Hello again everyone, and welcome to another set review! This is a big one as I’ve included a bonus this time; it’s a MASSIVE set review with both constructed and sealed ratings for the base set!

Earth X started out as a set that I had practically no interest in. As big a Marvel fan as I am, I’ve never read the story yet I’ve read Kingdom Come, which a lot of comic fans will say is the DC equivalent in terms of overall theme. I was really looking forward to a break from product and only picking out a few figures from this set, but lo-and-behold, WizKids pumped out a staggeringly good group of figures.

While the reveals were happening, a lot of people pointed out that this is really a Spider-Man set in disguise with a subtheme of Earth X, and I can see that. It’s not as on-the-nose as Superior Foes of Spider-Man was, but you can more or less count this as our Spider-Man set for the next year or two.

As I said in the opening, this is a surprisingly good set with few figures that rate low. It seems WizKids is upping their game pretty hard by making virtually every dial good in some way. I had a lot of trouble looking at dials and giving them a bad score because there seemed to be something good or decent on pretty much everyone. There aren’t too many break-out competitive figures in this set, but the equipment and one figure in particular are going to be a big part of Modern moving forward.

For this set, I decided to include sealed scores on every figure as well. I’ll warn you now; this is a BIG set review, clocking in over 11,000 words on just the figures. My recommendation would be to read the section you play the most and skip the other to help break everything down, but you’re more than welcome to have a go at both. I’ve color-coded the sections as well, so that should help if you want to scan through the article.

Before I get into the review, I’d like to note that sealed reviews are brand new for me. These scores might be a bit off but I tried my best to judge them based on how I think they’ll perform in an environment that doesn’t bring all the answers and counters teams. If you want more ideas and ratings, please check out the sealed primers on HCRealms. Saturnflight and Jruffing do a great job with those and they’ve been my go-to for years. I don’t know if I’ll continue this trend as it’s a lot of work to review each figure twice, but we’ll see how things go.

Remember, these are my personal reviews and they aren’t the definitive ratings of figures. It’s okay if you disagree with me!

COMMONS

001 Spider-Girl

Constructed – Not a bad powerset and numbers for a common, but the damage is a bit lacking here that I don’t think she’s really worth the points. The double targets is nice, but 5 range is quite short. What I like best about her is that she can control tempo from short ranges and deal some okay damage if she’s based. Certainly not terrible by any means. Score: 2/5

Sealed – Again, good tempo control, so that could prove very useful in a vacuum, depending on if you’re facing any bricks. A lack of Indom hurts, but she’s push-friendly, and her ability to put out consistent (but low) damage on every click and disregarding most terrain makes her a good filler piece. Score: 3/5

001b Venom

Constructed – This dial probably plays a lot better than it looks. The Alien Symbiote gives her a lot more hurt than it seems, and her special Incap is quite deadly if you manage to land it in the right place, but you’ll sacrifice that 3 damage if you use it. Nice to have options though. Perhaps her best clicks are at the end as an auto-breakaway Running Shot piece with that special Incap and Perplex. Certainly no Red Leader, but fairly close to a Kirk DePaul. Score: 4/5

Sealed – Brutal and efficient, probably better than anything else you’re running at this point cost. Earth X is a big keyword in the set, as is Spider-Man Family, so she’ll be easy to theme with. Alien Symbiote gives a lot more value in this environment and will make her a formidable foe that’s tough to take down and can tie up tentpoles. Score: 5/5

002 Silver Sable

Constructed – I love her ability to steal any named Keyword for some fantastic shenanigans, but Sable’s dial isn’t anything I really want that someone else can’t do better. Leadership is cool, but most teams these days have a cheap option. Energy Explosion with 11 attack is good, but nothing I would seek out. It also pains me that her only defense is Mastermind, so while she might stash away on a Quinjet, she’s going to need an Avenger to hang with her or she’ll be a quick KO. Score: 2/5

Sealed – Her trait won’t be as useful in Sealed, and her dial is okay. Not good, not bad, just okay. Leadership is nice to add to any team that you’re playing though, and if you pull something that’s Keyword dependent, Sable is an easy-fill. Score: 3/5

003 Lizard

Constructed – I love that the Secret Six trait was grafted onto the Sinister Six; perhaps the coolest thing WizKids has done in copying universe abilities. This is a strong outing for Lizard. 6 clicks for 50 points, decent values with free healing on 3 of his clicks, and Indomitable give him a heck of a lot of value. Any part of the Secret Six trait will be a huge benefit for him. With a team of 6, he’ll be terrifying for his cost. Score: 5/5

Sealed – The Sinister Six are going to shift dramatically based on how many figures you can play. If you can get 6, they should sky rocket in value. Lizard works well on his own though as a viable tie-up piece that can throw down a possible 6 damage on every click, making him a nuisance to deal with. He shatters the points-for-health formula, so you should get a lot of value here. Score: 5/5

004 Morbius

Constructed – I feel like Captain Marvel from Avengers: Infinity and Batgirl from Harley Quinn and the Gotham Girls completely ruined vampires for us. This just isn’t that great of a figure. Low attack values and NO defenses at all on a figure that has to close the gap makes me scared to ever try him. Outwit is neat, but I’d rather have Super Senses because, ya know, he’s a VAMPIRE. Score: 1/5

Sealed – I suppose if you really need Outwit and a taxi, Morbius could prove useful, and he could tie-up some people while he’s at it, putting fear into them of healing to some good values. However, the odds are in your opponent’s favor that they just gun him down to junk early. Score: 1/5

005 Rhino

Constructed – Aleksei may not have that exciting of a dial, but he has a surprising amount of damage for just 50 points, and walls aren’t holding him back. The Sinister Six trait will really help him add value, mostly by giving a 50-point piece 18 Invincible, along with Stealth to keep him hidden until he needs to Charge in. Not amazing, but certainly not bad. Score: 4/5

Sealed – Rhino isn’t bad on his own since he has good reducers and can serve as a good tie-up piece that can burst through walls. Score: 3/5

006 Sandman

Constructed – Sandman will benefit big time from this trait as he’s rather lackluster without it. You pretty much have to choose between dishing some nice damage or giving him the option to take a hit since he can’t do both. Still, his adaptability is pretty damn good for 50 points, especially with 5 allies to give him +1 to his stats. Score: 4/5

Sealed – Like Rhino, this will depend on how many figures you have on your team. Sandman works well on his own though since he can serve a lot of roles on a team for just 50 points. Score: 4/5

007 Tinkerer

Constructed – Whoa, this guy hasn’t been made in a long time! Tinkerer brings an awful lot of support for just 30-points, and has some great keywords (is 30 the new 50???). It might be difficult to maneuver him to get the most fuel out of the Empower/Enhancement combo since he’ll want to stay in hindering terrain for Stealth, but you can easily negate that with a taxi. Perhaps the coolest thing about Tinkerer is his ability to generate objects on command. I can see that being a lynch pin for certain teams. Score: 5/5

Sealed – Who doesn’t want to pay 30 points for a figure that always gives +1 to damage and give out objects either to hide in, or increase damage even more? Tons of value here. Score: 5/5

008 Vulturion

Constructed – Looks like Marvel finally got its own Kite Man. Not much to complain about with 8 movement, Flight, and Sidestep. The Incap is a nice touch and even though he’s 5 points more than Kite Man, it’s nice to have an alternative in Marvel. Score: 4/5

Sealed – Hey, if you need a taxi, this works well. Other than that, he’s not going to serve any purpose someone else can’t do better. Score: 3/5

009 Police Sergeant

Constructed – Three clicks is a bit shallow, and he’s not bringing anything overly exciting to Police teams. Enhancement usually benefits them more than Empower, but it’s nice to have the option. Outside of a Police team, I don’t see a reason to run him. Score: 2/5

Sealed – The Sergeant will see a lot more use in sealed where he grants PD for ranged buddies and Empower for close buddies. 30 points is a good deal to boost any form of attack you have, and the Incap could prove useful. The surprise Flurry on clicks two and three could actually end up working wonders for his low cost. Score: 4/5

010 The Hydra

Constructed – Uhhh, what were Thugs again? This is an amazing dial for just 20 points. Super Strength and Exploit Weakness along with Willpower gives these generics some serious firepower and while they aren’t able to use SS and EW together, it means they have options on what they do, something many low-point generics can’t do. Running more than one makes them all have an 11 attack up front (!) and never dip under a 10. Sure, they’re easy to KO, but you have to plug 4 damage to get a whopping 20 points. Damn. Score: 5/5

Sealed – If nothing else, The Hydra will serve as a fantastic body blocker, stopping lines of fire or forcing breakaways at virtually no cost to you. In the best scenario, they’ll be the ultimate Mastermind fodder for someone like The Skull, or will make excellent use of Tnkerer’s ability to generate items. However, if you have a strong theme team or other good options, don’t force them on your team. They’re fantastic point-filler. Score: 5/5

011 The Hydra

Constructed – 5 more points than the other Hydra, but not as good. With Molly Hayes around, you have a high bar at the 25-point level now and in comparison, this piece doesn’t come close but is still okay. Sidestep makes it easy to use the ranged version of Share Through the Hivemind and Willpower will allow them to always stick with the team. That being said, there’s not a lot this dial can do on its own other than Incap from 4 squares out. You’ll need to play The Hydra on a Hydra team, or they’re kind of dead weight. Score: 2/5

Constructed – Same sentiments here, except like the other Hydra, this is a good body blocker for cheap points. 4 Clicks at 25-points is still a bargain, and the Sidestep + Willpower will allow this figure to get in and stick there. Don’t expect them to last long though. Score: 3/5

012 Red Union Jack

Constructed – It seems WizKids is just going to keep dropping points on cheap dials. Insert typical “how is this only X points” statement here, because this guy is nuts. Running Shot with 3 damage Energy Explosion and honestly solid stats for just 30 points, not to mention that he’s 4 clicks deep with some Perplex in the end. Score: 5/5

Sealed – Fantastic filler, but certainly don’t auto-include him. Depending on your opponent, his Energy Explosion might not do anything and then you’re paying 30 points for lackluster values. If you’ve got the space for him, especially if you’re running an Earth X team, he’s worth going for theme. Score: 3/5

013 Spiders Man (okay, it’s really hard for me to not type Spider-Man)

Constructed – Another fantastic 30-point dial with some great control, albeit much better before the power rework in 2017. While eliminating Free Actions isn’t what it used to be, it’s still good to turn off powers like Perplex, Outwit, and Sidestep, basically giving him an Outwit on a hit to up to two enemies. However, it comes at a cost, and Spiders Man’s (?) cost is that he’s very easy to swat. Push him to click 2 to find heaven. Score: 3/5

Sealed – If you push him, he’ll pull a lot of weight, and with two great generic keywords along with Earth X, he should be easy to theme with. There’s a lot of Perplex in this set, so you should be able to have him pull some weight. Just make sure you play him safely because he’s going down in one shot. Score: 3/5

014 Black Panther

Constructed – A great showing for T’Challa. This feels like what Black Panther should do when he’s not holding an Infinity Gauntlet. Stealth and Blades the whole way through, Willpower up front when he’s confident, Outwit like all Black Panthers should have, and a pretty decent dial numbers-wise. A tad rich at 90 points, but for a common I can’t complain. He’s worth picking up as your de-facto Black Panther dial. Score: 4/5

Sealed – This dial packs a lot of value for its steep price, giving you a great blend of offense and defense. The +1 to actions will help offset that 90 points, and the Outwit with Stealth will make him a pain to deal with. Panther will take a lot of effort to take down, so unless you really can’t afford to add him, it’s best to bring him along for the ride. Great keywords, too. Score: 5/5

015 Spider-Man

Constructed – I really dig a figure that can use Carry mid-movement. There’s a lot of shenanigans that can be pulled off with Peter. Combo’d with Support gives you a pretty neat defensive figure, but that 9 attack isn’t doing you any favors. Perhaps Peter’s best use is that he brings a team ability to the much-needed Spider-Man Family team with Police. That alone will make him a must-have for Spidey fans. Score: 3/5

Sealed – Peter’s going to play better based on what you pull. If you’re running a lot of little guys, Pete probably isn’t going to do much as you’ll waste a lot of time trying to save them and heal up. However, if you’re playing a tentpole or a couple big figures, he’ll feel a lot more valuable. Other than that, Spider-Man won’t pull much weight by himself and you’ll probably feel like you wasted the points. Score: 1/5

016 Karnak

Constructed – Great stats and quite a good shot at dealing some easy damage, although not too much. The Indom and Prob late dial, along with Flurry and a way to break reducers every click gives him a lot of playability, and Perplex just adds fuel to how efficient this dial is. I like him quite a lot. Score: 5/5

Sealed – Anytime you have a figure that’s cheap and can deal damage to anyone in the set, that’s usually a good figure to use, so Karnak is a solid option. Big movement for melee and strong values gives him a lot of gas, and the Perlpex is a welcome addition to make him an all-around great figure. Score: 5/5

UNCOMMONS

017 Jackal

Constructed – I talked about this guy a lot in my sneak peek article; he’s probably my favorite figure in the set as he’ll always have some fun with bigger characters, or even disposable figures with shallow dials. Jackal has a lot going for him, and his Stealth/Poison/Combat Reflexes/Outwit/Shape Change combo up front makes him an absolute menace. He pushes well too, actually doing some damage late. Score: 5/5

Sealed – Jackal will probably do really well no matter what kind of team you’re running. With multiple mid-range attackers, he’ll add some much-needed vigor to them, granting a second wind that could be enough to win the game. On a swarm team he can make sure even the smallest guy gets a second chance to throw some punches or shots. Heck, he’s worth it just as a hard-to-deal-with Outwit figure. Score: 5/5

018 Ezekiel Sims

Constructed – Ezekiel brings a lot of support to Spider-Man Family teams that they’ve been lacking, mainly in Barrier and Probability Control. His dial isn’t that strong at all, especially compared to the 30-point figures in the set, but the ability to drop a piece of blocking terrain anywhere on the map once per turn and block off a Spider-friend is big for that Keyword. Score: 2/5 (because he’s so specialized)

Sealed – There’s a lot of Spider-Man Family in this set, so you should have no problems pairing him up with someone, which could provide a ton of support and aggravation for your opponents. Barrier is also a good power to bring in general to sealed as not many figures have the ability to destroy blocking terrain for free. He’s a bit hefty in price though, so I would only use him if you have said Spider peeps. Score: 3/5

019a Vulture

Constructed – I normally hate Vulture dials because they tend to do the same thing; overcosted Taxi that has some ability to deal damage. The Sinister Six trait really helps Adrian out and breaks him from the mold of mediocre. True, his stats aren’t amazing, but if he’s paired up with 5 others, this is a great dial with a huge 7 square Charge range. This is the first regular Vulture I actually like. Score: 4/5

Sealed – Without the bonus of team members, Vulture is okay. He’s got some great movement and pushes rather well, and the end-dial Outwit could prove useful. Unfortunately he’s very easy to hit, so positioning will mean a lot for him. Thankfully, you can play him with 3 other people and get a good bonus with Stealth. Score: 3/5

019b Vulture

Constructed – This is a pretty efficient dial for just 50 points What I love more than anything is that it’s a nice even 50. Most primes have an odd cost and make team building a little clunky, but Vulture fits right in with multiple allies. Aside from a fantastic taxi that has a 50% chance at using Sidestep twice in a turn, Vulture actually has a great chance at being the finisher or anti-support for a team. Since his trait gives him Charge at no cost, if you can get him into the backline, he can continually KO characters with shallow dials. That also makes him terribly efficient against bystander teams. Score: 5/5

Sealed – He won’t get the playability that he does in constructed since an awful lot of this set is 4 clicks of health or more, but Vulture still serves a great purpose as both a solid melee attacker with an abundance of health for his cost, and a terribly efficient taxi. You should easily be able to fit him on your force at just 50-points, unless you really need theme. Score: 5/5

020 Crime Master

Constructed – While I don’t think Crime Master will really do all that much with lackluster values and only 4 clicks, he’s going to be a nightmare to hit off his top dial. Stealth, Shape Change, Mastermind, and Outwit is a problematic combination, but the question is do you get anything good for that 50-point investment. I dig the Infinity Stone passing of the Goblin Formula though. The Marvel version of the Crime Boss trait isn’t quite as good as DC, but still very good. Score: 3/5

Sealed – If you need Outwit, this guy is pretty damn good. If you don’t, well then you should probably pass him up unless you really want to make bystanders. Score: 2/5

021 Fancy Dan

Constructed – By himself, Fancy Dan is pretty good. He can cheat onto any team with the right conditions and he’s basically what the Gunslinger from Battleworld should have been (i.e. good stats with Ranged Combat Expert). However, if you pair him up with Enforcers, this guy is going to be a damn monster. Who doesn’t want to pay 30 points to get two attacks out of one action? Score: 4/5

Sealed – Depending on if you pulled Enforcers, Dan is either a must-include or a “if I have 30/40 points open”. Not bad, but nothing special in a vacuum where chance determines whether he’s good or not. Score: 2/5

022 Montana

Constructed – Another good figure for how low his points are. Montana dips a little too much for my liking in attack value, then again, he’s only 30-points. Combined with Fancy Dan, you get a nice way to take advantage of his unique modifier to lower all combat values after he hits. That can snowball on an Enforcers team where they need one good hit before the rest have an easier time dealing damage. Not an all-star by any means, but not bad either. Score: 3/5

Sealed – Good for body blocking or point filler, but Montana is going to have a tough time when someone swings his way. Positioning will be extremely important for him so that he can keep that 19-defense. Because of his 4 range, it’s incredibly easy to close the gap and take him out in a single punch. But for 30 points? He’s a great way to reduce combat values. Score: 3/5

023 Ox

Constructed – There’s certainly nothing exciting about this dial on a regular team. Sure, he can cheat onto teams and abuse keywords like the other Enforcers, and his stats aren’t bad for 30-points (although before Molly Hayes, this would have been a shocking dial). Now if he’s paired up with Fancy Dan, holy cow he’ll be a lot better! Score: 2/5

Sealed – A good tie-up piece that’ll take some hits for his point cost. He’s not bringing anything special to your team, but he’s no slouch, especially at this low cost. If you pull other Enforcers, you should probably think about putting them together. Score: 3/5

024 Electro

Constructed – Electro always seems to get a good dial, and Francine is no different. While she’s a little weak by herself, if you get any of the abilities from her trait, she’s a lot better, especially if you have 6. 11 penetrating Energy Explosion with 7 range is pretty damn nifty for 50 points, and even more so if she does it from Stealth. Score: 4/5

Sealed – Electro has weaker values, similar to Uncanny X-Men, and has a huge glass jaw. She will 100% rely on the rest of your team or she’ll be KO’d quickly. Score: 2/5* (5/5 if you have 6 figures)

025 Luke Cage

Constructed – This is a great dial for Luke. He does the typical moving in and stopping people from leaving, and also brings a fantastic Quake to the mix. It’s great when a figure gives you the option to alter their stats based on their targets, especially with the new Quake. His Leadership is a godsend to police teams, as is the tank dial he brings. Just keep him off those last two clicks and you’ll be fine. Score: 4/5

Sealed – There’s nothing to really complain about here. Good stats, fantastic reducers the whole way down, Indom to keep him going, and some board control via Plasticity. A third of your build might be a bit high to pay for Luke, but there’s no gimmicks to making him good. He’s just a solid dial with a somewhat lower defense value (hey, Luke is good at taking hits, not dodging them). Score: 4/5

026 The Hydra (Falcon)

Constructed – If you’re running a Hydra team, Sam is a seriously good addition. Giving all of your guys +1 against ranged attacks and having the ability to carry 4 people is huge. Unfortunately, he doesn’t have much going for him outside of a Hydra team. He has a decent opening click, but falls hard after that when he doesn’t have his Hydra buddies around. His special Precision Strike is quite nifty, but you have a bigger change at seeing Willpower in constructed games. Amazing on Hydra teams, lackluster without. Score: 2/5

Sealed – Just like in constructed, Falcon is going to rely on other Hydra members to be good. If you pull pretty much any other Hydra figures, he’s an auto-include. If not, leave him on the sidelines unless you really need a taxi. Score: 2/5

027 The Hydra (Sharon Carter)

Constructed – Sharon’s Hydra ability is another nice addition to the Keyword, but this dial is backwards. Why does she have a single click with the ability to stop adjacent healing, but has Running Shot on that same click? She ignores characters for lines of fire, but she doesn’t ignore the fact that she still can’t be based to take a shot. Her values are poor as well, so Sharon feels like she’s paying the price for the efficiency of the other Hydra figures. Score: 1/5

Sealed – Same thing here as well. Sharon doesn’t do anything that someone else can’t do so much better, especially at her point cost. If you really need some Perplex and have nothing else, I suppose you could push her and keep her in Stealth and punish someone if they come up to her. Score: 1/5

028 Blue Union Jack

Constructed – The stats aren’t great, making this dude feel an awful lot like an Uncanny X-Men piece, however, that Leadership power with Enhancement gives him a ton of value. The question is will this value be enough to live up to a 50-point cost in today’s game? I don’t think so. Without that Leadership landing, B.U.J. has sub-par attack values through the dial with a horrendous 8 at the back, small reach, lower movement, no improved targeting or movement, and lacks Willpower. Compared to the common, it’s strange how much worse this guy is. Score: 2/5

Sealed – He’s most likely worth his points just for the Enhancement/Leadership combo. If you manage to land that Leadership, that could be a huge boost to your team. He also can punch through reducers and with not much Invincible in the set, he’ll probably land 3 damage on most characters. He’s very middle-of-the-road; not bad, but nothing amazing either. Score: 3/5

029 President Osborn

Constructed – This guy rules! If you team him up with anyone who shares a keyword (hello there, Eternity!), Osborn is basically a Red Leader without the action tokens and Prime rarity. Even better, Osborn has Shape Change, Leadership, AND Mastermind to keep him safe and valuable. Score: 5/5

Sealed – Another figure that’s highly dependent on what you pull. Thankfully, Osborn has Earth X and Sinister Syndicate, two big Keywords in the set, so you have a fair shot at making him destructive. If not, you’ll need a hefty 75-points or less figure to make him work at all. Score: 2/5* (5/5 if you can match keywords)

030 The Skull

Constructed – This looks like a bad figure because he’s only 3 clicks deep with no reducers, but The Skull is actually quite strong. Unlimited range on Mind Control with a 12 attack, and never dropping below an 11, or just triple mind control within 4 squares gives him a lot of options. Sidestep is the best power he could have had in movement, and Leadership helps to offset his one-trick-pony dial. He’ll be miserable to KO, especially if your opponent didn’t bring any way to separate him from his friends or deal AOE. He’ll be the bane against giant figures too. If you don’t have Starro, this is a great option. Score: 5/5

Sealed – Since feedback damage is a thing of the past, Mind Control is a damn good power, and it’s even better in Sealed when you can use your opponent’s good pulls against them (but also requires them to have good figures). You’ll need to draft some Mastermind fodder because The Skull will 100% need it to survive. But if you pull the right figures to support him, he can be a terrifying threat. Score: 4/5

031 King Britain

Constructed – At his top click, the King is pretty damn good with solid numbers, a big reducer, and a kick-ass Leadership power as well as giving his allies +1 defense if he’s the closest to your opponent’s starting area. The problem is that one penetrating blast or Outwit and you’re paying 120 points for a paperweight because this dude gets slow on click 3. His attack also drops to a 10 immediately. Thankfully he does get to burn tokens if he’s hit, so that’s a little better. Score: 2/5

Sealed – A solid pick to lead a team. He brings a lot to the table, and at 120 points, there’s a good chance he’ll get to pull two tokens from your team each turn if he succeeds on Leadership. His cost is a sweet spot in that you can still include a lot and not feel like you wasted him if you run up against penetrating damage or some Outwit. Score: 4/5

032 Black Knight

Constructed – If his attack values weren’t so poor, Ahura might be playable. The problem is that this dial isn’t efficient, and it doesn’t know what it wants to do. Early game he wants to rush in, but then he swaps to range after already basing his opponents. His Pulse Wave is fantastic, but it’s stuck on those last two clicks with Force Blast, so the odds of actually pulling it off are low. Worst of all, Ahura costs a staggering 100 points. At least he has Indom? Score: 1/5

Sealed – There’s honestly no reason to play this dial. The amount of impact you’re getting for a third of your build is bad. The only stat on this figure that matches his cost is that 18-defense with Invincible, but you’ll lose that after just 1 hit. Score: 1/5

RARES

033 Namor

Constructed – Namor just keeps getting good sculpts! On the right map, Namor will be a god, always rocking a 20 defense, and if not, he’s got Poison to help him burn off chumps. Namor has a great powerset and puts out a ton of damage, although he is a bit high in cost. At 80-points, you’ll need to win map roll and build around water to make him worthwhile, and that 10 attack is going to hurt quite a bit. Score: 4/5

Sealed – 130-points buys you a lot and you’ll be stoked when you’re flying in and hitting for 8 damage. However, if Namor takes 3 damage, he’s going to feel heavy. At 80-points, he could be a decent throw-away figure that you purposely want to take damage so that he’s based and has 11-attack with Flurry. Some good options here. The water on the sealed map will make him a god if you can win the roll and get that side. Score: 4/5

034 Doctor Octopus

Constructed – Otto has a lot to live up to thanks to the dumb LE we got several years ago that will finally rotate this year (yay!), but this is a hell of a replacement. There’s just so much utility that this dial has and I’m really liking it. With 5 other teammates, Otto will be a monster on either point level, and his ability to move 6 squares for free every turn to get into the fight is huge. I love that he starts out as an early taxi as well, once again giving the Syndicate a better taxi than Vulture in the same set. Score: 5/5

Sealed – All-star pick right here. Otto has too many tools for such a low cost that there’s no reason to leave him in the booster. At 50 points, he can constantly sit at a 19 defense (or 20 if you have 6 figures). At 75, he can be almost impossible to hit, and he brings Outwit to the table. If you pull him, I would look to build around him. Score: 5/5

035 Beetle

Constructed – Well I think we just found our new leader for Sinister Syndicate teams. Beetle is quite stunning and brings a fantastic piece of equipment with Flight and +2 movement. That means out of the gate, Beetle can Running Shot 7 squares at 75 points (or 6 at 50 points). Perplex will really help keep the 17-defense up and the traited Leadership is exactly what the Syndicate needs. Score: 4/5

Sealed – Obviously he’ll work amazingly well if you pull a lot of Sinister Syndicate pieces, but Beetle will do some serious work on his own. There’s a lot of value here, and he’s very playable at both starting lines. Remember that the equipment grants the Flight symbol, so you’re good to use Beetle as a taxi in the early game. Score: 4/5

036 Alistar Smythe

Constructed – I know what you’re thinking; this dial looks mediocre but hear me out. For 50-points, you get Charge, Flurry, Blades, Super Senses (only on a 6), Toughness, Outwit, and a permanent answer to equipment. Even when Alistar takes some damage, he’s quite a good lockdown figure and can still punch through most defensive powers. The real treasure here though is the Mini-Slayer. This thing will 100% see play as a fantastic counter to both equipment-based teams (COUGH-EXOSPEX-COUGH), and is brutal to assign to Charge figures as it basically stops them dead in their tracks. Score: 4/5

Sealed – Lots of value here, even if your opponent doesn’t have equipment. Alistar’s ability to Charge in and hit for a potential 12 damage with Outwit to stop reducers can make him a silver bullet in this set. Then throw-on the ability to penalize a tentpole in speed after the hit pushes him even further. The 10 attack hurts, but if you can make him land, he’s very good. Score: 4/5

037a Spider-Man

Constructed – I love this dial, but I think it’s a little behind Handstand Spider-Man. Hear me out. The newest Peter doesn’t have the mobility of Handstand Spider-Man, nor the damage output, and he doesn’t age as well thanks to Handstand Spider-Man’s ability to make free attacks. However, there’s a TON to love here, and that doesn’t make him bad. Prob, free placement after any combat, FREE ATTACKS AGAINST ANY SPIDER-FAMILY AGGRESSION, great values, indomitable, and ignoring practically everything for movement is a great showing for Peter, especially at 90-points. His web-shooters are pretty great too, but nothing too over-the-top. They’ll be fantastic probably 25% of the times he’s played. This is a great way to replace Handstand Spidey once he rotates this summer. Score: 5/5

Sealed – Waaaay too much value here to pass him up. There’s so much you get for such a low cost compared to other big-name characters in the set that he’s an auto-include. At 90 points, he can play with pretty much anyone in the set, so again, no reason to leave him out. If you manage to open other Spider-Man Family characters, this guy will be the MVP of the event. Score: 5/5

037b Spider-Man

Constructed – Miles got a lot of love; this is a killer dial. Stealth to keep him safe, Outwit to counter threats, and protected Super Senses that allows him to move are great defenses, but Miles offense is what really sets him apart. The fact that this kid can hit a 12 attack by himself and Quake a group of people to make them all immobile or -1 to attack is huge, especially at just 75-points. Everything on this dial is amazing; values, powers, Indom, movement capabilities/improvements, and defenses. Miles does it all. Except his Keywords are clearly those of Spider-Man 2099 and he doesn’t have the damn Champions Keyword RIGHT AFTER we got a Nova and Viv that specifically work with Champions… Score: 5/5

Sealed – There is just WAY too much value in this figure to not play him. He’ll pull a ton of weight and more importantly, he’ll be total hell against all the cheap dials in this set with his ability to lockdown teams in-mass. This should easily be 100 points and you’ll feel that value in sealed. Score: 5/5

038 Stegron

Constructed – While Stegron himself doesn’t have the best values in the world, he’s a terror to play against for the sheer power he puts out. Each of his dinosaurs are quite good, and his ability to give himself and the bystanders a free use of move and attack (which doesn’t halve movement) along with his Empower means he can pump out a lot of surprising damage. The cherry on top is his long dial with both Steal Energy and Regen. More of a fun piece, but he can easily be abused. I for one welcome our new Dr. Demonicus overlord. Score: 5/5

Sealed – Absolutely an auto-play if you don’t pull something absurd. Having a reliable source of bystander generation with a dial that takes a lot of effort to put down is very good in sealed. Stegron won’t pull much weight himself, but his dinos will be a total pain. Score: 5/5

039 The Rose

Constructed – Kingpin’s son has an interesting dial and I like that he’s pretty much a normal guy with low attack and damage values, but a fantastic suite of Stealth, Shape Change, and Probability Control. His ability to give any Hired Flunky bystanders a free move is neat, but not something you can count on as he’ll need to both generate them with good Leadership rolls AND be attacked AND successfully use Shape Change. That’s a lot of variables. For 40-points, you can’t really complain about a good Probability Control piece that’s hard to remove from the game. Score: 3/5

Sealed – Prob is always good in sealed, and usually there isn’t too much to go around within a set. The Rose is worth playing just for how difficult he is to eliminate the best support power in the game. You’ll have to open some Hydra or Maggia to make his Leadership do anything but generate goons, but that’s okay because for 40-points, he’s worth throwing on your team for Prob. Score: 5/5

040 Mr. Negative

Constructed – I’ve been waiting a while for Marin Li to show up in Clix, so I’m pumped we finally got him! This is a fun dial and he’s seriously hard to put down thanks to so many clix with healing built in. Mr. Negative feels thematic from his power colors to his ability to choose whether you’re playing Martin Li or the villainous Mr. Negative each turn. Good stats, Outwit up front, and a shallow point cost for what this dial does rounds out a great kit for him. Score: 4/5

Sealed – Lots of utility here with Outwit up front, Stealth to keep him safe, Support with Empower/Enhancement later in the dial, and tons of ways to keep him healthy. His inability to be knocked back also makes Mr. Negative a good Mastermind piece, especially with Regen at the end of the dial. He’ll probably do more work than expected. Score: 5/5

041 Fancy Dan

Constructed – Pretty solid dial that has a neat mechanic of doing something no matter if he hits or misses. I like dials that do something regardless of luck, which means Fancy Dan will be a good figure on any team he runs with. The best part of Dan’s dial though is that he’s nearly impossible to hit from range. 20-defense with Super Senses on a character that has good range and Running Shot is a hell of a deal for 50 points. Score: 5/5

Sealed – The same holds true for Dan in sealed; he’s got some incredible value. His damage values aren’t huge so he’s not going to hit for too much, but he’s extremely push-friendly thanks to Ranged Combat Expert on the back half of the click. The only down side is that if he gets based, he’s toast, and there’s a lot of cheap figures to use to base him in this set. Sealed: 4/5

042 Montana

Constructed – We’ve seen a lot of AOE tie-up figures in the past, but damn if Montana isn’t the best. While he doesn’t pull the typical “if you’re within X squares, you’re next to me”, he pulls a new trick of just tagging along for the ride and then becoming a total pain in the ass. Super Senses and Shape Change along with a big movement and Plasticity, as well as a really great Incap power makes Montana a horrible thorn in your opponent’s side. I’m already cringing thinking about playing against him. Score: 5/5

Sealed – While you probably don’t want to pull a tempo/control piece as a rare, Montana is a good pick. With his 10 movement, you can easily just march him up to the most annoying figure on the other side and basically make them do nothing for the game. His Plasticity, Incap, and placement ability will make sure they either deal with him first or take him everywhere. Score: 5/5

043 Ox

Constructed – Let’s face it, you’re probably never going to get a bonus out of his Seeing Red trait in a constructed environment, so just ignore it and look at his dial. It’s okay, but nothing special. Ox suffers from the typical brute figure with some solid numbers and a good starting click, but ages horribly and will be dead-weight after just one hit. Score: 2/5

Sealed – There’s a better chance you’ll get some use out of the Seeing Red trait here and his bigger Charge could be quite good based on the map. Still, Ox is nothing special, and the same holds true that one hit takes him down pretty hard. Score: 3/5

044 Clea

Constructed – By herself, Clea feels a bit bloated in cost since she has no Indomitable or move and attack powers, or even Sidestep for that matter. She’s very slow, but the stealth busting and 8 range with Pen/Psy and Outwit make her deadly if she does manage to take a shot. Thankfully there are plenty of ways to maneuver her, but it does suck that you’ll need one, further increasing her real cost. Pushing her isn’t great as she takes a big hit stats-wise. If Loki is on her team, she’s much better and scarier to try and take out. I do really like the flavor of her defense ability, and there’s a decent chance she’ll get to use it at least once a game, so that could extend how long she sticks around. Score: 2/5

Constructed – There’s a decent amount of Stealth in the set, so a sniper could prove useful, especially if you have a way to move her around. However, 100 points is a lot to pay for a figure that has to be on the right map to do anything substantial. Do you really want to pay 1/3rd or your team for a taxi with Outwit that might get one or two attacks off? Score: 3/5

045 Madame Hydra

Constructed – What a pain in the ass this dial is to deal with, I’ll give her that. What I won’t give Jennifer is any real strengths. She’s hard to KO and… that’s about it. Lackluster values hurt since she’s a huge 100-points. However, if you can deal with her poor values, Madame Hydra will be nearly impossible to KO outside of Pulse Wave. But I can’t get over that this dial is so expensive. It’s just too many points to do, well, nothing really. Score: 2/5

Sealed – Madame Hydra will be more useful in Sealed where she can walk into the enemy team and just sit there, virtually never dying in 45 minutes. The effort it will take to KO her really isn’t worthwhile in that setting, but you have to ask yourself if you’re willing to spend a third of your team on a character that’s just lockdown. Score: 2/5

046 Man-Wolf

Constructed – I’m not a fan of this dial – It feels dated. Sure he has some 11-attack values up front, but it’s so vanilla and in a set with some terrific 30-point dials, John feels like he’s an anchor. Sidestep is nice to give him more threat range, and the Indom will help him make multiple attacks, but all his damage has to come from Blades. On top of that, his special attack power, the best part of the dial, is on a non-STOP final click with terrible defenses. The odds that John will pull this off is really low. I’m not liking that strong powers are on final clicks in this set. Score: 1/5

Sealed – This is a different story for John, and primarily where he’ll see play. He’s a bomb rare to pull, but he’ll still do some work for you. The best use for John is to run him into the fight as quick as you can and never stop attacking. Hopefully he’ll take some small hits to land on Flurry/Prob to pull some nice numbers off. Still, he’s not the best, but he might be the best you pulled. Score: 3/5

047 Black Bolt

Constructed – Black Bolt posses an interesting question; is he worth his points at either cost? At 150, his gigantic 5 damage and good values/powers overall is quite good, but the drop to 17 defense and losing Invincible after 1 click is brutal, and the lack of Outwit protection at 150 is scary. At 100, he’s still very good and has a high chance of getting a +2 on Perplex, but you’re paying 100 points for 4 clicks with low values (aside from his own Perplex of course). His trait that protects him from Line of Fire is a double-edged sword as well since you can’t target him with your own Probability Control or Perplex if he has no tokens, making him even harder to work with. He’s a figure that will need testing, but I suspect he gets one good hit in at either point level and then flounders. Score: 3/5

Sealed – The dude is bomb in sealed. Play him and feel the power of Blackagar Boltagon. There’s almost no reason to play him at 100 thanks to that massive 5 damage on click 1 and how hard it is to snipe him until he chooses to engage. Score: 5/5

048 Triton

Constructed – This is a good outing for Triton, and his power levels will be so much stronger on a water map where he gains Hypersonic Speed and potentially free penetrating damage. I don’t think he’s worth running at 75 as his values are a bit too low, but at 100, I quite like how aggressive this dial is. All his stats are strong enough that Perplex isn’t necessary on anything, meaning you have the freedom to pick what you want rather than offsetting a bad value. If he’s out of water, Triton will suffer quite a bit though. Score: 3/5

Sealed – If you can land the waterfront side of the map, Triton will be one of the best figures in the set. If you can’t build theme, the 75-point dial might be better as you still get Blades and Perplex out of his dial, and you have a chance at double perplexing his own values. But man, does that attack value drop hard. Score: 2/5 (4/5 if you can get him on the waterfront side)

SUPER RARES

049 Lady Octopus

Constructed – Defense values be damned, this is a scary dial for just 50 points. There’s not a lot here on the actual dial that’s scary – it’s how good the Octopus Arms are and how much it amplifies her. With everything put together, you get 9 movement with Charge, Flurry, and ignoring hindering and elevation for movement, Giant Reach: 2, with ES/D and Shape Change for defenses. Much like the LE Doc Oc, Lady Octopus is going to hurt if she gets to her enemy before taking a hit. What I like so much about her though is even after taking a hit, she’s still a huge threat thanks to those arms. A little weak in the numbers, but this is a steal at 50 points. Score: 4/5

Sealed – Tons of aggression for the 50-point level in a vacuum. With elevation points, she’ll be a pain to deal with, sticking out of melee range until she needs to engage. Her Giant Reach: 2 allows her to stay safe with that ES/D. A dive partner would be great to run with her as tie-up so she can remain open. Score: 5/5

050 Green Goblin

Constructed – Look at the insane amount of value you get for just 75 or even 50 points. Hypersonic Speed, Running Shot, Indom, Flight, Sinister Syndicate team ability… the list just goes on. His stats aren’t the best, sans the 11 attack on clicks 1 and 2 at his higher point value, but that’s okay because he puts out a lot of hurt for such a low cost. I love his ability to boost the entire Syndicate with either Outwit protection or Perplex protection, and the top-dial Leadership is really good. And how about that equipment! Only 8 points to give a figure flight, Running Shot, and possibly Hypersonic Speed?! Norman got a terrific figure and we finally got our damn Goblin Glider. Score: 5/5

Sealed – Goblin will be a terror in sealed; he brings a lot of options for you to deal with the opponent with Running Shot or Hypersonic Speed on every click, and some fantastic support powers. If you pull Sinister Syndicate figures, you’ll feel incredibly strong even if he didn’t get the shared trait. Hell, he’s worth it just for a STOP click with Regeneration. Score: 5/5

051 Venom

Constructed – Venom suffers from poor values no matter which value you play him at, and his health isn’t great either. He has some nice evasion and the ability to ignore blocking and hindering for movement does help him a bit and the Blades + Exploit can make him scary, but those 10 attack values and 17-defense (that goes into 16 quickly, especially at 50 points) really stings. That being said, the Symbiote item is pretty dumb as WizKids basically changed the original to a light object, lowered the points, and made it drop on KO. That’s the real reason to get Venom. Score: 2/5

Sealed – Slightly better in sealed, but not much. You still have all the issues, but Venom at least makes a good tie-up piece that’s fairly annoying to hit. Not a ton of Invincible in this set, so his Exploit with Blades will do well. Then again, you might just want to run the Symbiote by itself. Score: 3/5

052 Captain America, Resilient

Constructed – This is an interesting take on Title Characters, and I’m happy to see WizKids shaking things up. Cap doesn’t have any blow-out abilities, instead trading them in for one terribly efficient placement power (which has no range!), and three different small abilities to increase his plot points. His KO effect isn’t the end of the world as it’s the first to not give your opponent an overwhelming advantage, although it does still hurt. Dial-wise, Cap is quite the bargain for 80-points. Sure, the 18 Defend is a little scary, but you get some solid numbers and dial length to make up for it, along with Perplex to keep him at 19. I love that Cap can accumulate Plot Points by being in the thick of the fight and continually making attacks, and that his protection from Mind Control for his team isn’t the only way to gather points, thereby making a plot ability useless. This is a good piece, and I’ll be trading in my space Cap Title Character for him. Score: 4/5

Sealed – the 18-Defend should really help your team out, and he’s an offensive machine. Depending on the map and terrain, there will be no end in sight to how often he can swing for 3 damage (or 4 with Perplex). The hardest part for Cap in sealed is getting into the fight and staying healthy, but a 19 defense should be easy enough to help. His title abilities alone are so versatile that he’s worth running. Score: 5/5

053a Spider-Woman

Constructed – Not a bad figure by any means, but there’s nothing special about this dial. I honestly dislike figures that have a 10 attack up front and push to 11, but their other stats dip, and that’s exactly what Spider-Woman does, which also makes her Willpower kind of a slap in the face. There’s nothing on this dial that makes Mattie unique. Like most Super Rares that have a Prime, she’ll be very low on the want list for most. Score: 3/5

Sealed – Within the set itself, Mattie will be a bit stronger thanks to her long Hypersonic reach. The 4 range will allow her to keep a distance and stick with a 20-defense with Shape Change to back her up. Poison at the back half of the dial will be useful in this set too where most figures have evasion rather than reducers. Score: 4/5

053b Spider-Woman

Constructed – I went on in detail about Spider-Woman on my sneak peek article, so I won’t get into her that much here. She’s not terrible for her points, and you should feel comfortable playing her in friendly games. More likely than not, she won’t see competitive play. Still, she’s a pretty good figure. Score: 4/5

Sealed – Pretty much a rule of thumb is that if you pull a pick-a-power figure, or a Super Rare Prime, you play them, and that’s true for Spider-Woman as well. If nothing else, she’s a steady source of any of the holy trinity of support powers along with Flight and Indom. Regen is a nice touch and will go a long way to keep her sticking around no matter what click she’s on. Score: 5/5

054 Daredevil

Constructed – I’m curious why WizKids keeps making these unkillable characters that require so much effort that there’s basically no point in attacking them. Daredevil carries the torch of new unkillable fodder once HAHA Joker rotates out this year, except Daredevil has some nasty stats and power combinations, so he’s taking things a little further. While the right kind of luck can put him down quickly making him a bit less reliable than Joker, that could also mean he’s downright unkillable. Plus, this guy either KO’s or he doesn’t; no gimmick to ping blocks of points out of him. Needless to say, he’s probably the best figure and most meta-worthy of the set. Score: 5/5

Sealed – There’s no reason to not play him. So much control, so hard to get rid of, and so many options as to what he can do. Play him and be amused at how much your opponents complain about how OP he is. If you pull equipment with him, you’re basically a god. Score: 5/5

055 Hulk

Constructed – If you can keep Bruce safe, Hulk is going to be a disaster to play against as he’ll never accrue action tokens, meaning Incap isn’t going to do a damn thing to this big boy. He’s got strong numbers too, even if he’s 150 points. Bruce being autonomous helps a bit, but you’re going to have to do a lot of work to keep him safe since he’s only running with 14-defense. This is a fun Hulk dial, and it’s amazing that WizKids keeps pumping out unique iterations of the character. Score: 4/5

Sealed – With numbers like these, you don’t really need to worry about Bruce dying because the enemy team probably won’t ever get a chance to hit him. Draft Hulk, put a big tank in front of Bruce, and then control the middle of the board, Charging literally every turn. Why would you not want to run a 12-attack, 5-damage figure that can swing every turn? Score: 5/5

056 Iron Man

Constructed – Man, this dial has a lot of potential to be devastating. GREAT bystanders that have some very real threat and the ability to simply pump out more if they fall is fantastic, even at 125 points. The fact that all of his bystanders have flight and Indomitable is pretty amazing. Once Tony hits that STOP click (which his opponents will want to do to get rid of the bystanders), he becomes a terror with great values and powers, Invincible on STOP, and still a chance to keep creating bystanders. He’s a little expensive at 125 for a token producer, but I have a feeling we’ll see a lot of him. Score: 5/5

Sealed – The amount of board control and aggression Tony will generate at just 125-points in this environment is just stupid. If you pull him, there’s no reason to leave him out of the game. He should be an auto-include just for the fact that you get to choose two characters to generate at the beginning of the game that hurt your opponent the most. So much value. Score: 5/5

057 X-51

Constructed – Another figure I reviewed on my sneak peek. I honestly don’t like this guy too much. He feels like an overcosted Unseen with a lot of drawbacks. What really bugs me about X-51 is that even if you land on his STOP click, he’s so damn slow that your opponent will probably run circles around him before he ever gets a shot off. Score: 1/5

Sealed – There’s simply nothing that X-51 is going to bring to your team that someone else can’t accomplish. 75 points is too much to pay for a dedicated healer, and he’s honestly a horrible tie-up figure because of how badly he depowers after his first click. Anyone who has looked into spoilers will know it’s best to just ignore him, making him a complete sink of 25% of your team. Score: 1/5

058 Loki

Constructed – Yep, another figure I looked at in the sneak peek. I love this Loki, and I think a lot of people are giving him a bad rap because he starts with Phasing rather than Running Shot and his lack of Indom. Sure, those do hurt him, but the only bad roll Loki can make FOR FREE is a 1. Everything else is either negligible and goes up to insanely overpowered if you roll that 6. But Loki’s best trick is his second trait, giving him Stealth, Shape Change, and one-die rerolling for the entire game. I can’t wait to build around him. Score: 5/5

Sealed – The slowness of Loki will hurt for 150 points, but you can most likely get away with playing him at 125 and still get all of his benefits. Now you have an 8-range double target sniper that can Sidestep into Stealth and Outwit powers from far out, along with giving a fantastic dice advantage to you. Seems heavily worth it to me, even without trying his Rules trait. Score: 5/5

059 Gorgon

Constructed – As long as you can keep Gorgon healthy, he’s a beast of a dial. 20-defense from Charge attacks or ANY Hypersonic Speed attack (even range) will stop a lot of casual teams in their tracks if they didn’t bring some range. His special Quake is perhaps the best we’ve seen since the rework of powers and I like it a lot. He is the bane of taxi’s as he’ll heavily injure their buddy. However, Gorgon is a lot of points to not include Willpower, and his 75-point line isn’t worth it at all. He reminds me of the Spider Iron Fist; looks decent but will most likely be forgotten. Score: 3/5

Sealed – If you don’t mind the lack of Willpower, Gorgon has some fierce engagement distance and firepower. It’s easy to park him in hindering or behind a wall, and then charge in full speed for a big AOE attack. However, figures that benefit from straight line attacks are harder to utilize in sealed as you really need TK or a way to give him Sidestep. Baring you don’t pull something that does that, Gorgon could be a paperweight. Score: 3/5

060 Medusa

Constructed – Look at how much support Medusa brings to your team! She’s a lot like Infinity with how much she can reposition, except you get some free 3 range TK in the mix too, and she can move through walls with your allies. Her stats are good, her powers are rad, and she has a surprisingly long reach of 9 for melee attacks thanks to all her gimmicks, which she can use Quake with. She’s stellar. Score: 5/5

Sealed – There’s no reason NOT to play Medusa. The amount of control over the board that she’ll give your team is nuts and only having to pay 75 points for this package is a big deal. Leadership with the Earth X keyword is the cherry on top. Score: 5/5

CHASES/ULTRA CHASE

061 Venom Black Panther

Constructed – This dial is oozing with threats. On click 2 alone, he has Plasticity, Shape Change, Stealth, Sidestep, Blades, Poison, Quake, Steal Energy, Combat Reflexes, and Outwit. That’s insane. Sure, the lack of Willpower sucks, but with so much protection and avoidance along with 4 clicks of Steal Energy and always having Stealth, Black Panther is going to be absolutely miserable to put down. Score: 5/5

Sealed – There isn’t a lot of Stealth-busting in sets these days, so a sealed environment is practically going to make V.B.P. unkillable. In order for your opponents to even try and KO him, they have to get next to him, which means he’s going to easily outpace them in damage with all the tools at his disposal. He’s actually better once you push him, and push-friendly overall, so the lack of Willpower doesn’t hurt so much. Score: 5/5

062 Captain Venom

Constructed – Wow, talk about a huge boost to the Monster keyword! This is a hell of a dial and has all the hallmarks of your typical Captain America figure, but adds in the Symbiote abilities giving him a lot more teeth via Plasticity. Doling out +1 attack to your team if he acts first is brutal, and I can see this making the colossal Carnage/Whales that much deadlier. What I really love about this dial is how playable it is at either point cost. Indomitable and the Improved Movement goes a long way, and the stats here are quite good for the points. A great follow-up after Black Panther. Score: 5/5

Sealed – The Captain is a mega-star in constructed, but not so much in sealed. He gives a ton of benefits to Monster theme teams, but we have few in the set meaning he’s essentially a melee bruiser with some good lockdown potential. It’s still a very efficient dial, but this is not the chase you want to pull to try and win a sealed event. He’ll do work, but he’s low on the totem pole for a chase in a vacuum. Score: 3/5

063 Venom Gwenpool

Constructed – I reviewed Gwenpool on my sneak peek, so it’ll be short. She’s got some nice abilities and stats, and she’ll last a lot longer than she seems on paper. Still, 100 points is a lot for a figure that ignores no terrain for movement and lacks willpower. Probability Control does give her some added mileage on the worth-meter. If she can survive the path to carnage, she’ll do a lot of work. Score: 3/5

Sealed – Her ability to grant ES/D to your allies while she runs in and the Prob Control will go a long way, but she still runs into the same problem that she has to survive the trip to the enemy team. In sealed, it’ll be a lot harder to hit her 20-defense from range, even more so when there’s Shape Change and Super Senses to deal with. Score: 4/5

064 Venom Iron Man

Constructed – Not as offensive as some of the other Venom chases, but Iron Man has strength where it counts. He’s got flight and Indom, which gives him a huge advantage over the others, and his Invincible up front combined with Shape Change will make him brutal to deal with. Pen/Psy with Stealth-busting is a welcome addition, and I like that he has ways to heal himself up at the end of his dial instead of doing the usual Iron Man thing of just falling apart. What I really like about Iron Man is that he works so well with Incap and tempo control. This figure is all about buying your time and picking your targets based on what their action inventory looks like, and that excites me. If you push against him, you’re in for some big trouble since he’ll be hitting with 12 attack and 4 damage penetrating. If only that attack value didn’t dip so fast. Score: 4/5

Sealed – Tony will do very well in sealed as aside from opening up a Leadership figure and actually pulling the power off, sealed is often an environment with a lot of pushing, meaning he’ll hit easier and harder. There isn’t a lot of Invincible in the set either, so he’ll punch through most figures. 100-points is still expensive, but you get a lot for that price. Just do your best to keep him on top click so he doesn’t lose Running Shot. Score: 5/5

065 Venom Rocket Raccoon

Constructed – The second chase I reviewed on my sneak peek, Rocket is a bit of a struggle piece. He wants to stay at range, but with his 6 range and short Hypersonic Speed, he’s going to have trouble doing that. However, he pushes nicely and works well with teammates. Perhaps his best use is running around and shooting through walls, so theme teams will work wonders with him to win map. He runs into the same problem though; expensive with no willpower. Score: 3/5

Sealed – Run & gun figures are usually amazing in sealed, so I see no reason why Rocket won’t do the same. If you play on a map with lots of blocking terrain, Rocket could prove to be an MVP in sealed. His ability to push onto Running Shot + Pulse Wave makes him incredibly scary, especially since he can destroy walls while doing so. More likely than not, he’ll pull a ton of weight, even without the willpower. Score: 5/5

066 Venom Spider-Man

Constructed – Apparently Peter got the good end of the stick as he shatters the 100 points, lacks Indom model of the other chases, and it does a lot for his value. Peter has a surprising amount of utility for a point-and-kill melee figure. If you’re lucky with Blades normally, you’ll absolutely want to run this guy as he’ll put out so much damage for his small point-cost. This is honestly a solid dial and looks to be one of the best chases in the set. Score: 5/5

Sealed – There’s just too much value for 75 points that you’d be crazy not to play him. Even if Peter never rolls high on Blades and gets some free attacks in, his ability to heal no matter what at the end of his dial along with huge attack values makes him a solid pick. Plus, he’s indom and ignores hindering and elevated for movement for only 75 points.

067 Captain Marvel

Constructed – Sure, there are probably some ways you can abuse Mar-vell, but I’m happy to report that like the other two ultra-chases, he’s nothing insanely powerful. His dial is slow and his defenses are fairly weak, but his mechanic to resurrect is pretty cool. Mar-vell’s cost, lower attack values, and basically the amount of holes in his dial will keep him from competitive play, but I’m sure there’s some dirty casual teams you can build with him. Perhaps the best use of Mar-vell is his ability to be anywhere on the map, carrying someone with him, and providing Probability Control on every click. Score: 4/5

Sealed – Unlike Unicorn Deadpool, Captain Marvel isn’t necessarily an auto-win or auto-play piece. He’s slow and cumbersome, and if he’s focused right away, he’ll go down quickly, even with his resurrection mechanic. Even more dangerous; you give your opponent’s their pieces back, which depending on their pulls could really end up screwing you over. He’s a gamble piece that I would possibly run purely as a taxi with Prob that has an incredible insurance policy and Pulse Wave. Score: 3/5

As I’ve done in the passed with reviews here on Two Clicks From KO, let’s breakdown the set and see how it scored overall. I won’t be gauging the sealed scores, just constructed:

Score of 1: 5 Figures | 1 C / 2 U / 1 R / 1 SR) – 7% of the Set

Score of 2: 13 Figures | 4 C / 5 U / 3 R / 1 SR) – 18% of the Set

Score of 3: 11 Figures | 2 C / 2 U / 3 R / 2 SR / 2 Chase) – 15% of the Set

Score of 4: 19 Figures | 5 C / 4 U / 4 R / 4 SR / 1 Chase / 1 Ultra Chase) – 26% of the Set

Score of 5: 23 Figures | 5 C / 4 U / 6 R / 5 SR / 3 Chase) – 32% of the Set

I always love doing this analysis because when I’m writing the reviews, I judge each character by themselves as they’re spoiled, each on different days, so there’s no way that I’m favoring anything. The numbers don’t lie; the set is quite good with a whopping 58% of figures rated a 4 or 5. No Chases are duds and all of the Primes are quite decent.

So should you go for sealed or singles? It really boils down to if you like the themes like most sets. Spider-Man isn’t like The Avengers: we don’t get a set that’s based around him and his enemies much, and these are all great upgrades from Superior Foes of Spider-man. With the Equipment in the set, I think it’s a decent sealed purchase set. The odds of pulling something good are in your favor with only 1 figure in both Rare and Super Rare categories scoring poorly. With the Ultra Chase included and the fact that a lot of people seek out Venom chases just for the theme alone, you can get some good value and trade fodder out of a brick or case. If you are going this route, make sure you order from your LGS to help support them and the game.

If you’re going the singles route, I would look to lock down Daredevil and Equipment figures first, but prices always tend to drop pretty hard after the second or third week of a set being released.

What’s your favorite figure from this set? What teams are you looking forward to playing? Do you think I missed the mark on some of my ratings? Most importantly, did you like the sealed rankings as well? Did they help you in an event? I’d love to know that answer more than anything, so let me know in the comments section below!

Thanks for joining everyone! I hope you were able to finish reading this article in less than a week because good god is it long. I’ll see you all next week over on Clix Fix, and back here again in two weeks with Chase or Pass? Earth X edition, featuring the big Ultra Chase!

Until then, may your pulls be great, and remember that the real fun begins when you’re Two Clicks From KO!