Welcome to Heroclix in 2018! It’s a year of new beginnings for Heroclix and in some ways reverting. Just like the last two years, we’re kicking things off with a new X-Men set. How does this one fair in comparison?

Yes, you read that correctly; it’s been two straight years of X-Men in the Winter, meaning Uncanny X-Men came out two freakin’ years ago! How can that be?!

As I said above, it’s a year of new beginnings for our game. It’s the first calendar year where the new rules are in effect. It’s the year we most likely lose all old-format carded figures in favor for those with the dial on the back. It’s the year where resources have their last stand with nothing but the Punisher Van which basically means no resources. It’s a year where possession will fade into obscurity.

It’s also a year of continuation as well. Since we’re done with the 15th anniversary of the game, we can go back to our regular set releases rather than the barrage we got in 2017. And as I’ve said twice now, it’s a year where X-Men kicks things off.

This set is a little different than we’re used to. For starters, points are incredibly low across the board. Uncanny X-Men and Deadpool and X-Force may have had a few bombs in them, but this set is mostly under 75 points which makes it seem like more of a support set, or at the very least, the set of team building. That’s ironic because UXM did the same thing two years ago. We were introduced to the new “50 points for 5 clicks” formula and the start of terribly efficient figures with shallow dials. However, thanks to Thor and his Asgardian posse, that’s kind of been blown out of the water. Because of that, I think it’s important to review this set on it’s own terms without the burden of the Thor set and how it’s changed the Modern landscape.

Remember that my reviews are based on constructed, not sealed so please keep that in mind. I’m using the same score system as I do for all my set reviews: No Thanks, Seems Good, and Yes Please! Like all my reviews, dials won’t be linked like in my team builds.

To me, my X-men! (and X-ladies. Geez Chuck. It’s 2018. Get with the program)

COMMONS

001 Cyclops – This is a pretty efficient Scott Summers. He’s has some flexibility that’s similar to the common Iron Man from What If… and if he hits, that bonus to your team is really solid. The lack of any improved targeting and terrible defenses is a little scary, but he’s a solid common. Seems Good.

002 Marvel Girl – We have gotten some terribly efficient TK pieces in the last 2 years, so this Jean is a head scratcher. You’re almost never going to trigger her trait, especially with those attack values. Simply put, she’s just not worth the points. No Thanks.

003 Beast – A very typical Beast dial with Leap/Climb, Super Senses, and Outwit. You get 1 additional click for 10 more points, but his mid-dial is a really bad place to be in. Luckily, his trait gives him a slight edge and puts him into the decent category for me. Seems Good.

004 Iceman – Look, I’m sorry, but I’m so freaking tired of the same Bobby dial. Running Shot + Incap is just boring. Sure, it’s 3 targets, and sure can get some nice damage like Beast, but there’s nothing exciting about this click. Pulse Wave is cool on the end, but those values are not. No Thanks.

005 X-Trainee – I like these 25/15 dials we’re getting in sets. It’s a great way to fill points on a theme team and win map roll, and also for using TTPC. This student isn’t anything to get excited for. The top click is decent with 10 attack and 2 damage RCE, and the Hypersonic click is okay, but the next version is much better. Seems Good.

006 X-Student – The powerful clicks on this dial are just better; Support with Sidestep since most X teams lack the ability, TK with Force Blast, Mind Control with an 11 attack, and a Plasticity/Poison click (that’s paper to KO). In my opinion, this is the better generic. Yes Please!

007a Moira MacTaggart – Are you playing an X-Men team? Great, run Moira. No, there are no arguments here as to why you can’t. You run Moira. 25 points, adds an action, can remove tokens, X-Men team ability, Perplex, and pushes into Outwit. Oh, and a free Student ID card. That seems incredibly efficient for 25 points. Yes Please!

007b Moira MacTaggart – There’s some potential here, but I don’t really like that to make her broken you need someone with Mind Control and they have to be adjacent. I like my Primes to work on their own. She’s got an okay dial, but it’s a little clunky and chances are she’ll be dropped before she ever gets to pick a power. No Thanks.

008 Artie – I simply don’t understand why you wouldn’t just play the X-Student for the same cost and have an 11 Mind Control over a 9. Sure, he has Stealth and Shape Change, but he’s almost never going to hit. No Thanks.

009 Husk – I really want to like this dial. Up front, Paige is a nasty piece of work for only 40 points with a nifty semi-Charge built in and the ability to pick any defense power. However, her attack immediately drops to a 9, so she loses a lot of playability. She does turn into a nice tie-up piece though. Seems Good.

010 a/b/c The Cuckoo’s (Celeste, Mindee, and Phoebe) – I understand that the Cuckoo’s are very much novelty pieces, but it’s a novelty that I can’t get behind. You HAVE to play all three to get their full value which is 150 points, and you get 3 very mediocre dials for doing so. They are a gigantic pass for me, unless you want cheap TK for your Phoenix Force team. No Thanks.

011 Synch – This guy has probably the worst Pick-A-Power in Modern since he has to rely on allies within 5 squares that he can see. Force Blast completely ruins his day and turns him into a glorified bystander for 45 points. No Thanks.

012 Anole – This dial is crazy for 30 points. One could argue that the work necessary to build him into something amazing requires too much, and I would counter with the fact that he has 5 clicks and three clicks of Regeneration for 30 points. There’s some secret tech here that I’m really excited to try. Just make sure you understand that his +1 to combat values is only valid on the clicks with his special defense. Yes Please!

013 Hellion – You want your replacement for Fast Forces Jean Grey? Well here it is. Hellion can TK not once, not twice, but four times in a turn! Okay, yes, that will put him on his last click, but the point is that he can do it. Leadership helps offset that 40 point cost for TK, and the X-Men team ability will help keep him alive. Get him. Yes Please!

014 Rusty – I’ll save you the trouble of reading that long-winded trait; it’s the flame Clix FX base. Why they got rid of that, I have no clue. Eh, his dial is mediocre. No real damage for that Pen/Psy, he’s slow, and super frail. No Thanks.

015 Skids – If you like barrier, this is a pretty nice piece. If you don’t, she’s a hard pass. It’s that simple. No Thanks.

016 Mystique – It’s really hard to like any Mystique after the insanity of the UXM rare. However, this is a deadly piece. Eliminating snipers from taking her down is a nice ability, and with Blades on her entire dial, she can do a ton of damage. I feel like this is a sleeper common and she will destroy in sealed. Yes Please!

UNCOMMONS

017 Beast – There’s some neat versatility in this guy. He either has a really good chance at hitting with Quake, or he can take a gamble and smash for 4. What’s odd is the lack of improved movement on someone with a power called “Bouncing Beast”. If only his attack didn’t go down that quickly. Seems Good.

018 Iceman – Oh look, another Running Shot + Incap Iceman. No way! At least this Icemen has some versatility with his Incap to either completely ice someone down or have a better chance at hitting. Still, with just one click of Running Shot and frail defenses yet again, he’s not going to pull much weight after that first hit. No Thanks.

019 Cyclops – I actually like this Cyclops quite a bit. Some nasty potential up front, Sidestep the entire dial, and RCE on a ton of clicks. If he rolls 5’s, he just gets incredibly better. He’s not amazing, but he’s not bad at all. Seems Good.

020 Jean Grey – Same as the last Jean; there’s really no reason to play her. Unless you’re running X-Factor, Jean can sit in the box. No Thanks.

021 Cypher – He’s got some nice tech, but I just don’t seem him being worth it on either point cost. The best case scenario for Cypher is for someone like Overdrive to carry him with his buddies and keep your guys safe from Outwit until you’re ready to strike. I suppose that’s okay. His 70 point dial is just too expensive, even for what you end up with. The lack of move and attack really hurts him. No Thanks.

022 Karma – I suppose if you want a cheap Mind Control piece that can turn a whole team against itself, Karma exists. For the rest of us, this dial is a pass. No Thanks.

023a Magneto – I’m not really a fan of this Magneto dial. While the 3 clicks of TK are nice and the 18 defense from range is sure to cause a problem, I feel that Moira is the better pick for the Headmaster trait, especially since Magneto doesn’t count for X-Men. If New Mutants are your jam, he’s solid. Otherwise, very middle-of-the-road. No Thanks.

023b Magneto – I cannot get behind this Prime, at all. Erik is brittle, interacts with literally one of the rarest Keywords, will almost never trigger his trait (which can kill him off quicker), and takes your Prime slot. There’s honestly no reason to every run this Magneto. No Thanks.

024 Leech – WizKids really made an effort to put a stop to Pick-A-Power pieces in this set and Leech is our first of 3 counters. He’s cheap, easy to carry around, has a mega Outwit that can virtually lock an entire team down, and when an opponent picks a power, he gets to negate one from their choices. He’s a great pick, even if he’s probably the worst of the three. Yes Please!

025 Mercury – How is this dial only 35 points? 4 clicks of 10 attack. Plasticity on every click. Shape Change + Super Senses on the top two clicks. Precision Strike to make sure you deal damage. A chance to deal penetrating damage and at the same time lower opponent’s defense values. This dial is what I would refer to as hyper-efficient. If you have 35 and want a tertiary attacker, you play this piece. Yes Please!

026 Jubilee – I happen to like the powerset on this dial, especially her Energy Explosion power that gives a nasty -1 to attack and defense to everyone hit (with two targets mind you). That’s some real potential. My only grievance on her is the single click of Running Shot and the average 9 attack. With some help, she can be very good. Seems Good.

027 Mondo – Another really efficient dial if the attack values didn’t fall so quickly. I really like how stubborn this guy is in terms of negating damage, and his ability to move around the map for free makes sure he’ll stay relatively healthy until you need him to engage. There’s some finesse here, but he’s solid. Seems Good.

028 Penance – Lots of damage potential on this dial and the counter to Shape Change is nice, although you lose the ability to carry Penance in. I would say it’s a pushable dial to move in with Leap/Climb turn 1 and then use the Generation X power on turn 2, but then you lose that 11 attack. There’s nothing special about this dial, but it’s not bad either. So it gets a Seems Good.

029 Skin – We’ve seen this dial plenty of times, usually on Anaconda; the ‘ol Plasticity from several squares out. I like that Skin gets that Gen X attack power so you can actually get him to hit before just tanking. Shape Change will make him a very big nuisance, as well as Incap if he does hit. Seems Good.

030 Surge – Yet another dial that doesn’t really do anything incredible. For 15 points less, you can play the X-Trainee for the Hypersonic, and without Running Shot the ranged portion of her power isn’t all that great. It’s not a bad dial, but not my cup of tea. Seems Good.

031 Oya – While I don’t like the Barrier on defense, I really like the flavor of Heat Transfer. It’s neat and feels very themed rather than just trying to make the character do something a little different. Because this click is so fragile, I can’t give it a great score. Seems Good.

032 Kitty Pryde – This dial isn’t anything to write home about, but Kitty is worth running for three reasons; 1. Leadership with the X-Men Keyword. 2. X-Men team ability to make her your dedicated healer. 3. She can let your characters move through walls. That third reason is the big one, and paying 50 points to let your characters ignore a portion of the map is fantastic. I really like this dial. Yes Please!

RARES

033 Angel – I typically don’t like Angel dials, but this one isn’t bad. A huge Charge value makes him a great taxi and threat, and his ability to swap his values around is really nice, especially with Perplex on click 2. I could easily see him serving as a taxi for your main bruiser on turn 1, and then pushing to Charge and then Perplexing his defense to a 19. Yes Please!

034 Storm – It’s really tough to beat the common from UXM, but this Storm gets awfully close. The Headmaster trait really works wonders for her with her TK, Willpower, and 3 passengers (although the 9 movement isn’t great if she’s going to carry 3 people). Once she pushes, she has some big damage potential for a starting support piece, which I really like. Yes Please!

035 Darwin – Our second anti-PAP figure. Darwin is probably who you’re going to see pop up in competitive matches and I talked about him earlier this month on Two Clicks From KO. There’s so much potential here, and he’s such a hard target to take down for the low 35 point investment. While a piece like Surtur can counter him, you’re trading for 25 of their points and at least ticking 1 damage onto someone like Jakeem. He’s an absolute must-have if you see PAP a lot. Yes Please!

036 All-New Wolverine – I’m biased; I freaking LOVE this book, and this dial really is pretty darn good. Great values with Indom and Perplex, a neat twist on the traited healing factor, and the ability to theme team with anyone sharing one of her Keywords makes this a really efficient dial. She’s a little expensive, but once you notice how good her Jonathan pog is, that cost is pretty justified. I can’t wait to march in and land two Blades attacks when my opponent doesn’t expect it! Yes Please!

037a Professor X – Another fantastic Headmaster for X-Men teams. Big range with Outwit and an absolutely brutal Mind Control power makes this a very good dial. Sure, his targets can’t attack, but this goes through literally everything on the map and gives you a better ability than Enchantress. Play this guy at 50 points along with some Flurry/Blades pieces and you’re going to have a blast. Yes Please!

037b Professor X – There’s some really nasty potential with his Special Mind Control, although you have to pay 90 points to get it. There’s some nice powers and numbers on this dial, but I just can’t see playing him over the regular version above. If you’re playing Brood or New Mutants, that’s a completely different story and he’s a must-have. Seems Good.

038 Magik – This isn’t the greatest dial, but she’s a fantastic hidden threat for Mystical teams. With 11 Phasing and 3 Passengers, she gives a brutal generic team another great taxi like Shifting Focus Strange. What I really like about Magik is that as she’s utilized, she can transform into a nasty Super Rare, which we’ll get to. By herself, she’s a pass thanks to Strange. With the SR on sideline, she’s amazing. Seems Good.

039 Sprite – Very reminiscent of the Prime Kitty from UXM, but this version can only token one character she moves through, and she suffers from a low attack value on everything but her top click. I do really like that she deals 2 penetrating damage to whoever KO’s her though. Seems Good.

040 Banshee – Although it’s nowhere near the level of the Deadpool Super Rare, this feels more like what Banshee should do. You get a nice mix of support with Flight and Enhancement, aggression with top-dial Pulse Wave (or his special attack), and some strong values throughout. He’s not anything to write home about, but he’s not bad either. Seems Good.

041 Chamber – What an interesting dial. Chamber can either stay at range and snipe with 11 Pen/Psy and boost your other ranged guys with Enhancement, or he can move in with the Gen X trait and use his (probably) penetrating Poison. With full dial Force Blast, you get some board positioning too. Seems Good.

042 M – I really want to like this dial, but those attack values really hurt her. I absolutely love that special damage power that gives her Outwit and Perplex if your opponent uses them, but if they don’t use either, it really hurts her ability to be an issue. While that top click looks good at 90 points, I would only play her as a Taxi and that special power at 50 points. Seems Good.

043 Icarus – I’ll make this short; even with the Hellions and X-Student traits, I don’t see a reason to play Icarus over the rare Angel. No Thanks.

044 Rockslide – This is a dial I can get behind. While the attack values are low, Rockslide is incredibly hard to put down for 70 points. Whereas Mondo has the mobility, Rockslide has automatic healing every turn. He’s also got better damage and a really nice Pulse Wave at the end of his dial. Oh yeah, and Rockslide has the Hellions and X-Student traits whereas Mondo doesn’t. Yes Please!

045 Broo – Personally I wouldn’t play Broo for 50 points. However, he’s a freaking treasure for X-Men or Brood teams at 25 points. Outwit, Toughness, and Tiny Size make him a really great addition to those teams. Unlike Ape Batman, Broo can actually live through Toughness. Yes Please!

046 Goldballs – In the current Environment, Goldballs is funny and can be annoying. If WizKids ends up making a character that can abuse items more than Dormammu and Loki, Goldballs will be a very good figure. He certainly has good values for 45 points, but the 5 range means he has to get into most figures Charge range which is pretty much lights out for him. No Thanks.

047 Prodigy – The winner of the 3 PAP counters in my opinion is this guy right here. Prodigy has the insane ability to copy any power that’s chosen from an opponent and give it to not only himself, but any friendly character on the board. Oh, and he has Outwit to boot. The amount of hurt that Prodigy pumps out for 30 points is pure insanity, and he’s going to be a big deal. Oh yeah, and he has the X-Men team ability to keep him healthy, and Support at the end of this dial to help your team out. Yes Please!

048 Phat – There’s some neat trickery that can be done with Phat’s dial, but I feel like it’s too much work and too risky to really use him. While he’s incredible if you roll a 6 on his trait, virtually everything else completely hoses him. His “whatever I want” Giant Reach looks good, but you have to land a lot of hits to make it worthwhile. No thanks.

SUPER RARES

049 Professor X, Dreamer – He’s terrible. In order to use his abilities, he has to make attacks, but this is a support dial through and through, meaning he hurts himself to do what he was designed to do. His –FOUR ability is leaps and bounds worse than the Mind Control the rare gets, and his Ultimate will probably never be used. Oh and if he goes down, you pump all opposing damage by +1. Why would anyone ever play this? No Thanks.

050 Magneto, Realist – Whereas Charles is terrible, Magneto is amazing. Sure, his KO effect really hurts you, but this dial is just so damn efficient. Great attack values that virtually get +1 on every click because of his increase ability, fantastic damage potential, a free Sidestep for your team on his really cheap decrease ability, and an absolutely insane ultimate ability if you manage to get there. He’s just incredible and I cannot wait to play him. Yes Please!

051 Angel – Honestly, this dial is worse than the rare. His attack is mediocre, and his support power really isn’t all that great. Sure, he can be a decent taxi and he does have the Defenders team ability and Keyword, but the dial is our typical boring Angel dial that doesn’t really achieve anything. No Thanks.

052 Cyclops – At 150 points, this guy is a really big risk to play, but he can solo entire teams if he’s not dealt with if he’s part of an X-Men theme team with lots of fodder. At 50 points, you get a really nasty dial that can do the same things as his full value with slightly lower numbers, but he goes down in 1 hit. As a ID call-in, this will be a vicious piece earning you two attacks for 50 points when Prodigy takes damage (ideal scenario). Seems Good.

053 Wolverine – While Cyclops is a risky 150, Wolverine is anything but. With THREE Stop clicks with Regeneration, this is one berserker who is tough to put down. While on defense, he’s got a nice 20 defense in melee, and when he closes the gap, he turns into a Flurry/Blades piece with 12 attack. This guy is incredible, and like Cyclops, he’s a brutal call-in piece. Yes Please!

054 Gateway – At first glance, I really didn’t like Gateway since he practically ends your turn when you carry 2 or more people. However, giving X-Men the Green Lantern team ability is incredible, along with Prob for two clicks. Let’s face it, most full-team movements occur as your last action anyway, so with proper planning, Gateway is a fantastic 50 points. Yes Please!

055 Old Man Logan – A brutal dial with high attack values the entire way through and surprisingly decent defenses. He’s great with a melee squad. Unfortunately his healing factor is borderline useless since you probably shouldn’t waste the action to use it, but it’s very thematic. The best part of Old Man Logan is that if he makes to the opposing starting area, he either butchers everyone, or you win the game, because you pretty much should with two turns in a row. Yes Please!

056 Dust – I know some people really like this dial, but Dust does nothing for me. She’s a nuisance piece that I feel can be accomplished in much better ways. While it’s nice that she has the capability to deal penetrating damage, you have to be around characters that have no way of moving the next turn. There’s a lot of work to make her power worthwhile and the payoff isn’t all that great, especially for a Super Rare. No Thanks.

057 Kid Gladiator – This is a great way to show power through arrogance! If you can manage to buff this kid and rely on him to be your primary closer, meaning you know your opponent’s dials, he can be an incredibly efficient piece that gets to absurd levels. However, if you can’t make that happen, he’s not really worth either of his point values. There’s potential here though. Seems Good.

058 Magik – The lack of Indom or Outwit protection is a little rough for one of the most expensive figures in the set, but her top dial is absolutely worth it. She will always get through defenses if she manages to hit, and she can port around the board every turn. Traited Steal Energy is just icing. While the Rare does come in on her worst click, the Prob and Steal Energy along with Flurry can really take your opponent by surprise. Yes Please!

059a Emma Frost – If you’re playing Hellions, she’s a must. If you aren’t this just isn’t a good dial. Willpower and no reducers for someone who can go diamond form? This is a decent representation for Emma as a telepath, but it’s only one side of her. No Thanks.

059b White Queen – Just like Prime Big Barda, this Emma basically gives herself a +1 to damage, so her stats are slightly better than they seem. This version has a lot of tools at her disposal with Mind Control, Pen/Psy, and Stealth to keep her safe. Her values are strong, and she’s a great team player, even if you aren’t running a Gen X team. Still though, I wish she had a Diamond form STOP click. Seems Good.

060 Venus Dee Milo – I tend to not like these clicks that are identical on top and second click, slump on clicks three and four, and then have two more identical clicks. Venus is no different. While she does have access to an incredible TK once you get her running, she’s very vulnerable and probably won’t ever get the chance to abuse it. Her attack values are pretty bad for 85 points, especially with that mid-dial slump of 9’s after just one hit. No Thanks.

CHASES

Shared Trait – Survivor of the Age of Apocalypse… For Now: This is a pretty neat trait, and since it’s wordy, I figured I would just review it as a standalone to save space. It gives the chases a great way to punish characters that damage them, and as a final hurrah, they can really be devastating to those characters when they go down. Unfortunately to make this trait work well, you need more than one of these chases so that they can combo off of each other.

061 Angel – Angel is a pretty nice Taxi with some good defensive options to keep him safe whereas most other Warren’s just fall once they do something. Perplex makes him a good team player as well. However, his dial is just so… typical Angel? There’s nothing interesting here. Chances are he’ll never get to take advantage of that shared trait. While I do like the kamikaze power on his last click, it’s pretty easy to minimize how much damage it does. Due to the wording, it’s also easy to realize that this is on his last click even if you don’t know the dial. Seems Good.

062 Dark Beast – I love his hiding trait; feels very accurate to the character. This is a nice pumped up Beast dial with the typical hallmarks of Leap/Climb, Super Senses, and Outwit. Like Angel, Beast probably won’t live long enough to gain any benefit from that shared trait. If most of his Steal Energy clicks had a better attack, or he had more than a single click of Perplex, he would be a bit better. No Thanks.

063 Cyclops – Actually a pretty good dial with lots of damage potential. At 100, you’ll probably get to use that shared trait and blow someone up, as well as buff your other snipers. At 60, you get a terribly efficient ranged attacker with either 11 attack and 4 damage (go for that one), or a risky 10 and 5 who gets even better if you hurt him. Very consistent numbers. Still though, he doesn’t do anything truly unique that other non-chase Cyclops’ can’t do. Seems Good.

064 Iceman – This dial is incredible. Even though it’s 175 points to run this guy, the amount of pain you get is worth it. Running Shot + Pulse Wave is the crème de la crème, and with 11 attack and 4 damage, he’s going to hurt you. If you hit him back, that’s fine; he’ll just deal more damage and guarantee his hits. Tons of reducers, huge attack all the way through, 5 clicks of Pulse Wave, the ability to make Incap bystanders that he can eat to get even more attack and damage; the list just goes on and on. This is what I like my chases to be – overwhelming with options and difficulty to deal with. Yes Please!

065 Jean Grey – There are some neat tricks you can play with Jean. She’s actually a pretty good attacker which is nice to see since most Jean’s are relegated to purely TK duty. She’s got great mobility, a one-up ‘Sidestep’ for herself or any other character, and Outwit to shut down the opposition. However, she’s the weakest of the bunch with the shared trait. Her final attack values are amazing and can be a nice last stand, but you probably won’t see them. I wish her 60 point value started on click 4 so you had two distinct ways to play her. Seems Good.

066 Mister Sinister – The manipulation you can pull with this guy is pretty comical. He can easily march across the entire map without ever taking a token, and then use his Sidestep to trike when the time is right. His attack values and dial length are pretty shallow for 100 points, but with the only Invincible of the bunch, he probably has a better chance at using that trait than anyone other than Bobby. His entire dial really is pretty efficient; my only issue is that for how neat he is, he doesn’t really accomplish anything. Seems Good.

FAST FORCES

101 Beast – Is it weird that I think the best Beast dial in the set is from the Fast Forces? Great engage options with high values, Outwit, and a pretty decent chance to roll some 5’s to get even more damage make him a pretty fantastic dude. I love the Flurry with Perplex at the end of his dial since that X-Factor trait will still be around to possibly bring a lot of pain. Yes Please!

102 Cyclops – This is exactly what I was referring to in regards to the chase. You can pay chase money, or you can get the Fast Forces and get an even better top click damage-wise, along with a pretty decent chance at Prob (or extra damage). This guy is totally solid, and he’s the only one of the six that I’m actually looking forward to picking up. Yes Please!

103 Iceman – This dial looks reallllly familiar. Oh yeah, we’ve seen practically the same thing about 10 times in this set. SUPER passable. No Thanks.

104 Jean Grey- If you want your TK piece to turn into a decent threat for 50 points, this is a great option. You get that single click of TK with Sidestep and Willpower, and then move into a very brutal Mind Control/Pen/Psy/Prob piece with pretty decent numbers. I like this Jean quite a bit, but stay away from that 75 point cost. Yes Please!

105 Rusty – Neither point values are worth what this dial ‘brings’ to the table. The simple fact of the matter is that Rusty just doesn’t really do much for your team. Poison on every click is nice, but I’ll play literally any Joker with poison over Rusty. No Thanks.

106 Skids – So you can pay 50 or 25 points for a tank that can… sit there and kind of hang out. Compare this dial to the common Colossus from UXM and you’ll see why this just isn’t worth your time. No Thanks.

This is a pretty interesting set. There are some really nice gems like with most sets, and honestly there aren’t a lot of real throw away dials. While there aren’t really any bombs in here like Jakeem or Uni-Mind that will change the landscape of major meta players, there are tons of support figures that could find their way into a lot of games.

What are your thoughts on these results? Do you think I judged some figures too harshly, or gave some praise where it wasn’t due? Let me know in the comments section! Also, which characters are you really looking to get ahold of and why?

Once we have a full ID card list with Inspirations, I’ll do a review of them on Two Clicks From KO for ID Card Roundup, so we have until then to truly put this set away. I am looking forward to building some teams around these figures though. See you all next week!