like the (long-delayed)099 Home Kit one who generates his own pogs AND super-charges all Multiple Men on his squad, OR the “Bag of Multiple Men” LE who gives adjacent pals Empower and X-Men, OR the new High Rollers LE that effectively rolls 3d6 and gives other Madroxi Empower for his attacks — well, it’s a good time to be a Multiple Man fan. And a Multiple Man — hence the tie. SECOND TEAM
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He’s this F.U.N. and awkward tie-up piece that touches my heart somehow. So here he is in TIER 1.
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I thought she was the first SR I pulled in the set (long ahead of release at HeroClix For Huntington’s, a worthy event) but no, she’s mislabeled. Still, I love that her FREE Mind Control ability is so character accurate (she craved hand-to-hand combat in this phase of her existence) — and of course, that she’s in the classic Uncanny X-Men 275 outfit. SECOND TEAM
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That “Everything That Was Bad, It Was Me” trait — if this isn’t Eobard Thawne to a TEE. TIER 1.
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There’s almost nothing I enjoyed in HeroClix this year more than shouting “OBJECTION” with this figure. Lawyer suit She-Hulk has always been my favorite She-Hulk in clix. TIER 1
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Another Storm and another UXM 275 classic look. But the intricate play style of these Shifting Focus pieces makes me like her a little better than the brute force that is Hadari Yao. SECOND TEAM
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Her slapping enemy Celebs with her Copyright Claims barring them from using standard powers not printed on dial was peak F.U.N. for me. Also: Jameela Jamil. Just sayin’. Absolutely my No. 1 fig of the year so TIER 1 obviously
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He was a F.U.N. Worlds play for me and that gets him a spot. He also represents a glow-up of Wakanda this past year. FIRST ALTERNATE
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As usual, I like the idea of pitting one year’s faves against the previous year’s. But last time I did, it felt a little miserable. (Might be because the Olympics were on and the presidential campaign was getting ugly ahead of schedule. Or maybe it was the way pretty much nothing worked for the older team. Just wasn’t a good game.
Still:
2023 squad
= 1295 points. Versus:
2024 faves
= 1290 points as well. Could be F.U.N.
It’s the end of the year. Let’s see the rear-end of 2024’s clix. In alphabetical order:
Baron Zemo (Marvel Studios Next Phase 062)
Based on a meme more than anything, this SHOULD have been a peak F.U.N. (Friendly, Useful, Nifty) piece. But in practice, he doesn’t have enough speed to properly use his speed SP (token up foes he walked through) and he has no secondary use for 40 points.
DANCE LIKE NO ONE’S LOOKING — IN THE BOTTOM OF THE CLIX BIN
Lady Mastermind (Deadpool Weapon X 004)
Speaking of 40 points, she delivers a fair amount more: Enhancement, Mind Control, Mastermind. But Mm to who? And single target MC is weak. She’s just not good enough.
THIS LADY IS NO MASTER
Ms. Marvel (Marvel Studios Next Phase 046)
The SR is overcosted and confusing. Why’s she got Impervious AND Toughness? At 120 she’s almost never gonna do the CLOSE Terrain action. And her Barrier — which is necessary to use her weird Terrain Action ability — is likely to block LOF. No thanks. She’s better at 80 points but still really expensive to lose her moving attacks.
THE COMMON VERSION IS BETTER — AND THAT’S BAD.
Multiple Man (Deadpool Weapon X 013)
Absolutely terrible alone and he has to surrender points to multiply — MAYBE. Such a downgrade from the XRF version.
MULTIPLE OF ZERO IS STILL ZERO
Namor (Black Panther 050)
Seems OK until you try to play him at full. Sidestep Quake? 10 AV? Really? His SP Leadership isn’t THAT good. But he lacks it entirely on his otherwise kinda playable low dial.
HE’S A BEACHED FISH
Saturn Girl (Masters of Time L002)
She’s kinda only on a team to be expensive Mastermind fodder? And she does need a way to get to her good clicks, that’s true. BUT there’s an excellent chance she takes the full 3 damage and gets stranded on her worst click.
READ MY MIND: DON’T RUN HER
Steve (Marvel Studios Next Phase 064)
Like dancing Zemo, this meme piece promised to be more F.U.N. But the requirements of TWO characters to move AND hit in a single turn made his Choreography abilities too hard to proc.
HE ACTUALLY CAN’T DO THIS ALL DAY
Storm (Black Panther L003)
Ability to knock back in any direction sounds good, but it’s just 1 square (so minimal opportunity for knockback damage) and counterintuitive for Smoke Cloud’s AV-nerfing quality. She needs to be like 35 or fewer points to be worth it.
THEY KEEP TRYING TO MAKE THIS DIAL GOOD AND CAN’T
Velociraptor (Masters of Time 002)
Is 40 points the bad point value in 2024? This dino has only 3 clicks of life with mediocre 17 Toughness to preserve it. And it’s worse because you HAVE to run multiples to get much value from them.
SHOULD BE EXTINCT
Wakandan Scientist (Black Panther 014)
Having just 3 range means she can’t fight within her 4 Outwit range, and if she’s that close to the action, she’s getting killed. The Vibranium Armor equipment she makes also isn’t that great a use of the Vibranium tokens (that she has to depend on adjacent allies hitting to make — again pulling her too close to danger these days) — and she can’t even use it herself to shore up her sad 17 DV Willpower.
THIS NERD GETS WRECKED
Wolverine and She-Hulk (Deadpool Weapon X 070)
I absolutely love the idea of this piece. But in practice? The higher 160-point line is missing the Prob it needs to be if it’s gonna be half your team, while at 65 points there are no Modern Wolverines to split into that work with Modern She-Hulks’ click 1, which are 60 points or higher, leaving Wolverines with only 35 — and no 35-point Wolverines exist in Modern. Barely in Silver.
FIRST RULE OF FASTBALL SPECIAL: DON’T TALK ABOUT FASTBALL SPECIAL. OR PLAY IT
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OK, enough of the junk. Next post: My personal best.
So the set was supposed to release Oct. 30 but it was delayed and not due until Nov. 27…. Because reasons.
Thanks to previews and a few scattered prerelease events, we finally had the full set revealed so for once I could post this checklist well in advance.
BUT OF COURSE I DIDN’T IN ADVANCE BECAUSE REASONS LOL
So here it is like a week after release kinda like usual lol
Download and print four to a page!
In principle, legacy cards have been a F.U.N. way to bring some old fan-favorites back into Modern/Silver play and rework some old figs that never really worked right before (or don’t anymore due to rule changes).
In practice? These reviews get harder and harder. And my hopes that WizKids entirely fixes their QA problems remain unfulfilled. But I’m going to try a much easier short version look at these cards this go-’round.
By set number:
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THEN: A common prime with Empower who granted penetrating reduction. OK for 50 points at the time but not a great use of the prime slot.
NOW: In addition to a new trait “The Crew” giving Manifold (er, them) bonuses if played with same, he also gets Super Strength that mods his and adjacent pals’ DV when he’s holding something. His Empower SP now also adds Enhancement and Leadership. But his penetrating reduction only works for Crew members now, and he’s still a prime. 40 points.
F.U.N.? Because of the theme limitation, yeah, he’s pure F.U.N. with near-zero meta potential.
AM I GETTING THIS? Absolutely. I’m a fan of The Crew.
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THEN: Back in 2016, she was a FREE Smoke Cloud piece and a taxi, with an X-Men TA-activated trait that was mostly useless in practice because she was rarely attacked or attacking. When she got an early wave legacy card in 2021’s Rise & Fall set, that Smoke Cloud SP was replaced with SP Energy Explosion that hits all foes within TWO squares of the target, with Passenger 2 and Leadership via a new trait. But STILL no one played her.
NOW: She’s slimmed further to 40 points, and more in her first dial’s character, she sports Smoke again (but not FREE) that can knock back targets in her cloud 1 square in any direction. She also gives Wakanda TA members the X-Men TA.
F.U.N.? Does not seem meta with her Smoke being non-free. So yeah.
AM I GETTING THIS? Absolutely. I need every Storm.
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THEN: A cheap wildcard taxi with Defend and light damage-dealing. OK for 35 points but why? Especially since you had to play him with the 35-point Dagger to use him as that taxi and get, well, TWO underwhelming figs for a fourth of your squad.
NOW: He makes a Dagger pog (when he Phase/Teleports) so you can save those points now. (That Dagger deals 1 penetrating to all targets and heals a friendly when she hits.) Cloak also gets Shape Change that self-damages foes when it works. Lost his conditional taxi skill but you’re only paying 30 points now.
F.U.N.? Definitely not meta.
AM I GETTING THIS? Absolutely.
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THEN: Mega-taxi for Avengers and Secret Warriors, he also had TK and Barrier and could push to Prob Control. 58 points used to be inexpensive for this sort of support guy.
NOW: Just 35 points gets same mega-taxi skills but with no keyword limit. He can also POWER: do a no-damage attack that immobilizes and practically Immunizes the target — while shutting off its powers and abilities for a turn. Also a member of The Crew with those skills.
F.U.N.? That trait attack will find a way into the meta even though it’s not degenerate.
AM I GETTING THIS? Absolutely.
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THEN: With no moving attack, this 200- or 125-point big bad was just, well, bad, despite his Outwit immunity early on and ability to spawn Warrior Soul pogs when 50-point-plus characters die. At least his two STOP clicks meant he couldn’t get one-shot easily.
NOW: Nerfs non-Deities’ DV -1, has Prob and Perplex immunity, and is a Grave terrain maker. His new SP loses Perplex but keeps the Prob and adds both CCE and anti-STOP when he attacks. His price drops to 125 and 75. His new STOP clicks heal him when figs are KO’d.
F.U.N.? Being a Grave maker means he works with certain meta-level characters. But overall he’s just a casual threat — and a much better-made piece.
AM I GETTING THIS? I have the fig but don’t really care about him.
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THEN: 194 points for a stationary Mind Control piece looks bad until you consider her trait turning buffs from then-ubiquitous relics and resources into nerfs. Her Running Shot on her 125 dial was maybe a little better, but not much. Also had +/-2 Perplex, back when the brown damage power worked on damage.
NOW: She can’t be Shape Changed out of her attacks, and non-Deities can’t Super Sense her. New top-dial SP is Prob, Shape Change and FREE replacement of terrain markers with Blocking, Smoke or Water. Later is an attack SP of Blades, CCE and RCE.
F.U.N.? She’s still kinda bad, but at least she’s only 80 and 50 points now. And Cosmic Energized.
AM I GETTING THIS? Another character I don’t have great affinity for.
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THEN: One of the Eternals of that set, he had the shared trait to give up Power Cosmic TA (and its Outwit and pushing damage avoidance) to use +2 self-Perplex instead that turn. Also, SP Prob that could fire off a second time to reroll an Eternal. A heavy 110 points for very little fighting ability.
NOW: For 60 points, he still doesn’t fight well, but is a better support fig. That old SP double Prob adds double Perplex for Deities. Like his fellow Eternal, Sersi, mortals’ Shape Change and Senses are useless against him. He’s got 2 STOP clicks, too.
F.U.N.? CCE means he can fight some, now. Great for casual; could find a home if the Deity keyword takes off.
AM I GETTING THIS? ¯\_(ツ)_/¯
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THEN: A 2013 Heroclixin’ Favorite, they were nevertheless too heavy at 140 points (despite their unprecedented 12-click dial) and both anemic at 70 even at the time.The Colleen dial was too soft defensively — only 16 printed DV — and Misty got all the (not so) SPs (5-range Incap, Leadership plus POWER remove a token from a Heroes For Hire).
NOW: Sliced to 40 apiece or 80 together, both dials get Avengers TA and have IT:Adjacent now — important if the full dial switches from melee-focused Colleen to range-powered Misty. Speaking of whom: Her new attack SP drops the Incap and offers KNOCKBACK and nixes Shape Change when she’s shooting. Her other SP gives the team a shot at scoring 5 extra points if a chosen target is KO’d that turn. Lost the Heroes For Hire activation and Leadership, though.
F.U.N.? Yep, even though they can make two attacks at 80 points, they’re still a little too heavy and weak-statted to be competitive.
AM I GETTING THIS? Absolutely.
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THEN: He was the most expensive single-base fig legal in 300 points to date. But with no moving attack until almost dead, and a distressing 4-click weak run of Super Senses instead of armor mid dial, he was easily scored once cracked.
NOW: He’s only 150 points. That old soft spot remains but is bolstered by his ability to borrow the superior DV of his raven pogs. He can also mega-nerf an enemy fig as “unworthy” for FREE. And he reduces penetrating damage, while gaining Sidestep for some minimal moving attack ability.
F.U.N.? You can finally build around him. And that makes him F.U.N.
AM I GETTING THIS? Maybe. I have the fig.
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THEN: At 125 points, she was by far the priciest member of Agents of Atlas (a theme I played a LOT in the early days of Heroclixin’) but her defenses and damage were all too low. Her CLOSE “Incap everybody” SP wasn’t worth it at all.
AM I GETTING THIS? Probably, even though she’s kinda bad. I used to play Agents of Atlas a LOT and would like to again.
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THEN: 10 range almost made up for the lack of Running Shot and low damage and lack of reducers. But then he had to get the Snakeform SP making him a Battle Fury’d giant with only Toughness and Regen to save him — and Great Size didn’t sport half the advantages back then. A waste of 120 points.
NOW: He’s only 20 points cheaper. Good thing he got traited Invincible and Stealth for actual defense at last. But KOing him deals 2 damage to every enemy adjacent to a select ally, and that giant-sized SP now also sports Perplex, Prob, and a needed +2 to DV and AV. Oh, and he’s another Egyptian god like Khonshu and Co., giving his avatar Steal Energy and Mystics TA.
F.U.N.? Maybe? Though like his sideline compatriots, he’s likely to never be on a starting force.
AM I GETTING THIS? Nah. It’s one of the few pieces I no longer have and couldn’t reacquire.
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THEN: She was one of my Top 20 of 2020: a solid attacker and supporter in one, with 7 range, 11AV Penetrating/Psychic Blast Running Shot and double Prob. When she hit, she made no-cost Barrier around the target, so it was worth it to burn both Probs on her own attack if needed. Later, thanks to her trait, she could use Perplex or Outwit twice each when they appear on her dial. A little bit overpriced at 85 points.
NOW: Drops to 70, losing the Barrier trick but keeping the double powers. Also gets a Wellprint … er, Wellspring … um … WellSOMETHING marker that ups her AV and DV +1 along with giving her Cosmic and Mystics TAs when she’s next to it.
F.U.N.? Since that WellWHATSIT marker is beginning of game and immobile, it’s a strong telegraph of your game plan. A surprising deep cut from the comics lore
AM I GETTING THIS? Absolutely.
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THEN: this topped our Worst of 2017 list.
Although he gives a +1 AV to Wakanda keyword figs (including himself), this is a 65-point character that can barely fight, requires a load of extra points just to function — likely giving up victory points to the enemy in the process in the form of easily KO’d Warriors — and doesn’t even do well as a support piece. He’s a backfield fig that’s mostly a waste of points there and woefully unsuited for the frontline.
He NEEDED a legacy card.
NOW: Slashed more than half to 30 points, he’s lost the global +1 to Wakandans and the Warrior generation. SP is just Leadership and Outwit. But he gains a singular ability to deny opponent’s use of two Sideline items from game start.
F.U.N.? High-key meta. He’s going to be on nearly every team for a couple of years.
AM I GETTING THIS? Absolutely. I’m just upset I don’t have two so I can run both the legacy and the original on a Wakanda build.
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Massive changes for Silver Age just happened. Let’s get into it.
The 200-point cap on Modern Age legal game elements on the main force remains in force UNLESS you have no more than one Modern game element on the starting force. If that’s the case, you can field that 300-point Darkseid that would have been barred just a few days ago.
HOW F.U.N. IS THIS? We’re not sure (because yours truly was eyeing a Multiple Man squad that now is far too risky to try), but it seems balanced enough.
No more than 4 Sideline elements can be Modern Age.
HOW F.U.N. IS THIS? We like it. With more and more Modern Sideline Active stuff, it’s a good idea to keep it from overwhelming this eternal format.
In Silver Age, Mission Points immediately convert to 10 Victory Points each instead.
HOW F.U.N. IS THIS? We love it. MPs were so hard to get right; either they were so difficult to score that you almost never could even pressure with them, much less win, or they were in absolutely degenerate builds that ended in 2-3 turns without ever engaging the opponent. This way, though, I can get my beloved shady AI Miss Minutes — who’s been in the shadow realm of the ban list — back in play.
Speaking of ban lists:
They added a Restricted List to the Temporary Ban List (aka The Bench) and the “Permanent” Ban List. Restricted figs effectively are like Primes: You can only use ONE fig from the whole list.
These have been on the list and remain:
But these are new, and a few are head-scratchers:
Finally, they just up and banned a whole suite of characters who, when the are/would be KO’d, switch forces:
This opened up a bunch of degenerate Mission Points builds that could win in 1 or 2 turns with no recourse. So these traitors are outta here.
But while these bans may feel grievous, there’s a chance they’re not forever. Case in point:
Back in the light!
They also finally have a long list of Silver-legal maps, where old-style long ones are the norm more than the smaller Modern variety. (Which means I have some actual use for some of those old maps!)
Gonna be a wild time.
UPDATE: And wild it is! Not 12 hours after I published this, additions to the ban list happened!
In principle, legacy cards have been a F.U.N. way to bring some old fan-favorites back into Modern/Silver play and rework some old figs that never really worked right before (or don’t anymore due to rule changes).
In practice? These reviews get harder and harder. And my hopes that WizKids fixes their QA problems remain unanswered. But I’m going to try a much easier short version look at these cards this go-’round.
By set number:
———
THEN: He had SP Leadership that worked on even the most expensive Legionnaires, double TK (and FREE once more if he had two tokens). He also had a Legion Founder keyword and its associated traited Additional Team Ability that boosted attack rolls.
NOW: His attack SP is just normal TK but he gets +3 AV when attacking with it. His old SP Leadership is just pretty much normal Leadership these days, so the SP is reworked entirely to nerf one of his targets’ DV -1 for the whole turn — and an additional -1 if he hits.
Oh, and he gets this new “LONG LIVE THE LEGION!” trait:
Sidestep. // Once per turn for all characters with this trait, when a friendly character with the Legion of Super Heroes keyword is damaged by an opposing game effect, roll a d6 and friendly characters with the Legion of Super Heroes keyword modify the listed combat values by the listed amount until the end of your next turn:
[1–3]: Modify defense +1; [4–5]: Modify attack +1; [6]: Modify all combat values +1.
F.U.N.? So the downside is that Legionnaires have to be getting beat up to get this temporary and unreliable buff. That’s not very weaponizable, which puts this high on the pure F.U.N. scale.
AM I GETTING THIS? Absolutely. Longtime readers will recall I did a weeks-long series reviewing every Legion keyworded piece in HeroClix — one that could use an update 10 years later.
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THEN: She had Penetrating/Psychic Blast to start and, starting with click 2, SP Mind Control that was free when she was untokened, gave her +1AV for tokens on her target, and didn’t have the old self-damage that MC used to cause. She also had the Legion Founder ATA mentioned above. Pricey at 94 points, but everything cost too much back then.
NOW: Pushing damage is a thing of the past, so how does she get to her SP goodness? A new trait “Self-Sacrifice for the Legion” that makes her a Mastermind target if her ally is in her great 8 range and LOF (but takes max 3 damage). A light hit lands her on her speed SP: Stealth+Mind Control.
F.U.N.? But a big hit strands her in the middle of her dial WITHOUT the SP. So she’s kinda terrible unless you have a healer handy. At least she’s only 50 points. And she has the same Long Live the Legion trait as Cosmic Boy above.
AM I GETTING THIS? Of course! The Legion being bad has never stopped me.
THEN: A 104-point cannon of a piece with Running Shot, Penetrating/Psychic Blast and Ranged Combat Expert, by mid-dial, he had an “Arc Lightning” SP that allowed him to get multiple attacks
NOW: He gains Energy tokens with hits, allowing him to spend them to get Energy Explosion as FREE or extend his SP Poison reach by the amount of Energy. Plus the Legion trait.
F.U.N.? Much more effective at his new 50-point price.
AM I GETTING THIS? Naturally.
THEN: There was NOTHING special about her except a once-per-game trait to hit a foe and choose to force that foe to attack only her, and vice-versa. With only 10 AV, that was a tall order and definitely not worth 80 points! I’m wondering how she never ended up on my worst of 2014 list.
NOW: She’s only 50 points, gets actual TAs (Cosmic, Mystics), and three traits to replace her old kinda bad one: 1) Force Blast+Phasing; 2) Close Combat Expert+Leadership and giving other Young Justice the Mystics TA; 3) POWER to build up to 6 mostly permanent blocking markers, 2 at a time.
F.U.N.? She’s better than OK now.
AM I GETTING THIS? I would be passing, as I have no liking for the character or much affinity for Young Justice keyword. But as fate would have it, she was the first card I’ve gotten.
THEN: Another Legionnaire! He had some good points: a dirt-cheap 35 points with Exploit Weakness, a then-steady 9 AV Steal Energy, and FREE removal of adjacent blocking or terrain markers. Plus wildcard and flight.
NOW: A slightly lighter 30 points and sporting the “Long Live The Legion” trait seen above, he has IM:Destroy and two more traits: 1) Stealth+Super Senses, and 2) Poison with FREE removal of adjacent terrain markers —and— FREE removal of equipped equipment in close.
F.U.N.? Yes, sort of, but he has meta potential, being a hard counter to problematic equipment if he can just fly up to his target.
AM I GETTING THIS? Oh, absolutely.
THEN: One heck of a nerf piece, she could either POWER: bar a whole enemy team’s modifiers for a turn, or cap enemies’ free actions at one for FREE. She also ignored the Mystics TA and, most blessedly for the Legion, was the team’s first healer starting on click 2, which also had a stacked DV special (Energy Shield/Deflection, Super Senses, Barrier).
NOW: Down 37 points to just 50, she adds Mystics TA to herself AND her Legion pals AND shares the Mystics immunity she had before. Her new speed SP is Phasing with Prob Control — and the ability to lock attack rolls within her considerable 7 range. DV SP still has ESD and Senses (no Barrier, though). All this and the Long Live the Legion trait.
F.U.N.? Not quite the tech piece she was, but she could find a niche home in the meta.
AM I GETTING THIS? YEP. LONG LIVE THE LEGION
———
THEN: 70 points for Leap/Climb and Stealth with no range? And 2 damage? Sure, he gets a potential +1 to his stats if an enemy is KO’d, but at a quarter of your team, he likely wasn’t racking them KOs up.
NOW: Shaved to 50 points and much much better: His stat-boosting trait triggers on damaged foes instead of only KOs, he can shed those stat bonuses to either heal or FREE damage adjacent foes. Meanwhile, his SP upgrades to Sidestep+Plasticity with the Stealth — plus the ability to place next to an enemy within 4.
F.U.N.? He’ll probably take some ramping up to be at all competitive, so more F.U.N. than foul.
AM I GETTING THIS? Hope to.
———
THEN: A 40 point cowboy, he could no-damage hit a target and IMMOBILE-ize it and all its neighbors via the Lasso-themed attack SP. Later dial, a “Trick Shooting” SP allowed a 1/3 chance of attacking twice at range.
NOW: 10 points cheaper, he’s a flying 2-person taxi with Toughness, a Quickdraw trait that drops his action token if he shoots first and hits, Penetrating/Psychic Blast and Knockback, and Ranged Combat Expert with self-Prob.
F.U.N.? No meta, pure F.U.N.
AM I GETTING THIS? For the cowboy posse, yes.
———
THEN: Sort of a proto-Harry Potter, at 55 points he (and any adjacent JL Dark pal) was immune to enemy prob, and they essentially got Defend but only for him (via his defense SP). With his damage SP, as FREE he could use an adjacent Mystical ally’s powers for a round of play. You really had to build around him because his final, superpowered click (Running Shot, SP Energy Shield/Deflection+Probability Control+Pulse Wave+Super Senses+Willpower, Impervious and Perplex — all Outwittable) was not a STOP so he could easily get KOed past it.
NOW: A new trait gives him Prob outright — twice on enemy turns. With natural 6 range, that alone is worth his 40 points. But he also takes just 1 damage if a higher point Mystical pal is in range (thanks to new Protected Outwit defense SP). His damage SP is Enhancement and +2 speed to pals when carrying him. And his formerly scary attack SP now gives Cosmic Energy TA, Penetrating/Psychic Blast, Mystics TA, Flight, IT:Characters,Hindering, and IMMUNE for a round. He’s almost guaranteed to see this click now.
F.U.N.? Yes, but also possibly meta. The prob. THE PROB!!!
AM I GETTING THIS? Trying to.
———
THEN: Once a meta threat at 100 points because the conqueror could effectively Colossal Retaliate Mind Control across the map via its autonomous Starrophyte pogs, spawning more pogs, healing all the while. It was also made to be played with “(Starro’s Minion)” variants of the Justice League, but no one ever did despite the FREE attacks they could level.
NOW: No more Starro’s Minion(s) but it still generates autonomous pogs next to hit targets and heals. But now he works with the non-pog Starrophytes (Notorious 030 and WizKids DC23-100) so he doesn’t HAVE to spawn pogs to work. No longer a retaliator, his STOP click now has a wild POWER to KO all his Starrophytes and heal for each one, possibly up to his 260-point starting line, even if he actually started on his lowly 20 point one.
F.U.N.? Depends how many Starrophytes you can field. I like it.
AM I GETTING THIS? Probably not, since I’m skipping the Detective Chimp box it comes in and I lack the fig.
———
THEN: Pretty poor at most of its values despite Quintessence TA, due to attack values too low to be effective and lack of moving attack to use its SP Pulse Wave. Only the 25-point Retaliation click was good, with 10 range, Outwit and 12 AV. (The retal was not great, amounting to little more than mass Incap.)
NOW: The evil robot-sun gets a severe point reduction from 800(!) to an actual playable 300. The PW SP is now “Sickening Radiation” a Unique Modifier that not only nerfs enemy AV and DV in range, but Solaris can FREE damage 2 targets within its 10 range LOF. And the Retal no longer even requires an attack roll. It just burns every foe within 3 squares.
F.U.N.? Thankfully, the Radiation power isn’t on his 25-point click. But this thing could still be playable.
AM I GETTING THIS? Yes, since I got the Batman kit it comes with. But I no longer own the fig (sold in the lean years).
This has become a kitchen table tradition of mine: pitting one year of my top 10-20 favorites against the previous calendar year’s. And in the waning weeks of December 2023, I got serious and did it.
2022 force
150 AV4E031 Blue Marvel
125 MSDP056 Captain America
95 MSDP041A Captain Carter + shield 5
50 AV4E006 Falcon
200 AV4E045 Hulk
45 XMXS031B Isca the Unbeaten + sword 5
60 WOTR035 Kurse
40 AV4E030 Mindful One
50 AV4E050 Miss America
35 MSDP029 Miss Minutes
45 XMXS001 Storm + sword 5
40 MSDP101B The Watcher
70 WOTR042 Valkyrie
plus late-blooming picks
Shang-Chi 50
Pogg Ur-Pogg 170
= 1235 points.
I put a slight handicap on this force by giving Storm and Pogg ONLY their canon swords Skybreaker and Pogg Ur-Pogg, respectively. I also initially opted to possibly cap the number of Mission Points that Miss Minutes could score per round — didn’t want the game to end TOO quickly.
2021’s all-stars:
HoX053 Captain Britain @ 80
WW80067 The Commissioner @ 50
WW80045 Dr. Poison 40
WW80024 Harley Quinn @ 50
WW80054 Lex Luthor 50
A4E026 Loki 60
HoX051 Maggott 40
MP20-001 Master Mold @ 200
A4E041 Monica Rambeau @ 150
XRF007 Multiple Man @ 40 x2
Omega 200
A4E015 Onome 40
A4E072 Rikki Barnes 75
A4E047b T’Chaka II 45
XRF008 Sentinel 25
XRF008 Sentinel 25
XRF008 Sentinel 25
= 1235 points. EQUAL TIME AGAIN!
(Or so I thought. More on that later.)
I handicapped this force a tad by not allowing Master Mold to call in named Modern Age Sentinels with his Factory Dial like the Nimrods or other versions of Omega Sentinel, instead restricting myself to these:
and of course the XRF Sentinels that made the list in 2021 proper.
The map was the two half-sized starter maps from the Marvel and DC starters put together.
But there was a BIG misplay, actually. From before the start.
As I ran the game, I was chagrined by the 2021 squad’s shockingly low Leadership rate. On a team with EIGHT characters starting with the power, I succeeded in the d6 roll only about … TWICE? in the first several turns. That contributed a bit to the very slow start for the older team.
Things turned around, though, when Master Mold used the Factory Dial to generate the legacy card Sentinels at 100 and 125 points, who used their extreme 8-10 range to go after Miss Minutes and eliminate the Mission Points threat. And then, with a few shocking fails of the dice, the once-mighty 2022s were reduced to just Isca The Unbeaten, who finally did not live up to the name.
Aside from that disappointment, I felt like something was wrong. Back in the 2020 vs. 2021 version of this annual kitchen table game, I had played the 2021 team with ONLY the 2021 Sentinels and Master Mold’s own bystander versions. But it was definitely the two Sentinels from 2022 that completely turned the tide — ruining the purity of the win.
So I decided to do a replay, this time restricting further the 2021 team to only elements from 2021 (aside from a few nonstandard terrain markers but NOT the Special Terrain used in Game 1).
This meant Teen Lantern wouldn’t have the Green Lantern Ring or the Green Constructs from Batman Team-Up, a 2022 release, either.
(Teen Lantern. Hmm.)
So I started Game 2 and it got to a rocky start. Bad play everywhere.
Was I tired? No, that wasn’t it.
I looked again at the written team list for 2021.
HoX053 Captain Britain 80
WW80067 The Commissioner 50
WW80045 Dr. Poison 40
WW80024 Harley Quinn 50
WW80054 Lex Luthor 50
A4E026 Loki 60
HoX051 Maggott 40
MP20-001a-200 Master Mold 200
A4E041 Monica Rambeau 150
XRF007 Multiple Man 40 x2
Omega 200
A4E015 Onome 40
A4E072 Rikki Barnes 75
A4E047b T’Chaka II 45
XRF008 Sentinel 25
XRF008 Sentinel 25
XRF008 Sentinel 25
WAIT…where the hell was Teen Lantern??
And that’s when I realized the 2021 squad was 75 points overbuilt! And those three Sentinels really gave the team a mobility advantage from the start.
So I quickly scooped and rebuilt 2021 without the Sentinels to get the starting forces re-evened-out for a REAL Game 2.
Blue Marvel: In Game 1, he got a couple of shots off but failed a key Pulse Wave attempt and didn’t last much longer. Game 2, though? He survived long enough to practically clear the board with a similar Pulse Wave.
Captain America: Impressive at first, he fell in the late game. In Game 2, he was also an early casualty, but not before he set up the massive KO of Master Mold to get that ball rolling 2022’s way. He also left behind the Redwing equipment for an ally to revive in the latter stage of the game.
Captain Britain: In Game 1 she made a key KO of Mindful One to stop the Mystic medic. Next time around, though, she’d not so much as roll a successful Leadership.
Captain Carter: Her Defend-plus ability was downright oppressive in Game 1! I’m still wondering how that game even turned on her and the rest. Game 2 saw her hit early but she got healed and led to victory.
The Commissioner: Lost Rookie too early and was not really a huge factor in Game 1. Next time, though, I played much more carefully with Rookie to ensure the duo’s impact deep into the game.
Dr. Poison: Spawned just 2 German Soldiers all Game 1. In Game 2, she and the Germans were among the last standing, though of little consequence other than drawing fire, mostly.
Falcon: Being paired with Cap (via his Team-Up card) didn’t pan out as brokenly as expected. Still great in Games 1 and 2 with auto-breakaway. Game 2 bonus: He recovered Cap’s dropped Redwing equipment and brought Redwing into play!
Harley Quinn: Her Prob Control didn’t play out at all in Game 1. But at least she got her Whoopsies out and froze Shang-Chi for a turn. Her Prob was more useful in Game 2, though she didn’t last there, either.
Hulk: Last man standing for 2022 in Game 1, though the other side was diligent to avoid shooting him. In Game 2, he came perilously close to death thanks to worst-time-possible critical miss. But he survived to smash again, even getting a mega-clutch Gamma Clap.
Isca the Unbeaten: She was the last fig standing for 2022 in Game 1 — having to weather 4-5 attacks nearly every round proved overwhelming. But with better odds, she might’ve still triumphed. And, as noted above, it was a game in which the very build total was weighted against her team. In Game 2, she fared far better to maintain an official “never lost” record.
Kurse: She was the first KO! She got focused on and took the dive. In Game 2, she was better protected. That Outwit was useful down the stretch.
Lex Luthor: Without pushing damage, it took forever to activate him. But once he did, his Outwit and his pogs took a near-full-health Hulk to easy pickings for the Sentinels. A last fig standing there. Game 2 saw him activated far earlier and separated from his MM fodder, leading to a shorter tenure when his Green Light went out.
Loki: Mr. Low Key shockingly got one-shot by Isca before making a single dupe with his single Rally die. In Game 2, he was much better shielded. But the threat of Miss Minutes kept him from fully flooding the field with Low Key.
Maggott: In Game 1, I made the error of attacking a part-time Mystic and losing Meany early. Never got Food tokens in that game, either. He had a little more success in Game 2 but got one-shot when 2022 finally focused on him.
Master Mold: The absolute key to Game 1. Giving him access to 2022 Sentinels was too much — they swung the game crucially. In Game 2, I advanced just a tad too aggressively with him, leading to his very early KO.
Mindful One: A superb medic and defender (his SP giving Mystics was crucial vs. Maggott) in Game 1. In Game 2, he continued his medical ways to be a real MVP contender.
Miss America: She was hurt bad early on in Game 1 but got healed for a key strike+transport later. In Game 2, she also played a sacrificial role to set up for bigger hitters.
Miss Minutes: her Mission Points were the biggest threat in both games. She kept the 2021 team from flooding the field with Sentinels or Lokis or Multiple Men, lest she rack up MPs in just a few turns. She got taken out with relative ease by one of the 2022 Sentinels, though, in Game 1. Game 2 saw her come very close to the 20 MPs until the 2021 remnants went all out on her to take her down.
Monica Rambeau: Took the first points in Game 1 with her KO of Kurse but she was mostly neutralized the rest of the game. Game 2 saw her exist as a solid threat but not score any points.
Multiple Man: Did not spawn quite as many dupes as hoped. All that Empower and Leadership wasted on bad rolls. Worse, he was a liability against Miss Minutes in both games. But X-Men TA gave Captain Britain a little second wind in the late game, at least.
Omega: She held together for her 2021 squad long enough in Game 1. But Game 2 wasn’t her day, even though she lasted deep into the contest.
Onome: Sadly was basically one-shot by Pogg Ur-Pogg in Game 1. She got too close! I was much more cautious with her in Game 2.
Pogg Ur-Pogg: Possibly the MVP for 2022, immediately neutralizing Teen Lantern and others. His sword counters well the 4-square vulnerability of swimmers. Only a ridiculous late game flail kept him from sparking a Game 1 comeback. In Game 2, he was less the focus so he survived to the end.
Rikki Barnes: Lasted into the late Game 1 despite a lot of early lack of success. In Game 2 I probably held her back way too long.
Sentinel: These generics kept coming, eventually overwhelming the 2022s. Makes me think the newer Sentinels were completely unneeded. And in Game 2, they came in as well. But again, Miss Minutes made me hold off from flooding the field with them.
Shang-Chi: Took on Harley and others with aplomb in Game 1. Game 2 saw him become an early KO on an ill-advised attempt to tie up too many foes.
Storm: Shoving targets with FREE FB was surprisingly clutch in both matches. But giant Sentinels were her weakness in Game 1.
T’Chaka II: His dice roll nerf helped at first, but he didn’t last in either game.
Teen Lantern: I advanced too close with her in Game 1 and Pogg stole her GL Ring — 2022-era equipment I stripped from her in Game 2, where she lasted a good while longer.
Valkyrie: Worked with Shang to clear out a crowd in Game 1 but got KO’d early on in Game 2.
The Watcher: All-seeing was a strength in both games and his 20 Defend helped down the stretch in Game 1 — though was ultimately overcome in Game 1.
———
This was something of a last hurrah for several figs, not only due to retirement from Modern but a few (Miss Minutes, Maggott) being banned/benched even from Silver Age, I learned just as I completed the final clean up of the carnage of Game 2, which ended in the overwhelming victory of the 2022 squad. I think the older team would have mounted a better fight if not for losing Master Mold so soon. Who knew that little Turn 1 Sidestep would cost so much???
I can’t believe I didn’t write about this year’s retirement sooner.
With a full three Worlds appearances, it was definitely time for this set to fade into Silver, especially …
GOOD RIDDANCE TO: Tarot cards. Though they weren’t the foulness we expected, we’re all for them going away — and for the new restrictions to them going forward.
Because this sub-set was only beginning to released by Worlds ’22, it pretty much got the main set’s life extended. And this is where most of the tarots appeared. Again, good riddance.
The last of the Marvel old-school cards.
GOOD RIDDANCE TO: Lantern ring corps stuff. Collecting all those things to be able to truly use so many of the characters was a pain.
GOOD RIDDANCE TO: Carnage Silver Surfer. This overpowered piece was an error. Either its 50-point start line was in the wrong spot or it was intended to be 75 points. But any errata would be too hard to justify/write in, since the piece wasn’t unplayable. So we’ve had to endure it.
GOOD RIDDANCE TO: Masters of Evil swap. It’s bad enough WizKids makes full teams in the chase rarity slot like this. But to make them all work together, too? And virtually require owning them all for best results? I hope this is the last time we see this level of player abuse.
This one feels like it never got its time in the sun. Sure, it’s got a Modern replacement coming, but …
Con Ex stuff almost always has an extended life in Modern. But it’s time to say goodbye to some, in what’s a really very slim selection of retirees:
The big guy will make no new Modern heralds.
One of Heroclixin’s faves, this anti-mutant robot and his minions won’t terrorize mutants in the Modern game.
They’re a two-fer and one I barely played.
Um, OK now usually con exclusives have a Modern life of 3 to maybe even into 5 years. And the former’s the case with the Scott Porter bystander token, which debuted at the pandemic-curtailed ROC Cup in 2021. But the Porter FIGURES didn’t even get a full 12 months of both being available before mercifully being retired super early.
Scott Porter the man and clix player is a top-flight guy.
Scott Porter the clix figures are overtuned to the nth degree.
The only thing I’ll really miss is yelling “POWERBOMB!” when WK23-001 Scott Porter used his SP of the same name. I wish doing so had caught on.
———
In a few weeks, we’ll see what the new Silver landscape will be. Most of these new retirees will continue to be available and viable in the eternal format, while some will get benched for a time because they were utterly ubiquitous in Modern Age.
We’ll discuss then.