With every set that’s released, it’s important to take a look at which characters from that new set can be utilized. X-Men Xavier’s School brings ID’s back in full force, so let’s take a look at which ones are worth getting for your call-ins, and which characters are best for those cards.



While The Mighty Thor tweaked perspective a bit in what you could put on a team for 10 points or less and all signs a year ago pointed to ID cards being phased out this summer, it looked like this mechanic was going the way of the dodo. Instead, WizKids has decided to prolong ID cards (exponentially so), and even add a new type; the Student ID card.

Rather than just having your typical ID card for 5 points, this new Marvel set includes two types: Faculty and Student. Faculty ID cards are exactly like every other ID we’ve gotten in the past whereas Student ID cards are a little different. They’re only 3 points and come with no inspiration, so if the character you want to call in is strictly there to do some damage or another effect, you get to save a whopping 2 points.

We’ve done this article a few times before, so I’m pretty sure you all know how it works. Rather than covering every modern Marvel ID card, I’m going to focus on the 25 new cards from this set since there’s a lot more information.

Student ID’s

001 Sprite

002 Artie

003 Leech

004 Rusty

005 Skids

006 All-New Wolverine

007 Broo

008 Goldballs

009 Prodigy

010 Chamber

011 Husk

012 Jubilee

013 M

014 Skin

015 Synch

Faculty ID’s

016 Angel

017 Beast

018 Cyclops

019 Iceman

020 Jean Grey

021 Emma Frost

022 Shadowcat

023 Magneto

024 Storm

025 Wolverine

Today’s article is going to be pretty long since there are so many new characters to look at as these are all new ID cards. Based on that, I’m formatting it differently today. The ID card will be listed first, and then each character you can call-in with that ID that’s currently in Modern.

RED – Pass | BLACK – Decent | GREEN – Good

ALL ID Cards will be colored Bronze

001 Sprite (Kitty Pryde)

XXS 039 Sprite – A decent attacker that can get to whoever she wants no matter what the map looks like, hit them for 2 penetrating, and possibly token another character she moves through. If your opponent KO’s her for the 50 points, you get another 2 penetrating damage. I don’t see this being a big competitive call-in, but she’ll be decent in LGS or friendly games.

UXM 023a Kitty Pryde – Leadership is nice to offset the cost of calling her in, but this dial is nothing that you’d want on the board for one turn.

UXM 023b Kitty Pryde – She’s a great way to token down an entire team. My only complaint about her is that she takes your Prime slot and with the 5 movement cap for ID summons, she doesn’t have a huge window to really do her thing.

002 Artie

XXS 008 Artie – There really isn’t any reason to call this guy in. Mind Control is nice, but 9 attack isn’t. The only saving grace is that a pure support piece has a slight change to bring someone in at just 25 points that might be able to do something.

003 Leech

XXS 024 Leech – hoooooboy this is a really good one. While Leech is incredible as a main board piece, his anti-pick-a-power isn’t all that useful for a call-in. However, his super mega dumb Outwit is incredible for a 30 point character to summon. There’s probably a very good chance Leech will see play both on the board and on sidelines.

004 Rusty

XXS 014 Rusty – You could technically force someone to clear (although they certainly don’t have to) the next turn, or you could barrier. Either way, this isn’t a great value even at 40 points.

XXS 105 Rusty – A very sub-par dial for 10 more points than the regular common. He could possibly be used at his 25 point line as a Poison call-in, but doubtful.

005 Skids

XXS 015 Skids – Essentially you’re getting 18 defense for your team for 40 points. It’s not ground breaking, but it could be decent against the right comp.

XXS 106 Skids – There’s simply no reason to play this piece ever. You get mediocre stats and no powers that really make a ID call-in worth it.

006 All-New Wolverine

XXS 036 All-New Wolverine – 100 points is a lot for a Charge/Blades figure, but Laura has some pretty decent values up front, and Perplex to help her get there. 12 attack is really nice at this point level. She also summons a Jonathan pog that has Charge, Blades, and Battle Fury that will stick around and survives one KO per game. That seems incredibly potent for 100 points to me.

007 Broo

XXS 045 Broo – You’re paying 5 points plus an action to gain one use of Outwit. I would much rather play the Ape Batman pog for 10 more points and have it all game. The only saving grace to Broo is that it’s incredibly hard for your opponent to burn through his 50 point dial to earn points.

008 Goldballs

XXS 046 Goldballs – Until WizKids makes a character that can take advantage of items on the map that’s cheaper than Dormammu and Loki, Goldballs really doesn’t have a purpose for calling in.

009 Prodigy

XXS 047 Prodigy – Just like with Broo, there’s not really a point to bring Prodigy out with an ID card. He might be insane against Pick-a-Power on your starting force, but that’s really not going to help you if you summon him since you’ll never get the option to use the power you gain.

010 Chamber

XXS 041 Chamber – This isn’t a terrible click to call in; he has decent stats of 11 Pen/Psy for 3 damage and his Enhancement will help out the rest of your squad. However, his 70 point cost is pretty hefty for that click. With the right team, he could be decent.

011 Husk

XXS 009 Husk – Tie-up pieces don’t do a whole lot as ID summons because you can just plant one of your regular pieces to do the same job and not waste 2 actions and possibly give up free points. While Husk can be a little difficult to KO, she doesn’t start with Plasticity, so she doesn’t really serve any purpose as a call-in.

012 Jubilee

XXS 026 Jubilee – This is a really strong option for 50 points. While her attack is low, you’re giving an entire group of characters -1 to their attack and defense for a round, as well as dealing 2 damage to all of them. Anything that can disrupt tempo that an opponent possibly doesn’t know about is some nice tech.

013 M

XXS 042 M – At 90, you get a semi-decent Hypersonic piece that has the possibility of completely denying her 90 points since she can just run outside the 5 square safe zone. At 50, she’s a totally passable Charge/Super Strength piece. Unfortunately that awesome damage power will never come into play since she’ll disappear before she can use it.

014 Skin

XXS 029 Skin – If you’re going to call in a tie-up piece, Skin is a great pick. He can effectively stop enemies from getting to your backline on the right map which is nice. Still, I just don’t see why you wouldn’t just use a regular character on your force to do the same tactic.

015 Synch

XS 011 Synch – If you can find a way to boost his stats, Synch could actually be a nice play. Picking something like Close Combat Expert or Ranged Combat Expert can be a great option, or a pocket Pulse Wave to clear bystanders is a nice move. There’s a lot of versatility here, so he’s a good call-in.

016 Angel (Archangel)

XXS 033 Angel – He can’t charge his full distance thanks to ID rules, but Warren has some options for how to make an attack which is nice. Calling him in to give your team ES/D and then charging with 11 attack or 3 damage isn’t bad for 50 points.

XXS 051 Angel – The only reason to play this version over the rare is if you’re playing an X-Factor team. Otherwise he’s easier to damage, can’t pick how he attacks, and is 10 more points.

XXS 061 Angel – Absolutely the winner of the 3. Call him in, get the ES/D, Perplex his damage up, and then Sidestep in for an attack. His STOP click will prevent him from being scored, and if the opponent decides to blast him, they’ll take heavy casualties for doing so. I really like ID summons that punish players for KO’ing them.

UXM 035 Angel – His stats really aren’t great for 75 points, although I do like that he has the ability to sidestep away after attacking and disappear off the map. You can already see the age on these dials as you get something similar with the rare from XXS, but for 25 points less.

UXM 103 Angel – Now this Angel is fantastic on an All-New X-Men Team. I would go so far as to say this is a mandatory ID summon on that type of team, or even having just one character that fits that Keyword. Getting a free attack out of your summon means you’re neutralizing the cost to call him in, and it can help you close the gap on someone that has a vicious dial and lacks Charge. By himself, he’s not good, but on the right team he’s insane.

017 Beast

XXS 003 Beast – 10 attack, 2 damage, and Outwit for 60 points. While that isn’t anything stunning for a call-in, the fact that he gives your allies Combat Reflexes is a bit nice. However, that means you’ll need someone to call him in next to your pieces that are already engaged in combat.

XXS 017 Beast – 10 less points than the common and you get better damage and a neat little Quake to use. He’ll be useful against swarm teams, or against someone that that has a longer dial but no reducer.

UXM 022 Beast – Paying 75 points for Charge, Quake, and Outwit with only a 10 attack just doesn’t seem worthwhile. I’d gladly play the new uncommon instead that’s much easier to call-in. If you want Outwit, you can do a lot better.

UXM 050 Beast – In the few events that he’ll be legal to play that allow ID cards before rotation, this will be a HUGE ID call-in. He’s got great stats with some wicked damage potential, he’s hard to put down, and most importantly he can counter a power on each opposing character within 4 range regardless of line of fire. While Leech can do something similar although not as good, you get a great attacker with Beast.

UXM 104 Beast – Short and sweet; there’s simply no reason to sideline him for 50 points.

XXS 101 Beast – You get a little bit of a mix between the two main set versions with Outwit on his top click on either point cost, and bigger values at 75 points. If you can reliably summon him, he’s probably the best pick of the three, but still not outstanding.

018 Cyclops

XXS 001 Cyclops – His trait might be good on a force, but you have to eat two actions to use it as a summon, so it doesn’t pay off. He’s got a neat Pen/Psy that lets him pick how he wants to hit like Angel, and you’ll get to roll his Leadership the following turn, so he could pay off.

XXS 019 Cyclops – I would much rather play this version of Cyclops for 10 more points. You get better attack and damage, and you still get the Leadership to roll before he leaves.

XXS 052 Cyclops – There’s almost no way you’re going to call him in at full points, and honestly you probably shouldn’t. However, this 50 point line is beefy. If you have an X-men character on your force and you call him in at the right time, you get to make two attacks with him, and use Perplex on said X-men. Efficient and deadly.

XXS 102 Cyclops – That’s a lot of hurt at 75 points. Great values and Ranged Combat Expert/Precision Strike make him probably the best of all four. Even his 50 point line is playable.

UXM 021 Cyclops – You get some decent damage for 50 points, but he already feels heavily outdated compared to these new Cyke’s in XXS. He’s just too frail and doesn’t bring enough to a team for a summon.

UXM 024 Cyclops – Stats are good, Enhancement helps your other attackers for a turn, and he can attack a group of characters for 1 penetrating in a very large arc. He’s certainly not terrible.

UXM 033 Cyclops – The extra action he brings in is nice to offset his cost, but you’re paying 85 points for a somewhat better than average ranged attacker. No improved targeting hurts at this point cost, and you’re not going to get any huge benefit for calling him in.

UXM 101 Cyclops – This is such a clutch play. I’ve always wanted to play this Cyclops, but felt he was too frail to give him a chance. Now he has that chance! He gives you an extra action to offset cost like the previous Cyke, and when he hits, he can choose how knocks back his target. That’s huge and gives you the opportunity to completely destroy one of your opponent’s pieces by throwing them to the wolves. Remember, placement is key and this guy violates that all over the place.

019 Iceman

XXS 004 Iceman – If you really want to control tempo, this is a great piece to do it with. Calling him in to token three people down, and then using Barrier with a support piece is a pretty good turn, especially when your attackers have to clear. He’s a defensive summon, and that’s okay.

XXS 018 Iceman – Now if you’re more concerned with a tentpole, this is the Iceman to use. Not only will he give his target a token, he’ll also give them Immobile, pretty much forcing that character to skip their turn. A nice silver bullet to Jakeems and Uni-Mind’s… if you can hit.

XXS 064 Iceman – Like Cyke, probably not going to call in 175 points. If you can, more power to you. This is an amazing dial to bring in. However, you really don’t need his full value. At 60 points, you get 11 attack, 3 damage, and a Pulse Wave with a range of 4 squares. Not to mention that you get an Ice Clone just for bringing him out. He’s a candidate for the best summon in the set.

XXS 103 Iceman – Simply no reason to play him over the strictly better common and uncommon from the main set. He’s bloated for a double target Incap.

UXM 036 Iceman – Actually a pretty great candidate. You get Running Shot if you need to take a pot shot, Ranged Combat Expert to go all-in, and then free Barrier to protect him or other teammates before he leaves. He gives you a turn to deal some great damage while the rest of your force clears with some immunity.

UXM 051 Iceman – Good lord, is this a great call-in. There’s just so much that he can do for 110 points. Sure, that’s a bit high, but you get to lock down 3 different targets , with one of those basically non-existent for a turn. Think about how amazing Bobby can be against a tentpole team? He’s basically forcing the opposing player to skip their next turn, giving you immunity to do whatever you want with the rest of your team. He was amazing 2 years ago, and he’s a great call-in.

020 Jean Grey (Phoenix, Marvel Girl)

XXS 002 Marvel Girl – 50 points to call in TK? Hmm…. No thanks.

XXS 020 Jean Grey – 60 points to call in TK? I think I’ll pass on that.

XXS 065 Jean Grey – Now this is more like it. Outwit, free TK for 3 squares, good attack with Pen/Psy for 3 damage; this is a nice dial. It’s a little costly for 90 points, but that free TK can really change things up. The inspiration of +1 passengers is pretty neat as well.

XXS 104 Jean Grey – Same as the common; there’s no reason to summon a piece that just uses TK.

UXM 025 Jean Grey – Wait, I can pay 100 points for TK?! Awesome!

UXM 102 Jean Grey – This Jean is amazing on a force and has defined a lot of teams, but I don’t know how amazing she is as a summon. Sure, two uses of TK are really good, but it is worth eating two of your actions to do? At that point, you’re not gaining anything.

UXM Phoenix 053a – The only way this dial is worth the 140 points of call-in is if you’re feeling really lucky and think you can get a 6 for her damage power. Even then, this isn’t a good dial to eat your points with.

UXM Phoenix 053b – This dial gets a lot of hate, and while I can see the positives of fielding her in LGS games, she is potentially the worst call-in ever. 250 points means you need something like Chase Lex Luthor to summon her, and you’re getting 10 attack with 3 damage and Ranged Combat Expert. You can get borderline the same dial for around 50-75 points elsewhere on this list, and you don’t lose your Prime slot.

021 Emma Frost (White Queen)

XXS 059a Emma Frost – I don’t like this dial to begin with, but if you want Mind Control, this is a pretty good choice. 11 attack and 6 range is pretty good for 50 points.

XXS 059b White Queen – Lots of options on this dial regarding how you want to engage; Mind Control, Pen/Psy, big damage, and Leadership to neutralize the action cost of summoning her. Both lines are strong since you gain access to Outwit on the lower cost. She does take your Prime slot, but she’s a good dial to use that on.

UXM 005 Emma Frost – Her stats are worse than the XXS Super Rare, and she costs more points. Her Perplex is really awesome, but certainly not worth 80 points.

UXM 005b Emma Frost – She’s really expensive, but this is a pretty meaty melee dial. Super Strength gives her 5 damage on a call-in, Outwit will make her damage stick, and her immunity to range attacks and STOP click make her a miserable piece to actually score against. Only downside is that Prime slot.

022 Shadowcat

WKMP18-006 Shadowcat – Fantastic summon for X-Men teams, or anyone that shares a named Keyword with her. She has a nice Phasing attack with 2 Exploit and Blades so nothing is going to stop her from getting to you. Even better; the pieces she’s next to get to use Phasing for the turn, so you can pull a full retreat if need be, or use a taxi to carry the person who summoned her outside of 5 squares so your opponent can’t KO her. The only downside is the cost to get her. Last time I checked, she was fetching over $100.

023 Magneto

XXS 023a Magneto – Another 50 point TK piece. He’s got decent stats, but there’s just no reason to summon him.

XXS 023b Magneto – He’s got some decent stats for 75 points, but he’s squishy, takes your Prime slot, and only has Sidestep with no improved targeting. Just the fact that he takes your Prime makes him not worth it.

UXM 029 Magneto – If you want to call in a TK piece, this Magneto is a prime selection. Thanks to his trait that allows him a one-time free Running Shot, you can either call him in to TK someone and then make a free attack, or you can Sidestep in to take a pot shot and then make a free attack afterwards. Flurry pieces have always been great selections for call-ins, and ranged Flurry is even better since it doesn’t require you to risk them as heavily.

UXM 040 Magneto – Unfortunately this isn’t a good ID dial as you’re not really getting much. Plenty of other pieces are capable of 11 attack and 4 damage with Running Shot. His Enhancement is nice though. He’s just too expensive for what you get.

UXM 062 Magneto – Yes, he’s 150 points, but good god is this a disgusting call-in. I just talked about how two attacks is amazing, and this Magneto no only recovers his action cost with Leadership, he gets to slam with two Heavy objects while destroying parts of the map. Call this guy in next to your opponent, and then smash them for 10 damage.

024 Storm

XXS 034 Storm – Like Jean, as a summon you’re pretty much only getting TK out of this dial. She’s maxed out to 5 squares as a Taxi, so there’s no benefit there. Her 3 target inspiration is nifty and could be nasty giving that to an Incap piece, but she’s not a great value.

M17-011 Storm – The map control is really nice and I like that she can use it no matter where she is. At 150, she’s another great bomb with Running Shot, 11 Pulse Wave with 4 range, and 4 damage. Invincible will keep her healthy, and Power Cosmic will keep her safe. At 100 points, she isn’t as big of a threat, but is still decent.

UXM 003 Storm – Another piece that’s amazing to field, but just not a good summon. You’re getting average values with no offensive powers. Her only real use is if you have a team with Stealth and need something to give them cover for a turn.

UXM 045 Storm – This is a great example of a better piece than the rare Magneto from UXM for the same cost. While you do suffer a -1 to damage, Storm gets to attach her Cyclone marker which can really be a pain. She also has Energy Explosion with two targets that gets better if she’s outdoors. Sure, she won’t hit as hard, but there are so many more options and she disrupts your opponent’s tempo.

025 Wolverine

XXS 053 Wolverine – Just like Cyke and Iceman, you probably won’t summon him at 150. But that’s okay because Logan is probably the best summon in the set at 50 points. Charge, Flurry, 11 Blades, Sidestep, a free attack if an X-Men character was hit, and a STOP click make this a disgusting use of points.

DXF 002 Wolverine – If you really want a Blades piece that is most likely never going to go down in a single turn, than this is your guy. Otherwise, he’s passable.

DXF 102 Wolverine – This is a little more damaging than the common from the set, but he’s 30 more points. With the Super Rare from XXS, this dial just doesn’t do anything well for that giant cost.

WKM-009 Wolverine – No. Just no. If you’re ever going to pay 180 points for an ID summon, you’re not going to call in a vampire dial with Toughness up top and only 11 attack with no range.

UXM 006 Wolverine – Unlike a lot of the other cheaper call-ins on this list, there’s Blades on this dial meaning Logan can pull his weight more than a ton of other pieces at this point cost. If you’re lucky with Blades, this is an outstanding option for those on a budget.

UXM 020 Wolverine – With the rework to Blades, this honestly is a completely bloated dial for 115 points. You’re basically getting the same top click as the common for only 50 points, so there’s really no reason to ever sideline this, let alone keep him in general.

Thankfully there are some pretty decent summons in this set, and I think WizKids did a good job of mellowing out what you get for a summon meaning that ID cards power levels might be dropping significantly after this year’s rotation which I’m completely okay with. ID cards should be fun and interesting rather than cheesy and broken.

What are your thoughts on these picks? Are you excited to bring the X-Men into your ID card lineups? How many of you are looking forward to playing Golden Age and rocking a team of X-Men with your Quinjet? Let us know in the comments section!

I’ll catch you all next week on Clix Fix as I start breaking into team builds with this new set. If you didn’t see, I posted a Set Review last week, so check that out if you’re curious I ranked each piece.

See you guys back here again in two weeks. Until then, rember that the real fun begins when you’re Two Clicks From KO!