In principle, legacy cards have been a F.U.N. way to bring some old fan-favorites back into Modern/Silver play and rework some old figs that never really worked right before (or don’t anymore due to rule changes).

In practice? These reviews get harder and harder. And my hopes that WizKids fixes their QA problems remain unanswered. But I’m going to try a much easier short version look at these cards this go-’round.

By set number:

———

L001 COSMIC BOY
(Superman and the Legion of Super-Heroes, 2014)

slosh001

THEN: He had SP Leadership that worked on even the most expensive Legionnaires, double TK (and FREE once more if he had two tokens). He also had a Legion Founder keyword and its associated traited Additional Team Ability that boosted attack rolls.

NOW: His attack SP is just normal TK but he gets +3 AV when attacking with it. His old SP Leadership is just pretty much normal Leadership these days, so the SP is reworked entirely to nerf one of his targets’ DV -1 for the whole turn — and an additional -1 if he hits.

Oh, and he gets this new “LONG LIVE THE LEGION!” trait:

Sidestep. // Once per turn for all characters with this trait, when a friendly character with the Legion of Super Heroes keyword is damaged by an opposing game effect, roll a d6 and friendly characters with the Legion of Super Heroes keyword modify the listed combat values by the listed amount until the end of your next turn:

[13]: Modify defense +1; [45]: Modify attack +1; [6]: Modify all combat values +1.

F.U.N.? So the downside is that Legionnaires have to be getting beat up to get this temporary and unreliable buff. That’s not very weaponizable, which puts this high on the pure F.U.N. scale.

AM I GETTING THIS? Absolutely. Longtime readers will recall I did a weeks-long series reviewing every Legion keyworded piece in HeroClix — one that could use an update 10 years later.

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L002 SATURN GIRL
(Superman and the Legion of Super-Heroes, 2014)

slosh002

THEN: She had Penetrating/Psychic Blast to start and, starting with click 2, SP Mind Control that was free when she was untokened, gave her +1AV for tokens on her target, and didn’t have the old self-damage that MC used to cause. She also had the Legion Founder ATA mentioned above. Pricey at 94 points, but everything cost too much back then.

NOW: Pushing damage is a thing of the past, so how does she get to her SP goodness? A new trait “Self-Sacrifice for the Legion” that makes her a Mastermind target if her ally is in her great 8 range and LOF (but takes max 3 damage). A light hit lands her on her speed SP: Stealth+Mind Control.

F.U.N.? But a big hit strands her in the middle of her dial WITHOUT the SP. So she’s kinda terrible unless you have a healer handy. At least she’s only 50 points. And she has the same Long Live the Legion trait as Cosmic Boy above.

AM I GETTING THIS? Of course! The Legion being bad has never stopped me.

———

L003 LIGHTNING LAD
(Superman and the Legion of Super-Heroes, 2014)

slosh003

THEN: A 104-point cannon of a piece with Running Shot, Penetrating/Psychic Blast and Ranged Combat Expert, by mid-dial, he had an “Arc Lightning” SP that allowed him to get multiple attacks

NOW: He gains Energy tokens with hits, allowing him to spend them to get Energy Explosion as FREE or extend his SP Poison reach by the amount of Energy. Plus the Legion trait.

F.U.N.? Much more effective at his new 50-point price.

AM I GETTING THIS? Naturally.

———

L019 AMETHYST
(Superman and the Legion of Super-Heroes, 2014)

slosh019

THEN: There was NOTHING special about her except a once-per-game trait to hit a foe and choose to force that foe to attack only her, and vice-versa. With only 10 AV, that was a tall order and definitely not worth 80 points! I’m wondering how she never ended up on my worst of 2014 list.

NOW: She’s only 50 points, gets actual TAs (Cosmic, Mystics), and three traits to replace her old kinda bad one: 1) Force Blast+Phasing; 2) Close Combat Expert+Leadership and giving other Young Justice the Mystics TA; 3) POWER to build up to 6 mostly permanent blocking markers, 2 at a time.

F.U.N.? She’s better than OK now.

AM I GETTING THIS? I would be passing, as I have no liking for the character or much affinity for Young Justice keyword. But as fate would have it, she was the first card I’ve gotten.

———

L025 MATTER-EATER LAD
(Superman, 2011)

sm025

THEN: Another Legionnaire! He had some good points: a dirt-cheap 35 points with Exploit Weakness, a then-steady 9 AV Steal Energy, and FREE removal of adjacent blocking or terrain markers. Plus wildcard and flight.

NOW: A slightly lighter 30 points and sporting the “Long Live The Legion” trait seen above, he has IM:Destroy and two more traits: 1) Stealth+Super Senses, and 2) Poison with FREE removal of adjacent terrain markers —and— FREE removal of equipped equipment in close.

F.U.N.? Yes, sort of, but he has meta potential, being a hard counter to problematic equipment if he can just fly up to his target.

AM I GETTING THIS? Oh, absolutely.

———

L047a WHITE WITCH
(Superman and the Legion of Super-Heroes, 2014)

slosh047a

THEN: One heck of a nerf piece, she could either POWER: bar a whole enemy team’s modifiers for a turn, or cap enemies’ free actions at one for FREE. She also ignored the Mystics TA and, most blessedly for the Legion, was the team’s first healer starting on click 2, which also had a stacked DV special (Energy Shield/Deflection, Super Senses, Barrier).

NOW: Down 37 points to just 50, she adds Mystics TA to herself AND her Legion pals AND shares the Mystics immunity she had before. Her new speed SP is Phasing with Prob Control — and the ability to lock attack rolls within her considerable 7 range. DV SP still has ESD and Senses (no Barrier, though). All this and the Long Live the Legion trait.

F.U.N.? Not quite the tech piece she was, but she could find a niche home in the meta.

AM I GETTING THIS? YEP. LONG LIVE THE LEGION

———

———

L047b RAGMAN
(World’s Finest, 2016)

wf047-2

THEN: 70 points for Leap/Climb and Stealth with no range? And 2 damage? Sure, he gets a potential +1 to his stats if an enemy is KO’d, but at a quarter of your team, he likely wasn’t racking them KOs up.

NOW: Shaved to 50 points and much much better: His stat-boosting trait triggers on damaged foes instead of only KOs, he can shed those stat bonuses to either heal or FREE damage adjacent foes. Meanwhile, his SP upgrades to Sidestep+Plasticity with the Stealth — plus the ability to place next to an enemy within 4.

F.U.N.? He’ll probably take some ramping up to be at all competitive, so more F.U.N. than foul.

AM I GETTING THIS? Hope to.

———

———

L048 VIGILANTE
(Justice League Unlimited, 2020)

jlu048-3

THEN: A 40 point cowboy, he could no-damage hit a target and IMMOBILE-ize it and all its neighbors via the Lasso-themed attack SP. Later dial, a “Trick Shooting” SP allowed a 1/3 chance of attacking twice at range.

NOW: 10 points cheaper, he’s a flying 2-person taxi with Toughness, a Quickdraw trait that drops his action token if he shoots first and hits, Penetrating/Psychic Blast and Knockback, and Ranged Combat Expert with self-Prob.

F.U.N.? No meta, pure F.U.N.

AM I GETTING THIS? For the cowboy posse, yes.

———

———

L055 TIM HUNTER
(World’s Finest, 2016)

jltw055

THEN: Sort of a proto-Harry Potter, at 55 points he (and any adjacent JL Dark pal) was immune to enemy prob, and they essentially got Defend but only for him (via his defense SP). With his damage SP, as FREE he could use an adjacent Mystical ally’s powers for a round of play. You really had to build around him because his final, superpowered click (Running Shot, SP Energy Shield/Deflection+Probability Control+Pulse Wave+Super Senses+Willpower, Impervious and Perplex — all Outwittable) was not a STOP so he could easily get KOed past it.

NOW: A new trait gives him Prob outright — twice on enemy turns. With natural 6 range, that alone is worth his 40 points. But he also takes just 1 damage if a higher point Mystical pal is in range (thanks to new Protected Outwit defense SP). His damage SP is Enhancement and +2 speed to pals when carrying him. And his formerly scary attack SP now gives Cosmic Energy TA, Penetrating/Psychic Blast, Mystics TA, Flight, IT:Characters,Hindering, and IMMUNE for a round. He’s almost guaranteed to see this click now.

F.U.N.? Yes, but also possibly meta. The prob. THE PROB!!!

AM I GETTING THIS? Trying to.

———

———

LG001 STARRO
(WizKids, 2018)

wkDP18-001.jpg

THEN: Once a meta threat at 100 points because the conqueror could effectively Colossal Retaliate Mind Control across the map via its autonomous Starrophyte pogs, spawning more pogs, healing all the while. It was also made to be played with “(Starro’s Minion)” variants of the Justice League, but no one ever did despite the FREE attacks they could level.

NOW: No more Starro’s Minion(s) but it still generates autonomous pogs next to hit targets and heals. But now he works with the non-pog Starrophytes (Notorious 030 and WizKids DC23-100) so he doesn’t HAVE to spawn pogs to work. No longer a retaliator, his STOP click now has a wild POWER to KO all his Starrophytes and heal for each one, possibly up to his 260-point starting line, even if he actually started on his lowly 20 point one.

F.U.N.? Depends how many Starrophytes you can field. I like it.

AM I GETTING THIS? Probably not, since I’m skipping the Detective Chimp box it comes in and I lack the fig.

———

———

LG004 SOLARIS
(Superman/Wonder Woman, 201X)

smwwG004

THEN: Pretty poor at most of its values despite Quintessence TA, due to attack values too low to be effective and lack of moving attack to use its SP Pulse Wave. Only the 25-point Retaliation click was good, with 10 range, Outwit and 12 AV. (The retal was not great, amounting to little more than mass Incap.)

NOW: The evil robot-sun gets a severe point reduction from 800(!) to an actual playable 300. The PW SP is now “Sickening Radiation” a Unique Modifier that not only nerfs enemy AV and DV in range, but Solaris can FREE damage 2 targets within its 10 range LOF. And the Retal no longer even requires an attack roll. It just burns every foe within 3 squares.

F.U.N.? Thankfully, the Radiation power isn’t on his 25-point click. But this thing could still be playable.

AM I GETTING THIS? Yes, since I got the Batman kit it comes with. But I no longer own the fig (sold in the lean years).

———
Another review done! These legacies aren’t too nuts.

Isca lounging

This has become a kitchen table tradition of mine: pitting one year of my top 10-20 favorites against the previous calendar year’s. And in the waning weeks of December 2023, I got serious and did it.

2022 force

150 AV4E031 Blue Marvel
125 MSDP056 Captain America
95 MSDP041A Captain Carter + shield 5
50 AV4E006 Falcon
200 AV4E045 Hulk
45 XMXS031B Isca the Unbeaten + sword 5
60 WOTR035 Kurse
40 AV4E030 Mindful One
50 AV4E050 Miss America
35 MSDP029 Miss Minutes
45 XMXS001 Storm + sword 5
40 MSDP101B The Watcher
70 WOTR042 Valkyrie

plus late-blooming picks

Shang-Chi 50
Pogg Ur-Pogg 170

= 1235 points.

I put a slight handicap on this force by giving Storm and Pogg ONLY their canon swords Skybreaker and Pogg Ur-Pogg, respectively. I also initially opted to possibly cap the number of Mission Points that Miss Minutes could score per round — didn’t want the game to end TOO quickly.

2021’s all-stars:

HoX053 Captain Britain @ 80
WW80067 The Commissioner @ 50
WW80045 Dr. Poison 40
WW80024 Harley Quinn @ 50
WW80054 Lex Luthor 50
A4E026 Loki 60
HoX051 Maggott 40
MP20-001 Master Mold @ 200
A4E041 Monica Rambeau @ 150
XRF007 Multiple Man @ 40 x2
Omega 200
A4E015 Onome 40
A4E072 Rikki Barnes 75
A4E047b T’Chaka II 45
XRF008 Sentinel 25
XRF008 Sentinel 25
XRF008 Sentinel 25
= 1235 points. EQUAL TIME AGAIN!

(Or so I thought. More on that later.)

I handicapped this force a tad by not allowing Master Mold to call in named Modern Age Sentinels with his Factory Dial like the Nimrods or other versions of Omega Sentinel, instead restricting myself to these:

  • Sentinel Mark II
  • Sentinel Mark V
  • Orchis Soldier

and of course the XRF Sentinels that made the list in 2021 proper.

The map was the two half-sized starter maps from the Marvel and DC starters put together.

But there was a BIG misplay, actually. From before the start.

As I ran the game, I was chagrined by the 2021 squad’s shockingly low Leadership rate. On a team with EIGHT characters starting with the power, I succeeded in the d6 roll only about … TWICE? in the first several turns. That contributed a bit to the very slow start for the older team.

Things turned around, though, when Master Mold used the Factory Dial to generate the legacy card Sentinels at 100 and 125 points, who used their extreme 8-10 range to go after Miss Minutes and eliminate the Mission Points threat. And then, with a few shocking fails of the dice, the once-mighty 2022s were reduced to just Isca The Unbeaten, who finally did not live up to the name.

Aside from that disappointment, I felt like something was wrong. Back in the 2020 vs. 2021 version of this annual kitchen table game, I had played the 2021 team with ONLY the 2021 Sentinels and Master Mold’s own bystander versions. But it was definitely the two Sentinels from 2022 that completely turned the tide — ruining the purity of the win.

So I decided to do a replay, this time restricting further the 2021 team to only elements from 2021 (aside from a few nonstandard terrain markers but NOT the Special Terrain used in Game 1).

This meant Teen Lantern wouldn’t have the Green Lantern Ring or the Green Constructs from Batman Team-Up, a 2022 release, either.

(Teen Lantern. Hmm.)

So I started Game 2 and it got to a rocky start. Bad play everywhere.

Was I tired? No, that wasn’t it.

I looked again at the written team list for 2021.

HoX053 Captain Britain 80
WW80067 The Commissioner 50
WW80045 Dr. Poison 40
WW80024 Harley Quinn 50
WW80054 Lex Luthor 50
A4E026 Loki 60
HoX051 Maggott 40
MP20-001a-200 Master Mold 200
A4E041 Monica Rambeau 150
XRF007 Multiple Man 40 x2
Omega 200
A4E015 Onome 40
A4E072 Rikki Barnes 75
A4E047b T’Chaka II 45
XRF008 Sentinel 25
XRF008 Sentinel 25
XRF008 Sentinel 25

WAIT…where the hell was Teen Lantern??

And that’s when I realized the 2021 squad was 75 points overbuilt! And those three Sentinels really gave the team a mobility advantage from the start.

So I quickly scooped and rebuilt 2021 without the Sentinels to get the starting forces re-evened-out for a REAL Game 2.

BY PIECE (alphabetically):

Blue Marvel: In Game 1, he got a couple of shots off but failed a key Pulse Wave attempt and didn’t last much longer. Game 2, though? He survived long enough to practically clear the board with a similar Pulse Wave.

Captain America: Impressive at first, he fell in the late game. In Game 2, he was also an early casualty, but not before he set up the massive KO of Master Mold to get that ball rolling 2022’s way. He also left behind the Redwing equipment for an ally to revive in the latter stage of the game.

Captain Britain: In Game 1 she made a key KO of Mindful One to stop the Mystic medic. Next time around, though, she’d not so much as roll a successful Leadership.

Captain Carter: Her Defend-plus ability was downright oppressive in Game 1! I’m still wondering how that game even turned on her and the rest. Game 2 saw her hit early but she got healed and led to victory.

The Commissioner: Lost Rookie too early and was not really a huge factor in Game 1. Next time, though, I played much more carefully with Rookie to ensure the duo’s impact deep into the game.

Dr. Poison: Spawned just 2 German Soldiers all Game 1. In Game 2, she and the Germans were among the last standing, though of little consequence other than drawing fire, mostly.

Falcon: Being paired with Cap (via his Team-Up card) didn’t pan out as brokenly as expected. Still great in Games 1 and 2 with auto-breakaway. Game 2 bonus: He recovered Cap’s dropped Redwing equipment and brought Redwing into play!

Harley Quinn: Her Prob Control didn’t play out at all in Game 1. But at least she got her Whoopsies out and froze Shang-Chi for a turn. Her Prob was more useful in Game 2, though she didn’t last there, either.

Hulk: Last man standing for 2022 in Game 1, though the other side was diligent to avoid shooting him. In Game 2, he came perilously close to death thanks to worst-time-possible critical miss. But he survived to smash again, even getting a mega-clutch Gamma Clap.

Isca the Unbeaten: She was the last fig standing for 2022 in Game 1 — having to weather 4-5 attacks nearly every round proved overwhelming. But with better odds, she might’ve still triumphed. And, as noted above, it was a game in which the very build total was weighted against her team. In Game 2, she fared far better to maintain an official “never lost” record.

Kurse: She was the first KO! She got focused on and took the dive. In Game 2, she was better protected. That Outwit was useful down the stretch.

Lex Luthor: Without pushing damage, it took forever to activate him. But once he did, his Outwit and his pogs took a near-full-health Hulk to easy pickings for the Sentinels. A last fig standing there. Game 2 saw him activated far earlier and separated from his MM fodder, leading to a shorter tenure when his Green Light went out.

Loki: Mr. Low Key shockingly got one-shot by Isca before making a single dupe with his single Rally die. In Game 2, he was much better shielded. But the threat of Miss Minutes kept him from fully flooding the field with Low Key.

Maggott: In Game 1, I made the error of attacking a part-time Mystic and losing Meany early. Never got Food tokens in that game, either. He had a little more success in Game 2 but got one-shot when 2022 finally focused on him.

Master Mold: The absolute key to Game 1. Giving him access to 2022 Sentinels was too much — they swung the game crucially. In Game 2, I advanced just a tad too aggressively with him, leading to his very early KO.

Mindful One: A superb medic and defender (his SP giving Mystics was crucial vs. Maggott) in Game 1. In Game 2, he continued his medical ways to be a real MVP contender.

Miss America: She was hurt bad early on in Game 1 but got healed for a key strike+transport later. In Game 2, she also played a sacrificial role to set up for bigger hitters.

Miss Minutes: her Mission Points were the biggest threat in both games. She kept the 2021 team from flooding the field with Sentinels or Lokis or Multiple Men, lest she rack up MPs in just a few turns. She got taken out with relative ease by one of the 2022 Sentinels, though, in Game 1. Game 2 saw her come very close to the 20 MPs until the 2021 remnants went all out on her to take her down.

Monica Rambeau: Took the first points in Game 1 with her KO of Kurse but she was mostly neutralized the rest of the game. Game 2 saw her exist as a solid threat but not score any points.

Multiple Man: Did not spawn quite as many dupes as hoped. All that Empower and Leadership wasted on bad rolls. Worse, he was a liability against Miss Minutes in both games. But X-Men TA gave Captain Britain a little second wind in the late game, at least.

Omega: She held together for her 2021 squad long enough in Game 1. But Game 2 wasn’t her day, even though she lasted deep into the contest.

Onome: Sadly was basically one-shot by Pogg Ur-Pogg in Game 1. She got too close! I was much more cautious with her in Game 2.

Pogg Ur-Pogg: Possibly the MVP for 2022, immediately neutralizing Teen Lantern and others. His sword counters well the 4-square vulnerability of swimmers. Only a ridiculous late game flail kept him from sparking a Game 1 comeback. In Game 2, he was less the focus so he survived to the end.

Rikki Barnes: Lasted into the late Game 1 despite a lot of early lack of success. In Game 2 I probably held her back way too long.

Sentinel: These generics kept coming, eventually overwhelming the 2022s. Makes me think the newer Sentinels were completely unneeded. And in Game 2, they came in as well. But again, Miss Minutes made me hold off from flooding the field with them.

Shang-Chi: Took on Harley and others with aplomb in Game 1. Game 2 saw him become an early KO on an ill-advised attempt to tie up too many foes.

Storm: Shoving targets with FREE FB was surprisingly clutch in both matches. But giant Sentinels were her weakness in Game 1.

T’Chaka II: His dice roll nerf helped at first, but he didn’t last in either game.

Teen Lantern: I advanced too close with her in Game 1 and Pogg stole her GL Ring — 2022-era equipment I stripped from her in Game 2, where she lasted a good while longer.

Valkyrie: Worked with Shang to clear out a crowd in Game 1 but got KO’d early on in Game 2.

The Watcher: All-seeing was a strength in both games and his 20 Defend helped down the stretch in Game 1 — though was ultimately overcome in Game 1.

———

This was something of a last hurrah for several figs, not only due to retirement from Modern but a few (Miss Minutes, Maggott) being banned/benched even from Silver Age, I learned just as I completed the final clean up of the carnage of Game 2, which ended in the overwhelming victory of the 2022 squad. I think the older team would have mounted a better fight if not for losing Master Mold so soon. Who knew that little Turn 1 Sidestep would cost so much???

IMG_2946

I can’t believe I didn’t write about this year’s retirement sooner.

5-Figure Booster Sets

  • Marvel HeroClix: X of Swords

With a full three Worlds appearances, it was definitely time for this set to fade into Silver, especially …

GOOD RIDDANCE TO: Tarot cards. Though they weren’t the foulness we expected, we’re all for them going away — and for the new restrictions to them going forward.

  • Marvel HeroClix: X of Swords Storyline Organized Play

Because this sub-set was only beginning to released by Worlds ’22, it pretty much got the main set’s life extended. And this is where most of the tarots appeared. Again, good riddance.

  • Marvel HeroClix: Avengers Forever

The last of the Marvel old-school cards.

  • DC Comics HeroClix: Batman Team-Up

GOOD RIDDANCE TO: Lantern ring corps stuff. Collecting all those things to be able to truly use so many of the characters was a pain.

  • Marvel HeroClix: Spider-Man Beyond Amazing

GOOD RIDDANCE TO: Carnage Silver Surfer. This overpowered piece was an error. Either its 50-point start line was in the wrong spot or it was intended to be 75 points. But any errata would be too hard to justify/write in, since the piece wasn’t unplayable. So we’ve had to endure it.

  • Marvel HeroClix: Avengers 60th Anniversary

GOOD RIDDANCE TO: Masters of Evil swap. It’s bad enough WizKids makes full teams in the chase rarity slot like this. But to make them all work together, too? And virtually require owning them all for best results? I hope this is the last time we see this level of player abuse.

Standalone Product

  • Marvel HeroClix Hellfire Gala

This one feels like it never got its time in the sun. Sure, it’s got a Modern replacement coming, but …

Convention Exclusives

Con Ex stuff almost always has an extended life in Modern. But it’s time to say goodbye to some, in what’s a really very slim selection of retirees:

  • WKM G001 Galactus

The big guy will make no new Modern heralds.

  • WKM MP20-001 Master Mold (and WKM MP20-B001 Sentinel and WKMMP20-B002 Sentinel)

One of Heroclixin’s faves, this anti-mutant robot and his minions won’t terrorize mutants in the Modern game.

  • WKM MP20-002 Ghost Rider and WKM MP20-003 Thanos

They’re a two-fer and one I barely played.

  • WK21-B001 Scott Porter and WK23-001 Scott Porter and WK23-002 Scott Porter

Um, OK now usually con exclusives have a Modern life of 3 to maybe even into 5 years. And the former’s the case with the Scott Porter bystander token, which debuted at the pandemic-curtailed ROC Cup in 2021. But the Porter FIGURES didn’t even get a full 12 months of both being available before mercifully being retired super early.

Scott Porter the man and clix player is a top-flight guy.

Scott Porter the clix figures are overtuned to the nth degree.

The only thing I’ll really miss is yelling “POWERBOMB!” when WK23-001 Scott Porter used his SP of the same name. I wish doing so had caught on.

———

In a few weeks, we’ll see what the new Silver landscape will be. Most of these new retirees will continue to be available and viable in the eternal format, while some will get benched for a time because they were utterly ubiquitous in Modern Age.

We’ll discuss then.