Avengers: Infinity Set Review

The first set where you could see a colossal retaliator in sealed! (Except for Stilt-Man)

Commons

001 Iron Man

Iron Man isn’t the blowout first figure that Cyclops was, but he’s also not the 001 Thor from The Mighty Thor, leaving him as a surprisingly solid figure that you’ll be happy to find in your sealed pool. The biggest thing Iron Man has going for him requires him to push to click 2, Probability Control. With Prob so easily accessed on a common figure, you’re going to almost always want to run him.

On-top of that, Iron Man isn’t a slouch as an attacker. If he’s taking the first costed action in a turn, he’s going to be able to Running Shot, which gives him a great swing of 12 if you include his Sidestep. On-top of that he’s rocking an 18 defense on his top-dial, and boosts his attack and damage to high levels when he’s attacking high point figures, which there will be plenty of. Iron Man is just a solid workhorse that will always find a role on your team even if it’s deliberately pushing to re-roll attacks for the rest of the game.

Sealed: 4/5

Constructed: 3/5

002 Black Panther

Black Panther isn’t quite as good as Iron Man, but Stealth gives him a ton of protection in this set, and his high values and good close powers can help him tear through enemies. As an added bonus, when he KO’s an opponent, he can use Charge as free, with the bonus of either Exploit Weakness or Flurry/Blades.

There’s very little Stealth busting in this set, giving him a lot of survivability, but his lack of mobility leaves him underwhelming as a 60 point close attacker. The only redeeming element is his ability to Sidestep across elevated terrain. Black Panther can deal a lot of damage, but you’ll need other elements to insure he makes it in unharmed.

Sealed: 3/5

Constructed: 2/5

003 Black Widow

Black Widow has a lot of tricks going on with her traits that makes her vanilla dial look a lot more appealing. With the potential for a 10 attack and 18 defense on her top-dial, Black Widow isn’t easy to hit, especially with traited Stealth. The issue is, even if she is the highest point character and unable to be targeted, she’s not doing much of anything.

At the top she’s using Perplex, later Mind Control and Support and at the end Exploit Weakness. While this does give her options, she’s not good enough at any of them for them to be relied upon, and on-top of that, they’re just such a weird combination. If you’re going to play her, plant her in Stealth and let her support your team with Perplex and push her to Support if you need it.

Sealed: 2/5

Constructed: 1/5

004 Hawkeye

Hawkeye is really good at hitting people for small amounts of damage. With high mobility and range for a common, there’s few figures that can reliable avoid taking damage, but Hawkeye is really relying on his two target Precision Strike, to the point where it’s the only thing he can do.

He’s the figure you want to push anyone off of their top-dial or stop-clicks, but he’s not good at reliable and consistent damage. He’s also very easy to kill, with absolutely bottom end defense that’s only brought up to an average level with his trait. For such a straightforward figure, he’s almost more of a finesse figure, who you’ll want to use to poke characters off of good powers for the rest of your team to follow up on.

Sealed: 3/5

Constructed: 1/5

005 Vision

Vision comes in at a high 100 points, but his high mobility and great choices in defensive powers make him a solid pick for a main attacker. Vision has a lot of strong powers going for him with Penetrating/Psychic Blast and Exploit Weakness on his first two clicks, as well as a special movement power that lets him Phase up to 10 squares before making an attack. Of course, this movement power doesn’t combine with either of his offensive powers, but it still makes him a serious threat with a 16 space swing.

On the defensive end, he has the choice of Invincible or Super Senses and Shape Change, giving you control over how your opponent approaches him. Vision brings a lot of choices with his set, but he falls flat in a lot of ways. His values are as average as can be, leaving him lacking at 100 points, and making him easily removed with a single Outwit. His movement power not combining with either of his offensive powers forces him to use it to get in position, and spend a turn getting ready to follow up with penetrating damage. For that reason, Vision isn’t an instant play, but with the amount of mobility, and protection he has, he can go far on your team.

Sealed: 4/5

Constructed: 3/5

006 Moondragon

The first version of Moondragon gives some Telekinesis to the common slot, making her an easy pick, without looking at any of her other powers. If you wanted more from her though, there’s a lot going on. Close Combat Expert, Mind Control and Penetrating/Psychic Blast give her a lot of choices in how she wants to approach combat, and the Indomitable symbol and Flight allow her to taxi other characters with little worry. She’s a little lacking in terms of protection relying entirely on Super Senses and she’s got a short 5 click dial, but with the amount of variety all at once on her dial. Moondragon can make a big difference, even if you just use her for Telekinesis.

Sealed: 4/5

Constructed: 3/5

007a Firefall

Firefall is a pretty straightforward ranged attacker decent values througout his admittedly short dial. Sadly, with decent values are some mediocre powers. Sidestep and Poison top-dial make him slow to get in range. Later he picks up Running Shot and Energy Explosion, a power that will have limited effectiveness in this set.

Firefall heavily relies on his traited defense from the shared Galadorian Reactive Armor trait, which can make him suitably tough to take down at range, and less on his special Defense power which boosts his defense to an 18 when he’s adjacent to another space knight. Firefall is a decent choice when you need a taxi, but otherwise he’s lacking across the board. Average values paired up with average powers with an above average point cost is not going to get you far. In another set, just being a taxi would make him worth playing, but we’re not hurting for taxis with all the fliers, colossals and vehicles around.

Sealed: 2/5

Constructed: 2/5

007b Firefall

The new and improved Firedall comes with Running Shot instead of Sidestep and a special Energy Explosion and Poison that can’t be reduced below 1 damage, making him a good choice for blowing up a tent-pole surrounded by a bunch of characters. This one pumps out a lot more firepower than his previous incarnation, but I’m still not sold on only having 5 clicks of life at 75 points. Even with Toughness or Invulnerability down his dial, I think you’ll find that it’s just not enough to keep him alive, or to keep him on his best clicks.

Sealed: 3/5

Constructed: 2/5

008 Pip the Troll

Pip the Troll is the go to choice for a taxi in this set. Not only can he carry two characters, but he can carry fliers and characters with Battle Fury, and when he dies, he grants Passangers: 2 to another friendly character, continuing his legacy as a taxi. He’s not much of an attacker, but he’s able to poke characters with two action tokens fairly reliably. Regardless, Pip has one role on your team, and he does it so well that there’s really no point in looking past him. He’s a solid taxi in constructed as well. You’re paying a little more for him than Overdrive, and Overdrive carries more characters, but the redundancy he provides is unparalleled.

Sealed: 5/5

Constructed: 45

009 Rocket

Rocket is incredible for a meager 60 points. His flight lets him function as a taxi, but he’s also pushing out a lot of damage, and has a bulky 6 click dial to rely on. It’s unlikely that you’ll be able to get a Guardians of the galaxy theme team, but I also don’t think it’s necessary, as I would almost always rather the +1 to attack and defense. With that boost, Rocket is sporting a 12 attack and 18 defense on his top dial, and his attack would never fall below 10 at any point. With the ability to be both a close and ranged attacker at various points on his dial, top-dial Leadership giving you extra actions and those sweet middle clicks with Flurry/Blades, Rocket is never at a disadvantage. If you pull him there’s almost no reason not to find the space for him on your team.

Sealed: 4/5

Constructed: 3/5

010 Her

Her is another common power piece. Running Shot, Penetrating/Psychic Blast and Probability Control make her an excellent attacker, and a generally good figure to have around. She’s a little squishy for her point value, with Toughness and 6 clicks of life to protect her, but she makes up for it with useful support powers throughout her dial. Probability Control is a necessity in sealed, and if she loses it, picking up a buffed version of Support isn’t bad either.

The biggest question about Her is her Cocoon Metamorphosis trait, that increases her point value to 100, and potentially allows her to replace herself with Kismet. I personally would rather play Kismet than the potential to have her for free if you can protect an object long enough, but it’s possible that you’re only able to free up 100 points instead of the 140 necessary. Don’t forget, Her is still scored when she dies, which is a big liability in a set where it’s likely you’ll see huge point tentpoles, but isn’t serious enough to pass her over.

Sealed: 4/5

Constructed: 4/5

011 S.H.I.E.L.D Agent

This a pretty great generic figure, and a great figure to round out your sealed team. Having flight is almost painful as they cannot carry, and also cannot be carried, forcing you to spend actions to move them up. At the same time, they’re strong attackers with high mobility and surprisingly great defense from range creating a surprisingly threatening little package. You shouldn’t make room for these agents, but they fill a fantastic tertiary attacker role on teams that have room for them.

Sealed: 2/5

Constructed: 2/5

012 Ego Anti-Body

Ego Anti-Body is the tie-up in this set. 4 Clicks of life for 30 points makes them a great value, and Super Strength gives them the chance to hit above their point cost. For the most part you’re going to rely on them for Plasticity, and not a whole lot else, but they’re pretty great generics with a lot of value in a set with high mobility. Sidestep might seem weak, but for a low cost character, free movement is never not useful.

Sealed: 3/5

Constructed: 3/5

Uncommons

013 Black Panther 2099

While it’s nice to get more 2099 figures, I’m not in love with this Black Panther. In terms of protection, he’s actually really difficult to kill with Stealth, 18 Defense and traited Shape Change. Offensively, he’s not a monster, with average attack and damage values on his first two clicks with only Sidestep for mobility, and later he loses all mobility in favor of Blades/Claws/Fangs and Exploit Weakness. There’s nothing wrong with him, but he’s not going to win any awards for efficiency. He works as a decent enough tie-up figure, although a little expensive, with enough tools to keep him safe until he gets adjacent. He’s not bad, there’s just nothing great here either.

Sealed: 2/5

Constructed: 2/5

014 Anti-Vision

85 points is a lot to spend of 5 clicks of life but each of those clicks is pretty good on its own, and with traited Shape Change and Stealth he’s slightly more durable than he looks. That being said, I can’t stand the way his dial is let out. If he gets knocked down to his second click after getting adjacent, he’s stuck up close with ranged powers. On the good side of things, he’s dealing penetrating damage on every click and has average to good values on the rest of his very, very short dial. There are better options for primary attackers in this set, but he can definitely hold his own with a few lucky rolls.

Sealed: 3/5

Constructed: 2/5

015 Moon Dragon

Moon Dragon might not have a lot of clicks of life, but she offers an immense amount of offensive options for a fairly reasonable price. Traited two target Mind Control is just icing when you have an improved Penetrating/Psychic Blast that hands out tokens, Energy Shield and Shape Change for protection and an impressive 7 Range. Her dial does fall a bit as she takes damage, losing out on most of her offensive and defensive powers in favor of Perplex and Telekinesis, allowing her to serve as more of a support character.

Passing out Mind Control isn’t as good as Pip’s trait, but it could still have its uses, and it’s never bad to have a power just in case. Moondragon is a squishy, but effective attacker that can really help get a game under control.

Sealed: 3/5

Constructed: 3/5

016 Kismet

Kismet is a one of the best uncommons to pull in this set, even at her large 140 point cost. Generating her bystanders gives her up to 3 uses of Outwit (if you can get all three out before your opponents get to you). As a hypersonic tentpole Kismet isn’t breaking new ground, but there isn’t a single bad click on her dial, and she can consistently overpower the majority of the uncommons and commons in this set.

The biggest issue with her is how easily she’s able to be knocked out. 18 Defense and Invulnerability is great on a sub 100 point figure, but on a figure that costs almost half your points, it’s a little weak. Use her mobility to keep her safe from other characters that can deal penetrating damage. As long as you can keep her alive, Kismet is always a threat. Even on her last two clicks, she can turn her scientists into super-powered attackers that can tear apart any figure in this set. There’s very little wrong with this

Sealed: 4/5

Constructed: 3/5

017 Nick Fury

Nick Fury is another ranged attacker with good mobility and values, keeping the threats in this set coming. His Leadership power isn’t going to be doing a lot of work in sealed, but has the potential to be a big thing in constructed. 75 points is a little much for what you’re getting, but with mobility on all of his clicks, and penetrating damage on 4 of them, Nick Fury can put up a decent, reliable threat for his entire dial, and with his special attack power and a few good rolls, can keep his attacks going until there’s no one left to shoot at.

Sealed: 3/5

Constructed: 3/5

018 Tigra

Tigra is the best 45 points in this set. With traited move and attack that allows her to Leap/Climb before making the attack (even if it’s only a chance if you move too far) Blades/Claws/Fangs and an incredible 18 defense, Tigra covers all of her bases at a bargain price. You aren’t going to be upset when she takes damage, as she gets Flurry, which also combines with her move and attack. The biggest risk you’re taking with Tigra is moving and then rolling poorly, leaving her vulnerable, but if you give her some support with another attacker, and with her costing a mere 45 points, your opponent is going to have a hard decision about how to deal with her.

Sealed: 4/5

Constructed: 3/5

019b Javelin

I’m still not sure if this counts as a prime or not, but if it does, damn what a mistake. Javelin is a perfectly good figure with values that are good enough to play. That being said, he’s nowhere near powerful enough for his rarity (if that is his rarity) and there’s absolutely no reason for him to be Unique. He’s a decent close attacker with a win-more Blades. If you’re dealing 5 or 6 damage, rarely do you care if you give an action token. I’d way prefer him give it on a 1 or 2, insuring he’s always getting something out of his roll. He surpasses a lot of the cheaper figures without Indomitable, but at his core, he’s a close attacker who’s much happier being shot at than punched, and one who needs to be adjacent to another Spaceknight to get a reasonable defense. I’m not saying you should skip Javelin, he’s just nowhere near the must play you would expect from a figure of his rarity.

Sealed: 2/5

Constructed: 2/5

020 Gamora

Look, If Gamora didn’t have a trait that granted her one of the top powers in the game, she would still be a reasonable close attacker with high values and decent powers. Now on-top of that, they’re giving her traited Probability Control, and a back-up that lets her hand it out when she dies, making her a must play figure, and the first thing you want to add to your team. As a close attacker, she’s nothing too special, with a cool combination of Super Strength and Precision Strike allowing her to hit for 12 attack, 5 damage while getting past Super Senses. Her dial isn’t particularly long, and she has little protection for getting into adjacency, but with Probability Control she could sit around behind everyone else and make her points back. She’s also one of the few characters without the Flight symbol, making her a perfect target for a taxi. Gamora is an amazing sealed figure, that brings some excellent utility as a close attacker with a bit of support built in.

Sealed: 5/5

Constructed: 3/5

021 Star-Lord

Star-Lord’s element gun lets him bring a lot of options to the table, but the only ones I’m interested in are the combination of Energy Explosion and Knock-back. Star-Lord thrives on a non-guardians team, as he does’t have enough threatening powers to fear outwit too often, and having a 12 attack top-dial keeps him hitting those surprisingly common 18 defenses in this set. I don’t see him doing a lot in a set full of reducers, but if you end up facing a swarm team, there’s few figures I’d rather pull in this set. He’s just not doing enough damage through his dial to keep up with the rest of the figures around his point value.

Sealed: 2/5

Constructed: 2/5

022 Nova

Nova is going to be a mean figure for Champions theme teams, especially when they release some good Champions. Since he’s the only Champion in this set, his special trait will have absolutely no effect. Without it, Nova is a slightly over-costed secondary attacker with only 5 clicks of life for 70 points, and a reliance on a special Charge on his top two clicks. Being able to Charge through blocking gives him a little bit of utility, but he’s just not going far enough to make up his point cost back.

Sealed: 2/5

Constructed: 3/5 (Will be higher with better Champions)

023 Venom, Space Knight

Venom is a power figure in sealed, and is almost a must play if you pull him. Running Shot/Penetrating Blast keep him threatening even with his low range, while Perplex, Invulnerability and Shape Change make it hard to take him off of his top click. If you do, Venom becomes a close attacker, allowing you to more easily benefit from his Plasticity, and dealing some serious damage. The biggest let down about Venom is his short 6 click dial. You’re spending 125 points on this guy, and he’s not too hard to cripple with a single shot if you can get past his heavy defense. That being said, being grounded gives him a lot of choice in taxis, and he can hit hard enough to spin a majority of the commons and uncommons to the later half of their dials. He’s a straightforward, but strong primary attacker that will win you games easily.

Sealed: 4/5

Constructed: 3/5

024 She-Hulk

She-Hulk is simultaneously very worth her 50 points, and slightly overpriced for what she can do. The best thing She-Hulk has going for her is her three clicks of Invulnerability and Indomitable, allowing her to act consistently with a lot of protection. Sidestep pairs well with Close Combat Expert, and her unique brand of CCE grants a crazy amount of power. Even if she’s not dealing damage with it, being able to weaken her target for follow-up attacks, or make it far harder for them to hit. Super Strength will almost never be used by her except for the knock-back it provides, but it gives her some safety from Outwit. She’s a strong close attacker with a lack of mobility that can set up your other attacks for big swings.

Sealed: 3/5

Constructed: 2/5

Rares

025 Thor

I’m sure when some people saw Thor for the first time and his ability to make attacks through his storm markers, they thought he might be the second coming of figures like Iron Pharaoh or Fantomex, but I think they just missed the mark with this Thor. The Call the Lightning trait has a lot going on, but at it’s core, Thor can move one of three markers one space each turn, and then can take a free action to attack a character occupying them if he is in range of them. It’s nice that both are free actions, but requiring Thor to be within 6 of the target and requiring to be on-top of a marker that moves a single space a turn makes it unlikely to ever go off. The best Thor can do is place his tokens in a way to control some bottle-necked areas on the map, but he still requires proximity, placing him in some amount of danger.

Aside from the trait, Thor doesn’t have a lot going on with his dial. With no mobility outside of Sidestep and no Willpower, Thor is stuck in a weird middle ground where he’s absolutely over-costed if we just take in his dial, and to make up for it, a convoluted trait that just doesn’t have the necessary power to make him good. I’m willing to be proven wrong, but I just don’t see how this Thor is going to stand out. In sealed especially, I don’t see him pulling off his Call the Lightning often enough to be worth playing.

Sealed: 2/5

Constructed: 2/5

026 Jack of Hearts

Jack of Hearts has Running Shot/Pulse Wave, and that’s really all you need to know to play him. He’s got the power combination that people want in every single format ever devised, and for a mere 75 points he can be a primary attacker for your team. With the boost he gets from attacking higher point characters, Jack here is an excellent figure to bust through tent-poles. I don’t see his ability to be placed adjacent after Pulse Waving coming in handy too often, maybe to escape after a Pulse Wave that hits a friendly character, but it’s not detracting from anything. A lack of Willpower is disappointing, but there’s really nothing bad going on here. If you pull him, play him.

Sealed: 5/5

Constructed: 3/5

027 Starfox

There always needs to be a worst figure in every set, and in this set it’s Starfox. Starfox is a Mind Controller that can potentially pass out Pheromone tokens that really restrict characters from attacking. Sounds great right? I’d agree except, Starfox doesn’t have any range, relying on the minimum 4 that Mind Control gives him. On-top of that Starfox has a measly 9 attack, with the potential to be boosted to a 10 against characters of 100 points or more, leaving him missing a lot of attacks, especially when your opponents can easily out maneuver and out range him. Now, he does have Perplex, though only to lower values, potentially making those attacks easier to get off, but it’s a lot of ifs for a 60 points character. Starfox is a character that actively makes you not want to play him. Everything about him would make an excellent 35-40 point character, but at 60 he’s far, far too expensive.

Sealed: 1/5

Constructed: 1/5

028 Maxam

Maxam is a solid close combat beater, with stats that bulk up as he takes damage, culminating in an impressive 12 attack 5 damage with Flurry and Giant Reach. Top-dial, Maxam isn’t impressing much, limiting himself to average values with no Willpower and only Toughness for protection. It’s not a big deal though, because you want to get him up close and taking damage as fast as you can. Maxam is a all or nothing kind of character. You dive with him once, and he either ends the game for you right there, as his values climb and his attacks beat down your opponents tent-poles, or he’s quickly focused on and removed himself. With 8 clicks of life he’s not easy to remove, but without Outwit protection, a single Outwit when he’s on click 4 or 5 can spell doom. Maxam’s special trait is an exciting one, but it doesn’t define him. If you pull the members of Infinity Watch, Maxam can teleport to their square when they die, and heals himself, but only if he’s chosen for their bearer trait. This gives him more sustainability, and elevates his horrid mobility. He’s worth playing if you don’t pull another Infinity Watch member, but with one, he can be absolutely monstrous.

Sealed: 4/5

Constructed: 2/5

029 Drax

Drax is another great close beater, but one that favors consistency over bulking up. Drax has two elements that make him incredible, his damage power that grants Protected: Outwit and his trait which lets him channel the power stone into a Combat Expert style boost. With average values and Super Strength, Drax can boost himself to crazy levels, potentially doing 5 damage or having a 12 attack whenever he needs to. Yet, there’s something missing for me when looking at Drax’s dial. I think it’s too easy for him to be knocked off of Charge, forcing him to waste actions getting up close. When he does get up close, he can deal a lot of damage, but it’s not an incredible amount for 100 points, and he doesn’t have the powers needed to get through reducers. In another set, Drax would destroy, but I just don’t find he can survive the 13 range that some of the Colossals bring with them. I’m undecided on Drax. I’m not as in love with him as a lot of people are, but I don’t find him lacking for 100 points. He’s an above average close attacker, with some really cool tricks, but at his heart he’s a close attacker.

Sealed: 3/5

Constructed: 2/5

030 Mantis

Mantis isn’t the big tent-pole you might be looking for in the rare slot, but she might be the most under costed 50 points in the game. For 50 points you have 6 clicks of life with relevant close combat powers on every single click, and a nice Support at the end of her dial. On-top of that she’s either going to be immune to Outwit, or boosting her attack and defense, giving her an 18 defense with Combat Reflexes on her top-dial with a 12 attack, 2 damage Exploit Weakness. If all of that wasn’t value enough, she has the unique ability to “cure” friendly characters of Battle Fury and Earthbound/Neutralized. There’s just nothing bad to say about this value filled figure, with no bad clicks, and a unique trait that makes her a must have, you’ll definitely see her played on any team that pulls her. Keep an eye on this one, as it’s one figure away from being immensely competitive.

Sealed: 4/5

Constructed: 4/5

031a Terminator

We’re back to the Spaceknights and Terminator is here to fix the previous missteps…maybe. Terminator is coming with two awesome top clicks, before becoming a average close attacker. For 90 points, Terminator is a little expensive, but it’s worth it for a triple Incapacitating Running Shot, and the ability to boost damage with Enhancement. If you can keep him up there, then he’s going to be a frustrating figure to deal with, as he too has the Galadorian Reactive Armor trait. When he does take some damage, he’s going to be relying heavily on his trait for protection, as he has a middling 16 defense with Combat Reflexes, which I’ll admit does work nicely with his trait (Either 16 defense that reduces 2 damage, or 18 that reduces 1, you pick). The Regeneration, Flurry and Steal Energy at the end of the dial will keep him alive for a lot longer than you would expect, as none of those clicks have naked defense due to the trait, but sadly he can’t heal back far enough to return to the glory days of Incapacitate. After spending a little time with Terminator, I like him a lot more than I would have expected. He’s a solid pick for sealed that can be a hearty attacker as long as he stays away from the Penetrating/Psychic Blast. I’m still not solid on the Spaceknights, but Terminator does a lot of good for their team.

Sealed: 4/5

Constructed: 2/5

031b Terminator

I’m kind of stumped by this Terminator. He’s definitely worth the 60 points you’re paying for him, with his decent values, traited defensive powers and an awesome damage power that can take tokens off of any friendly character that hits (including himself), but at the same time, Phasing/Teleport on his first three clicks doesn’t give him much confidence in his ability to be a threat. If he gets to his last two clicks, Terminator (like his predecessor) becomes a close combat beater, but one that’s a lot harder to put down with a printed 18 defense with Combat Reflexes making anything but the luckiest rolls miss him. But, I don’t think in a majority of games he’s going to be seeing these clicks. There’s a lot of penetrating damage in sealed, and quite a bit of Outwit, and with only 5 clicks and a 17 defense on his first three clicks (18 if you pulled another Spaceknight), it’s not hard to see someone coming in and killing him in a single attack. This is a prime example of why the top-click is so important in Heroclix. If a figure isn’t worth playing on it’s top click, or is only valuable due to powers down the dial, there’s a significant chance that you’ll never see the powers you’re paying for. In Terminator’s case, I do believe that his damage power brings enough value to the table for him to see play. Just don’t expect to ever land on those last two clicks, and when you do, it’ll be icing on the cake.

Sealed: 3/5

Constructed: 3/5

032 Nova

Nova is a Super-Rare in the Rare slot, and he brings all the power of any Super-Rare in this set. Hypersonic Speed, Energy Shield/ Deflection when he uses it, Protected: Outwit, Impervious and solid values down his line makes him a true terror on the map, even for his huge 150 point cost. You’ll want to keep him top-dial as much as possible, especially with the Hypersonic. There’s just nothing bad about this dial at all. Every single click on the dial is dangerous, and even if he takes damage, he’s knocked onto an absolutely amazing movement power that lets him Charge, and then after hitting for 4 damage, he can do it again with a free Quake. With mobility, power and protection you do not want to see Nova across the map from you in sealed.

Sealed: 5/5

Constructed: 3/5

033 Captain America

Captain America doesn’t have the pure power of Nova, but the tricks she brings to the battle are varied and useful. Her special attack power lets her make two attacks per turn against two separate targets, one of which she doesn’t even need to see! It’s worth wasting attacks on targets you’re unlikely to hit or deal damage to in order to chain her attack against a vulnerable target. On the defensive side, she has Impervious and a trait that lets her reduce penetrating damage, making her amazingly protected in this set, as long as she stays away from Outwit. Danielle Cage might not be the best printed Captain America, but as a somewhat vanilla primary or secondary attacker, she can push out a lot of damage and make some surprising attacks against characters that your opponent assumed were safe.

Sealed: 4/5

Constructed: 3/5

034 Iron Patriot

While Iron Patriot isn’t much of an attacker, two target Incapacitate is more than helpful in a sealed environment, and works as a great support figure with Perplex and Outwit. Iron Patriot also has access to an incredible trait granting her Force Blast, Defend and the ability to take attacks for other characters, utilizing her Invincible for all it’s worth. Honestly, Iron Patriot has a really cool design, and a great dial, for a 50-60 point figure. Sadly, Iron Patriot comes in with a huge 80 point price tag, leaving her left out. She’s worth considering in sealed, especially if you pull a squishy colossal to protect, and can do a surprising amount of work for a figure that’s never doing much damage.

Sealed: 3/5

Constructed: 2/5

Super-Rare

035 Captain America, Principled

Like all the title characters, Steve has a ton of value for a very low cost. With excellent values throughout his 6 click long dial, he’s a must play if you pull him in sealed. His +1 makes sure he never has to gain action tokens, and his -2 and -4 both give you a lot of control over the battlefield with free Barrier or allowing you to reposition your entire team without any worry of being attacked. You need to be a little careful with him, as his death effect is one of the most hindering of all title characters, if you’re running ranged attackers, but it also gives Mantis even more value. He’s a great pull in sealed, but what about constructed? Well, his value comes down to a single thing, his +1. Due to what constitutes “using” a power in the rule book, any character with Force Blast counts as using it when they make an attack, allowing for characters with Force Blast to keep attacking as long as they want. With Thunderstrike, any character can be a perpetual attacker with some help from the Captain.

Sealed: 4/5

Constructed: 5/5

036 Photon

Photon is a tough character to actually hit, but at the same time she’s not great at hitting herself. Defensively she’s sitting safe with a 19 defense with both Shape Change and Super Senses, but with a vulnerable 5 clicks of life. Hopefully she’ll stay top-dial all game, but if she doesn’t she’s falling back to some far more mediocre clicks of Defend and Phasing with the benefit of Probability Control. In this way Photon is a one trick pony, something she can afford at 75 points, but it limits her effectiveness. She’s a harassing attacker who’s often times easier to leave alone than deal with, but if she does sustain damage, her value falls so quickly that she’s easily outclassed. If you get to the end game with her still alive, she can easily clean up any remaining figures, but she’s weakest at the beginning of the game where her attack and damage can’t do much to the most powerful figures and they’re higher values allow them to more easily hit her. I’m not as fond of her as some people are; I see the value in her defensive prowess but without more damage or attack, I don’t see her making big moves on the battlefield.

Sealed: 3/5

Constructed: 3/5

037 Quasar

If you can hit with Quasar at the right time it can decide an entire game, with his ability to put out free Barriers after hitting for a 4 penetrating damage he can be both an offensive and defensive figure, knocking your opponents big attacker off of their best clicks, and protecting the rest of your team in a single action. 8 Range and Running Shot give Quasar one of the longest reaches in the sealed environment, and Invincible followed by 3 clicks of ranged Steal Energy make him surprisingly hard to deal with…unless. Quasar is super vulnerable to Outwit, with only 6 clicks of life for 125 points and an easily removed defense power, Quasar falls apart quickly. Even then, Quasar is a powerful attacker on every single click and being able to heal, Barrier and boost his values against a majority of the powerful figures in this set make him a must play.

Sealed: 5/5

Constructed: 3/5

038 Adam Warlock

Adam Warlock and Quasar are like two sides of the same coin. Both have Steal Energy and Penetrating /Psychic Blast, but where Quasar had some utility and mobility, Adam Warlock falls down a bit. That being said, he’s by no means weak, just a little lacking in certain areas. Adam Warlock’s biggest shortcoming is his first click. While he has his excellent attack power, and great values, he’s limited by Sidestep and a meager (for this set) 6 range. His second click brings all the pain with Running Shot, his attack power that can force opponents to take damage when they make attacks and a new standard for Outwit that lets him remove Protected: Outwit from opposing characters. Yet to get to this, he’s still going to need to take a single damage, because if he takes too much, he’s skipping over his attack special and his Running Shot, leaving him with average values. If his damage power was on his top-click he’d see an average amount of play in constructed, possibly finding a place on competitive teams, but as he is, he’s a solid attacker who might be just a tad over-costed. That doesn’t mean he’s not dangerous, as his top-dial can deal up to 5 damage with a single attack, but it’s a little harder to get him going than other figures of his point value.

Sealed: 4/5

Constructed: 2/5

039 Cosmo

I’ve been waiting so long for a new Cosmo and this one doesn’t disappoint at all. He’s cheap enough to throw on to any team that needs his brand of support, and brings some unique powers to the table that lets him shut down POWER actions. For constructed, all he needs is that first click with Telekinesis and Outwit to be dangerous. Throwing double target Mind Control into the mix just makes him better, and luckily he doesn’t lose much from taking damage, as he picks up that amazing damage power. The worst thing you could say about Cosmo is that he lacks mobility, and I can’t disagree with that. It’s disappointing he isn’t tiny size so he could be carried, but he is a standard walker, one of the few in this set, so he can easily find a taxi in sealed. I absolutely love what they’ve done with this dog, and I think he might even be able to see some play in constructed if you can find a way to get him to his second click. With that, he can shut down ID Card batteries, or any dangerous tentpole figures before being carried off to saftey.

Sealed: 4/5

Constructed: 4/5

040 Golden Skull

While he might not be the most exciting Super-Rare to pull, Golden Skull is at worst, a 50 point Perplex who boosts adjacent characters attacks. That by itself is playable, if not great in sealed, so it doesn’t hurt that he brings along two semi-decent ranged attackers in his Deathbots. It’s a lot of value for 50 points, even if it’s not a hard to kill tent-pole. Keep the Deathbots near him, and draw the fight to him and you’re going to be hard to beat with an extra 2 attacks every second turn. Golden Skull is just value. While his Deathbots won’t be as deadly in constructed, he’s still bringing value to any team that needs to fill 50 points, granting two autonomous attackers, a Leadership, A Perplex and an attack boost for very few points.

Sealed: 4/5

Constructed: 3/5

041a Starshine

Here is the more expensive, more offensive version of Photon. With a long dial, and better values, Starshine is a dangerous Hypersonic figure for sealed, and while she might not have the exact defensive prowess that Photon does, she’s no slouch in that department with her Spaceknight trait and Shape Change, Super Senses or sometimes both on her dial. She’s absolutely a must play if you pull her and is worth far more than the 90 points you have to pay for her. I find her such a good value for her points that I could see her being played as a secondary attacker in competitive games. With 8 range and Hypersonic, she’s never going to be worried about close attackers trying to get through her Toughness, and as she takes damage it just gets harder and harder to hit her, while she stays dangerous with Running Shot/Penetrating/Psychic Blast and Sidestep/Ranged Combat Expert. An absolute steal for the points.

Sealed: 5/5

Constructed: 3/5

041b Starshine

The Unique Starshine is a taxi for the Spaceknights who has quite a lot of firepower throughout her dial. I’m not sure she’s better than the last Starshine, but It’s hard to look at her dial and not find any value in it. After taxiing up her friends, she sits there with a 11 attack, 3 damage and either Penetrating/Psychic Blast, or a Ranged Combat Expert that shoots through Shape Change. The next three clicks trade out her taxi power for Running Shot keeping her mobile and dangerous. At the end of the dial she loses her mobility again, and gets Support with a 16 Defend and Pulse Wave, giving her some variety. There’s not a single click on her dial where she can’t do something useful, but at the same time besides her RCE special power, there’s nothing she can do that another figure can’t do better. The main reason you’ll want to pick her up is for Spaceknight Theme Teams, and with the mixed bag of Spaceknight’s in this set, it might not be the strongest team around.

Sealed: 3/5

Constructed: 2/5

042 Supremor

Oof, 5 clicks of life for 100 points or 8 for 200. Supremor is an expensive boy, and he’s not really doing a lot to make up for it. His trait is certainly helpful in sealed, if he can get close enough for it to activate, as lowering every opposing characters defense, even by 1 can easily change a percentage to hit by 14% if you’re going from a 7 to hit to a 6. Of course, to benefit from this, you’re going to need to keep Supremor alive, and with a 17 Invulnerability, a lot of the stronger figures in this set can spell his doom in a hit or two. Supremor also relies entirely on Sidestep for mobility, but has access to all three of the free support powers on his first click, letting him Outwit or Prob when you need it. Finally, Supremor’s last clicks give him an interesting Pulse Wave that deals 2 damage when it targets multiple opponents and grants friendly characters a global combat value boost of +1. It’ll take some clever positioning for him to get it off (as he needs to target an opponent with it to use it) but if you manage to, it can easily spell the end for your opponents, especially in a sealed game. I can’t really suggest using him at 200 points, but at 100, he can be quite the support figure if you play cautiously with him, utilizing his trait to weaken your opponents while supporting a bigger attacker.

Sealed: 4/5

Constructed: 3/5

043 Unseen

A lot of people are going to look at the Unseen and see that he’s not doing any damage, and is relying upon a Super Senses roll to survive, and not want to play him. I get it, he’s 65 points for absolutely nothing more than support, but the amount of support he brings for 65 points is awesome, especially against retaliators who he shuts down to some extent. Beyond his ability to weaken colossal retaliators, Unseen has a ton of mobility with which he can use his Outwit and Probability Control, as well as dropping Smoke Cloud to either activate his Stealth, weaken opponents attacks, or hide your team. The fact that he can activate it after he’s Phased gives him a lot of utility across the battlefield, which is further bolstered by his 9 range and Improved Targeting. I’d agree that he’s a little expensive for what he provides, but if you use him right, and especially utilize his Improved Targeting to keep him safe, this version of Nick Fury can be a huge help to any team.

Sealed: 4/5

Constructed: 3/5

044 Wasp

Wasp is a really fun design for a secondary attacker that can be carried by your primary attacker while using Outwit or Perplex to stay useful on turns she can’t attack. Like most Wasp’s she’s incredibly hard to hit, but comes with a fun damage dealing Shape Change to weaken anyone wasting attacks on you. Offensively her values aren’t incredible, but Outwit and Precision Strike insure that she can get damage in on any figure. Keep her around your opponents to keep the threat on, and force them to take the risk of her Shape Change while the rest of your team moves into position or takes shots at the figures she’s bothering. In constructed Wasp is an amazing team member for any Avengers team, where she can use her Perplex to target all Avengers around her.

Sealed: 3/5

Constructed: 2/5

Chases

045 Thor

Thor is a figure for anyone who rolls poorly. Each time you miss an attack he’s making his next attacks more likely to hit, and it’s potentially granting all your figures Power Cosmic and healing some of them. Thor’s 8 range gives him a long reach, even though like the rest of the chases he has limited mobility. He’s good up close or at far, utilizing his traited Flurry or long range, and the two stop-clicks he has at the end of his dial makes him impossible to remove in a single turn. There’s no reason not to play him in sealed, he’s got high values and too much survivability to pass up. In constructed, Thor doesn’t fair well compared to the rest of the chases. The same things are true for him as in sealed, but high values and effects that make missing attacks more acceptable just don’t mesh well with the high damage output of most figures in sealed. That’s not to say he’ll never see play, he just won’t be nearly as common as some of the other chases.

Sealed: 5/5

Constructed: 3/5

046 Moondragon

Moondragon is one of the best chases you can pull, but not because of her trait. Her trait offers protection from Mind Control, Perplex and Probability Control for your whole team, all of which are limited in their effectiveness with the one exception maybe being Probability Control, but if your opponent is going to Prob your rolls, they’re going to spend it on Moondragon in the first place. Like Thor before her, Moondragon has two stop-clicks, but unlike Thor her powers make her a far superior figure to run. She has Penetrating/Psychic Blast paired with great values and a special power that boosts a characters damage at the cost of dealing a different friendly character 1 damage. There’s two parts to this that make it far superior to Outwit. The first is that it doesn’t require range or line of fire, allowing her to utilize it across the entirety of the map. The second is that it can be used to get characters to more useful second clicks like Blind Al used to. Moondragon is of course way more expensive than Blind Al or Frog-man, but she makes up for it by providing more value throughout the game. Her two stop-clicks have Probability Control and Pulse Wave. Pulse Wave is nice, but it doesn’t pair well with her Mastermind, making it a bit of a strange combo. Either way Moondragon is an excellent 80 points to have on any Cosmic theme team, and her ability to push figures like Adam Warlock of Cosmo onto their better clicks is an excellent one.

Sealed: 5/5

Constructed: 4/5

047 Tigra

Tigra is the first chase to have a really great virtue trait, as hers grants Blades/Claws/Fangs and Charge to all friendly characters making her a dream come true for bystander teams, or any teams that are looking for a little more mobility. Tigra is the cheapest of the chases, and the only one without any range, but she makes up for it with Flurry/Blades, allowing her to put out a tremendous amount of damage. Even her short dial is solved by her stop-click, making her a hard 50 point attacker to remove. Get someone to carry her into the middle of battle and watch her shed some blood. Her high attack values and useful trait makes her a great attacker for constructed, even if you don’t build your team around her, and the potential to be a terror if you do.

Sealed: 4/5

Constructed: 4/5

048 Starfox

This chase’s big deal is his +2 Perplex, making him a fantastic support figure with high enough values to be dangerous. His trait is pretty middle of the road, as it only activates if two friendly characters are adjacent to one another, but it’s nice to heal, especially if he can get off of his stop-click. His entire dial gives him ways to heal himself with Steal Energy, which pairs wonderfully with his stop-click and Flurry. Starfox is the middle of the road for the chases in my mind. He’s an excellent Eternal for Uni-mind and his Perplex power is fantastic. He’s missing the extra stop-click the other Chases (besides Tigra) have, but there’s not much to say against him. Even in constructed his Perplex and general durability make him a nice addition to Cosmic teams.

Sealed: 5/5

Constructed: 4/5

049 Photon

Photon is my personal favourite of the chases with Sidestep and Pulse Wave throughout her dial and with two stop-clicks of Precision Strike and Ranged Combat Expert, she’s a threat at every point. What makes her really impressive in my mind is her virtue trait. Granting +1 defense for every two keywords grants most characters atleast a +2 defense, and it’s not difficult to insure that your team is getting +3 across the board. Photon’s last trick allows her to pull bystanders from across the map, allowing her to Flurry them and hopefully activate her trait, boosting your entire team. I don’t see a single thing with her, aside from mobility, something all the chases suffer from. She’s a powerhouse for 90 points. She doesn’t have as much of a place in constructed as some of the other chases, but she’s a solid attacker that can fit almost any team, and can really screw up some teams that rely upon bystanders to function. Anyone playing an ape/serpent bystander is giving away points to your team.

Sealed: 5/5

Constructed: 3/5

050 Quasar

Quasar is undoubtedly the worst chase in this set. He’s more expensive than most of the others, and doesn’t have the offensive capability of Thor, relying instead on Telekinesis and Incapacitate to deal damage. His virtue trait doubles down on the effects of critical hits and misses, but doesn’t make them any more likely to happen. Maybe there’s some fun to be had with objects that increase the chances of critical hits, but it still relies first on Quasar rolling a 6, and then you’re attackers rolling a crit. It’s not reliable enough to build around in my mind, and the benefit isn’t enough for me to get excited. Even Quasar’s special power is weak. Pulling cosmic characters adjacent to him is an exciting concept, but it’s so limited when they can’t have taken an action or be given an action afterwards. It’s just a waste of a good chase, and he’s just a waste of 100 points

Sealed: 3/5

Constructed: 1/5

2×2

G001 Giant-Girl

This is the most perfect character for sealed possibly ever. She can fit into any team no matter how many points you’re looking to fill. Even if you pull nothing playable, you could potentially play her at 250, giving her 25 clicks of life for your opponent to slog through, something that’s unlikely in a 45 minute game, especially when she can KO opposing characters to heal herself. No matter what point value you play her at, her trait makes her incredibly dangerous. If she gets in on a squishy character at 10 or 20 points, you’re potentially looking at an extra 3 clicks of life, making her harder to kill and making it easier for her to continue growing. In constructed, her trait (depending on how it’s ruled) doesn’t stop other retaliators from activating as most are worded “If no other Colossal Retaliation Power has been activated” giving her trait a step above the rest.

Sealed: 5/5

Constructed: 5/5

G002 S.H.I.E.L.D Flying Car

I’m interested to see how vehicles play into sealed. At their core, they’re granting your best characters more clicks of life for a very reasonable price, and this car is no exception. In terms of clicks of life, you’re getting 10 for 100 or 4 for 40, each a reasonable price for what you’re getting, especially if you put a strong attacker in the drivers seat. Even a figure like the common Iron Man has value as a pilot, and is sure to be dropped onto his Probability Control when the car is destroyed. If you don’t have any figures to put into the car then you can always use it as special terrain for 5 points and block off a 2×2 area on the map, funneling opposing characters towards the middle or protecting your own figures from ranged fire. It’s not the coolest thing to pull, but as a taxi and an extended insurance on a figure it’s more than worth it’s points.

Sealed: 4/5

Constructed: 2/5

G003 Kree Sentry

Kree Sentry gives you a lot of options allowing you to prepare for your opponents team. There’s 4 options but most games you’re going to be looking towards the Running Shot, Penetrating/Psychic Blast or the Barrier, Outwit and Incapacitate versions, both of which provide necessary abilities for your team. Colossals with Barrier are under-appreciated, as they can see over characters and elevated to place their markers in the most irritating places possible. The other two aren’t bad, but Charge/Super Strength isn’t ideal from a 5 click long colossal who’s easy to pick off from a distance, and while I’m certainly interested in a colossal tie-up figure, the Battle Fury makes me wary. Either way, you’re getting a pretty solid 75 point figure that uses Outwit if you need it or acts as a secondary attacker.

Sealed: 4/5

Constructed: 3/5

G004 Hulk

Hulk’s another colossal that can function at 250 points or 150, depending on what you pull from the rest of your boosters. Either way you’re getting a monster who can move into adjacency and Quake for free, dealing 4 damage if you single target, with 2 stop-clicks and a trait that potentially stops Outwit. For a team with a lot of short clicks, Hulk is a scary thing to see across the map from you. He’s hard to deal with aside from hitting him over and over and over again. This is a must play character in sealed, there’s almost nothing in the set that can deal with this amount of aggression. I’d almost always play him at 150 over 250, but if he’s your only option, it’s going to be hard for anyone to get through that entire dial in a single game.

Sealed: 5/5

Constructed: 3/5

G005 Dune Buggy

There are no bad ways to play Dune Buggy. Either you’re giving 6 clicks of life to a close attacker for 30 points, or you’re putting a 5 point special terrain out that lowers the attack of everyone near it. Placing it close to an opponents side heavily interferes with their plans of attack, and forces them to put themselves in unwanted positions.

Sealed: 5/5

Constructed: 4/5

G006 Devil Dinosaur & Moon Girl

Once again, here’s a colossal with a lot of different starting lines, and not a single bad one. For the price of one you’re getting two different sets of powers, one a straightforward Charge/Blades character that relies heavily on its Giant Reach 3, and one a support figure with free Incapacitate and Outwit. What pushes them over the top is the fact you can use both in the same turn, one after another (though the Outwit will disappear if you switch back to the Devil Dinosaur side. Even at 50 points there’s enough value to make you play them, even if it’s just as a taxi for a flyer.

Sealed: 4/5

Constructed: 3/5

G007 Giganto

Giganto is the first 2×2 that I’m not a fan of. Coming in at either 200 or 100 points, Gignato doesn’t quite have the punch I’m looking for with an average 10 attack throughout his dial. The Phasing/Teleport while creating hindering terrain followed by his Mass Destruction trait gives him some interesting tricks by covering the battlefield in hindering terrain, while destroying all blocking terrain he ends adjacent to. Sadly, this set is filled with colossals and flyers, both of which ignore hindering terrain for movement. It doesn’t do enough else for me to get very excited. He’s certainly not the worst 100 points you can spend, but he’s not the best either.

Sealed: 3/5

Constructed: 2/5

G008 Nebula

Okay, DON’T PLAY NEBULA AT 300, JUST DON’T DO IT. Look I know, she’s got a lot of clicks, a lot of power and a weird Barrier power that looks more useful than it actually is. Without mobility, Nebula is going to be waiting around for everyone to come to her, and if they can get through her top click, she’s going down fast. At 300 she doesn’t have enough protection to make up for her being out actioned by figures like Her, Quasar or Adam Warlock, all of whom can spell her doom with a single attack. At 125 I still wouldn’t recommend playing her. With Battle Fury at the top of her dial, she’s not going to have the use of her massive 9 range, and her values fall so quickly that she’s easily overpowered by weaker figures. I just don’t see a place for her in sealed, even though that top click at 300 looks so great, I just don’t see it working out.

Sealed: 2/5

Constructed: 1/5

G009 Jakar

At 125, 75 or 25, Jakkar brings something different. I personally don’t see the value in his 125 point value when the 75 point one starts with the same amazing Telekinesis power and Invincible instead of Energy/Shield. At 25, Jakar’s a retaliator, something that’s untested in sealed, but I see as being potentially format defining. He doesn’t have the best retaliation power of the game, but stopping a group dead in their tracks is more than worth his 25 points, especially when he can rely on Shape Change and a 19 defense for protection. If I pulled him, I’m most likely going for his 75 point dial to get the best of both worlds, first as a amazing repositioner who has the protection to stay alive and the surprise stop-click at the end of his dial. There’s just nothing like getting three uses of Telekinesis in one turn, especially in a set filled with hard to carry flyers.

Sealed: 4/5

Constructed: 3/5

G010 Kronos

Don’t waste your points on 250 or 125 points of Kronos, when you can get the same effects for a fraction of the price. Paying 60 points for Probability Control is totally worth it in sealed, and his abstract trait just adds a little more insurance on-top of that. Look, it’s unoutwitable Probability Control at 8 range over all characters and elevated terrain for 60 points. What could be better than that?…

Sealed: 4/5

Constructed: 3/5

G011 Wasp, Heart of the Avengers

This is better, no question at all. Holy crap this is a title character. A 50 point retaliator with 6 clicks of life and a retaliation doesn’t even count as a retaliation for any other retaliator. Wasp is going to jump onto a figure who did damage for free and then smash them with Close Combat Expert afterwards. You could play her at either of her other point values, and they both brings their ups and downs, but 50 points is just so perfect for what you’re getting. Both her +1 abilities are fantastic, you can help break down high defenses if you aren’t able to retaliate, and her -3 might be gamebreaking in constructed when combined with Throg’s hammer, or by making other colossals tiny to get around colossal indifference. I love this Wasp, and I think she might be the best title character yet.

Sealed: 5/5

Constructed: 5/5

G012 Tony Stark’s Car

Why bother making a 100 and a 75 point starting line when you’re getting an extra 3 amazing clicks for 25 points? Tony Stark’s Car is great no matter who is piloting it. It’s got great values and an amazing damage power that gives it the chance to give carried characters actions after they’re carried. With a long dial, powerful values, and the ability to turn into some amazing special terrain when KO’d, there’s no reason not to play this…unless…you play it at 10 points. Creating a 2×2 square of blocking terrain that grants every friendly character adjacent to it Energy Shield/ Deflection is hard to pass up to. So basically, this thing is amazing no matter how you play it. In constructed there’s no way this doesn’t see some play. Putting a cheap figure into this thing gives you a powerful attacker and a great taxi. More likely it’ll see play as special terrain, giving you a safe space to keep your figures forcing your opponent to come up close.

Sealed: 5/5

Constructed: 5/5

G013 Sentry #459

This Sentry doesn’t have the variety that the last did, but he does have some interesting abilities making him a good consideration for sealed. For sealed, you’re going to play his 150 point starting line, it’s just a far better for it’s value than the 225. The thing that excites me the most about Sentry is his ability to ignore Colossal Stamina damage when he attacks a specific keyword. If you’re able to make an attack every turn, you’ll quickly win any fight, especially if he’s hitting for 4 damage with 12 attack at 8 range. With a dial full of different powers, Sentry #459 has a lot of value in sealed as a tent-pole with a lot of clicks for 150 points.

Sealed: 3/5

Constructed: 2/5

G014 Red Hulk

No matter what click you play Red Hulk on, he’s really not going to do very much. At 200 points he only has a 10 attack and 3 damage, and while his values increase, he’s never putting out enough damage to make him worth his points. His last three clicks are dedicated to Regeneration, making what looks like a long dial for 100 points a lot more average. If you need to play him, you’re going to want to look at his 100 point starting line, as it provides the most bang for your buck. The Mass Destruction trait is as good as ever and the second and third clicks offer some pretty solid offense. I wouldn’t play him over Drax or Maxam, but he’s better than nothing.

Sealed: 2/5

Constructed: 1/5

G015 Spider-Mobile

Spider-Mobile brings another fantastic vehicle to the game. With 7 fantastic clicks of close combat goodness for 50 points, this vehicle is going to do wonders in sealed, and possibly in constructed. I know competitively vehicles have been hit or miss, but I see these possibly making a splash with all of the different things they can do for such a low cost, especially with ID cards. The Spider-Mobile’s high defence values and top-dial Charge can make you’re powerful close attackers very safe from attacks, while simultaneously removing Shape Change and Stealth from opposing characters. With Stealth on the rise, Spider-Mobile becomes more and more useful, and I think, will definitely see play. As special terrain, it’s not really that special. I find it hard to wrap my head around how to best use the destruction effects of the special terrain when they affect those hiding behind them, as it’s hard enough to destroy them as it is.

Sealed: 5/5

Constructed: 4/5

G016 Devil Dinosaur & Moon Boy

These two just don’t live up to the precedent set by Moon Girl. Devil Dinosaur is a little more scary in this version, but the free attacks from Moon Boy are a waste of time and they’re relying heavily on Blades/Claws/Fangs for damage, something you definitely don’t want from a 275 point character. I don’t see him doing much on any team, with only average values throughout his dial, and no way to get through reducers, Devil Dino and Moon Boy just aren’t cut out for this set.

Sealed: 2/5

Constructed: 1/5

G017 Giganto & Namor

Unlike the last pair, Giganto & Namor greatly improve upon the previous Giganto by offering a lot more options for starting lines and a retaliation click. These guys are the best at 50 points where Giganto can run around the map breaking up blocking terrain and Quaking until someone decides to deal with him, pushing him to his retaliation click, where he can teleport across the map and quake twice in a turn. Never pass up 5 clicks of life with a stop-click for 50 points, especially in sealed. For constructed, I think they’re lacking for mobility and for a retaliator that can break walls and blocking, I’d be more likely to turn to Wonder Woman. That being said, there are definitely reasons to play Giganto and Namor over others because they have more variety at 50 points than other colossals. They can get into the middle of things and force your opponents figures around with their Quake. I’m a big fan of this whale, and I might even end up running one in the upcoming provincials.

Sealed: 4/5

Constructed: 3/5

G018 Thanos

The big boy finally shows up. No matter the quality of his dial, this guy is going to be expensive to get based purely on popularity. That being said, Thanos definitely doesn’t have a bad dial, especially for sealed where he might be the best pull in the set, and he comes with a lot of variability in his point cost due to two separate costed traits. Without any of his traits Thanos is a vanilla dial with strong values throughout and useful powers, albeit with a slight lack of mobility. He’s good at any of the point values you can play him at, but he really shines when played with his traits. His 25 point trait is a global effect that deals damage whenever a character rolls a 2 on an attack roll, making it a better trait to use when you have a lot of characters for your opponents to attack. His second trait let’s him evade attacks by rolling an attack roll and comparing the two. If you want to use the second one, playing him at his 250 or 150 starting lines are the best bet, and if you’re more interested in the first one then use the 100 point option. It’s more of a personal choice as both options are great. In constructed, I think Thanos just doesn’t have enough mobility to make up the ground against the other tentpoles in the format, even with his ability to evade attacks.

Sealed: 5/5

Constructed: 3/5

G019 Stranger

Stranger is a restricted pick-a-power figure that can only pick powers off of opposing characters and can’t pick the same powers two turns in a row. While that sounds pretty great, I don’t think Stranger is good enough to compare to the other pick-a-power figures, and will only standout in sealed. At 100 points Stranger loses his power cosmic, giving him 3 clicks of his special power and 5 clicks of life in total. With such a limitation on what makes him playable, I don’t see this point line being very effective in sealed. At 250 he’s taking up so much room that I just don’t think it’s viable. He has better defensive powers, but It’s not enough to make Stranger the monster he could have been.

Sealed: 3/5

Constructed: 1/5

G020 Ego-Prime

Ego-Prime is easy to rate, and it’s easy to decide which starting line to play him on. If you pull him you almost have to play him at 75 points, and his only purpose is to run around the map blowing up blocking terrain to create amazing Ego Anti-Body bystanders. With the ability to make 3+ bystanders in a single turn, Ego becomes very dangerous, very quickly and is able to flood the battlefield with these guys. Offensively Ego isn’t much of a threat, so don’t use him like that, just use him to blow up all the blocking terrain. With 5 or 6 bystanders, you can reliably lock down the entire opposing team while the rest of your team cleans them up. There’s just no telling just how good that many bystanders can be, especially when they can break through any reducers with Super Strength. Ego in constructed has the exact same role, and if you can find a good bystander team to play, Ego is a great addition to it.

Sealed: 4/5

Constructed: 3/5

G021 Lord Chaos & Master Order

I love the dichotomy of these characters, their simultaneously an exciting design with a lot of potential, and a colossal that fails to live up to expectations. I’m assuming that you’ll be playing him at 100 points, because he brings absolutely nothing different to the table at 225 other than more clicks of life. LC&MO’s best attribute is their Invincible with both the Power Cosmic and Mystic team abilities meaning that anyone trying to kill them is going to be taking a lot of damage. On-top of that they have a special Pulse Wave that’s almost unusable with their massive range, colossal size and desire to hit exactly two character to trigger it’s affect. Their other special power lets them use Mind Control for free, but only to target characters that attacked them the turn before. It’s nice in theory, especially because they don’t need it showing when they are attacked, but it doesn’t give them anything else to do when they aren’t being attacked. Your best bet with these two is to leave them in a place on the battlefield where they can make any attacks that they need to, being a huge nuisance and forcing your opponent to decide whether or not it’s worth wasting their figures life on taking them down. I think they’re pretty great in sealed, but I don’t see them having enough for constructed when a tent-pole could easily take them down in two hits. In sealed Mystics is an extremely strong ability to have as you just can’t have as much control over your choice of figures, forcing you to take damage on figures you might need later. I guess I forgot about the trait, it’s nice to have, but it certainly isn’t going to come up much, and when it does I bet most people will forget about it.

Sealed: 4/5

Constructed: 2/5

G022 Infinity

Infinity is a squishy colossal but she mobilizes your entire team with her movement ability while protecting them with Barrier. At 75 points she’s a short range taxi for every figure on your team, an amazing, and unique feat that doesn’t exist in the game yet. Granting every character a pseudo 3 movement Sidestep is incredible. At 150 she has the same power, but you won’t have as many figure for her to move. The only reason to play her at 150 is to gain access to Hypersonic Speed, something that’s rare for a colossal to have, but paired with her immense 12 range, it gives her a huge swing. The best thing about Infinity however is her Abstract trait. The only thing better than increasing other friendly characters speed and range by +1 is doing the opposite to your opponents. Suddenly every Running Shot and Charge is 1 space less for them and one more for you. I think she’s a steal at 75, just keep her safely away from any of your opponents attackers.

Sealed: 4/5

Constructed: 3/5

G023 Eternity

Eternity is just so mean at either 250 or 100 points, either way it has access to a fun and useful trait that can keep all your characters alive forever if you just keep rolling 6’s. What makes Eternity truly interesting is his first trait which insures he’ll almost never have action tokens on him, and his special power that lets him place himself adjacent to a character that’s K.O’d another character. At 250 point he’ s teleporting across the map to Pulse Wave for 4 damage, and at 100 he’s probably just making an attack. Where this get’s exciting is in constructed. After a character has been K.O’d, Eternity can place himself, and then summon in almost any of the best ID cards in the game, insuring their within range of their target. It could be the next newest kind of colossal retaliation, but it does come with a big 100 point price tag. In sealed it’s going to be hard to get through his reducers while he pings away at opponents with his massive range, and he’s going to give you a little bit of insurance for keeping your team alive.

Sealed: 5/5

Constructed: 4/5

G024 Living Tribunal

Just taking a look at the verdicts available to him if everything goes your way makes you want to play this guy, but it comes at a steep 150 point price. For sealed it’s fine because it’s hard as anything to get through his clicks, especially when he’s backed up by Outwit and Probability Control. His abstract trait can potentially slow down your opponents team by an action each turn, but there’s also a lot of Leadership in this set making it less likely. Like the last 4 2×2’s his immense range, Power Cosmic and reducers make him a fantastic pick for sealed, but I struggle to see how he will see much constructed play. His verdicts, while fun as anything, are a “win-more” ability that will go off more if you’re already winning, and his 150 point cost is too restrictive for a 7 click figure. I could see someone using him competitively, but I don’t see it working out well unless your opponent was heavily relying on having a certain number of actions to succeed.

Sealed: 4/5

Constructed: 2/5

G025 Groot

Groot is by far the best figure in the set, and the one that will be the most expensive. Like Carnage before him, Groot is a cheap retaliator who pumps out bystanders, in Groot’s case these bystanders have Sidestep, Plasticity and Flurry, making them dangerous as anything, and for 20 points you get Groot and 2 of them. You could definitely play him at 150 in sealed, but there are many better options, especially when Groot has an awful 6 movement with his Charge. Play him on his retaliation click and just enjoy having two bystanders that are almost the best close attackers in the set.

Sealed: 5/5

Constructed: 5/5