No. 7
Nico Minoru, [What If? 031]
I LOVE “The Runaways” SERIES. They’re an oft-overlooked graphic novel series from my youth, but with the new 2017 series out, they got the love they deserved in “What If”.
Now, Nico’s spells don’t work twice, and they way they worked that into her piece is wonderful. Let’s look.
Fellowship-
Seventy-five points for a pick-a-power piece. Sound familiar? Well, unlike a certain king of goblins, Nico’s got a handicap. You get two, but not the same TYPE of power each turn. Can’t overuse invincible, or a combat expertise, or hypersonic speed. It’s a great limiter. Your opponents won’t feel like you’re breaking the game with something like, I dunno, the Infinity Gauntlet. LEVEL: MODERATELY HIGH
Utility-
I got what you need, son. Most of the time. Almost every other turn. Depends on what you need. All for a nice, clean 75. You like keywords? I got mystical. Everybody likes mystical. Deal? Deal. LEVEL: MODERATELY HIIIIIIIIIGH
Nerdcore-
Nico’s powers are limited. She doesn’t have a spellbook, but I have a feeling she started carrying a thesaurus around so her staff didn’t mess with her. This piece is the only piece that’s captured that issue with incredible accuracy. The “What If” storyline involving the kids with the young avengers fleshed out her abilities and added keywords that allowed her and her team to become fully realized HeroClix, not just half-done pieces like we got before. LEVEL: MODERATELY HIGH
Okay, okay, okay. She rated super well. “Why isn’t she higher on the list?” someone is asking. “You love the Runaways, TBT. How could you throw her down to number seven? What is wrong with you?” The answer: She’s just too difficult to use. She gets in her own way by being super good, and getting in the heat of battle can lead to forgotten powers and unsportsmanlike conduct. F.U.N, yes, but too difficult to use regularly. Next: six is almost halfway there!