Welcome back to another set review! Today, we travel to the mish-mash world of Battleworld and the home of rather odd versions of Marvel characters. While the lack of Fantastic Four did effect the overall feeling of this set, it’s quite good.

Let’s be honest, Marvel sets have been pretty good lately. Sure, What If… was a mess and didn’t have the characters that people were looking forward to the most, and talk about character repeats. Good god, that set was miserable in that regard! But immediately after that, we got The Mighty Thor, championed as perhaps the best set ever released, the meta-defining X-Men Xavier’s School, the cosmic-filled Avengers Infinity; it seems WizKids has really gotten their act together with Marvel sets in the last year.

So what about Battleworld? I’m happy to report that this set is a lot better than it looked and sounded. It seems WizKids took a different approach with this set and put a metric ton of good dials in the common and uncommon slots, making it much easier for casual players to get ahold of excellent figures. There’s some competitive stuff as well, just as there always is, but this is a very good set for new players or those that are looking to add some punch to their collections.

Let’s jump right into the review since these are usually huge. Remember that these reviews are based on constructed play and on my opinion. These scores don’t reflect anyone else’s viewpoints on the figures, and just because I rate something poorly or highly doesn’t mean that’s how you should feel about the character.

COMMONS

001 Captain America – Well, well, it looks like the Captain gets a Shifting Focus set. This is one heck of a dial for a common bruiser, especially when you factor in the Running Shot or Close Combat Expert he can pick between each turn. The 12 attack and 18 defense with indomitable is very good. If you like your Cap more of a bruiser and less a leader, this is a good dial. Score: 4/5

002 Spider-Man – This is a great Spidey dial for the Regency Peter that has to hide in the shadows. It’s not all that aggressive, but it is a pain to deal with thanks to 18 Super Senses, Shape Change, and Stealth. Another common with Indom and good values, although a tad expensive and a little too passive for my taste. Score: 3/5

003 Iron Man – It’s so refreshing to see a different take on Tony rather than Running Shot + Reducers and Flight. He’s not very durable starting with ES/D and Toughness, but the Flight, Sidestep, and TK are very welcoming (TK?! On Iron Man?! YES!). Ranged Combat Expert also helps him throw some heat. His attack values are a bit low for 65 points, so he gets dinged, but I do love the new look of Tony. Score: 3/5

004 Crossbones – Average values, 5 clicks, decent damage output and aid with Enhancement, token removal… okay this looks decent. Seems like we’re back in Uncanny X-Men. Oh wait, he’s only 40 points, not 50. Unfortunately, power creep has spoiled us, and this dial just isn’t that impressive, but certainly not bad. A year ago, this would be a 5/5. Score: 3/5

005 Gunslinger – Pretty decent for a generic, but those 9 attack values really hurt her. Ranged Combat Expert can help her dig into characters, but she’ll only be hitting for 2 damage most of the time making it look a lot better than it is. Not terrible. Score: 2/5

006 Sheriff Steve Rodgers – I love Steve’s damage power that forces characters to use their printed attack value when targeting him or an adjacent friendly character, but I don’t think I’d pay 50 points for that. Sure, he has Running Shot with 3 damage and 18 ES/D, along with the Showdown trait to possibly remove action tokens, but he feels very gimmicky and forced. Score: 3/5

007a Thanos Duplicate – At either point level, this is a hell of a generic. Fantastic values, Indomitable, Cosmic keyword, and Prob on every click (even if it’s only for adjacent opposing characters). Every click on this dial on either value can get through any reducer. Move over Loki, Thanos is ready to take over the duplicate game. Score: 5/5

007b Thanos – I talked about this guy in my Top 10 article, so if you want more info, check that out. TL:DR this guy is nuts and possibly the best figure in the set. If he gets just one KO, you’re going to have a terrible time dealing with him. Score: 5/5

008 Thorus – I love dials that are mostly for support but cost a tad more and bring some decent firepower. Thorus is exactly that. PD team ability with Enhancement and potential Prob Control is a hell of a package, then tack on Sidestep with 10 attack, 3 damage, and Toughness on every click. He’ll be solid on both Asgardian and Police teams. Score: 5/5

009 Thor – Very reminiscent of the UXM dials, but 60 points instead of 50. However, the generic Thor has an 11 attack to start as well as a solid 18 Toughness. Plus, you get to pick how you want to use him at the beginning of the game; Charge, Running Shot, or Willpower with Empower. That gives him a lot of replayability which I like. They also have a pseudo Bombshell trait which is neat. Score: 3/5

010 Crystal Warrior – Okay, the Untamed Weirdness trait is VERY good. Always forcing printed attack or defense values when a Weirdworld piece is involved is crazy good, and makes his 11 and 10 attacks a bit easier to work with. I just don’t like the defenses. If your opponent rolls well, they have no defense at all. Not my cup of tea. Score: 2/5

011 Magma Man – A pretty neat dial for a generic, but the huge decline in attack values makes him an incredibly risky play. His Quake is very cool though. Score: 1/5

012 Man-Thing Soldier – These guys will probably last a bit longer than they seem thanks to Toughness on three clicks and Regen at the end, although they do suffer from the same problem of the Magma Man of terrible attack values after click 1. Not a fan of the 33 point cost, making them essentially 35 if you aren’t playing a group of them. Score: 2/5

013 Worldbreaker – Another piece I touched on in my Top 10. These guys are brilliant, and are the first click to have an entire dial of Invincible, plus they have TWO STOP clicks for 100 points. Not counting Primes, this is the common of the set. Score: 5/5

014 Outrider – While Outrider isn’t going to be putting out much damage, he is going to be a huge pain in the ass for your opponent. Basically this dude is all about locking down support characters and neutralizing them, while being an nuisance with Shape Change, Super Senses, and Stealth. The secondary dial of Flurry with Blades and Perplex is a nice touch. Score: 4/5

015 Molly Hayes – Common #3 in my Top 10, just under Worldbreaker. Molly is obscene for just 25 points, shattering the UXM mold. Sure, she can’t push and is incredibly slow, but once she gets to you, you’re going to feel it. Find some TK shenanigans (hello Jakar and/or Hellion!) and she’ll pull 3 times her weight. Score: 5/5

016 Klara Prast – If barrier pieces are your style, Klara is pretty fantastic since she can drop a piece of permanent blocking terrain until she chooses to do so again. Like Molly, she’s pretty slow, but nothing a taxi can’t solve. Don’t expect her to do much on offense though other than Poison. Score: 3/5

UNCOMMONS

017 Captain America – Not a bad piece of blocking terrain thanks to his hard light shield. Cap will be a pain against ranged teams since he does a great job of buffing your team against them or just blocking off a square (the edge he chooses, plus his own base). On offense, this isn’t the greatest, but it’s not bad either. Score: 3/5

018 Spider-Man – Another good dial for Spider-Man in this set. There’s some good values and powers here and WAIT A MINUTE. He can’t do anything for 2 turns except potentially sit there and take damage? Nope. I don’t care what his stats or powers are. I’m not paying 70 points to have a piece do literally nothing for 2 rounds. Score: 1/5

019 Iron Man – If this dial was under 100 points, he would be very good. However, with a 10 attack up front, you’ll wish you pushed him into click two, but then you sacrifice the 11 movement for Running Shot, Invincible, and the 4 damage. I do like that he’s harder to hit for being aggressive though. Score: 3/5

020 Tony Stark, Inventor – I love the idea of Tony jumping in his suit, but it’s a big risk when you don’t know what click his Iron Man dial will start on. At 50 points, that’s too much of a gamble. At 30 points, he’s a very annoying support piece that’s tough to deal with since he requires melee attacks from higher point characters to hit. Still, he’s just too expensive in my eyes, either way. Score: 2/5

021 Black Widow – Maye it’s just me, but I don’t like Black Widow dials. They never feel like they’re doing much for their points, and this is another example. Sure, Natasha has some good power combos and nice defenses, but she’s slow and relies on luck to deal any decent damage. Plus, her values are pulled straight from UXM. Score: 2/5

022 Ultimate Thor – The first Uncommon on my Top 10! This guy is great. Wonderful stats, good powers, Indom, gives up equipment for free to another character if he’s KO’d, and can possibly make multiple attacks a turn. He’s also got a very long dial for his points. Score: 5/5

023a She-Hulk – At first glance, this seems like a wonderful She-Hulk dial with the addition of Running Shot with 4 damage and Prob, but then you realize that she has to use Energy Explosion in order to have any range value. That makes her 4 damage virtually useless unless she’s based. So you’re really getting 2 damage on those first three clicks. The Prob + Impervious saves her from a bad score. Score: 3/5

023b She-Hulk – This is a good team-player She-Hulk and also does a fantastic job of shutting down Batman teams thanks to her negating of Stealth, Shape Change, and Mastermind. She’s got some killer values on her own at 130 (though al little low for my tastes at 90), and the Empower/Enhancement combo gives her value before she charges in. Score: 4/5

024 Boar Thor – Basically an average dial with a big life span and the possibility of making two attacks a turn every once in a while. Indom and the PD team ability push him a bit over average. I like the 3 damage value across the dial so you can choose whether Blades is really necessary. Score: 3/5

025 Crystar – If you dig the Weirdworld stuff and don’t mind the Crystal Shell defense power, Crystar is actually quite good. 18 defense for three clicks against printed attack values is nice, and his special Blades power against printed defense will make him either hit very easily or give him a good shot at big damage. Indom is a big help, too. Score: 4/5

026 Moltar – Like Crystar, this is a much better version of the Magma Man. They have the same attack, defense, and damage with just a change up in how they play. Personally, I like Crystar better, but they both work very well. Score: 4/5

027 Man-Thing Commander – A bit weaker than the other Uncommon weirdwold pieces thanks to his lower values, Man-Thing Commander is still pretty good, and an obnoxious piece once he bases you. He’s a poster boy of “do I deal with him and how annoying he is, or do I try and breakaway?” Score: 3/5

028 Maestro – Uncommon #2 on my Top 10 List. Fantastic values and good power combinations make Maestro very dangerous, as well as his Headmaster-like Baron trait that gives him Perplex and Leadership. His back-end of the dial is truly terrifying if he’s next to someone. Score: 5/5

029 Erik Killmonger – Following the success of Black Panther, I was excited to finally get Killmonger in clix. Unfortunately, he’s not all that. This is a very mediocre dial that has me scratching my head. Why Outwit on click 2 and lower his attack? Why are his defenses so low? Why the 9 attack values on the end of his dial? I want to like Killmonger, but this just isn’t a valuable dial to me. Score: 2/5

030 Stick – Uncommon #3 on my Top 10 List. Basically, Stick takes the point formula that we know doesn’t really exist and shatters it all over the wall. He puts out a lot of hurt for 45 points, but the true reason he’s amazing is how broken he makes adjacent melee characters. Score: 5/5

031 Alex Wilder – A neat double-up support piece that gives your opponent a little control in how you use him. Thankfully, no matter what they pick, he’ll still do a lot of work for just 25 points. It’s a little scary that you hand that power over to your opponent, but you could theoretically do it to them and get him back (it’s a once-per-force that he reverts, meaning your opponent would get the same). Score: 4/5

032 Karolina Dean – Let me get this out of the way; this sculpt is beautiful. On the right map, Karolina will be a monster for only 55 points thanks to her Stealth protecting her until she wants to engage. The issue I have with her is the single click of Running Shot. If she takes just 1 click of damage (which is fairly easy since she only has ES/D in defense), she’s going to be hurting. Score: 3/5

RARES

033 Captain America – You want your leader Cap, here you go. It’s pretty neat that Cap can influence his Leadership roll after he rolls it, but then again, you’re paying 75 points just to use the power at that point. The +1 to attacks is neat if he succeeds, but with somewhat poor Keywords, that isn’t going to be all that amazing. Score: 2/5

034 Iron Goblin – Quite an impressive dial at either point level, although I like the 150 dial much more. With someone like AI Mantis on your team, his trait is pure awesome as there’s no negative outcome and makes him supremely better. While his printed values are a tad low for attack and defense passed the two 18’s, the trait does a fantastic job of mitigating that and making him much more fierce. Can’t wait to run this guy and see how dirty he really is. Score: 5/5

035 Bullseye – I love the fact that Bullseye is actually better at hitting people who are hiding in hindering, although he really should have improved targeting to make him an ace. Bullseye does what he always does; hits pretty easily for low damage. That’s my problem here. He doesn’t do a lot and with only Willpower protecting him, he seems like pretty easy points to rack up. Score: 2/5

036 Elektra – If Blades is your jam, this is a wonderful dial. Stealth to keep her safe with Sidestep to engage and Flurry/Blades for damage; Elektra is quite potent for only 50 points and easily outweighs the other Valley characters for damage output. I dig that the back half of her dial has some big aggression too. Score: 4/5

037a Captain Marvel – 125 seems like an awful lot for this dial, but her special defense power will keep her in the game a lot longer than it seems. If you can keep her in the sweet spot of clicks 1-4, she’ll be a total pain to deal with. Her attack and defense are a little low, but can be workable. Score: 4/5

037b Captain Marvel – Top 10 piece! This is a hell of a dial, and I think the best we’ve ever gotten for both Carol and vampires. She’s good before she heals up and just gets disgusting once she does. 100 points seems like a bargain here. Score: 5/5

038 Iron Man – Since this is a steam engine Iron Man, he’s more of a Mark 1 melee piece, and that’s cool. He’s got some good values to start and nice powers, and I dig his Quake that lets him clear out a gang before shooting at his prime target. Neat flavor and a gorgeous sculpt. Score: 3/5

039 Red Wolf – Okay, so we get a Prob piece with Stealth that can reduce damage for your allies at the cost of his own health. Kinda cool. I like the 10 attack on every click and the Exploit Weakness + Charge at the end, and the single click of Regen can give him a lot of value back. He’ll take a lot of patience and planning to play correctly, but he can be worth more than 50 if played well. Score: 3/5

040 Spiderling – I started off really not liking this dial, but it’s a terribly efficient counter to retaliation. On a Spider-Family team, she’s going to be an absolute menace. Her values are quite good making her a bargain at 30 points. Score: 4/5

041 Spinneret – To mirror Spiderling, I thought Spinneret was decent to start, but the more I look at her, the more I dislike her. If she borrowed powers instead of stealing them, she wouldn’t be so bad. Plus, in order to make her good at all, you have to run a character named Spider-Man, so she’s got a much more inflated point cost. Lastly, those 9 attacks mid-dial are painful. Score: 1/5

042 Jennifer Kale – This one is simple; if you like playing Man-Things, get Jennifer Kale. If you don’t, her only real use is a Leadership/Support piece for Mystical teams. Score: 3/5

043 Akron – If you can offset his trait that lets your opponents consistently move him for free, which will be difficult since it’s a placement effect, Akron puts out a lot of hurt for 60 points. This guy is the bane of swarm teams, and unlike the other Weirdworld people, he has some reducers. I just don’t know if he’s worth the cost of free placement each turn. Score: 3/5

044 Witch Hunter Angela – I don’t see how this is a bad dial for just 45 points. An anti-colossal/monster piece is really good in today’s environment, and it’s fantastic that she has Giant Reach: 2 so she doesn’t have to base people. Her defenses are a little squishy for my taste, but that point cost makes her worth it. She’s a slightly above average figure. Score: 4/5

045 Nico Minoru – Sure, 40 points for TK isn’t as good as it used to be thanks to dudes like Hellion running around, but this is actually a very efficient support dial. Willpower lets her run double TK’s, Stealth keeps her safe, and Prob is fantastic since you’re getting two of the biggest support powers in one single 40-point package. I love that she can force prob something, and the Regen on a 5th click makes her shine even more. Score: 5/5

046 Chase Stein – If you’re playing a Runaways team, Chase is a must-have, just for the sole purpose of carrying the team. Otherwise, this is an okay dial. Sure, it’s only 35 points and you get 5 clicks, but in today’s game, that isn’t as exciting as it would have been a year ago. He’s certainly not bad… he’s just not great either. Score: 3/5

047 Viv Vision – A Top 10 piece for me! I’m a bit biased as I freakin’ love the Champions, so I knew I was going to dig Viv. You can read more about her in my Top 10 article, but Viv does bring a lot of versatility to your force, even if her 90 points looks like a lot. Score: 4/5

048 Bushmaster – I thought we were going to be done with the Serpent Society, but I guess not. This guy feels like a relic from Superior Foes of Spider-Man. I dig the Hypersonic Speed on top and the ability to hand out action tokens on some hits, but I see no reason to go after him. He doesn’t do anything unique and feels out of place in the set, quite heavily I might add. Score: 2/5

SUPER RARES

049 Hulk – Like a lot of Super Rare Hulks, this guy does not disappoint. Fantastic values with an 18 defense for a whopping 6 clicks with killer reducers, no attack below an 11 (!), and consistent Super Strength with big numbers means he’ll hurt big time when he hits. The downside to Hulk is his Giant Size, making him very easy to Outwit or shoot at, but it does allow him to get anywhere. Plasticity and Poison are very welcome additions to Bruce. Score: 5/5

050 Iron Fist – A slow Iron Fist, but a very deadly Iron Fist. There’s always a fine line that Danny walks in the last 2 years or so of trying to live up to the Fear Itself dial, and this one is remarkably close if not better. Lots of aggression here, and some pretty good defenses for the character. I wish his attack values were a bit higher though because of the character. I will say that the Homo Arachnus trait is a big bonus for him. Score: 4/5

051 Spider-Queen – 200 points is a lot for a dial that starts out with just Combat Reflexes for defense, even if she has Running Shot and Pulse Wave (okay, yes, she has Mastermind, too). I’m just not a fan of this dial in the least. Even with her STOP click making her a terror on that single click, she deteriorates pretty quickly as she plummets in attack value. I’m sure someone will like her, but not me. Score: 1/5

052 Regent – For 40 more points, I would much rather play Regent. This guy is big, bad, and tough to handle since you cannot peel through his reducers in any way while he has his special damage power. His ability to get stronger on every KO is very scary depending on who he focuses. However, he’s still 240 points which is crazy. At 100 points, he’s pretty good still and has a lot of aggression, but is a bit overcosted. Score: 3/5

053 Doc Ock – Don’t let this crazy Six Shooters power fool you; this guy is not that good! This is a lot like the LE Shang-Chi that came out that could potentially hit someone for infinite damage, but then you realized how much work it took to go off and that it was absolutely not worth the effort. Doc Ock is even worse since this is 100% up to chance that it happens. The rest of the dial is very meh. Score: 2/5

054 Big Boss Hill – So I get a beatstick that can only use her gap closer if someone else takes damage each turn? And her attack values and defense are pretty average with a slight uptick on click 1? Oh man, I love me a Super Rare that’s only okay on their top click! /Sarcasm Score: 1/5

055 Dino-Thor – Let’s see, he has huge threat range, Indom, big values, lots of Steal Energy, Regen at the end of his long dial, and he can give out -1 to an entire dial to an enemy and give it to an ally. Damn this guy is good! Even with the negative Earthbound/Neutralized when he takes damage, he’s still very much worth his points. Plus, he’s freaking THOR AS A DINOSAUR! Score: 5/5

056 Witch Queen Le Fay – I absolutely love her. Having access to Running Shot, Hypersonic Speed, Flurry… she has so many ways of dealing damage making her a gigantic threat no matter what her opponent brings. Pulse Wave is huge and thankfully her small 6 range will make it easy to move someone up to take the hits with her Mastermind. With her Baron trait, she’ll easily be hitting every turn with a 13 attack. Don’t even play her 100 point line because that 150 line is cash. Score: 5/5

057 Nick the Fury – On the right team, Nick will be a godsend and allow you to put out a lot of damage, especially with his own monster stats on either starting line. However, I don’t like that Nick is so heavy in points. I would have preferred his power level be a bit lower and be around the 150/120 range rather than eating a bare minimum of half your build. In older games where more robots come out to play, or in higher point games where he can abuse Eternity, he’ll be a death machine. Score: 4/5

058 Thanos – Talked about this guy in my Top 10, but I’ll give a brief bit on him. This is an exceptionally good plug-and-play Thanos that is methodical and destructive. 200 is a bit high, but he’s worth it and with proper play, he’ll easily pull that weight and more. At 150, he’s still a monster. In sealed, he will most likely destroy any team he plays. Score: 5/5

059a Destroyer Thor – A lot of people will probably pass on him for his trait that lets him just miss once per game, but I’m telling you that he’s absolutely worth it. At either point level, there’s just so much value here. At full, you get a crazy-good attacker that can boost any secondary ranged attacker to dumb levels and waits for his time to land 10 damage in a single action. At 75, he’s a walking nightmare that’s going to push out so much damage that you’ll wonder how he was that cheap. Score: 5/5

059b Destroyer Thor – Power Cosmic with always-penetrating damage is a big step up for the Destroyer, and he makes up the second all-Invincible dial in the set, along with tons of Prob and BIG values. If you’re incredibly lucky, he can basically completely negate any work your opponent put into him and just summon any Thor of 220/170 or lower on their top click for a hard reset. Is he better than Odin the Destroyer though? I don’t think so. But he’s still insanely good. Score: 5/5

060 Gertrude Yorkes & Old Lace – Ummm…. How is this dial only 30 points? So you like Leadership, huh? How about we tack on Stealth and Blades with 10 attack to make it lethal to come near her. Okay, go one further; she pops out a dinosaur after that has Flurry and Blades. Oh, you’ll ignore her then? Okay, I’ll just pop out the dinosaur now then and get free Flurry/Blades with 18 Combat Reflexes. I forgot the best part; Old Lace is autonomous this time around… talk about action token efficiency! Score: 5/5

CHASES

061 Black Panther – Do I really even need to review this guy? He’ll absolutely be the big figure of the set. T’Challa takes the Civil War Taskmaster dial, breathes hot molten lava into it, tacks on Power Cosmic, and goes to town. Every click on this dial is scary in one way or another, and I’m horrified to see what kind of tricks people play with him. If you manage to play him at 250, you’ll get 3 STOP clicks with him as well as the ability to generate a horde of undead, along with Charge, Flurry, and Blades. I love this chase because no matter what point level game you’re playing, he’s going to pull a tremendous amount of weight, making him worth his cost in dollars. Score: 5/5

062 Namor – Imperious Nope! What a letdown this dial is. Hey, let’s take Namor, make him a chase, and relegate him to a taxi. I’ll give you that he can pawn off his action tokens to opponents making him quite deadly to actually engage, but why not just ignore him? Once he does finally get clicked into aggressive mode, he’s not all that great aside from his attack value. By far the dud chase, and I laugh that it’s Namor. Score: 1/5

063 Sheriff Strange – There’s been some talk about Stephen and his utter nerf to ID cards can be a big changeup to competitive. Thankfully, Stephen has a pretty good dial at either point level to be worth that trait. He’s a bit slow, but he’s pretty efficient thanks to his values and power combinations. I quite like him at 100 points, even if he’s a bit of a glass cannon. Score: 4/5

064 Iron Fist – So why didn’t the Super Rare get a 5/5? Easy, because this Iron Fist is in the same set. This is by far and away the best Iron Fist dial we’ve ever gotten. Not only does she do the typical Iron Fist deal of marching in and hitting for a ton of damage, she negates the typical melee setup against adjacent enemies, meaning the odds of her getting hit back for anything is very low. When she’s paired up with another Iron Fist, she just gets insanely more powerful. If you manage to get two of her, I don’t see how they don’t just wreck an entire team by themselves. And look at those attack values! Holy crap! Score: 5/5

065 Agamotto – I really like when a piece is printed with two completely different point values. It makes them so much easier to play week-to-week. Agamotto is your end-all, be-all sorcerer, giving off endless Perplex and Prob range against opponents and stopping the same powers within 3 squares. At either point level, he’s got incredible stats and when paired with his protégé of the future, he’ll be even better. Score: 5/5

066 Odin – The only Chase in my Top 10 (because I didn’t want to choose Panther). Odin. Is. Nuts. So much aggression, so much damage. His dial is huge, as are his values, and you get all of this for such a low cost considering what he puts out. I cannot wait to get this guy and see how much damage he puts out. As I said in my Top 10, we should thank WizKids that Title Thor is actually named Thor Odinson, because if he would be paired with Odin and could remove tokens from dear-old-dad, it would be a very disgusting two-man team-up. Score: 5/5

There’s just so much good stuff in this set! The commons and uncommons are surprisingly good while the Rares and Super Rares are either fantastic or meh. Those of you that aren’t collectors will probably like this set because it’s not too difficult to cherry pick what you want whereas sets like The Mighty Thor was jam packed with great dials. Let’s see if the numbers back my initial statement:

Poor (score of 1): 6 (one of which is a Chase) Okay (2): 10 Average (3): 18 Good (4): 14 Excellent (5): 22

Over 50% of the set was ranked Good or Excellent, with only 22% of the set rated below average. That’s pretty damn good! I want to take this one step further though by breaking down how each rarity faired in score to see if my claim that the commons and uncommons are the value of this set:

Commons: 1 Poor, 3 Okay, 6 Average, 2 Good, 5 Excellent Uncommons: 1 Poor, 3 Okay, 6 Average, 4 Good, 3 Excellent Rares: 1 Poor, 3 Okay, 5 Average, 5 Good, 3 Excellent Super Rares: 2 Poor, 1 Okay, 1 Average, 2 Good, 7 Excellent Chases: 1 Poor, 1 Good, 4 Excellent

Very interesting how your perception works and what reality is after you go through and grade things. Based on these numbers, I found some crazy accidental similarities. Looking at ratings of only 4 and 5, the commons and uncommons were tied at 41% while the rares had 47% and the Super Rares had 69%. The really weird part is if you look at the percentage of figures in each rarity that were rated at 3 or higher (average or better), all four non-chase sections came out to 76%! I would like to guarantee you all that I judged each of these pieces individually and I do not have the time, nor the attention to detail, to influence the numbers.

So what should you do regarding the set? Should you buy sealed or should you buy singles? Just based on the numbers, sealed is a very good deal since a majority of the set is quite good. HOWEVER, Namor is a real dud of a Chase, and there are some bad Super Rares as well. If you don’t trust your luck, I would go the singles route. Then again, all of the Primes are quite good in this set, with She-Hulk being the worst (and she’s still good).

What are your thoughts on Marvel’s latest set, without bringing the FF into it? Do you think I judged these characters correctly or did I blow it on some of them? Are you going with singles or sealed? Let us know in the comments section below!

We’re right around the corner for the ROC World Cup, so I’m heavily looking forward to that and seeing the amazing teams that show up. Those of you attending, I wish you the highest amount of luck at your shot at the cheddar. As for wrapping up this set review, I’ll be back on Clix Fix with the Fast Forces and Release Day She-Hulk LE next week.

See you guys soon and remember, the real fun begins when you’re Two Clicks From KO!