So while I was stuck home during lockdown, I came up with the bright idea to entertain myself with huge solo battles of my Favorites of the Decade, double elimination bracket style.

It was fun. So here’s a version where I pit my favorites of 2020 against those of 2021, which also got little live play due to the ongoing pandemic.

 

ww80054vs.jlu015

20 from 2020:

  • Absorbing Man (Captain America and the Avengers 073) 100 points
  • The Atom (Justice League Unlimited 059a) 40 points
  • Black Cat (Spider-Man and Venom: Absolute Carnage 005) 40 points
  • Black Widow (Black Widow Movie 100) 75 points
  • Bombshell (Spider-Man and Venom: Absolute Carnage 009) 40 points
  • Bombshell (Spider-Man and Venom: Absolute Carnage 025) 60 points
  • Human Torch (Fantastic Four 038) 40 points
  • Ironheart (Captain America and the Avengers 056) 85 points
  • Jolt (Captain America and the Avengers 031a) 25 points
  • Micron (Justice League Unlimited 059b) 50 points
  • Quake (Captain America and the Avengers 010) 65 points
  • Red Guardian (Black Widow Movie 016) 75 points
  • Reed Richards, Fixer Of Universes (Fantastic Four 056) 60 points
  • Spider-Hamurai (Spider-Man and Venom: Absolute Carnage 066) 60 points
  • Spider-Man (Spider-Man and Venom: Absolute Carnage 054) 60 points
  • Spot (Spider-Man and Venom: Absolute Carnage 042) 50 points
  • Sue Storm (Fantastic Four 062) 100 points
  • Superman (Justice League Unlimited 105) 125 points
  • Ultron (Avengers Vs. Masters of Evil Battlegrounds 110b) 100 points
  • Vixen (Justice League Unlimited 015) 75 points
  • (Sideline: FCBD Black Widow, Peter Parker)

= 1325 points

 

VS 2021’s:

  • Captain Britain (House of X 053) 80 points
  • The Commissioner (Wonder Woman 80th Anniversary 067) 50 points
  • Dr. Poison (Wonder Woman 80th Anniversary 045) 40 points
  • Harley Quinn (Wonder Woman 80th Anniversary 024) 50 points
  • Lex Luthor (Wonder Woman 80th Anniversary 056) 50 points
  • Loki (Empyre 026) 60 points
  • Maggott (House of X 051) 40 points
  • Master Mold (WizKids MP20-001) 375 points
  • Monica Rambeau (Empyre 041) 150 points
  • Multiple Man (X-Men Rise & Fall 007) 40 points x 3
    Multiple Man (X-Men Rise & Fall 007) 10 points
  • Onome (Empyre 015) 40 points
  • Rikki Barnes (Empyre 072) 75 points
  • Sentinel (X-Men Rise & Fall 008) 25 points x 3
  • T’Chaka II (Empyre 047b) 45 points
  • Teen Lantern (Wonder Woman 80th Anniversary 035) 75 points
  • (Sideline: Sentinel)

=1335 points. I messed up on the build, thinking 1335 was the goal to make the teams even. But I PROMISE that’s not an advantage to the 2021 team.

2020 went first, picking the Injustice Gang Hideout to gain some cover against the scary colossal.

Had a grand time, playing all these favorites. Nearly every one had its moment. A few disappointed me. And, of course, because it’s me, there were misplays — which keeps things interesting when running a solo game like this.
BY PIECE (alphabetically):
Absorbing Man (Captain America and the Avengers 073) 100 points

caav073
He’s underperformed in every game I’ve used him, and this was no exception. But at least he survived to the late game thanks to Stealth and Regens and Steal Energy Flurries instead of going down in a single turn like usual.

———

The Atom (Justice League Unlimited 059a) 40 points

jlu059a
A mistake with him probably cost his team the win. I aggressively went after Master Mold, “carrying” the tiny guy where he could Outwit the colossal robot.

I forgot Atom’s Perplex.

Most of the next few attacks on MM ALL missed by just 1. ¯\_(ツ)_/¯

———

Black Cat (Spider-Man and Venom: Absolute Carnage 005) 40 points

svac005
I gave her the Avengers keyword, which got the number on the team to the minimum 3 required to make Quake’s “Avengers, Assembled” trait work. She otherwise did a lot of Underworld taxi work for fellow Rulers early on and scored a key KO of a German Soldier to keep her team in the game much later.

———

Black Widow (Black Widow Movie 100) 75 points

bwm_100
Her Hypersonic bike attacks got the Master Mold off his first click, and in the late game, she cut him off from Mastermind fodder in a sacrifice play to assist his ultimate KO. She also had a second life in the late going when FCBD Widow replaced her.

———

Bombshell (Spider-Man and Venom: Absolute Carnage 009) 40 points
Bombshell (Spider-Man and Venom: Absolute Carnage 025) 60 points

svac009 svac025
This duo did things. First: Got an opportune Pulse Wave to deny Lex Luthor his Bizarro pog. Later, though both sorely hurt, they Sidestepped their way to eventually taking down Master Mold. And they were the last starting force pieces of their team to drop.

THIS IS WHY THEY HERE

———

Captain Britain (House of X 053) 80 points

hx053
I’m realizing I misplayed her, so maybe she shouldn’t have gotten one of those easy hits. But despite taking some big harm, she lasted well into the late game, scoring Reed Richards and keeping the pressure on the 2020 remnants.

———

The Commissioner (Wonder Woman 80th Anniversary 067) 50 points

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He didn’t get going until the late game, but oh brother did he make it impossible for the 2020 team down the stretch. I forgot his Outwit half the time because I didn’t need it. Enhancement and Mastermind works great with Sentinels (replacing his lost Rookie pog). And him sharing a keyword with Monica Rambeau paid dividends, either in Leadership moments or his “Do Or Die” ability to give her an extra attack.

———

Dr. Poison (Wonder Woman 80th Anniversary 045) 40 points

ww80045
I only got Leadership ONCE ALL GAME with her. But it was enough: That German Soldier she generated dealt SO MUCH Poison damage. I called her sneaky good before and she sure is.

———

Harley Quinn (Wonder Woman 80th Anniversary 024) 50 points

ww80024
She only got one good use of her Prob Control early in the going, but she survived into the endgame, where, on her last click, she scored a big KO of Sue Storm to nix any chance of a 2020 team comeback.

———

Human Torch (Fantastic Four 038) 40 points

f4_038
After early taxi duty, this random piece did a couple of Pulse Waves with a TK+Barrier assist from Sue. The first was successful, the second wildly not.

———

Ironheart (Captain America and the Avengers 056) 85 points

caav056
She was one of those who missed vs. Master Mold in that disastrous round in the first act. Never landing an attack all game (and so not getting to Barrier up a target), she acquitted herself later with a double-Perplex to help take down Master Mold.

———

Jolt (Captain America and the Avengers 031a) 25 points

caav031a
I wasn’t actually not sure her potentially endless Sidesteps still work, but I played as though they do. (UPDATE: They do.) Somehow the littlest member of the 2020 faves lasted into the endgame, where she scored and assisted in some KOs to give her fellows hope for an upset.

———

Lex Luthor (Wonder Woman 80th Anniversary 056) 50 points

ww80054
As mentioned above, he got Pulse Wave’d around his first pog (his STOP powers function through PW — his others don’t) but he got the literal Green Light to get into the fight later. Only a terrible crit miss by that pog cost Luthor a chance of survival.

———

Loki (Empyre 026) 60 points

affe026_file_1635284282
I got too bold with him in the very early stages, before a 2 ever got rolled to build up Rally dice, trusting his Stealth and Mystics to deter attacks.

Superman, who was Hypersonic and Invincible, was not deterred.

Loki was gone in a turn. (I’d have been more upset if not for a recent similar-sized game were he must’ve spawned 7 total.)

———

Maggott (House of X 051) 40 points

hx051
Mobile Poison with Meany got a lot of cheap damage on soft targets like Atom and Spider-Man. When the 2021 team was getting heavily outactioned, Maggott here kinda restored order. And once I got some Empower to work with, he and his pogs were wrecking.

———

Master Mold (WizKids MP20-001) 375 points

mp20001a_file_1620876541
I usually dislike this sort of mega-tentpole, but it was the only way for the smaller 2021 team to match the 2020 version’s build total.

Because the theme was “Favorites of 2021,” I played it with ONLY the 2021 Sentinels and its own bystander versions to generate. I only rolled successful Leadership ONCE the whole game. But that one generated was enough to take down Spider-Hamurai, who was seriously threatening Master Mold at the time, via MM’s retaliation — which was also instrumental in deploying the other Sentinels as needed.

Master Mold himself of course was dealing plenty of damage when he could get lines of fire.

Never did bring in Sentinels via the Factory Dial. But the Empower it gave them really enabled Maggott and his worm to deliver some mega KO blows that turned the tide for good.

———

Micron (Justice League Unlimited 059b) 50 points

jlu059b
He was one of the first to hit Master Mold. Unfortunately, that aggression got him targeted and taken down.

———

Monica Rambeau (Empyre 041) 150 points

affe041_file_1637638936
She was pretty unstoppable, able to essentially attack at will — and sometimes not at will, via fellow Police keyword teammate The Commissioner.

———

Multiple Man (X-Men Rise & Fall 007) 40 points x 3
Multiple Man (X-Men Rise & Fall 007) 10 points

xmrf007
These guys gave my team a surprising amount of healing via X-Men TA, keeping themselves healthy as tie-up and taxi (via Underworld TA) pieces and reviving Captain Britain again and again. And of course they spawned copies like mad when hit.

———

Onome (Empyre 015) 40 points

affe015
That double Outwit was really clutch in the midgame, just denying the 2020 squad so many powers it needed. She’s amazing.

———

Quake (Captain America and the Avengers 010) 65 points

caav010
She was a victim of bad dice throughout the game, despite scoring a couple needed hits to give 2020 some momentum. The whole point of Black Cat picking Avengers keyword was so Quake could use the Avengers, Assembled trait, but she almost never hit and the one time she did, the d6 failed. ¯\_(ツ)_/¯

———

Red Guardian (Black Widow Movie 016) 75 points

bwm_016
Unfortunately, he never got his Leadership roll at the opportune time to get the best stats. But he put in work “Fighting An Entire Squad.”

———

Reed Richards, Fixer Of Universes (Fantastic Four 056) 60 points

066-reed
He got to the enemy start zone and that Molecule Man pog was the last piece standing on the 2020 team. It kept the older pieces in the game down the stretch, big time.

———

Rikki Barnes (Empyre 072) 75 points

affe072_file_1638837794
In the early phase of the battle, when most of her 2021 cohorts couldn’t really get going, she was doing the work of 4 figs. Much later, she loomed as a threat because she could heal to her top click — and did. Fantastic fig that required a LOT of focused fire to take on.

———

Sentinel (X-Men Rise & Fall 008) 25 points x 3

xmrf008
Despite anemic 2 damage, these Invulnerable metal monsters were the thumb on the scale for the 2021 force. Whether carrying smaller folks or pinging soft targets or tying up attackers, they just kept coming — via their SIDELINE ACTIVE trait (or from the Factory Dial, in theory)

———

Spider-Hamurai (Spider-Man and Venom: Absolute Carnage 066) 60 points

svac066
I picked X-Men as his “Crow-nin Hunting Season” target but it maybe should’ve been Master Mold. Took a little too long to get him in the fight proper (though he could and did use Underworld TA to haul around Spider-Man and Vixen).

———

Spider-Man (Spider-Man and Venom: Absolute Carnage 054) 60 points

hc_msvac_054+s006
He didn’t do much, getting removed from the game pretty early and not scoring any hits. But his switch to Peter Parker absolutely gave new life to the 2020 team, with him ironically copying Sinister Syndicate to give Mom Bombshell his 11AV for those big late-game KOs.

———

Spot (Spider-Man and Venom: Absolute Carnage 042) 50 points

svac042
During the first few turns, his ability to Flurry poor Teen Lantern where she thought she was safe was pretty clutch.

———

Sue Storm (Fantastic Four 062) 100 points

f4_062
Although her Barrier skills were key throughout the game, maybe my biggest misplay was not getting her into the fight MUCH sooner. The 2020 team was down to its last 400 or so points before I made an offensive move with her and threatened to pull off one hell of an upset.

———

Superman (Justice League Unlimited 105) 125 points

jlu105
After scoring the game’s first KO, Supes got hit and stuck. But he soaked up a lot of a attacks.

———

T’Chaka II (Empyre 047b) 45 points

affe047b_file_1637640302
This map and game was very good for his Distracting Banter trait, which ruined more than one key roll for the older team. Solid melee fighter, too, though it was unfortunate that he HAD to be one at that state of the game, forcing him to go into harm’s way and get taken out.

———

Teen Lantern (Wonder Woman 80th Anniversary 035) 75 points / 30 points

ww80035
She was very good in her role as team mega-taxi. She’d have been even better had I not mistakenly played her at her weaker 30-point line.

I’m so USED to playing her at that line. Didn’t even think to check until Turn 9 or something, when she’d been long KO’d.

———

Ultron (Avengers Vs. Masters of Evil Battlegrounds 110b) 100 points

ultron_110
Another who missed that key round of attacks on Master Mold. He got counter-hit — off his Prob, most notably — and never quite recovered.

———

Vixen (Justice League Unlimited 015) 75 points

jlu015
Being carried to the fight by Spider-Ham, she scored some key blows to give her team an opportunity even after she was gone. I love her so much.

 ———
As I publish this, it’s almost time for Dragon Con and, shortly after, Heroclix Worlds 2022. A lot of Heroclixin is set to occur at both. Let’s GOOOOOO!

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!

 

 

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 back into some sort of playability (X-Plosion Destiny)

And until now, they’ve been pure F.U.N.: Nothing too strong or possibly meta.

Until now.

 

ha044

L044 Air-Walker (Hammer of Thor, 2009)

THEN: I rated him an honorable mention among the best of the year due to his opening Hypersonic Speed, once-excellent AV and Power Cosmic. though his low damage and poor defense for his cost lost him his spot.

NOW: Changes to powers make him a little better on top dial. But the only material changes to him personally are a MAJOR cost drop from 201 to just 125 points — with a trait that respawns him in your start zone on click #1. Wild, that point formula.
F.U.N.? Now that you can actually fit him on a team, sure.

———

Ct075

L075 Dr. Doom (Clobberin’ Time, 2003)

THEN: He almost made me quit the game back when I started in 2005 thanks to Enhancement EE. But the rules got changed and, while never bad, he faded into Golden Age obscurity. Still, with a sky-high 12 AV, Perplex to aid his printed 3 damage, his old Minions of Doom wild card status and two clicks of Mastermind, he could last a good while on that top dial with the right 102 points of support to back his 198-point price.
NOW: No longer a wild card and with Perplex no more working on damage, he instead gets a cost shave to 175 and a bunch of traits centered around making up to 3 Doombot pogs (which have the same powers/stats as the old Veteran Doombot) to serve as MM fodder and Leadership tokens off Doom himself, boost his AV and DV and number of [BOLTS], and FREE KO them to heal and teleport to their last square.

F.U.N.? He’s super F.U.N. Having to hit to create Doombots keeps him from being unfair.

———

ff095

L095 Dr. Doom (Fantastic Forces, 2005)

THEN: Totally relying on his wild card status, he was generally unplayable because a bloated 186 price left him with few points to team up with. And his strong Pulse Wave numbers notwithstanding, he really wasn’t impressive stats-wise.  
NOW: .He gets a couple of new traits: one that makes Mosquito pogs and the other that boosts his AV and DV against targets he and his pogs hit this game. Also drops to 125 points.

F.U.N.? Seems OK. Definitely not an overbearing piece.

———

ic138

L138 Firelord (Infinity Challenge, 2002)

THEN: With sky-high starting numbers and gameplay allowing him to carried into battle and attack right away, he was part of the S-tier meta early on. Changes to the game made him much less central, but he remained a top figure for years after retirement thanks in part to his TRASH numbers down his very long dial making him very easy to heal back into the fight.
NOW: .He only drops 7 points … a very modest discount compared to others so far. But he gains a lot: Cosmic Energy, FREE Regen and, once a game, a free attack with his printed values.

F.U.N.? That last thing is a nice nod to his original play style, but balanced in a way that it wasn’t back then. So yeah, F.U.N. indeed

———

ff003

L003 Lockjaw (Fantastic Forces, 2005)

THEN: As the “L” in “L.A.M.P.,” Lockjaw was part of a meta-defining strategy: Use the Phasing transporter Lockjaw (L) to taxi a piece bearing the Armor Piercing feat (A), the Mastermind defense power (M) and the Poison attack power (P) next to a target, then deal free damage to the target turn after turn while any enemy damage gets thrown onto the big dog’s very long dial.
NOW: He still has Passenger:1 but can carry 4 if they share a keyword, making him more of a mega taxi than ever. Moreover, keyword pals get to use Mastermind on him, so three-fourths of the LAMP strat returns! Finally, he has a great use as a tie-up piece — when he misses attacks, he immobilizes the target (thanks to his poor AV). All for 8 points less!

F.U.N.? Without Armor Piercing (think Precision Strike that also works with non-attacks), LAMP isn’t really as effective. But I daresay this is 100% a meta piece again.

———

gg026

L026 Mole Man (Galactic Guardians, 2012)

THEN: His friendly Mind Control SP with +3 AV made Monster teams viable.
NOW: The SP is changed to double target Incap … not good with his not good 9AV, even though his Incap deals penetrating damage. Better is his new trait that gives him Passenger: 6 for Monsters, even colossal ones.

F.U.N.? Mole Man usually rides out with his armies, so this is much more character accurate.

———

gg021

L021 Red Shift (Galactic Guardians, 2012)

THEN: At the time he was one of the cheapest Power Cosmic figures at 106 points. But his SP to teleport foes he damaged up to 3 squares away was never that great despite his Hypersonic Speed.
NOW: He no longer has to damage in order to ‘port targets, just hit, and it’s based on his BCF roll instead — a power that combos with HSS now. He also costs WAY less: just 60 points.

F.U.N.? Better than before, but still not much use.

———

ic141

L141 Thanos (Infinity Challenge, 2002)

THEN: “Fat Thanos” as I used to call him, had a fearsome mid-dial 15 AV but not much else to make him notable even just three or so years after his release.
NOW: .Oh brother. Not only does he shave from down to points, but he gains Cosmic Energy TA (Power Cosmic didn’t exist in the very first HeroClix set), the ability to reduce penetrating damage, and, above all, his Infinity Gem-themed trait “Behold the Ultimate Power in the Universe” that add 1 to 3 powersets of his choice each turn. It’s a lot more than I want to go through. Suffice it to say that he can always see through EVERYTHING from 10 range and hit you hard right after Mind Controlling you, maybe even after Phasing 5 squares for free. Or free heal up. And more.

F.U.N.? Not in the least. This guy is pure top tier meta, something we kinda hoped these cards would never be. Only his putrid defense numbers on his latter half make him even slightly fair.

———

Heroclixin’ supposes that because these cards are event prizes rather than being simply a little bonus for buying a brick, they were made a bit stronger. But we’re still a little disappointed that they’re not quite the pure F.U.N. their predecessors were.

Like we said, legacy cards are here to stay. Look out for our review of the 12(!) in War of the Realms.

Batman and Ace

Friday, March 18, 2022, WizKids announced its 2022 rotation of sets to retire.

It’s the worst.

The following sets will be leaving Modern Age: 

5-Figure Booster Sets (including Organized Play game elements and incentives associated with each set 

  • DC Comics HeroClix: Rebirth 
  • Marvel HeroClix: Avengers Black Panther and the Illuminati 
  • Marvel HeroClix: X-Men The Animated Series: The Dark Phoenix Saga 
  • Marvel HeroClix: Captain America and the Avengers 
  • DC Comics HeroClix: Justice League Unlimited 

Fast Forces Packs 

  • DC Comics Heroclix: Rebirth 
  • Marvel HeroClix: Avengers Black Panther and the Illuminati 
  • Star Trek HeroClix Away Team: Resistance is Futile 
  • Marvel HeroClix: X-Men The Animated Series: The Dark Phoenix Saga 
  • Marvel HeroClix: Captain America and the Avengers

Starter Sets 

  • WWE HeroClix: The Rock ‘n’ Sock Connection 
  • WWE HeroClix: Mixed Match Challenge 
  • Orville HeroClix: The Orville Starter 
  • DC Comics HeroClix: Justice League Unlimited 
  • Marvel HeroClix: Fantastic Four Cosmic Clash 

Micro Sets (including Organized Play game elements and incentives associated with each set 

  • Marvel HeroClix: Wolverine v Cyclops: X-Men Regenesis 
  • Star Trek HeroClix Away Team: Resistance is Futile 
  • Star Trek HeroClix Away Team: To Boldly Go 
  • WWE HeroClix 
  • Marvel HeroClix Deep Cuts: X-Men Primed 
  • Marvel HeroClix: Black Widow Movie 

Convention Exclusives and Limited Edition Game Elements 

  • WK MP19-001 Ghost Rider 
  • WK MP19-002 Magneto 
  • WK MP19-003 Rogue 
  • WK MP19-004 Thane 
  • WK MP19-005 Lilandra 
  • WK MP19-006 Storm 
  • WK MP19-007 Miles and Gwen 
  • WK MP19-008 Doop 
  • WK MP19-009 Weapon H 
  • WK MP19-010 Hulk 
  • WK MP19-101 Gladiator 
  • WK MP19-102 Hussar 
  • WK MP19-103 Manta 
  • WK MP19-104 Black Dwarf 
  • WK MP19-105 I.S.A.A.C. 
  • WK MP19-106 Supergiant 
  • WK MP19-s001 Exospex 
  • WK MP19-s002 Corvus’ Glaive 
  • WK MP19-s003 Proxima Midnight’s Spear 
  • WK MP19-s101 Remaker (Mandarin Ring) 
  • WK MP19-s102 Influence (Mandarin Ring) 
  • WK MP19-s103 Spin (Mandarin Ring) 
  • WK MP19-s104 Spectral (Mandarin Ring) 
  • WK MP19-s105 Nightbringer (Mandarin Ring) 
  • WK MP19-s106 Daimonic (Mandarin Ring) 
  • WK MP19-s107 Incandescence (Mandarin Ring) 
  • WK MP19-s108 Lightning (Mandarin Ring) 
  • WK MP19-s109 The Liar (Mandarin Ring) 
  • WK MP19-s110 Zero (Mandarin Ring) 
  • WK DP19-001a Batmobile 
  • WK DP19-001b Controlled Batmobile 
  • WK DP19-002 Lobo 
  • WK DP19-003 Kyle Rayner 
  • WK DP19-004 Superman Prime 
  • WK DP19-005 Ambrose Chase 
  • WK DP19-006 Raven 
  • WK DP19-007 Robby Reed 
  • WK DP19-008 Static Shock 
  • WK DP19-009 Robin 
  • WK DP19-010 Batcycle 
  • WK DP19-101 The Flash 
  • WK DP19-102 Reverse-Flash 
  • WK DP19-103 Steve Trevor 
  • WK DP19-s001 The H-Dial 
  • WK WP20-002 Ultimate Warrior 
  • WK WP20-003 John Cena 

Monthly Organized Play Sets 

  • January 2019 (M19-001 Negasonic Teenage Warhead, M19-002 Deadpool, M19-003 Wolverine) 
  • March 2019 (M19-004 Misty Knight, M19-005 Luke Cage, M19-006 Iron Fist) 
  • April 2019 (M19-007 Ai Apaec, M19-008 Spider-Man, M19-009 Scarlet Spider) 
  • May 2019 (M19-010 Bullseye, M19-011 Punisher, M19-012 Daredevil) 
  • June 2019 (M19-016 Queen Shuri, M19-017 Klaw, M19-018 M’Baku) 
  • July 2019 (M19-013 Storm, M19-014 Rogue, M19-015 Phoenix) 
  • November 2019 (M19-019 Dweller-In-Darkness, M19-020 Nightmare, M19-021 Baron Mordo) 
  • December 2019 (D19-001 Kyle Rayner, D19-002 Guy Gardner, D19-003 John Stewart) 
  • January 2020 (D19-004 Martian Manhunter, D19-005 Batman, D19-006 Despero) 
  • February 2020 (D19-007 Black Canary, D19-008 Green Arrow, D19-009 Wildcat) 
  • March 2020 (D19-010 Mera, D19-011 Atlantean General, D19-012 King Trench) 
  • April 2020 (D19-013 Catwoman, D19-014 Batman, D19-015 Poison Ivy) 

 

What the what, WK??

See, last year, the rotation was slimmer than usual because the pandemic had kept much of the world from playing in 2020. Good decision by WizKids.

But the pandemic endures. And while more of the world has been able to play HeroClix, there have been zero official WizKids Open events or ROC events in that time.

That’s why I highlighted certain sets in orange (sets that had no appearance in a Worlds championship event) or red (sets that didn’t even get a single WizKids Open).

It’s outrageous to retire them under these circumstances.

It’s even worse, considering the scarcity of DC sets in general in recent years, that Justice League Unlimited is summarily retired as though its Modern Age wasn’t entirely subsumed by the pandemic.

Yes, there’s been some online play. (Which Black Widow ruled. And that set’s also exiting.) But it’s not the same and WK could have given JLU one proper season of WKO play.

What’s weirder is the inclusion of the Fantastic Four Cosmic Clash starter set in this cutoff.

I was legit pissed about it all. Was gonna start a hashtag “#JUSTICE FOR JLU!” and everything.

But Silver Age, though.

 

 

Silver Age, tho

ROC founder Howard Brock popped up early March to announce that the league’s events would be 100% Silver Age this year. It’s a much-needed shot in the arm for the new format, which hasn’t seen any action or support from WizKids since it was announced nearly a year ago.

I think that’s what this year’s too-aggressive Modern rotation is actually about: WK wants to put life into Silver Age. And shuffling some still-fresh, not-quite-expired stuff like JLU (and semi-problematic, maybe-expired licenses like WWE) to Silver might do that.

Speaking of Silver, WK also made real changes to the ban list and watch list for the format.

 

Ban List 

  • All Special Terrain Dials 
  • WK MP-18 001 Blackbird resource dial 
  • FF JW 004 The Penguin 
  • ADW 067 Hawkeye
  • EAX 019b Vulture 
  • XTAS 048 Jason Wyngarde 
  • AOU AUID-103 Captain America 
  • NFAOS NFID-009 U.S. Agent 
  • WF WFID-103 Green Lantern 

The listed game elements are being banned due to their effects and/or abilities causing prolonged turns, if not games. In some cases, their ability to combo with other game elements greatly exceeds their strength from when they were Modern legal.

Changes from the previous ban list are in green. Interestingly, it appears that the Blackbird jet itself, previously banned, is Silver legal again and only the resource dial is barred from the format.

Special Terrains, too, are nixed. Heroclixin’ is perfectly fine with this because the idea of a force carrying around a boxing ring (EDIT: It’s actually allowed; only terrains with a dial are banned) for its fight is ridiculous even by the standards of the source material — to say nothing of the un-F.U.N. negative play experience of facing them.

We’re also seeing a trend in the other bans (which include a number of pieces that weren’t even on the Silver Age watchlist before): WK is barring effects that allow nigh-endless chains of attacks. So no Silver revival of Hawkguy, prime Vulture, Wyngarde or the Cap and GL ID cards’ Inspiration effects.

That leaves the U.S. Agent ID card as the head-scratcher here. I suppose WK didn’t want to completely nerf Stealth, Smoke Cloud or Barrier as a global effect, even for one turn. It’s a good move, though maybe not as necessary as the others.

 

 

Let’s see some IDs

Speaking of ID cards, WK is leaning HARD into them for Silver Age. Even cards from sets that pre-date Superior Foes of Spider-Man by a full year-plus are Silver legal.

I was not enthused at this news. While they were never as odious as resources, IDs certainly became absolutely ubiquitous and drove up the “pay to play” factor in HeroClix exponentially. There were whole decent pieces you COULD NOT PLAY competitively because a 3-point Cyclops call-in could one-shot them for 6 damage Penetrating Blast.

Worse, like resources were for more of their tenure, IDs have no counter outside of a single silver bullet of a figure … maybe two. And both are themselves chase figures.

Worst yet, they were very low risk and high reward. Sometimes ZERO risk, with the ID fig being able to exit the field if 6+ squares from the fig that generated it.

A couple of things have softened my opinion on this, though.

Loss of Perplex. For example, that Cyclops ID was always juiced to the max with the brown damage power in the past. It no longer affects damage, so to properly weaponize the cheapest Cyke, you’ll need multiple Enhancement/SHIELD TA — at minimum — and the chance to “poof” him and avoid counterattack is harder to do in that case.

Changes to Hypersonic Speed. The loss of easy breakaway for close attacks makes it MUCH harder to poof away with a HSS ID fig.

A more mixed meta. Maybe you don’t need to field a dedicated Barrier piece if you’re sure you only need it for a round. So that opens room for the team you REALLY wanna play.

A new rule banning multiple identical ID figs. Sorry to pick on Cyclops so much, but he was a HUGE problem when for 8 points (5-point Headmaster card and the 3-point Student version) you could KO a 12-click Impervious fig in two turns.

Even though we’re about F.U.N. here at Heroclixin’, a healthy meta contributes to that. So we’re here for it.

 

But watch (list) out now

I guess we shouldn’t get too attached to the IDs. They’re the first item on the updated Watch List.

Watch List 

ALL ID Cards

 

No Update, but remains on Watch List 

  • JW 060 The Joker 

  • FF HQGG 006 Corrupt GCPD Cop 

  • EAX 054 Daredevil 

  • AI G001 Giant-Girl  

  • AI G025 Groot 

  • FF AI G001 Giant-Girl 

  • WK MP18 005 Lockjaw 

  • XTAS G014 Proteus 

  • XTAS G018 Wendigo 

  • HOX 030 Moira X

It appears WK is questioning some of the “don’t-die” pieces out there and some of the retaliation pieces. (They also errata’d Mangog, Surtur and Carnage retaliations to match others so they have to make the attack to do the additional effect.)

But here’s some they decided were OK:

 

Removed from the Watch List 

  • JW 053b Jakeem Thunder 

  • TMT 058 Uni-Mind 

  • TMNT3 Mini Shredder 

  • SW:BW 061 Black Panther 

  • XTAS 011b Magneto 

  • XTAS 023b Sabretooth 

  • XTAS 043b Mister Sinister 

  • XTAS G020 Dark Phoenix 

  • AI G017 Giganto & Namor 

  • WK MP-18 G001 Tri-Sentinel 

Interesting there’s no mention of Goblin King, who was on the list before. But he was only gross with Special Terrain. With that gone, he’s a fair tentpole.

  • JW 053b Jakeem Thunder: He never belonged here, IMO.
  • TMT 058 Uni-Mind: Boy oh boy do I hate this piece. But he’s probably OK now that Perplex doesn’t work on damage.
  • TMNT3 Mini Shredder: Probably should still be watched. Free damage like that doesn’t belong in the game. Not again.
  • SW:BW 061 Black Panther: I suppose WK decided he’s not so deathless after all. 
  • XTAS 011b Magneto, XTAS 023b Sabretooth, XTAS 043b Mister Sinister: Same for this holographic trio.
  • XTAS G020 Dark Phoenix: has been in serious check for a WHILE now, even though she’s better in the 2021 rules.
  • AI G017 Giganto & Namor: The Swim ability really isn’t as much an advantage in this melee-friendly meta we find ourselves in. 
  • WK MP-18 G001 Tri-Sentinel: He got errata’d more than a year ago to actually have to Colossal Retaliate to get his second effect. So until WK does the right thing and retires/bans all CRs for good, I suppose he’s all right to stay on.

Whew! That was more than I planned to write. But I had feelings about it.

TL;DR: Silver Age is sort of the new Modern for ROC and could get interesting.

As always, thanks to the HeroClix massive, we got the setlist and set numbers and most of the point costs* early — and WizKids actually provided the needed errata to fill out and confirm those missing point costs. So here’s our customary pocket checklist for the set. Download, print and play.

WarOfTheRealmschecklist

 

(* the legacy card point total for Thor’s Mighty Chariot was missing.)

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.

———

ul064

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.

———

wi035

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.

———

av056

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

———

ih036

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.

———

si045

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.

———

sn017

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.

———

ff052

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.

———

 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.
 ———
xmrfL059

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.

———

xmrfL078

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.

———

xmrfL022

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.

———

xmrfL053

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.

———

xmrfL001

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.

———

xmrfL052

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?

———

xmrfLG002

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.

———

xmrfL003

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.

———
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.