Now that the Summer of Heroclix is over and the 15th Anniversary sets have wrapped up, it’s time to revert back to our typical release schedule and –HOLY COW, TWO SETS JUST RELEASED! Okay, so I guess we’re not getting any breaks. Today I’ll be tackling The Mighty Thor, Marvel’s newest set.

Last week, we skipped publishing article because the new rules that are legal right now came out and I wanted to give you all a good chance to read through them, which I’m hoping you did. While we’re all trying to grasp each and every change, not everything is locked down in our minds. With this review, I’m going to try my best to think about these figures in how they play today with these new rules rather than how they played last week with our old rules.

Just like the What If… review, I’ll rate each figure on a 5-point scale with 1 being poor and 5 being amazing. No decimals or anything, just whole numbers, and each will be easy to spot as you run down the list. This will help those of you that know the set but aren’t completely sure whether a figure you’re looking at is worth it or not.

Keep in mind for these reviews: this is based on constructed play rather than sealed and the ratings here are based solely on my opinions. 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. This is a game about comic book characters, so there’s bound to be some scores you disagree with.

Buckle in, because this is a long one today.

COMMONS

001 Thor – A decent common dial with some nice damage potential, but nothing to write home about. If you’re a fan of the common 50-point pieces, his average 10 attack should make you happy. The new Avengers team ability lets him Charge for 5 (8 divided by 2, plus 1) and the single-target quake can make him a decent chunk damage piece. Score: 3/5

002 Loki – This is a super-fun dial and is actually quite good for the points. With the ability to have three tie-up pieces that can generate more copies of itself, and a fantastic STOP click for a common with the outstanding changes to Outwit, you have a really big winner for this rarity. Plus, this just feels like Loki. Score: 5/5

003 Hercules – This is a really boring dial for Hercules, and his cost is much higher than it should be. He comes with a trait that will see some play in sealed, but is pretty useless outside of that. Hypersonic Speed once per game can be really clutch, but with its limitation to only top click, it takes away any surprise plays you could pull in the mid-game. Score: 2/5

004 Sif – There’s simply no reason to hate on a Flurry + Blades piece for 45 points, not to mention she has Combat Reflexes and Toughness! She also has 10 attack on her entire dial before ending on an 11. Sif takes the 5 clicks for 50 points common formula and smashes it in your face. Score: 5/5

005 Hulk – The first piece to show up with this new Rage mechanic, this Hulk is a little overcosted. However, if you manage to get knocked into those last clicks from a big hit, you can have a very scary monster ready to KO pretty much anything he touches. He’s the tank that you actually want to soak damage with, which is really nice. If only he was 10-20 points cheaper. Score: 3/5

006 Captain America – Let’s pay 10 more points than Sif, take away Toughness, but give Plasticity and Charge instead, oh and another click of health. Cap here is a beast, especially with those two opening clicks of 11 attack. While he doesn’t keep his aggression as long as Sif, he’s got a better chance of actually doing damage thanks to the Charge. Score: 5/5

007 Spider-Man – I really wanted to like the Bullet Points Spider-Man, but the truth is that with the multitudes of Spider-Men we have in Modern, he just doesn’t do anything special. I’d rather play the Civil War uncommon if I want a Flurry Spidey. Score: 2/5

008 Warrior of Asgard – These guys are a little too expensive for a generic, but the full-dial blades is pretty neat. The low attack values really hurt them, though. A solid pass. Score: 1/5

009 Valkyrie – I like that she generates bystanders (or has a chance to), but comparing her 45 points to Sif’s easily shows Valkyries’ inadequacies. The Empower helps her as a team player a bit more, but I would just rather play Sif. Score: 2/5

010 Rock Troll – Almost half the cost of the generic Asgardian, an additional click of health, and a very brutal opening click make these guys really good. These are the generics that are sought-after. Score: 4/5

011 Stone Men of Saturn – At full points, you aren’t going to see many pieces with this much health for that cost. Unfortunately their dial doesn’t really want to make you play them at 100 points. However, playing a few of these guys at 20 points is incredibly strong. If three are next to each other, they’re all 11 attack with 18 defense, can move together via their trait, and Empower each other up to 4 damage. Not bad for 20 points. Score: 3/5

012 Hatut Zeraze – He’s a decent little sniper, but there’s nothing here that really shouts that he needs to be played. Punisher Squad are better for lower points, and will hurt less if they’re KO’d. If you’re a big Wakanda fan and want to use that Super Rare Black Panther from ADW, then pick him up. Otherwise, pass. Score: 1/5

013a The Leader – Simply put, the common Black Panther from ADW is a much better Outwit piece than The Leader, and in the same rarity of Common. While it’s nice that you get a chance at a double Outwit, you have to pay double the points and you put both those Outwits into one easy-to-KO character. Score: 1/5

013b Red Leader – While the non-prime is a pass, this version is solid gold. With a simple Thug sitting in your starting area, you get a piece that can raise or lower a value by 3 and has Outwit! His dial is shallow, but there’s simply no reason to care thanks to his once per game resurrection mechanic. While it would be a bummer for him to take a Chase slot, he’s a very good common Prime. Score: 5/5

014 King Cobra – By himself, he’s a very good tie-up piece that can get some free attacks off thanks to his first trait, which we saw back in Superior Foes of Spider-Man last year. When combined with a Serpent Society team, you can get a very disgusting leader that makes that team really work. Score: 4/5

015 Thena – 125 points is a lot, but for a common this dial is incredible. Invincible is much stronger now with a cap on how much damage you can take, and with Power Cosmic, you have no choice but to go through that power. If she isn’t playing against Outwit, she gets a free +2 bump to any power she wants every turn. I’m certainly not going to complain about 5 penetrating damage, or a 19 defense when I can’t do anything. Score: 5/5

016 Piledriver – There’s some really big damage in this guy, and he has the fantastic ability to ignore knockback protection. If you manage to easily generate debris terrain, he gets the benefit of immunity to long-range attacks. His attack values are a little weak though. Score: 3/5

UNCOMMONS

017 Thor – Our last Jane Foster Thor was a Super Rare, so it’s nice to see a more easily-obtainable version of her. What’s even better is that she didn’t wimp out because of that. There’s no reason to complain about a piece that can Charge in, knock someone for 4 damage (or 6 with an object), and then shoot someone else for 4. That’s a ton of value for only 100 points. Score: 5/5

018 Thor – I’m not really a fan of this Eric Masterson. It’s nice that he can either penetrate through your defense, and can reduce his damage to prevent his opponent from doing something next turn, but his attack values aren’t very good and he feels very one-trick-pony to me. Score: 3/5

019 Iron Man – Simply put, this is a really poor showing for Tony. Two 9 attack values on his only ranged-heavy clicks, and a sub-par opening make him a solid pass. I’d much rather play the Common Cap for 5 more points. Score: 1/5

020 Hulk – Compare this Jen Walters to the Common Hulk, and it’s easy to see which version you should play for the points. While her cousin has more damage potential up front, Jen is a much scarier threat at the end of her dial. If damaged for 3 into her last click, you get 15 attack, 22 defense, and 7 damage. The top-dial Perplex is just candy. Score: 5/5

021 Red Hulk – His dial is overall stronger than the other Hulks so far, but his cost just doesn’t justify the dial. I’m sure that he’s a piece that doesn’t look great on paper, but probably plays really well. Still, I don’t really want to give more than half my points to a piece that needs to power up. Score: 3/5

022 Jane Foster – It seems like medics are just getting better every year, and Jane is no exception. Healing next to enemies is very strong, as is her Indom and fantastic keywords (Avengers medic!). She also can’t be sniped by high-cost characters, and any friendly that’s KO’d next to her changes her into her uncommon Thor form. This is an amazing Support piece. Score: 5/5

023 Eric Masterson – He can give a decent amount of damage out to a friendly character, and also has a transformation ability like Jane, but his is much harder to actually pull off without giving up a 75 point upgrade piece. I’m sure there are fans out there, but I don’t really see his value. Score: 2/5

024 Warrior Soul – Again, the Rock Trolls are just better than this for the same amount of points. These guys do have some decent damage potential with Blades on two clicks and Exploit/Steal Energy on two more clicks, but I’d just rather play the Rock Trolls. Score: 2/5

025 Valkyrie – I can’t see any reason to not want to play this Valkyrie. She’s like a 50-point 5-click common, but for only 35 points with a bad back-end dial. Still, Charge + Blades and the Defenders team ability and keyword for 35 points is very good. Score: 4/5

026 Ulik – Ulik really doesn’t do anything for me. He’s a beefy tank that can keep his attack and damage value high if you hide a Rock Troll somewhere within 8 squares, but he just doesn’t do anything fun or interesting. Score: 2/5

027 Korg – He’s got an interesting mechanic that you could probably do some fun stuff with a Hulk, but his cost is too high for what he brings to the table. It’s a shame his generic dial is actually better. Score: 2/5

028 White Wolf – Suddenly, the Hatut Zeraze becomes a lot better with this guy leading the charge. There still isn’t a lot going on here though that really seems worthwhile. An average of 9 attack on 70 points is certainly nothing to write home about, but again he can be exploited with that Super Rare Black Panther. Score: 2/5

029a Executioner – Our first weapon wielder! This guy is just dumb and absurdly strong for his point cost. Battle Fury, Exploit Weakness, and Steal Energy on every click, combined with the Masters of Evil team ability and keyword is just disgusting. His stats and powers are incredibly strong as well, with a very scary Flurry, 11 attack, 19 Impervious, and 4 damage on his last click. There’s simply nothing wrong with this character. Score: 5/5

029b Skurge – What a disastrous character for your opponent this guy is. Climbing attack values, both Combat Experts to mitigate lower damage, 5 freaking clicks of Steal Energy, and the ability to just stay in one square and laugh at everyone as they try and chunk him down makes a very strong dial. Score: 5/5

030 Lorelei – I have no idea why anyone would play this piece. Very low defense and a Mind Control that forces her to base characters where she can get slaughtered makes up a bad dial. Score: 1/5

031 Hogun – While his lower dial isn’t very good, he’s actually a pretty decent attacker at 90 points. His weapon penalizes those he hits with a -2 to attack on the following turn, ensuring that he stays healthy, and he grants other Asgardians Charge as FREE, which can absolutely be abused. Heck, even though his lower dial isn’t great, it’s worth it just for that power and to give someone else his mace when he bites the dust. Score: 4/5

032 Bulldozer – If you need someone to create Debris markers for Piledriver, here’s your guy. Nothing can hide from Bulldozer, and as long as you can mitigate his lower attack values, he’ll be a solid figure. By himself, he’s very decent. Score: 3/5

RARES

033 Throg – This little guy is incredible, and especially so on a map with water terrain. Thanks to the buff to Swim and his little hammer, he gets a +1 to attack, a +1 to defense, and a +1 to defense against ranged attacks. Oh yeah, and since he’s tiny, that’s basically a 20 defense in water. Oh, and he’s also got a Perplex that can raise a value by +2 on an Animal or Pet Avengers (which he has both). He’s a fantastic little piece that can do a surprising amount of work. Score: 4/5

034 Iron Rocket Man – I’m a little sad that Rocket in an Iron Man suit just has ES/D on his top dial instead of a reducer, but this is still a hilarious piece. Is it worthwhile to pick up though? Probably not. The damage power is pretty great on him, and the improved targeting: ignores characters is a nice touch, but man is he easy to disassemble. Score: 3/5

035 Thorbuster – Simply put, this is a very strong dial for the points. Fantastic attack values, strong damage across the board, immunity to Mystics and healing from select opponents, and a huge 19 Impervious up front makes a very strong showing for Tony. Also, all his damage is penetrating, and he excels at dealing with Invincible. Score: 5/5

036 Captain Marvel – As a huge Carol Danvers fan, this dial really makes me sad. She’s about 20 points overcosted and is remarkably squishy for the character. While her power combinations are very good, her stats are just bogus and downright insulting. I’ll most likely get one for the sculpt and put it on the old GotG Uncommon version. Score: 2/5

037 Ms. Marvel – While Carol might be bad, Kamela is amazing. The utility in this dial is crazy, and at 5 points less than her predecessor, there’s no reason not to play her over Carol. Self-healing, size-changing, and full of useful powers, along with great combat values make this a fantastic evolution over the Super Rare we got in Avengers Assemble. Score: 5/5

038 Balder – This is just a super solid dial for the points. Balder has a lot of tools at his disposal and brings a lot of help if he’s adjacent to another Asgardian. His sword, Frey, gives him a no-risk Blades, and once he’s gone, it’s a welcome addition to practically any character. His middle 9 attack values are a little scary, but the end-dial ranged clicks are a sweet surprise, and will shock opponents. Score: 4/5

039 Troll – Straight out of the gate, any piece that gives Stealth busting is already very good, especially under 75 points. What’s even better is that Troll is one of the best Charge pieces we’ve ever seen, with virtually nothing stopping her from getting to her target. She’s a very welcome addition to the Thunderbolts and will be absolute madness with the SFoSM Baron Zemo. Score: 5/5

040 Pluto – Our first true brick at 200 points. This dial is craziness. Super long, Outwit protection, Mystics, bystander generation, Prob, and two STOP clicks makes a very mean character. What’s even better is his 125 point starting line, where he gets Pulse Wave and still have a meaty dial to chunk through, all while summoning more warriors. Score: 4/5

041a Destroyer – This is a very scary threat to face off against. 18 defense throughout it’s very deep dial, strong reducers (Invul on click six), and great offensive options bring a lot to the table. His traited Sidestep and improved movement make him a champion on indoor maps. Unfortunately, he is very slow, but the new TK can solve that. He’s just a tad overcosted. Score: 4/5

041b Odin, the Destroyer – You want a one-man army? You got one. There’s so much here at Odin’s disposal that it will be miraculous if he doesn’t outwit destroy 2-3 opposing characters before he even takes damage. Both dials are super playable, and there’s a decent chance we’ll see the lower dial in some competitive matches. Be happy if you pull this Prime. Score: 5/5

042 Tyrannus – If you really want a token generator, he’s pretty much unmatched at the job. Unfortunately for him, his tokens are pretty awful. He’s also got an insanely weak dial. This is probably the dud rare of the set. Score: 1/5

043 Zarrko, The Tomorrow Man – The mechanic of teleportation to safety and healing is great, and we saw something very similar to Sphinx back in GotG, but his dial isn’t really worth it. He has very poor attack values, he’s slow, is remarkably squishy, and doesn’t do much damage at all. Another dud. Score: 1/5

044 Ajak – How about we take Mr. Nobody and throw his object stealing into a 110 point attacker? Sounds good! Ajak here might not be quite as versatile as Thena in the aggression department, but he’s still very good. When combined with the other Eternals, he’s got double Prob and he does have that sweet trait with a double Perplex. He’s slow, but strong. Score: 3/5

045 Ikaris – If you want an Eternal that will almost single-handedly destroy an opposing force, Ikaris is your guy. There’s really no area that Ikaris is bad, expect maybe his attack values after his initial click, but his double Perplex will make sure that’s not really an issue. Score: 5/5

046 Makkari – I don’t know about you, but I will certainly take a 14 Hypersonic speed with Flight, 5 damage, and Probability Control, along with two STOP clicks that have Regeneration on them. Makkari is the squishiest of the new Eternals, but he’s certainly no slouch. Score: 5/5

047 Volstagg – This Volstagg is great! HUGE defense values with great reducers, Plasticity for tie-up, and the ability to virtually completely make your Asgardians immune to damage is fantastic. Unfortunately, he has to hit with his attack on Charge in order to use this ability, but that’s nothing a Perplex can’t handle. Score: 4/5

048 Wrecker – This guy is a melee monster. His crowbar is perhaps in the top 3 items in the set, granting the ability to flat-out destroy anything it touches with the Exploit Weakness and power swapping combo. Wrecker’s stats are pretty good as well, and he has some wonderful reducers. I would only play him at his 125 point line though as his 75 point line is pretty forgettable. Score: 5/5

SUPER RARES

049 Thor Odinson – 1 of 2 Title Characters this go-around. His dial is mean and absolutely destructive. While he’s very expensive at 175, it’s going to be very tough taking him down. As for his title abilities, they’re insanely strong with free attacks (with a 4 damage value), auto-healing, and permanent double tokens on opposing characters. Lastly, his KO penalty really isn’t terrible, especially compared to the next character. Score: 5/5

050 Loki, Agent of Asgard – 2 of 2 Title Characters, Loki is a much more strategic character than his brother. While his powers might seem like they don’t go together, his amount of health and damage dealing is quite awesome for 60. His title abilities are pretty strong, but not as much as Thor’s. He’s still very good, and will probably see more play strictly because of his point value. His biggest downfall is that he pretty much guarantees that your team is KO’d if he goes down. Score: 5/5

051 Groot Thor – This dial looks pretty bloated for it’s cost, but once you break down Groot, he’s actually quite appealing. He basically stops any Charge piece from hitting him and has a big 19 defense starting out. Two STOP clicks with Regeneration provide him with a lot of sustain, and his attack values are relatively good, able to prove a threat throughout his entire dial. He’s certainly not amazing, but not bad either. Score: 3/5

052 Hulk – If you want a Rage Hulk without the poor opening, this is your guy. Monster values, anti-retaliator, and great values creates a pretty good Hulk dial. He’ll be a fantastic ID option for Level 7 ID’s depending on how many retaliators we see come out of the woodwork. Score: 4/5

053a Hela – While she has very strong values in her opening click, Hela is sort of a mixed bag in what she does, and has no move and attack anywhere on her dial. Unlike Pluto, she doesn’t really have much to stand on to support her cost. She’s certainly not bad, but she’s not great either. Score: 3/5

053b Angela – Super Rare Primes are often exceptional for their points, and Angela is no different. She’s got your typical hallmarks of excellent values, Indom, Flight, and decent keywords. Once she starts KO’ing expensive characters, she gets out of control. The gravy to Angela is that she has protection from Outwit and combat value modification by higher-point characters, and she gets to make a FREE attack when she KO’s any character. Score: 5/5

054 Zeus – This point-bomb is pretty absurd and does a truck-load of damage. 250 is a lot to pay, but his Nu-New Energy Explosion special will absolutely smite smaller forces that clump together. While he probably won’t see play at 250, his 150 point line is decent. Huge games, he’ll be fantastic. In 300 points, he’s okay. Score: 3/5

055 Enchantress – Amora is a little tough to play because she’s very delicate. Her mirror is fantastic and is probably worth getting her for alone, but while she’s equipped, it does make her difficult to actually land a hit on. Perplex up front is great, but the true gold is the fact that she can make all opposing characters within 6 squares move 1 space as FREE. Score: 3/5

056 Maestro – If you’re going to drop 250 points, play Maestro. This Hulk dial is crazy insane, with HUGE attack values, fantastic defense options, and a trait that’s pretty dumb if you happen to grab a lot of the equipment from the set. What’s really grand about Maestro is that all three of his point values are playable, with 250 probably being his worst. His 175 point line is nasty and his 100 point line is just solid gold. Score: 5/5

057 Sersi – Her design might look poor to some, but Sersi is actually very strong when played well. Her unique Barrier as FREE is brutal and can really shut down what your opponents can do. Her Mind Control can reach a 14 attack value, and her Stealth + Shape Change combo makes her very hard to hit. Her entire dial is strong with no true weak points. She’s not top-tier, but she’s certainly not trash. Score: 4/5

058 Uni-Mind – Oh boy, this is a big one. While you’re almost never see his 370 point line, he’s a monster of a one-man army at 275, or very strong primary attacker at 150. With his reverse possession of all the eternals, strong power combinations and numbers, and his ability to pump an absurd amount of his values, he’s a seriously destructive force. What’s even better is that when he would be KO’d, he pops out every Eternal that was merged with him. Expect to see him a lot. Score: 5/5

059 Fandral – Fandral is easily the strongest of the Warriors Three on his own. Charge + Flurry with an 11 (possibly 13) attack value, dealing 6 damage for 60 points is fantastic. His Warriors Three trait isn’t as good as Hogun’s, but it’s still nice to be able to pull tokens from his buds. With only a single 9 attack, 6 clicks, and four of those having the Charge + Flurry combo, he’s pretty strong. Score: 5/5

060 Thunderball – There’s not really a lot going on here to warrant Thunderball’s 100 point cost as he has pretty low numbers. The Outwit on top dial is nice, but with only one click of it, it’s easy to melt through. Sure, it’s nice that if he hits with Quake, he can reduce combat values on a swarm by -1, but that 10 attack isn’t doing him any favors. Wrecker is clearly better. Score: 2/5

CHASES

061 Thor – Our chase Odinson has a very aggressive dial, and can put out a huge amount of damage. The loss of Ultra Heavies doesn’t burden this Thor, as he can hold and use two objects at a time, for a total of 7 damage from a single attack, or +2 on two rounds of swings. His defense power is quite strong and gives him a great way to heal up, even after the biggest swing. His Mjolnir is incredible, with the ability to smash enemies for anyone within range and line of fire with close attacks. It also bumps up his attack and damage when he hits a single adjacent character. He’s a very strong showing for Thor. Score: 5/5

062 Thunderstrike – This is a really interesting design. He’s got some beefy defense and his ability to increase his attack is very strong, but it’s odd that a melee piece at 115 wants to wait for his allies to make attacks. He can be very strong on a melee-driven team. His item is fantastic with an ability to grant auto-healing to anyone, and provides them with a disengage tool. Score: 4/5

063 Beta Ray Bill – His cost is high, but his dial is 100% worth it. HUGE attack values and the complete disregard for opposing ranged attacks for not just him but his adjacent allies makes him an all-star. His last STOP click is butter, and the traited ability to reduce penetrating damage basically gives him full-dial Invincible. To top it all off, Stormbreaker is an absolute monster of a Hammer. Score: 5/5

064 Malekith – This guy is all about causing chaos on for your opponent, and I applaud how well the dial does this for who Malekith is in the comics. Unfortunately, I don’t really care that much for him or his equipment. There’s a lot of upkeep you have to do around him and he’s not really worth running at his full value because of how expensive he is. At 100 points, he’s slightly better, but still nothing grand. Score: 2/5* (some players will find him absolutely broken if they can combo with him).

065 Unworthy Thor – Starting off as a deadly sniper that rolls incredible Crits thanks to his trusty Axe, the Unworthy Thor is quite the piece once you really reflect on him. He’s got solid numbers, traited Invulnerability, two options to engage in a fight, and fantastic improved movement and targeting. Honestly, he’s a bargain for 125 points. Score: 5/5

066 Loki – A finesse player’s dream. Many people will probably look at this dial and be confused on how exactly she’s worth her investment while others are blown away by how much she can do. There’s so many options with this Loki, and the amount of Mystics she can force people to deal with is stupidly high. With only one other chase under 100 points, she’s potentially the most playable. Score: 5/5

067 Odin – The Allfather does it all. He can make huge plays in damage. He absorbs practically everything. He buffs all other Asgardians. He creates pogs like Civil War Namor. He guarantees a single strike with penetrating damage thanks to his trusty spear. He even has a self-healing mechanic that could potential heal him all the way back to his top click. He’s expensive, but damn is he worth it. Score: 5/5.

068 Valkyrie – An odd chase in that she’s actually not very good on her initial starting line. With no way to really move into combat aside from Sidestep and somewhat average values, she’s a pass. However, on her incredibly low 30 point starting line, you get a Charge piece with Blades that can reroll the d6 roll once a turn, and has Exploit damage with great attack values. Once she bites the dust, she makes any character immediately better at dealing damage. Score: 4/5

STARTER SET

101 Thor – At 100 points, this is an incredibly solid figure. Good values, good damage, and a STOP click make sure you’ll get your points-worth with him. He’s nothing superb, but he’s certainly not bad either. Score: 4/5

102 Loki – Sure, he’s extremely squishy, and Mastermind mid-dial is odd because he’ll probably blow passed it, but a 12-click Mystics character with Shape Change and Super Senses, that never has to stop attacking is brutal. Score: 5/5

103 Hercules – Perfect for new players, a complete pass for veterans. There’s simply nothing going on for Hercules here that you can’t get somewhere else. If you have to own him, play him at 50 points. Score: 2/5

104 Captain America – I honestly don’t know how this guy is 50 points. 19 defense at all times, big damage on every single click, a STOP click that grants adjacent friendlies +1 attack, and never dropping under a 10 attack make him the premier figure to get the starter set for. Score: 5/5

105 Iron Man – While Cap is amazing, Tony is a solid pass. A required activation on 100 points that goes into a sub-par dial just isn’t worth it. The attack power is neat, but highly unlikely to happen. The full dial Perplex is nice though. Score: 1/5

106 Hulk – Did I say cap was the reason to get the starter? I meant Hulk. Pay no attention to that 100 point start because it doesn’t exist. Nope, you play this guy at 50 points and watch as people are amazed what your 50 point Hulk can do. With the new Quake, this guy can move 10 squares, and then hit someone for 4 damage, causing knockback, and hopefully off elevation to do another 2 damage. Oh, and he’s got a 12 attack to do that with, along with 18 Impervious. Seriously, this piece is stupid. Score: 5/5

That wraps up our Mighty Thor set review. “What about the colossals?!” you say? Well, seeing as how these guys are significantly better than the ones we got back in Superman/Wonder Woman, I’ll be replacing the Chase or Pass article with a Colossal or Pass on these 8. There’s so much to them and so many aspects to look at with each one, and this is already clocking in over 5,000 words, so I’m going to save them for another day.

Unlike What If…, we got a ton of variety in this set, and most of them are extremely playable. Let’s look at some analytics of how the set scored. Out of 74 figures (starter included), we had the following ratings:

Poor (score of 1): 8

Okay (score of 2): 12

Average (score of 3): 12

Good (score of 4): 14

Excellent (score of 5): 31

What an extensive shift from What If… There are more Excellent figures than any two categories combined! The power creep is real with this set, and it seems that we’re slowly starting to once again drift away from the precedence that was set forth in Uncanny X-Men. I’m sure most of us knew a Thor set had to contain some heavy hitters, but this is quite a showing from Marvel.

What are your thoughts on this review? Feel that I missed the mark on a few pieces, or did I judge some things too high? What are you looking forward to the most from this set? Let us know in the comments!

I’ll be in Anaheim on Saturday for the ROC Age event at Majestix, so if you’re attending as well, feel free to come say hi. It’s always great meeting new Clix players! I’ll most likely have my Fallout lunchbox that I’m carrying my team in.

I wish you all luck on the packs you open, and I’ll see you next week. Remember, the real fun begins when you’re Two Clicks From KO!