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View Full Version : Marquee Primer HeroClix A to Z – Marvel Origin Marquee Primer: Part 3 - Rares


AZS
03/07/2007, 10:13
Origin Marquee Primer Review
Part 3 - Rares

We didn’t get to see all the figures in time for Prerelease, but now that that is passed, the remainder of the set has come to light.

The dials for this review are based on the Prerelease Reports thread. (http://www.hcrealms.com/forum/showthread.php?p=2552428) Unless the figures have officially been revealed on WK site.
I apologize in advance for any possible errors.

Here’s the review schedule:

Part 1 - Commons (http://www.hcrealms.com/forum/showthread.php?t=191911)
Part 2 – Uncommons (http://www.hcrealms.com/forum/showthread.php?t=192029)
Part 3 – Rares
Part 4 – Uniques (Thurs)
Part 5 – Cards(Fri)

These reviews are intended strictly for sealed, 300 point games with only this set.

Click ‘Read More…’ below for the full review.

AZS
03/07/2007, 10:14
Welcome to yet another Marquee Primer Review!

DC Origin takes us back with some real classic characters, new versions of old ones, and some other septuagenarians making their first appearance. This set also bolsters the ranks of the JSA significantly as well as giving us several new villains from the Injustice League and wildcard Calculator team members.
The set has a handful of super high power pieces and a good mix of low to mid level figs to even things out. There are a few pieces that really stand out, though surprisingly they aren’t named Batman or Superman, and aren’t necessarily Uniques either.

This review is for a 300 point, 3 booster Sealed event only.
Using a Smiley :) rating system.

:confused: – Steer clear of this figure.
:disappoin:disappoin – Not so good. Should be considered with caution.
:rolleyes: :rolleyes: :rolleyes: – Fair. Based on how you need to fill out a team.
:cool: :cool: :cool: :cool: – Good. Definitely consider this figure.
:laugh: :laugh: :laugh: :laugh: :laugh: – Great! Should be a top choice for your team.

These figures are compared only within the Origin set, so there will be only a few 1 or 5 smiley ratings here.
So please realize that even though your favorite character might not have gotten five smileys like you think it should, I’m just trying to be fair.

Everything written here is in the most general form possible.
Since the specific combination of figures pulled will work together to determine which are more playable than others. This is particularly true due to the high number of cooperative team abilities, like JSA, Titans, and Wildcards.


Lastly, this review is just my opinion. And these are a lot of work to write, so I ask you very kindly, please don’t get angry at me for my ratings. I give reasonable explanations for each choice. If you disagree (and you are welcome to do so), please try to do the same.

Brief comment about Origin and things to look out for:

Once again we’re looking at a lot of high defenses and moderate attack values.
Yeah, there’s not the glut of 9 AV and 17 def we saw in Sinister, but with all the JSA and Wildcards in the set, you’re sure to be shooting at more 17’s than you might think just from looking at the stats. There’s also a bunch of 18’s and couple 19’s to deal with. So the more high AV’s you can get the better.

With that in mind, make sure to have at least a couple figures with 10 or better AV who have an average chance to hit a 17.

Also note that there are a handful of uber-powerful figs in the set capable of dealing 5 or 6 damage in one hit. Make sure your team (as a whole) can survive one fig getting clobbered.

That’s all on that, now (finally) on to the review!

Part 3 – Rares


#061 R Wonder Girl
Team: JLA
Range: 0 /
Points: 54
m-winga-normald-normalg-normal881638815398153971528714276132KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#062 E Wonder Girl
Team: Titans
Range: 6 /
Points: 87
m-winga-normald-normalg-normal89173891628816268153781437714277141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#063 V Wonder Girl
Team: Titans
Range: 6 /
Points: 116
m-winga-normald-normalg-normal810173109173991638916388162881527815277142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
For 54 points and mediocre attack, you have to wonder if Wonder Girl will be worthwhile on your team. An 8 AV is going to have a hard time hitting an average 16 def, forget about all those 17’s out there.
Too bad too, otherwise her powers and damage are kinda good.
For about 30 more points you start to get a little more out of this girl. A 9 AV is passable, and might be helped with Perplex or the right 3D object. The Titans TA could also be pretty helpful with the right teammates. Still, she’s a tad pricy for 87 points. You better have some capable teammates if you’re fielding her.
The vet is actually a pretty nice piece for this tournament. She’s got very good damage, her AV starts at 10 and then holds at 9 for several clicks thereafter. And she has a good mix of close and ranged ability. Plus there’s the Titans TA again.
R – :disappoin:disappoin
E – :rolleyes: :rolleyes: :rolleyes:
V – :cool: :cool: :cool: :cool:

#064 R Cyborg Superman
Team: Superman Ally
Range: 8 /
Points: 133
m-winga-normald-normalg-normal10917399173991638816288162881527714277142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#065 E Cyborg Superman
Team: Superman Enemy
Range: 8 /
Points: 174
m-winga-normald-normalg-normal10917491016391017381116481016379153791526814167131KOKOKOKOKOKOKOKOKOKOKOKO

#066 V Cyborg Superman
Team: Superman Enemy
Range: 8 /
Points: 220
m-winga-normald-normalg-normal101117481016491016499163891538915389143781437814268132KOKOKOKOKOKOKOKO
Ok, first off, I want to know why my MS Word thinks ‘cyborg’ is a misspelling of ‘cyber.’ It’s freakin’ 2007 and Microsoft doesn’t know what a cyborg is? Sheesh.
Anyway, starting off with the Superman TA is a good start for this literal ‘man of steel.’ It helps his otherwise low AV not have to suffer further weakening from the hindering terrain modifier. Its also a nice thing to share among wildcards.
However, his average damage for the somewhat high cost could be a problem. Still, his high defense value and good defensive powers will help see to it that your opponent doesn’t get his hands on those 133 points either.
Becoming a Superman Enemy and a major investment of points is a big deal for the Exp. However, his peaking AV is good for pushing or taking a hit. PsyBlast will be a big deal in this game, and Cyborg has a lot. Shape Change and Regen will also help make him hard to kill. His biggest drawback though is a total lack of mobility powers. He’ll be tough to move around the board and get into position to attack without pushing.
Finally, 220 points gets you a pretty beefy figure. His overlapping Invulnerability and Shape Change make for a very good defense. Alternating attack slot powers keep him dangerous, and a deep dial plus lot of Regen helps his value. Though the real key will be if you pull a cheap Wildcard to use with his TA. Otherwise you’re sinking a lot of points into a TA you can’t use, which has always been one of the big drawbacks for Superman enemies.
R – :rolleyes: :rolleyes: :rolleyes:
E – :rolleyes: :rolleyes: :rolleyes:
V – :cool: :cool: :cool: :cool:

#067 R Steel
Team: Superman Ally
Range: 6 /
Points: 112
m-winga-normald-normalg-normal89163891628915289172781627816378153KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#068 E Steel
Team: JLA
Range: 8 /
Points: 138
m-winga-normald-normalg-normal1010173910163991528917389162891527815278142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#069 V Steel
Team: No Affiliation
Range: 10 /
Points: 164
m-winga-normald-normalg-normal1010183810173811163611174910164810163891538917479174KOKOKOKOKOKOKOKOKOKOKOKO
Steel got a bit of new exposure in the 52 series, and this new REV set does him justice. Starting out tough but affordable, R Steel has a solidly consistent AV, good damage reducers and the mobility of Charge. The Superman Ally TA is good to help his average attack from range but won’t be much help on his CCE clicks. However, its one of those TA’s you really want for your Wildcards. So his playability will depend largely on who you pull to help him out. Besides the TA, he’s also not strong enough to stand on his own for the cost, so you’ll need other strong supporting figs around him.
Joining the JLA has helped Steel out considerably, and he’ll help them out right back. His AV and Range are up, plus starting Perplex is always great for your whole team. Lots of useful powers on a relatively deep dial make him very much worth his cost.
Range bumps up to an impressive 10 on the Vet, but he still looks like a close combatant thanks to Charge and CCE. His biggest value though is his ability to take a hit and actually get better. Starting 10 AV makes way to a couple of 11’s mid dial and then back to 10 to make for a dangerously steady attack value.
There’s an end of dial damage upswing which is actually useful thanks to his 9 AV. 3 final clicks of Outwit are also nice. All this for 164 points is a real bargain.
R – :rolleyes: :rolleyes: :rolleyes:
E – :cool: :cool: :cool: :cool:
V – :laugh: :laugh: :laugh: :laugh: :laugh:


#070 Mr Miracle
Team: No Affiliation
Range: 0 /
Points: 64
m-winga-normald-normalg-normal1091828917298172981728816178161KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#071 Mr Miracle
Team: No Affiliation
Range: 0 /
Points: 98
m-winga-normald-normalg-normal891839918299182108172981728717287162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#072 Mr Miracle
Team: Justice League
Range: 0 /
Points: 145
m-winga-normald-normalg-normal12101939918399173891938918288182108172128162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
The man that can escape from anything, is a hard man to translate into clix. High defense and utility powers are the interpretation here, and to mixed results.
The rookie is a somewhat pricy support piece thanks to Perplex. His hard to hit defense can make him a good tie up piece, but Smoke Cloud does nothing for him.
Late dial PC will also be helpful in your end run.
The Exp is interesting with gobs of Outwit and similarly hard to hit defense. Front loaded Plasticity will undoubtedly be hugely annoying, especially if you Outwit free breakaway powers (phasing, L/C, HSS). His attack ability is up a bit to start, and he adds Regeneration and Support at the end to heal himself or another. However, at nearly 100 points he’s a big investment for a purely ‘strategy piece’, ie: someone who is good for tie up and Outwit, but not much more.
The vet is also a huge investment at nearly half your team build for essentially just a hard to kill piece. He doesn’t deal a lot of damage, and he’s strictly a close combat fig. But conversely your opponent will probably not get his hands on those 145 points either. Mid dial Plasticity / 19 defense / Probability control is possibly one of the most annoying power combos this side of a Super Skrull. With this you could almost indefinitely tie up an opponent’s big gun and keep them out of the game. But then with each of your big pieces tied up in a pointless battle, it’ll come down to your secondary figs fighting it out for scraps. Is that really the game you want to play?
R – :rolleyes: :rolleyes: :rolleyes:
E – :disappoin:disappoin
V – :rolleyes: :rolleyes: :rolleyes:

#073 R Mon-el
Team: LoSH
Range: 6 /
Points: 118
m-winga-normald-normalg-normal101016310101631091539916389153981438814387132KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#074 E Valor
Team: LoSH
Range: 8 /
Points: 160
m-winga-normald-normalg-normal1010164101017399163108154891639101639101538915379142KOKOKOKOKOKOKOKOKOKOKOKO

#075 V M'Onel
Team: LoSH
Range: 10 /
Points: 223
m-winga-normald-normalg-normal101017591016410101741010173891638916298164981638715387152KOKOKOKOKOKOKOKO
A 118 point Wildcard Hypersonic Speedster? Yes please! I’ll take two!
Sure the dial is fairly straight forward, but that isn’t necessarily a bad thing.
Running Shot supplants starting HSS on the Exp, but that’s not a deal breaker. A deep dial and lots of offensive potential makes this fig viable for the cost. Keep an eye on his AV that has a rollercoaster feel. And there are a number of compatible TA’s you could pull to help him out.
A starting click of Battle Fury may be annoying on the Vet, but it really helps reign him in for potential constructed play abuse. Here though it is somewhat limiting, though the JSA map helps offset that annoyance. It’s also a hard sell for a 200+ point fig with a max 10 AV, even when that AV holds nice and steady for 4 clicks. Also, being a wildcard, his playability will largely depend on what fig you pull that can fit on a team with him and actually be beneficial. This is a fig that isn’t terrible in the Marquee by any means, but depends largely on your compatible pulls. His real value will be exposed in constructed play, probably in games bigger than 300 points.
R – :cool: :cool: :cool: :cool:
E – :rolleyes: :rolleyes: :rolleyes:
V – :rolleyes: :rolleyes: :rolleyes:

#076 R Green Lantern
Team: JSA
Range: 8/
Points: 85
AE Base: Vandal Savage (Green)m-normala-normald-normalg-normal1010173891739916298152871538714277142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#077 E Sentinel
Team: Mystics
Range: 10 /
Points: 158
AE Base: Vandal Savage (Green)m-winga-normald-normalg-normal10101831010173891639915298143881628815287141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#078 V Green Lantern
Team: JSA
Range: 12 /
Points: 214
AE Base: Vandal Savage (Green)m-winga-normald-normalg-normal1010183910174810173891639915499143881428815288141KOKOKOKOKOKOKOKOKOKOKOKO
Alan Scott finally gets his regular version REV representation, and it really doesn’t disappoint. As the original Green Lantern, he has good attack ability thanks to 10 AV, 3 damage and Running Shot. Defense is very nice at 17 with ES/D, which will be almost unhittable if you boost it to a total of 20 by hanging in hindering. The JSA TA means he can share that 17, or borrow something higher if you’re that lucky. This is all very nice for only 85 points. He can’t necessarily anchor a team, but he makes an excellent secondary attacker or midrange piece on a compilation team.
Changing his handle to Sentinel and picking up a mystic angle to his powers, the fig is still able to share his high defense thanks to Defend. His first click is somewhat tricky though because he now starts with Phasing instead of Running shot. Push to click 2 and he’s basically identical to the Rookie’s starting click.
Be careful about relying too much on his 18 defense, it’s high, but not impossible to hit. The real value of this fig will come from other wildcards you pull to share the coveted Mystics TA. But with such a high cost of his own, it might be tough to build a team around that.
Coming back to Green Lantern and his home team of JSA, the Vet mixes elements of the R and Exp. His 18 defense with Barrier is somewhat tough to accept because you’ll want to use such a high cost fig for offense, not burn an action putting up a wall. And of course, RCE doesn’t mix with Running Shot.
Push to click 2 and you get better defense and damage, but trade RS for Phasing – another quirky hang-up. Finally, even with a very consistent AV its still hard to justify a point cost over 200 with only a max 10 AV (The same as his rookie at ~40% of the Vet’s cost!). His range of 12 is great, but that also means there’s a better chance of having Hindering terrain between him and his target. Not to mention the limitations of the JSA map. All around, you better get some seriously good teammates to back him up to justify V GL’s cost. (Yes, he’ll be cool in constructed play, but keep in mind this rating is for the 300 pt Marquee.)
R – :cool: :cool: :cool: :cool:
E – :rolleyes: :rolleyes: :rolleyes:
V – :disappoin:disappoin

#079 R Shazam!
Team: None
Range: 0/
Points: 105
AE Base: Mister Mind (White)m-normala-normald-normalg-normal77151101017499174871517715191016489164 8915368142KOKOKOKOKOKOKOKOKOKOKOKO

#080 E Shazam!
Team: JLA
Range: 0 /
Points: 157
AE Base: Mister Mind (White)m-winga-normald-normalg-normal7816110101748101649101648917389163691536815368152KOKOKOKOKOKOKOKOKOKOKOKO

#081 V SHAZAM!
Team: JSA
Range: 3 /
Points: 217
AE Base: Mr. Mind (White)m-winga-normald-normalg-normal8816110111751010165991648916481016371015389173881636815367153KOKOKOKO
All 3 versions of Captain Marvel have the annoying Activation Click. This is somewhat hard to work with in a Marquee where you’re limited to 3 actions, and pushing someone to play means you have to wait until turn 4 before you can even use them.
On the other hand, newer figs with this starting click have been getting Earthbound, so you can at least move them into position with another flier so when he does get to join the action he’s not still stuck back in the starting area.
For 105 points, the Rookie gets you several very playable clicks, 3 clicks of HSS, and 2 of Regen. Even despite the weird Billy Batson clicks in the middle, Shazam is still highly playable for the cost.
The Exp ditches the mid dial lull, but also doesn’t start with HSS. However, the JLA TA means he can push to activation without burning actions. He’s certainly a beast, and has a ton of mobility powers. Make sure you’re set with objects to take advantage of his full dial of Super Strength.
The Vet is a very interesting fig for the high cost. Starting Perplex and HSS are huge advantages, and even with an oddly short range, the range option still helps him tremendously. For example, if you’re carrying an object but don’t want to waste it, make a ranged attack. Going up against figs with ES/D or Combat Reflexes you get to pick the attack type that is easiest to hit. And on move/attack runs a 2 range saves you 4 squares of movement (2 up and 2 back.) This is one of the 200+ pt figs that can really anchor a tent-pole team. Just watch out for those weird mid dial clicks. He has Combat Reflexes, Close Combat Expert and Plasticity for close combat prowess, but then, oddly, Quake to knock people away. :ermm: Get past that though, and more Charge plus Exploit Weakness finishes him out with flair.
R – :cool: :cool: :cool: :cool:
E – :rolleyes: :rolleyes: :rolleyes:
V – :cool: :cool: :cool: :cool:

#082 R Martian Manhunter
Team: JLA
Range: 6 /
Points: 114
m-winga-normald-normalg-normal99164810164891638915389153781427814267132KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

#083 E Martian Manhunter
Team: JLA
Range: 6 /
Points: 167
m-winga-normald-normalg-normal101016491016499153891538915389153891437813288132KOKOKOKOKOKOKOKOKOKOKOKO

#084 V Martian Manhunter
Team: JLA
Range: 8 /
Points: 218
m-winga-normald-normalg-normal11111741010164910164109153891538915389163781637817378173KOKOKOKOKOKOKOKO
There are so many good figures for around 110 – 120 points, we’re probably going to see a lot of strong teams based around mid price figs. Rookie Martian Manhunter of course falls into this category.
Starting Stealth is interesting and fairly useful. Even with a short range, MM is good for hiding and hitting. And an opponent should be reluctant about basing him to attack because he does stay good for a while. 4 clicks of mid dial Perplex and an overall deep dial help keep him playable for most of his dial.
The Exp is the only version to start with a mobility power and it helps a lot. He still has a short range and moderate AV, but loads of useful powers like Perplex, PC, and PsyBlast make him useful for all of his 9 clicks.
The Vet joins the other trend, that of figs just a bit over 200 points who are good, but not necessarily great. Vet MM’s starting click is interesting to say the least. Super Senses is dangerous here, and Phasing isn’t a lot of help. His second click is much better with Impervious, HSS and Perplex. Keep in mind though that PsyBlast can’t be used with HSS.
The rest of his clicks are very nice, and you’re getting the value of his cost spread out across the entire dial instead of just on the first click. This makes him a great value, but it may be hard to see that up front.
R – :cool: :cool: :cool: :cool:
E – :rolleyes: :rolleyes: :rolleyes:
V – :rolleyes: :rolleyes: :rolleyes:


That’s it for today. Check back tomorrow for the Uniques and Super Rares; Starman through Wizard Shazam.

:p

dcoffin40
03/07/2007, 10:18
V Mr. Miracle kicked major butt at the PR I went to.

Tylk
03/07/2007, 10:27
For just over 100, the Rookie Martian is a killing machine able to do 4 damage (with Perplex) down 2/3 of his dial and that's WITHOUT the Super Strength! All with a steady 10-9 attack.

Miraclo
03/07/2007, 10:29
Thanks again for all the work on the primer!

I'm still taking in these dials, but most of what you're saying - taken with the caveats - makes sense; with the appropriate support pulls I could see some of the threes and fours become fours and fives.

Given that the vet Mr. Miracle can deal damage (albeit only in close combat), too with the 3 Damage I can see dcoffin's point. But... he's not going to carry the day on his own.

AZS
03/07/2007, 10:37
Given that the vet Mr. Miracle can deal damage .... But... he's not going to carry the day on his own.Thanks, that's the point I'm trying to make. And for half your team build, he really needs to be able to do more offensively.

tidge
03/07/2007, 10:42
I think that given the JSA map, any Mon-El, with appropriate defensive TA backup ought to be the big winner of most any Marquee.

My personal opinion: any figure with a move+ranged attack should be your first choice in this Marquee. Even with the preponderance of low(ish) cost stealth and high defenses, making attack rolls while opponents approach will be critical to victory.

The Charge looks good on a lot of figures, but the map doesn't make it easy to hide out of sight and still charge up against opponents.

Another observation: Given distribution, you are likely to get only 2 of these figures to choose from (plus 1 Unique). Keep in mind that with the point values in this set (ignoring pogs, feats) if you go over 130 points on a single figure, you are very likely to only fit two other pieces on your team (at most), so choose the big gun's buddies appropriately: Blackhawks for PD TA, stealthy tie-up pieces, prob controllers, etc.

kh2003
03/07/2007, 10:47
hm.... i swear my rookie shazam has a white AE base. Is it just me?

AZS
03/07/2007, 10:50
The Charge looks good on a lot of figures, but the map doesn't make it easy to hide out of sight and still charge up against opponents.See, I thought the opposite. With so many walls and blocking terrain to hide around the corner with, Charge was better than normal. Particularly since you could position yourself so as not to get Run up on and shot. One thing I was always on the lookout for (and against) was positioning myself on one side of a wall and then blowing out the wall and charging through, to catch my opponent off guard.

Entertainer13
03/07/2007, 10:56
He's supposed to.

sengirv
03/07/2007, 11:04
Thanks, that's the point I'm trying to make. And for half your team build, he really needs to be able to do more offensively.
I hear ya. It's just that some figures rate a 3 because they are meh(Copperhead), no matter what you pull. Yet others like Vet Mr. Miracle would easily rate a 4-5 if you pull any of a number of other figures.

But what can you do when you are dealing with a strict 1-5 rating system?

tidge
03/07/2007, 11:04
See, I thought the opposite. With so many walls and blocking terrain to hide around the corner with, Charge was better than normal. Particularly since you could position yourself so as not to get Run up on and shot. One thing I was always on the lookout for (and against) was positioning myself on one side of a wall and then blowing out the wall and charging through, to catch my opponent off guard.

Fair enough, but I smoked the E Hawkman/V Steel/R Question team I faced. An opening crit-hit pulse wave didn't hurt, but the charging ones found themselves at the mercy of Running Shot until I was ready to base them with a high DV figure.

The drawback with Charge (in general, but definitely on this map) is that the charging figure rarely has the choice of which figure to attack... ranged attackers (or HSS, less so transporters given terrain/defense values) is that they can usually choose from among several targets.

tidge
03/07/2007, 11:06
Something that ought to be clarified, given the amount of Super Strength...are special objects from outside this set (not drawn in boosters) allowed in this sets sealed play or not?

AUKOS
03/07/2007, 11:10
[QUOTE=tidge] I think that given the JSA map, any Mon-El, with appropriate defensive TA backup ought to be the big winner of most any Marquee.

My personal opinion: any figure with a move+ranged attack should be your first choice in this Marquee. Even with the preponderance of low(ish) cost stealth and high defenses, making attack rolls while opponents approach will be critical to victory.

QUOTE]


In my all rookie team; m'onel, question, cyborg supes, m'onel was the key factor in winning during the 300pt pre-release. I went 4 and 1 with my only loss was to a batman, v-steel and e-hawkman team. ss and hss to pick up an object smack for 5 is just crazy. and with m'onel's continual 3 damage; just amazing late in the game.


AUKOS

gatharion
03/07/2007, 11:16
V Mr. Miracle kicked major butt at the PR I went to.

Ditto that. I definetly disagree with how lowly he was rated. I played V Mr. Miracle at the pre-release and not once in three games did he get knocked off of his starting click. And with ten attack and three damage he wasn't just an expensive tie-up/outwitter either.

I suspect that he'll be less godly in constructed teams, but for a sealed booster game he rocked. It was much less likely that anyone would have the high attacks or prob control or poison or other things that are useful in dealing with figures like him.

AUKOS
03/07/2007, 11:28
Something that ought to be clarified, given the amount of Super Strength...are special objects from outside this set (not drawn in boosters) allowed in this sets sealed play or not?


I had this question at my venue. I was over ruled and they were allowed. To me a sealed event is just that; you can only use those pieces that come from the boosters that you open. period. 3d and special objects are from outside of the booster, therefore, not allowed.

"shrug" whatever.


AUKOS

anonym0use
03/07/2007, 11:37
Of the proclimations above, I can only say that R Mr. Miracle deserves more smiley props. On his own, he's nothing too special, but he shines as a team player with his Perplex and Probability Control. Bot hare invaluable powers given this set's High Def nature.

I used an E during the pre-release and only lost him once. I agree with you, the E is too expensive in a sealed format with no range to back him up. Plus, the E has a lower end dial attack than the R. What the heck is that all about?

Aarmy
03/07/2007, 11:38
Something that ought to be clarified, given the amount of Super Strength...are special objects from outside this set (not drawn in boosters) allowed in this sets sealed play or not?

I know it's off topic, but here's the special object rules for sealed. You may use any 3D object in a Sealed Tournament, but only use Cardboard Special Objects you pulled in your Boosters. (So no worries about laser turrets or Meteroites in the Marquee. But Desks, computer banks an dumpsters will be seen.)

Thanks again for the primer, it's been great! :laugh: :laugh: :laugh: :laugh: :laugh:

malakim2099
03/07/2007, 11:52
I'd have to disagree with a few bits here, mainly E Green Lantern/Sentinel. He really carried the day in the prerelease for me (was 3rd, but I was 3-0 except for points). Teamed up with some JSA/other pieces, and the initial misses due to the high defense really carried it.

Also, I think E Cyborg, despite the lack of move/attack, is actually a better deal than the V in some respects due to the lower point cost... which can allow you to fit another WC on the team to take advantage of Superman Enemy. Just my .02, but good work on the reviews. :)

Ghost_Rider
03/07/2007, 12:09
hm.... i swear my rookie shazam has a white AE base. Is it just me?

Mr. Mind is his archenemy.

Ghost_Rider
03/07/2007, 12:15
Great review again. Just have some minor disagreements with:

Wonder Girl V (She's okay, but I wouldn't say she deserves 4 smileys. I would much rather use rookie Supergirl and she only got 3)

Mr. Miracle E (Being much cheaper than the veteran, I'd give this one a bit more credit. I'd say he deserves at least a 3 after seeing him in action at the prerelease. My Wildcat did manage to clip him, but it just wasn't enough and that defense is severely annoying.)

Mon_ami
03/07/2007, 12:21
Cool review AZS, you made some real good points based off sealed play. I think out of the 200+ category I would only consider V Shazam or V Supergirl (hopefully w/ a good TA to copy).

I prefer swarms in sealed play, it's kind of hard to do with this set, I had a hard time in the PR, hopefully this weekend will be better.

Look forward to tomorrow's review, Good job and Thanks.

hail_eris
03/07/2007, 12:22
Ok, first off, I want to know why my MS Word thinks ‘cyborg’ is a misspelling of ‘cyber.’ It’s freakin’ 2007 and Microsoft doesn’t know what a cyborg is? Sheesh.
Right. Microsoft doesn't know what a cyborg is. That is *so* what they want you to believe. You think Bill is going to let something like the death of his human body stop him from putting out buggy operating systems? There's a Gates-o-tron Mark 3.1 sitting in a garage in Redmond, just waiting to receive his brain. And it runs on Linux.

AUKOS
03/07/2007, 12:42
Right. Microsoft doesn't know what a cyborg is. That is *so* what they want you to believe. You think Bill is going to let something like the death of his human body stop him from putting out buggy operating systems? There's a Gates-o-tron Mark 3.1 sitting in a garage in Redmond, just waiting to receive his brain. And it runs on Linux.


huh?


AUKOS

Sigdr
03/07/2007, 12:47
I definitely agree on the R Martian Manhunter - he's a wrecker. I didn't play him in the main tournament at the prerelease, but I played him in a Battle Royale afterward and he did incredibly well. Nobody wanted to base him, so he sat in the shadows shooting people for 4 until a Jakeem Thunder decided to make the Martian his problem. Jakeem was swiftly KOed by said Martian, who went on to tussle with an E Valor, knocking him down a few pegs too before getting KOed.

I would also like to say that R Mister Miracle ought to have four stars. I used him to get up in peoples' faces while Perplexing the AV or Damage of my main attackers, who could then dish out damage with impunity while my opponents failed to hit or failed to break away from Miracle. He also did a fair bit of damage on his own.

Ville
03/07/2007, 12:47
From the Rares section, Vet Shazam, Exp Martian Manhunter and Vet Steel stand out as most effective pulls in my books.

Starting click is truly a problem for Shazam, but fortunately there won´t be anyone Tk:ing people to get him before he can activate. And look at all that lovely brown colour on click two! He can easily wreck teams all by himself.

MM, on the other hand, probably will not win games all by himself, but is still an excellent piece. He reminds me a little of Super-Skrull with Stealth on second click. The best strategy with him is to zoom towards the opposing team, carrying his best teammate and grabbing a heavy object while he´s at it. Next turn push to charge and finish movement in hindering terrain. Now his Stealth will protect him against retaliation and Perplex will boost the performance of rest of the team. Nice!

Uniquist
03/07/2007, 12:51
Good reviews as always, AZS. It was nice to finally say HI to you at NY Comic Con. me=pony tail and goatee.

Anyway, Mr. Miracle lives up to his name. He could give you a "miracle" win.

If your opponent can't hit th 18 and if he does and you make the Super Senses rolls Miracle will eventually contribute greatly to you winning the game. But if he does get hit, he's too many points to lose. That's why it's tough to give him smileys. It's too......chancy. I know, it's a dice game, but situations that give you the best odds of winning are what you're looking for, and that's what AZS incorporates into his grading.

On that point, I think PC is the BEST support power in Origin sealed, and I expect to see Sandman get a 5. Not just cuz he and V Mon-El won me the pre-release, just that it's *so* useful with AVs being so low compared to DVs.

Ghost_Rider
03/07/2007, 13:08
On that point, I think PC is the BEST support power in Origin sealed, and I expect to see Sandman get a 5. Not just cuz he and V Mon-El won me the pre-release, just that it's *so* useful with AVs being so low compared to DVs.

I agree. I'd also expect Jakeem to get AT LEAST 4 (if not 5) smileys. He does cost quite a bit more and if someone does land a lucky shot on him it can be bad news, but sharing that 18 and even 19 defense AND having PC on top of that really balances out that problem. It's tough to hit an 18 twice in a row with almost anyone in this set.

Wolverine_Hulk
03/07/2007, 13:11
Great Review!!!

Rurouni KJS
03/07/2007, 13:13
All three Mr. Miracles deserve 3 smileys. While their lack of range and middling AVs restrict them somewhat offensively, their support powers can really help a team and their high defenses can help them survive a long time to use those powers.

elfholme
03/07/2007, 13:36
Thanks, that's the point I'm trying to make. And for half your team build, he really needs to be able to do more offensively.

More than outwit your damage reducers (which are plentiful in Origin) while probably not taking damage himself, and hit you for 3 damage? You really think so? I actually think he's excellent for the points...at half your total you can still fit in some cheap bruisers to support him (and take advantage of the openings his Outwit will give you). And Outwit REALLY helps against all the HSS you're likely to face at the Marquee.

V and R Mister Miracles seemed to be pretty standard at the PR I went to, and with good reason. The R gives front-loaded Perplex (which is pretty key with this set and it's high Defenses) with a high defense and SS to start. V MM takes it up a notch with Outwit and CONSISTENTLY high defenses. E MM is just a budget version of V MM. I'd actually pump them ALL up one smiley. In this format, with this set, they are awesome figs.

Other than a slight disagreement on the MM ratings though, I think it's another excellent article. Thanks for putting it together Azs

jonesrl
03/07/2007, 14:32
I chose V Mr. Miracle over R Martian Manhunter because of the HSS that I would be facing. I thought the high defense, PC and Regen would serve me better than Stealth. I was not sorry with my choice. I went 3-1 with V Mr. Miracle and his sidekick V Atom.

Luck played a major role in my games, as my first opponent could not hit my 18 and 19 defenses. My second opponent hit Mr. Miracle four times, but Supersenses came through for me each time. My third opponent had two HSSers. They were pinging away at Mr. Miracle and Atom.

Unfortunately for my opponent, he put Mr. Miracle on his best click, 19 defense with WP and PC. He did not successfully hit him again and Mr. Miracle wore down the HSSers for the victory. My luck ran out in the championship game, as R Shazam! got through the high defense to take down Mr. Miracle.

I won't use Mr. Miracle in the Marquee, if I pull him. I look forward to trying out other figures from this new set.

Doc Jones

darthfatty
03/07/2007, 16:47
See, I thought the opposite. With so many walls and blocking terrain to hide around the corner with, Charge was better than normal. Particularly since you could position yourself so as not to get Run up on and shot. One thing I was always on the lookout for (and against) was positioning myself on one side of a wall and then blowing out the wall and charging through, to catch my opponent off guard.


A lot of my success this past Saturday was in using this exact tactic. I would hide Supergirl around a corner or on the baclk of the roof, with Batman's Stealthy blocking, ans I was able to Charge good Running Shot pieces before they had the opportunity to hit me.

insight
03/07/2007, 16:50
I have to step in here and vouch for V Mr. Miracle as well.

In one game at the PR, it came down to my Johnny Quick at full, my E Ray on his HSS click, and a mid dial V Catman vs only a V Mr. Miracle.

I lost.

I missed over a dozen times, altogether, and when I did hit, it put him on 19 Def with Willpower, which made it very hard to protect my HSS guys.

His outwit and PC were a real problem.

He is very solid, and very hard to kill in this format, imo.


I had a R Mr. Miracle on My team. He was fantastic.

2 Gun Kid
03/07/2007, 16:56
BLEH???

Exp Mr. Miracle is awesome!!! He can outwit and even if he gets hit for 4 theyre still outwitted. Then high D with Regen and PLASTICITY!!! So u can lock up up brick and then outwit them leaving the others to shoot him.

and Exp Sentinel/GL is way better then the R. U get MYSTIC which is golden and then 18 with DEFEND to share with EVERYONE

and yes....Vet Manhunter FTW!!!

biz567
03/07/2007, 17:20
Another awesome review. I beg to god I get that R Shazam, he is such a sick piece, IMO! And the Vet Wondergirl is pretty solid, another good piece for her points! Titans are looking good now!

biz567
03/07/2007, 17:23
BLEH???

Exp Mr. Miracle is awesome!!! He can outwit and even if he gets hit for 4 theyre still outwitted. Then high D with Regen and PLASTICITY!!! So u can lock up up brick and then outwit them leaving the others to shoot him.

and Exp Sentinel/GL is way better then the R. U get MYSTIC which is golden and then 18 with DEFEND to share with EVERYONE

and yes....Vet Manhunter FTW!!!

Well I would hope the E is better then the R, he IS 73 points more. But remember, this is 300 points, so the 158 pointer is a bit of a gamble, considering no reducing powers. Just how I see it.

Kylearan
03/07/2007, 18:05
"marvel" origin marquee primer, eh?

Seriously though, V M'onel was an absolute beast for me at the pre-release. I teamed him up with an R KNOCKOUT (for superman enemy goodness) and totally wrecked 2 of my 3 opponents. I got stomped by a guy that had an R SHAZAM!, U Vandal Savage and E Damage; but I think that team could take on just about anything in 300 points :D. I do agree though that 10 attack is a bit low for 223 points.

tyroclix
03/07/2007, 18:21
RE: E Mister Miracle.

All the Miracles really have one thing in common - they support the rest of your team (which is still sizable due to their cost) as well as are extremely tough to KO.

I played 3 games with the E Miracle - he was only KO'd once and that was against 4 figures - and he had a shot of taking them all out.

As the battle raged everyone was taking damage. Eventually they started needing 9's and 10's to hit Miracle.

Of course it depends on what you pull, but the E is an amazing "Mercenary" for the copious amounts of high-end JSA figures.

Papa Smurf
03/08/2007, 02:05
Experienced and Vet Mr. Miracle Rock.