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Reload this Page Marquee Primer DC 75th Anniversary Marquee Primer: Rares
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Old 12/12/2010, 16:41
    #1
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DC 75th Anniversary Marquee Primer: Rares

DC 75th Anniversary

Primer Review
Part 3: Rares
Isis (#033) to Ganthet (#048)


It's that time again, as DC celebrates it's 75th anniversary with 75 new Heroclix figures (or at the very least 75 new dials!).


Click "full story" below to find out how the Rares rate!
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Old 12/12/2010, 16:42
    #2
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Welcome to a Sealed Primer review of DC 75th Anniversary.

As many long time HCRealms members know AZS has had a long history of providing excellent Primer Reviews. I was asked to take over the Primers with Hammer of Thor, and like a clown's understudy, I know I have some pretty big shoes to fill. I can only hope I continue to do the series some justice.

I'm continuing with AZS's format, specifically:
Quote : Originally Posted by AZS View Post
Please Read:

* These figures are compared only within the [DC: 75] set, only for sealed play at 300 points.

* There are only a few 1 or 5 ratings, based on their sealed play strength. So even though your favorite character didn’t get five like you think it should, the ratings are only my recommendation. If you really like a fig, by all means play it.

* Everything written here is intended to be very broad in order to give a general idea of what may or may not work - These are not specific suggestions “you must play this!”

*These are just my recommendations, and the combination of figures on a team can drastically affect a specific fig’s overall effectiveness.

*!!* 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.
Speaking of ratings, I'll be using shields to rate the figures.

- Unplayable in a 300 point format.
- Think twice before committing to this figure.
- There might be a better choice.
- an all around average figure
- a good figure to build a team around
- a winning figure!


Finally, the review is based on the initial pull report threads, and the units section, which has been updated a few times since I started writing this piece. Please let me know of any discrepancies and I will correct them.

=====================================================

#033 R Isis
Team: No Affiliation
Range: 3
Points: 94
Keywords: Mystical, Ruler
10
9
17
3
10
9
17
3
9
9
16
3
9
9
15
2
9
8
15
2
9
10
18
4
8
9
17
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
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KO
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KO
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KO
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KO
KO
Trait: A Sister's Grief - If a friendly character named Osiris has been KO'ed this game, modify Isis' combat values by +1 for the rest of the game.
Speed - Spinning Invocation: Isis can use Quake with a locked damage value of 3.

Oh, mighty Isis - you're a great addition to the Black Marvel family, bringing much needed TK for figures like Black Adam and Osiris. In sealed, she's a really good complimentary piece, with PC and Support. Imagine Quaking away opposing figures for 3 damage, and then using support the following turn to heal up a wounded ally.

End dial she stops playing nice with a attack/damage/mobility spike. She's a little pricey at +30% of build total, but could easily pull her weight by providing first strike, rerolls, and healing. Easily on the verge of a 4 shield rating, but needs a little better attack value and defense powers to justify it.



==============================================

#034 E Black Alice
Team: Mystics
Range: 6
Points: 94
Keywords: Mystical, Secret Six, Shadowpact, Teen
7
9
17
3
7
9
17
2
7
9
17
2
7
9
16
2
6
8
16
2
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Attack - Magical Thievery: Black Alice can use Outwit. IF she counters a standard power on a character with the Mystical keyword that she can't already use, she can use that standard power until the beginning of your next turn.

Another Mystic that can easily vanish! While Alice may get a 5 shield rating for accuracy she's just one hit away from taking a dirt nap under that tombstone she's sitting on. Too fragile for my taste, even if she does stack Outwit with PC and can power siphon from Mystical keyword figures. Alas, this lass is what she is, easy points for opponents.



==============================================

#035 R Ragdoll
Team: Suicide Squad
Range: 0
Points: 46
Keywords: Secret Six
9
9
16
2
9
9
16
2
9
9
16
1
9
9
15
1
9
8
15
1
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Trait - I’m Not the Funny Kind of Clown When Ragdoll is adjacent to a friendly character named “The Parademon”, modify both their attack values by +1.
Attack - Won’t Let Go : Whenever an opposing character adjacent to Ragdoll is given a move or power action, after actions resolve, you may place Ragdoll in any square adjacent to that character.

What a pretty clown! A fantastic tie up piece for the price, Ragdoll won't deal much damage but can easily shut down a brick for a round or two while the rest of his teammates chip away. With Shape Change and Super Sense's this sick freak is purely an action denial piece, like a Defender sub-type from 4E D&D. A real tentpole bane, Rags borders the "must play" line, depending on what else you pull.



==============================================

#036 E Animal Man
Team: No Affiliation
Range: 0
Points: 79
Keywords: Animal, Justice League International
10
10
17
2
10
10
17
2
8
9
17
2
8
9
16
2
8
10
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2
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2
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Animal Template - Once at the beginning of your turn, choose a standard attack power, standard speed power, or combat ability that another character within 8 squares and with the animal keyword can use. Animal Man can use that power or ability until the beginning of your next turn if he can't already.
Damage - Deus Ex Machina: Once during your turn, you may force an opposing character to reroll a roll.

Buddy-Boy gets a second go in DC75, with a comic accurate trait that demands he be played with Animal Keyword figures, particularly one he can copy flurry from top dial. Without the trait AM remains a viable, though risky close combat attacker with B/C/F either rolling big, or losing hard. Deus Ex is kind of a neat SP - forcing a player to reroll a Shape Change or Super Senses is unprecedented in Modern Age. Unfortunately, Animal Man's defenses will make him a big ranged target and in a set where every other figure has a ring, it's open season on this walking zoo.



==============================================

#037 V Captain Comet
Team: none
Range: 8
Points: 144
Keywords: Cosmic, L.E.G.I.O.N, Secret Society of Super-Villains
12
9
17
3
11
9
17
3
10
10
18
4
8
8
17
2
8
9
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3
9
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2
11
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2
KO
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Captain Comet's layout reminds me of the dials from the Origin expansion, (particularly the Guardian of Eternity) with fluctuating combat values. CC also wields a jumble of powers one doesn't often find matched on a dial (Mind Control and Impervious, Hypersonic and Telekinesis). The Cometeer is part psychic, part brick but doesn't do either very well. As a member of L.E.G.I.O.N. it's a shame he didn't get a LoSH TA to copy some decent attack values or other powers.

Unlike most HSS tentpoles in the set, Captain Comet lacks the damage output to make him a sustainable threat (read: Super Strength) and will only be pinging Invulnerable figures for one or two at a time without some other help. Scads of damage reducers should make him a problem to KO, but really there's so many figures that deal penetrating damage in the set that the benefit is moot. Disagree with my rating, then play the figure and regen onto that 8 AV click, and we'll talk again.



==============================================

#038 V Kyle Rayner
Team: Green Lantern Corps
Range: 8
Points: 169
Keywords: Green Lantern Corps, JLA
12
10
18
3
12
10
17
3
12
11
17
2
10
9
17
2
10
10
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2
9
9
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3
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8
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2
KO
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The Artist: Once during your turn, if Kyle Rayner has no action tokens he can use Telekinesis (option 2) as a free action.

Fans wanting a Kyle Rayner that was better than his Crisis incarnation are likely red with rage at this dial, while those wanting Kilowog are green with envy that Kyle has so many playable versions. Yes, I said playable. Free action TK means no tokens - Kyle can TK, then move upfield himself, and still act the next round with Indomitable, shooting for 4 damage or with an 11 attack thanks to Perplex.

I can understand the complaints about this version - seven clicks for 170 points is almost 25 points per click - and while he theoretically has a deep dial thanks to damage reducers soaking some hits, he might never see those gray clicks because of his soft opening defense. Keep Kyle at range, have him ping a Mystic to activate Running Shot, and then Scoot and shoot around the board.



==============================================

#039 V Guy Gardner
Team: No Affiliation
Range: 8
Points: 110
Keywords:Green Lantern Corps, Justice League International, Red Lantern Corps
12
11
17
4
10
11
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3
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2
9
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3
8
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The Antagonist: If Guy Gardner has no action tokens, he can use Close Combat Expert.

I'm not sure where the complaints about this figure are coming from - 6 damage with an 11 av seems more than generous for this Guy. Exploit Weakness is fitting, and while his defense drops late dial, he gets harder to hurt. Battle Fury curbs his range, then again - it's Guy - he usually prefers to head butt opponents (like Batman's fist for instance). His cost is exceptional for an Indomitable figure with such versatility (ranged attacker, close combat attacker) and should do well with proper support.



==============================================

#040 R Saint Walker
Team: No Affiliation
Range: 6
Points: 95
Keywords: Blue Lantern Corps
10
10
18
2
10
10
17
2
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10
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2
10
9
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2
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2
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Trait - Instill Hope: Whenever a friendly character within 6 squares and line of fire makes an attack roll that misses by exactly 1, you may reroll that attack roll if you haven't already.
Damage - Charge Up: Saint Walker can use Perplex. He can use it normally or if he targets a character with the Green Lantern Corps keyword he can modify any combat value by +2 except damage.


If you like ~100 point support pieces with no move and attack, this Saint is the answer to your prayers. Limited PC, Defend, Enhancement, Perplex, TK make Walker: Space Ranger a one man pit crew. The only problem will be what to spend the other 205 points on to make the most of him. Saint Walker personifies the saying no man is an island, and his value will be based on his teammates capabilities more than his own.

Last edited by anonym0use; 12/12/2010 at 16:52.
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Old 12/12/2010, 16:42
    #3
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==============================================

#041 R Indigo-1
Team: No Affiliation
Range: 6
Points: 84
Keywords: Indigo Tribe, Martial Artist
12
10
17
2
12
10
17
2
7
10
17
2
7
9
18
2
7
9
16
2
10
9
16
1
10
8
16
1
KO
KO
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Show Compassion- Whenever any character on the map under 100 points and without the Robot keyword is healed, increase the healing by 1
Attack - Recharge With Other's Light: Whenever Indigo-1 is targeted by an opponent's ranged combat attack, remove an action token from her.


Indigo-1 (not to be confused with Brainiac 8) may as well be a Yellow Lantern with all the Phasing and Support on the dial. Where Saint Walker provides a bevy of support powers, Indy only gives support, and then late dial. CCE turns the damage up a notch, but without a first strike I-1 may not win much. Great for constructed play, especially where the trait will shine, but there's better attackers in DC75 than this "1".



==============================================

#042 E Atrocitus
Team: None
Range: 0
Points: 202
Keywords: Brute, Monster, Red Lantern Corps
10
11
18
4
10
11
18
4
10
10
18
3
10
10
18
3
9
10
17
3
9
10
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4
9
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3
9
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3
9
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3
KO
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Trait - Burn Through Defenses: When Atrocitus attacks a character that's using Impervious, this turn that character uses Invulnerability instead. When Atrocitus attacks a character that 's using Invulnerability, this turn that character uses Toughness instead.
Speed - Ever Growing Hate: Once per turn, whenever Atrocitus hits with an attack, after actions resolve, as a free action he may then move up to 1 square (ignoring characters for movement purposes) and attack an opposing character that he hasn't already attacked this turn.

Atrocitus is one of the best tentpoles in the set. Sure lack of range hurts, but Indomitable keeps him attacking without pushing, and there's many soft jawed figures that are jealous of his solid 18/Invulnerable. Rear dial, free damage from barfing up poison helps temper his cost, and an SP allowing free attacks is great for a figure that takes up 2/3rds of build total. Not a sure fire win, but with the right backup this Red Lantern could vomit up a victory.



==============================================

#043 U Larfleeze
Team: No Affiliation
Range: 0
Points: 212
Keywords: Orange Lantern Corps
11
11
18
3
11
11
18
3
11
11
17
3
11
10
17
3
10
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3
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Trait - Orange Constructs: Orange Construct objects are objects that can’t be picked up and are removed from the game if Larfleeze is KO’d. Whenever Larfleeze is moved, after actions resolve you may move any or all Orange Construct objects an equal amount. Characters adjacent to or in the same square as an Orange Construct object are considered adjacent to Larfleeze for Poison and close combat purposes.
Defense - Orange Lackeys: Whenever Larfleeze would be dealt damage, you may deal up to 3 of the damage to a single adjacent Orange Construct object and then remove it from the map.
Damage - Summon the Orange Lantern Corps: Once during your turn, you may give Larfleeze a free action and place an Orange Construct object on the map within his range and line of fire. If there are already two or more of these objects on the map, this is a power action instead.

Larfleeze has a fun dial that will be most effective in constructed. His special powers are wordy, and likely to confuse casual players along with anyone who hasn't dealt with him before, (think: Jericho & Deadman's POSSESSION sp) a great figure that experienced and veteran players may use well, but newer players should avoid.

Why? For starters there's Outwit. Outwit wrecks Larfleeze by stopping him from summoning Orange constructs, or by preventing him from shunting damage to his object/construct tokens. His objects don't block Line of Fire, which means he can't hide behind them to avoid being Outwit (or sniped).

In sealed there's too many figures with damage reducers hidden mid dial for the Uber-Poison to work well. At nearly 70% of build total 'fleezer demands to be teamed with some cheap Outwit and cheap ranged combat pieces to take advantage of tied up opponents. Fielding him will likely mean playing a two man army, which may be closer to comic accurate for this loner but not a recipe for winning.



Full disclosure - I'd probably try and play this guy in sealed to prove myself wrong.

==============================================

#044 V Mongul
Team: None
Range: 8
Points: 176
Keywords: Brute, Ruler, Sinestro Corps
10
11
18
4
10
10
18
4
10
10
17
4
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4
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3
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3
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Trait - Dimensional Conversion Cube: Mongul can use Phasing/Teleport. Opposing characters using Phasing/Teleport take 1 unavoidable damage after using it.
Attack - Eight Yellow Power Rings: Mongul can use Penetrating/Psychic Blast and Telekinesis
Damage - Fight For Leadership: Mongul can use Leadership. When rolling a d6 for Leadership, if he rolls a 6, you may remove one action token from any character with the Sinestro Corps keyword. If he rolls a 1, deal 1 unaviodable damage to any character with the Sinestro Corps keyword.

I've seen many comments stating that Mongul's trait will have a lot of effect this set, and I just don't understand it because Phasing/Teleport is optional. If anything, a savvy player will use the Trait of an opponent's Mongul to "activate" past the obligatory frontloaded Phasing/Teleport click on most of the set's ring slingers.

Lack of Indomitable or move and attack force him to move in and push to PB the next turn, giving opponents ample time to get out of his way. Mongo's Leadership power can be applied to himself - though self inflicted damage is often a questionable tactic - unless he can use it on opponents to deal damage (double check the text on the card for the word friendly, otherwise ANY character means *ANY* character - so long as they have a Sin Corps keyword). With a cost that makes him a little too high to be competitive in sealed Mongul is best set aside for the first available constructed tournament.



==============================================

#045 V Scar
Team: Quintessence
Range: 10
Points: 237
Keywords: Black Lantern Corps, Cosmic
12
11
17
4
11
12
17
4
10
11
18
4
10
10
16
5
9
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3
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3
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3
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3
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Trait - Undead Guardian of the Black: Whenever a friendly character would use Steal Energy to heal, instead heal 1 damage on any character on the map.
Damage - Book of the Black: Scar can use Probability Control. Once per turn, Scar can also force an opposing character who rolls a d6 for Regeneration to reroll that roll.

Scar makes for a great tentpole, though isn't quite a point and click piece. Still, with powers that can't be countered thanks to the Q TA and high damage values Scar should be able to hold her own, healing every time she chips away at opposition. Scar's biggest drawback is her cost, and she may well get Out-Actioned. Quintessence won't mean much against Exploit Weakness and Psychic Blast, and she gets real soft on her last 3 clicks.



==============================================

#046 V John Stewart
Team: Green Lantern Corps
Range: 8
Points: 151
Keywords: Green Lantern Corps, JLA, Soldier
11
11
17
3
11
10
17
2
11
9
17
3
11
9
17
3
10
9
16
2
10
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2
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2
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The Architect: If John Stewart has zero action tokens he can use Barrier once during your turn as a free action, but can only place up to two blocking terrain markers.
Damage - Sturdy Constructs: John Stewart and adjacent friendly characters can use Energy Shield/Deflection.

I'm not quite sure what to make of the Daily Show here. Stewart packs a rifle with RCE and Sharpshooter letting him deal 5 damage at range or up close. John also has Super Strength so he can... deal 5 damage up close (with an object). I'd have pushed the Strength mid dial when he drops RCE, but that's me. As is, he has no incentive to get up close and personal. Free action Barrier is always handy and may make or break many battles by blocking Line of Fire. I'd tell you to keep Johnny in the back row, sniping and using his defense SP on his allies, but at 1/2 of build total this soldier will need to be an army of one.



==============================================

#047 V Carol Ferris
Team: No Affiliation
Range: 8
Points: 125
Keywords: Violet Lantern Corps
9
10
17
2
9
9
16
2
9
9
16
2
8
10
16
3
8
9
15
2
8
9
15
2
7
8
14
2
KO
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The Adored: Once during your turn, if a friendly character named Green Lantern or Hal Jordan is adjacent to her, Carol Ferris can use Support targeting that character, even if that character is adjacent to an opposing character.
Attack - Conversion Crystal: Carol Ferris can use Incapacitate. If she uses it and hits a target with a point value less than 100, she can give that target two action tokens instead of one.

Even with a smallish damage Carol Ferris remains a viable attacker thanks to up front Running Shot and Psychic Blast. She's a little pricey for what she provides (and honestly needs to be played with a Hal or a printed "Green Lantern") especially considering her low defenses. This is one of the figures that Crimson Avenger could easily dismantle without breaking a sweat, and that's not a good thing (for her - not him). She might be a 2.5, but I don't know if I'd take a chance with her.





==============================================

#048 V Ganthet
Team: Quintessence/GLC
Range: 10
Points: 299
Keywords: Blue Lantern Corps, Cosmic, Green Lantern Corps
14
11
18
4
13
11
18
4
12
11
18
4
11
11
18
4
10
10
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4
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3
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9
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KO


The first thing I notice on near 300 point dials is the support powers you'll almost never use. Telekinesis and Force Blast are Ganthet's scarlet letters. Note to designers - they would probably be welcomed if they were part of a free action sp (think WoS Iron Man), but here, for sealed, they bloat the figure's cost when run as a one man army.

A deep dial of damage reducers is still vulnerable to bypassers (PB, EW), and Papa Smurf lacks the extra duo attack that made the 300 point Iron Man/War Machine combo so potent in WoS sealed. Against 2 man teams he'll do okay, but could easily falter when facing a swarm team packing a hard hitting EW/PB'er. Buyer Beware.

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Old 12/12/2010, 17:05
    #4
robedestroyer
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Sealed play will be very interesting with this set. I've yet to identify a single character that everyone will truly fear during sealed like in WoS or B&tB. I'll be very tempted to play a tentpole like Scar, Doomsday, Ares, or Ganthet even if they may not be the best options.
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Old 12/12/2010, 17:06
    #5
Ignatz_Mouse
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Pretty much agree, though I'd drop a star each on John (too many points in one package), Scar (too vulnerable) and Indigo-1, but that's all on the margin.

Only TK saves Isis and Kyle from being 2-stars.
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Old 12/12/2010, 17:19
    #6
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I am very eager for you take on the SR's. Thanks for doing these!
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Old 12/12/2010, 17:30
    #7
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Just one slight amendment to your review. Captain Comet is not a LOSH member. L.E.G.I.O.N. is the team that is led by Vril Dox and claim LOBO as a sometimes member. Therefore, there is a reason why he doesn't have the keyword or TA. HE STILL SUCKS, THOUGH!

http://en.wikipedia.org/wiki/L.E.G.I.O.N.
Last edited by SLVRSR4; 12/12/2010 at 17:50.


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Old 12/12/2010, 17:57
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Love seeing so many 3-shield ratings! It looks to be a very balanced set where team-building will dominate much more than great pulls. A solid 3-shield figure is usually my favorite.

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Old 12/12/2010, 18:08
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Quote : Originally Posted by saturnflight View Post
Love seeing so many 3-shield ratings! It looks to be a very balanced set where team-building will dominate much more than great pulls. A solid 3-shield figure is usually my favorite.
I suspect this will change quite a bit once we hit the Super-Rares and White Lanterns. Which is irritating - I'd rather see a Common figure dominate than I would a Super-Rare. The guy who pulls Ms. Marvel gets to go home with the prize. The guy who pulls Sentry gets to go home with Sentry.*

That's a much preferable situation to the guy pulling Hal Jordan and getting to go home with Hal Jordan and the prize.

* Yes, I realize someone can pull a ridiculously good Common and a Super-rare. But there's a decent chance someone else pulled that Common, too, which levels the playing field.
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Old 12/12/2010, 18:10
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Quote : Originally Posted by anonym0use;5176620==============================================

#046 V [b
John Stewart[/b]
Team: Green Lantern Corps
Range: 8
Points: 151
Keywords: Green Lantern Corps, JLA, Soldier
11
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11
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3
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9
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2
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9
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2
10
8
16
2
KO
KO
KO
KO
KO
KO
KO
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KO
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KO
KO
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KO
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KO
The Architect: If John Stewart has zero action tokens he can use Barrier once during your turn as a free action, but can only place up to two blocking terrain markers.
Damage - Sturdy Constructs: John Stewart and adjacent friendly characters can use Energy Shield/Deflection.

I'm not quite sure what to make of the Daily Show here. Stewart packs a rifle with RCE and Sharpshooter letting him deal 5 damage at range or up close. John also has Super Strength so he can... deal 5 damage up close (with an object). I'd have pushed the Strength mid dial when he drops RCE, but that's me. As is, he has no incentive to get up close and personal. Free action Barrier is always handy and may make or break many battles by blocking Line of Fire. I'd tell you to keep Johnny in the back row, sniping and using his defense SP on his allies, but at 1/2 of build total this soldier will need to be an army of one.



==============================================
Highlighted for a thought. I know it won't have much of an effect in sealed, but for Constructed, it actually isn't so bad. With so many Continual objects, he grabs one, and just shoots. He can position to whoever needs to use the effects. I've done that with the Yellow and Orange Lanterns pretty successfully.

I know it won't matter for sealed, but it's an interesting technique.
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Old 12/12/2010, 18:34
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I think Animal Man could use an extra shield. He's mobile, and even if Buddy misses, he's effective tie-up. The Trait is a non-factor in a sealed, it's only useful on his Super Strength clicks if the Hypersonic Cheetah's around.

I think everyone's missing his reroll power...

DEUS EX MACHINA: Once during your turn, you may force an opposing character to reroll a roll.

That means your opponent isn't getting defensive rolls like Impervious, Super Senses, or Shape Change to work unless he gets it twice. To my knowledge, he's the only character in the game who can do that. Thank you, Mr. Morrison!


Saint Walker and Deadshot was meant to be. At their cost, you still have room for another figure or two.

I don't have a problem with Ganthet's Force Blast, especially playing on the Hawkworld map with all that special low-gravity terrain.
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Old 12/12/2010, 18:41
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Again a good review. I so wanted Captain Comet to be better, oh well.
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Old 12/12/2010, 18:43
    #13
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Quote : Originally Posted by TheFreak View Post
Highlighted for a thought. I know it won't have much of an effect in sealed, but for Constructed, it actually isn't so bad. With so many Continual objects, he grabs one, and just shoots. He can position to whoever needs to use the effects. I've done that with the Yellow and Orange Lanterns pretty successfully.

I know it won't matter for sealed, but it's an interesting technique.
I cant wait to have him carry around the green lantern.

Thats alot of three stars. Id rate Carol higher Ive always had luck with dual target psy blast. Critting with psy blast can turn a game around
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Old 12/12/2010, 18:44
    #14
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This is driving me insane. I'm currently snowed-in and can't leave the apartment so all I can do is sit here and look at DC75th dials and dwell on the coming set. Maybe I can go outside and "cryogenically" freeze myself until Wednesday. I'm more of a Marvel guy, but I dare say I'm more excited for DC75th than I was for WoS. Can't wait for the Super Rare and White Lantern reviews!!!
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Old 12/12/2010, 18:51
    #15
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Great review!

Naturally, I respectfully disagree on a couple figures.

Guy Gardner feels like a to me. Yes, he's only 110, but he's still not a "definitely play this piece" for me, but a "probably play this piece." I really wish that opening defense was maybe 16 with CR as opposed to 17 with ESD. You mention the 6 damage with 11 AV, good luck pulling that off. He'll base someone, clear, then get popped right into Battle Fury if he tries to use CCE. Still a good piece, though.

Scar is a to me. It's all about a smart player staying on those first 4 clicks. Put Scar out onto hindering terrain, and start blasting away. When she gets hit (and she will), she is suddenly in stealth. Your opponent has to base her, and then the game starts of using Steal Energy + the trait on herself and watching your opponent cry. Not to mention the other 63 points of your team...Detective Chimp, Warlord, Dominator, Even the "human" Beast Boy are all a good secondary person to help out Scar.

Can't wait for the Super Rares and White Lanterns! You rock, mouse.
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