2019 is in full swing and sets are releasing like clockwork! Just a few weeks ago, Captain Marvel reintroduced us to movie gravity feeds, the first since Thor: Ragnarok, and it was fantastic. Which figures should you look to get ahold of?

It sure seemed like WizKids was done with the comic movie gravity feed sets as the biggest comic movie, Infinity War, went without any releases. Some people (including myself) believe this was due to potential spoilers that people could work out from the figures that would be in the set and the names of powers or even keywords. For that reason, I doubt we’ll get an Avengers: End Game set either, but we could see one later this year once the movie has released and people have had a chance to see it.

With the Target Exclusive (and other big box retail stores in Canada) ending, along with the Wonder Woman movie set fiasco, it seemed like movie gravity feeds might have finally run their course. Thankfully this isn’t the case as we have a brand-new Captain Marvel movie set complete with Skrulls and Kree, two Marvel species we haven’t seen in clix for quite some time.

This set is quite good and has an extremely good chase. Unfortunately, the set sold out at the distributor level as soon as it released on February 20th, so there might not be any left in stores by the time you’re reading this. That means this set review could be the most important to figuring out which singles you want to get as this typically means prices will increase on singles since there’s less out there.

Unlike the last set review, I won’t be judging these figures for sealed play since gravity feeds aren’t done the same way making sealed difficult (along with the complete lack of product). Instead we’ll be doing things the old-fashioned way with just constructed reviews and my typical rating system of 1-5. As always, keep in mind that these are my personal viewpoints and that doesn’t mean it’s the definitive word on these figures; feel free to collect who you choose.

COMMONS

001 Captain Marvel – Just when we thought Shifting Focus would retire yet again, we get another figure with the ability! I don’t know about you, but I really like this mechanic and it makes this common a lot better. This version of Carol is all about melee combat, and let’s just say 100 points seems like a steal for this dial. Fantastic values in all four slots (she never goes under a 10 attack!), Probability Control up front, Quake that deals damage to figures that don’t take any damage from the attack, Hypersonic Speed at the end of the dial – this is a fantastic outing for Carol and will probably be the go-to representation for her for a long time (along with the other side) – Score: 5/5

002 Kree Soldier – I’m not a generic fan, but Kree and Skrulls are fun! Both sides get someone of a shared trait that does something a little different. Her ability improves your odds for breakaway rolls for anyone adjacent to her, anyone on your force with the Kree keyword, or is even better if they fit both rolls. Her dial isn’t anything to write home about, but it’s certainly not bad for 25 points. I like Enhancement on click 2, and the ability to increase your breakaway odds with ranged characters makes her a good fit. Score: 3/5

003 Skrull Warrior – The Skrull team ability got a nerf, but these new Skrulls get regular Shape Change rolls if they’re hiding in hindering terrain which is especially nice when this guy ignores it for moving. This is a great melee bruiser with some good stats and damage output, nice mobility and protections, and anti-carry/Leadership tech. He’ll probably pay the price with his death for neutralizing those powers, but that’s okay to pay when he’s just 25 points. Score: 4/5

004 Nick Fury – This dial feels a little bland if I have to be honest. Nick has no defenses other than a high defense so there’s a good chance he’ll go down from a single hit, or land on one of his last clicks which is incredibly slow. His Super Spy trait is okay to give him some Stealth busting, but the main reason to run him is his anti-rerolling for attacks up to three times a game. That’s pretty good when you have an attack that you 100% need to hit to change the game, but it’s not worth running on your team for 50 points and requiring adjacency. Thankfully his attack values are quite good. Score: 2/5

005 Att Lass – He’s not providing too much in terms of stats, but push this guy and you’ll like him a lot better as he picks up Perplex. Have him tag along with any Kree to give them +1 to defense for all attacks (and +1 for himself against melee with his Combat Reflexes up front) and you’ll dig this support figure. Precision Strike makes sure that he can hit any character even though he only has 2 damage. A little costly, but on a Kree team, he can make a pod really tough to hit. Score: 3/5

006 Yon Rogg – Tons of support in this dial. Leadership and the ability to gain another 2 actions per turn without him even doing anything aside from standing next to an ally is significant. Add in TK and Incap and you’ve got quite a lovely action machine that can turn the tide of tempo control. Score: 4/5

007 Kree Combatant – Another 25-point Kree generic, this guy matches the Skrull Warrior with a good melee-focused dial but a bit more scary thanks to Charge and overall better values and powers. This guy is also opposite from the Soldier in that he makes it much harder to break away from him, adjacent allies, Kree, or miserable if you have a Kree adjacent to him. A great tie-up figure that honestly doesn’t need Plasticity. Score: 4/5

008 Skrull Technician – If you want a support figure that’s more control than overwhelming actions, the Skrull Tech might be our figure. Still possesses TK, but this dude has a 5-square aura that has a 33% chance to shut down one opposing Outwit, Perplex, and Prob each turn. Outwit on the first two clicks gives you a nice control figure that also provides maneuverability. Score: 4/5

009 Phil Coulson – Totally worth playing just for the fact that Coulson can auto-equip items to himself or adjacent allies for free. With the right team, you can steal any opponent’s item on turn 1, completely destroying their strategy and making yours so much better. If that wasn’t enough, Coulson also gives your team the ability to pick attack powers once per game (or 3 times if you don’t steal any equipment). Push Coulson to click 2 to pick up Perplex and he’ll be an absolute all-star. Score: 5/5

RARES

010 Captain Marvel – The other half of the Shifting Focus dial, this is a more ranged version of Carol, giving the pair superiority in whichever way she needs to engage. This version can pump out up to 5 penetrating damage in a turn thanks to her special attack power, and like the other version, this dial ages very well. The mid-dial Sidestep/Ranged Combat Expert clicks are fantastic for how deep they are, and that last click will give either version of her a tremendous boom before she goes down. Score: 5/5

011 Minn Erva – The dial itself is pretty damn good with Running Shot with Flight and big speed/range values, Pen/Psy, Invincible, and Prob, but it gets even better since she awards all Kree or adjacent figures Protected: Outwit on speed powers (and attack powers if they’re both). There’s not a bad click on this dial to be honest. She does lose attack pretty hard and her defense tanks a bit dropping immediately to Toughness, but it’s fairly long, has three clicks of Prob, and ends on Regeneration. On a Kree team, she’ll be scary granting everyone defense protection along with that steady Prob Control. Score: 5/5

012 Talos – Lots of meat on this dial. 7 clicks for 100 points is pretty good, especially with three clicks of Regeneration that just heals an additional click making him quite tough to actually KO. However, Talos has an odd kit. Stealth, Plasticity, and Combat Reflexes makes sense, but the lack of ignoring hindering terrain and Giant Reach: 2 mean he’s not going to do a great job of basing. Since he has Charge instead of Sidestep, you have to decide whether you want to hide him and hope his target gets within 3 squares, or you’re wasting his Stealth and giving him a wimpy Shape Change. I want to like this dial, but it doesn’t make a lot of sense. Score: 3/5

013 Nick Fury – Lots of control for Nick on this dial. He’s got an Outsiders-like ability for anyone within range, but limited to 5 uses and Outwit making him quite the silver bullet to tentpoles, but what I really like about Nick is his ability to move himself or allies for free. This makes him a lot more mobile than he looks, can help allies get into the fight that lack speed powers, or can completely abuse figures that trigger abilities on moving (gee, we don’t know any of those, do we? Like big, green Hulks?). STOP is icing on the cake and even if he has just 1 tradecraft token when he goes down, you’re getting a good Running Shot/Precision Strike/Perplex click. 100 points is a bit high, but there’s options here. Score: 4/5

014 Att Lass – The mirror of Minn Erva, Att Lass can protect defense powers or potentially damage powers. That’s better than Minn Erva in my eyes, but his dial isn’t as strong. Att Lass is amazing on his top click with Hypersonic Speed and 11-attak, Impervious, and Leadership, but he takes a beating once he takes a single click of damage. He keeps some good reducers and his stats aren’t too bad, I would just rather have Minn Erva’s dial with his passive benefit. Still a great character though. Score: 4/5

015 Yon Rogg – Yon is a little expensive for mostly being a support figure thanks to Empower and Enhancement, but his Ranged Combat Expert and Sidestep will make him a big threat if ignored. I like that Yon has very steady clicks with not much variance, making him solid no matter what kind of hit he takes. His Kree Supremacy trait is a little selective but can be extremely good, making it easier to hit Stealth or Shape Change figures, and giving crazy targeting to adjacent Kree, which he’ll always boost their damage. Score: 4/5

016 Bron Char – Now this guy is pumping out some great damage! Charge, Flurry, Battle Fury, 11-attack, 4-damage, Knockback, and Invulnerability all for 75 points is a bargain. Bron keeps some great melee potential throughout his dial and can dish some heavy damage no matter which click he’s on thanks to late dial Close Combat Expert with some good values. His poison on KO effect from the Kree Supremacy trait is perhaps the worst of the bunch, but that’s okay because this dial rocks. Score: 5/5

017 Skrull Scientist – If you like KO’ing objects, the Skrull technician accomplishes this well. The ability to port around the map based on opposing KO’s or just next to objects within 5 squares (and KO’ing them) gives this guy a lot of mobility. The immunity granted from his placement from KO’s is cool too. My only issue with this dial is that his stats are so mediocre for the cost. There’s nothing really happening on this dial that you can get with someone else. Score: 3/5

018 Phil Coulson – Man, Phil got one hell of a dial in this set. Stealth with 4 passengers and Flight that doesn’t modify from carry and Leadership kicks off one hell of a team-player dial. Phil also has traited Energy Shield/Deflection and he can also hand it off to an adjacent ally (get it? HAND it off?!). Coulson’s espionage tokens can be used to give him any attack powers in the game up to 5 times, making him much more brutal than he seems. Pulse Wave, Steal Energy, Super Strength, TK – Coulson does it all! Like rare Nick, He’s also got a STOP click (Tahiti!) that can heal him up, but unlike Nick, Coulson has a good chance of healing up quite a bit since you most likely won’t drop tokens off him quickly. Even if he heals just 1 click, he’s still kicking ass. Score: 5/5

019 Korath – Of all the rare Kree, Korath feels the most overcosted. He only has 5 clicks instead of 6 which feels like a big drop. Korath is all about team-playing, giving everyone Precision Strike against his target and providing extra damage from Enhancement. His stats aren’t bad and somewhat make up for that lost click; he’s always got at least a 10-attack and the Sidestep + Ranged Combat Expert with Stealth busting gives him a lot of mileage if he doesn’t go down fast. The best part of Korath though is that he gives your Kree team a ton of extra movement and positioning on hits. This can get out of hand very quickly. Score: 4/5

020 Ronan – Honestly, Ronan has the best non-chase dial in the set. This guy is d-u-m-b for his cost. KILLER values and powers, Indom, great range, fantastic reducers, disgusting damage potential, end-dial Prob; the list goes on. Sidestep seems weak with Pen/Psy but his Close Combat Expert makes you re-examine that as he has so many options to throw pain around. His retaliation power feels VERY Ronan and kicks ass since he’ll be dishing out 4 penetrating damage (3 on lower clicks). If Ronan finds himself around multiple enemies, he can deal an obscene amount of damage. Combine him with Korath to edge him closer and closer to the fight, or TK him in and Ronan will feel like a god. I guess he didn’t need the Power Stone after all. Score: 5/5

CHASES

021 Captain Marvel – Hands in the air; who doesn’t know about this dial yet? The absolute talk of the set, this dial is insanity captured. One could argue that Carol doesn’t have that strong of values in the attack and defense department once she takes some damage, but that goes right out the door when you see what she can do. Carol is one of the hardest characters to KO in the game, and unlike other unkillable characters (Lockjaw, Daredevil, etc.), Carol has a ton of offense to back that. THIS is how her energy absorption should work and it feels incredibly accurate to the comics. If Carol takes a hit that’s too big, she’ll turn into an actual Heroclix god, dishing out 5 damage through Hypersonic Speed or Pulse Wave and becoming actually unkillable for the turn. That makes it incredibly difficult to actually burn this dial down without losing a ton of points in the process. Carol also has an amazing Running Shot power that gives her Charge afterwards against a different target. Throw on something like the Octopus Arms and Carol is going to single-handedly destroy teams that can’t pierce her reducers. Speaking of which, good god are her reducers fantastic. There’s no down side to this dial. She will stay high in price, and she will be hunted. Score: 5/5 – I’d rate her higher, but I don’t like rating systems that break their own values.

022 Carol Danvers, Fearless – Let’s face it, any chase is going to look like crap compared to the last one, but this figure is actually pretty good herself. Her stats and powers aren’t all that great for a title character, but they’re still good for the 75-point cost. Her KO effect is basically nothing making her the least risky Title Character to play, and she has two different ways to increase her plot points. The first gives her 8 range and targeting through elevation and destroying blocking terrain, which pairs nicely with her Running Shot. Her second +1 is a little less powerful, handing out an action token to a character that an adjacent ally hit that she can also see. With Enhancement on most of her dial, that’s not bad. The big reason to play her though is her ultimate ability, pulling 4 tokens to morph into the Shifting Focus Captain Marvel, or pulling 6 tokens to turn into the other chase. If you can grow her points quickly, you can cheat in that 150-point monster for 75 points. The issue is will you be able to do so and keep her healthy. If you can figure that out, she’ll be a golden ticket. Score: 4/5

There aren’t a lot of 5-star figures in this set, but most of these figures are flat-out good for their points. Combine that with a wonderful Shifting Focus figure that only needs two versions to be complete, an amazing Phil Coulson, a deadly Ronan, and one of the most desired chases in a gravity feed and you have some amazing value. It’s easy to see why this set is sold out practically everywhere. I opened a case of this set (which you can find the Live Video on our Facebook page) on February 26th, and I was incredibly impressed with the distribution. One case gave me the entire set with plenty of extras to trade, and all the generics I could want. The cards are also mostly safe from the typical bending we have from gravity feed backs which is fantastic as they have a history of being awful.

This is just a solid set across the board, and I highly encourage you to track down sealed product if you can. However, don’t pay through the roof for it. You’re better off getting singles if stores use the lack of product as leverage to overcharge on the packs. The rares will stay high in price due to their ability to play extremely well together, along with fan favorites like Coulson and Fury, and the big chase will most likely stay high in price, but that doesn’t mean you should burn money on overcosted product. If that’s the case, save up and get the singles you want.

I hope you enjoyed this Captain Marvel set review. I wish you luck in finding product if you haven’t already, and in your pulls. If yours are anything like what people are reporting, you’ll probably do alright no matter how many packs you buy – there’s not a dud in the set! Okay, maybe the common Nick Fury isn’t all that but he’s not terrible!

See you guys next week on Clix Fix as I dive into a Spider-Man Family team article to bookend my Sinister Syndicate teams from last week. Until then, have a great week and remember, the real fun begins when you’re Two Clicks From KO!