Uncanny X-Men *Full* Set Review

AvX Meta got you down? Here come the Uncanny X-men

We’ve got a lot of spoilers coming from Wizkids and our Facebook friend, and WKO winner two weekends ago, Shawn Ely; and they are getting us very excited for what’s to come with the introduction of Uncanny X-Men into regular play.

Disclaimer: If some of these pictures are not High Res and beautiful like from Wizkids, it’s because they were taken quickly by Shawn to shoot them to us ASAP and we appreciate all his work! We will update the card pictures as we receive them physically, or from Wizkids.

Ratings System

Going forward I will use a card rating system similar to LSV’s (Luis Scott-Vargas) ratings for Magic: the Gathering Sets.

Basically all cards are to be rated by their benefit in the different tournament formats: Constructed, Hybrid and Limited (Rainbow or other similar draft).  Due to the fact that Wizkids has not officially stated if future UXM OP Events are going to incorporate AVX, I’ll make my judgement on this format as if AVX and UXM can be used together in tournament play. All starter Character’s starter cards will not have Limited ratings.

Disclaimer: All ratings are subject to change. We may also provide a more in-depth review of any or all characters in the future. This is to be used as a baseline.

The ratings are to be understood as follows:

Constructed = C
Hybrid = H
Limited / Rainbow Draft = L

5.0 – Multi-format must-have (e.g. Gobby, Tsarina)
4.0 – Format staple (e.g. Johnny Storm, Mutate #666)
3.5 – Versatile in multiple archetypes – not a staple (e.g. Quasar, Green Goliath, Angelo Fortunato)
3.0 – Single Archetype go-to / Global utilization only (e.g. Genetic Expert / Jeannie, Brilliant Scientist)
2.5 – Helps some Squads, not a staple (e.g. Philanthropist, Star Spangled Avenger)
2.0 – Niche play (e.g. Nick Fury – all, War Machine – all, Thor – all)
1.0 – Someone somewhere thought about playing it… once, then they tossed it. (e.g. Elastic)

The Whole Set:

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Angel:

UXM-001 UXM-002 UXM-003 UXM-063

Angel dice come with a TFC 2 / TrFC 0,1,1. Attack Defense of 2/2, 3/3, 3/4. He is clearly geared toward Sidekicks this round.

Air Transport (X): This seems actually beneficial.  Granted with the new Used Pile (UP) Ruling on 9/22 it’s not as strong, but it will make for some fun shenanigans.

C = 3
H = 3

Inspiring (X):  If we can use this and Cap from AVX in tournament play, mix in Falcon Recon and Prof. X – Trainer there might be some potential there with a bunch of 4/4 unblockable pawns. The biggest problem is having a 1 in 6 probability rolling a pawn instead of a 1 in 3 like other Character dice.

C = 2.5
H = 2.0

Super Hero (X): This reminds me of Apocalypse Awakened.  It doesn’t necessarily mean a good thing as the opponent can still simply chump block.  It basically keeps Angel and Paired Character alive.  There are better abilities.

C = 2.0
H = 2.0

Flying High (X): At a 3-cost this opens some doors.  Granted, it’s going to need a Shield-based Squad to work.  I expect this to see some play in a few Archetypes.  I personally would run it with Iron Man, Bishop, and Cap any day!

C = 3.0
H = 3.0
L = 3.5

Ant Man:

UXM-035 UXM-064 UXM-095

Ant-Man dice come with a TFC 1 / TrFC 0, 0, 1. Attack Defense of 2/1, 3/1, 5/2.

Biophysicist (A): There ya have it.  Cheap 2-fist. If you’re running a Fist team, it might be worth adding to keep it cheap.  The difference between this and Ghost Rider’s 2 cost is that if you do roll the character (assuming you’re using it for double energy) you can still actually field him and not be mad about it.

C = 3.0
H = 2.5
L = 2.5

Pym Particles (A): Ok, the ability is blah to me.  I like getting KO’d when attacking, more options to roll next turn.  However, this global… This is what I’ve been looking for. This is great for offensive and defensive scenarios.  Prof. X, Mr. F., and Loki become lethal in the right scenario. In the same regard, Black Panther, Wolverine, Punisher, and even Cyclops become excellent blockers.

C = 3.0
H = 3.0
L =  3.5

The Insect World (A): At this point I’m basically throwing this card in for the Global ability only. If his Defense were even just 1 higher, he’s survive a Venom – Angelo Fortunato or a Power Bolt. I don’t want to have to use his Global on himself just to keep him alive.

C = 3.0
H = 3.0
L = 3.5

Apocalypse:

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Apocalypse dice come with a TFC 5 / TrFC 1,2,2. Attack Defense of 3/5, 5/6, 6/7


Awakened (V): 
This isn’t necessarily a good thing. If he attacks – which is the only way to take advantage of the +5D – the opponent can chump-block with anything and nullify the whole thing. Yes, they’ll likely lose a guy in the field. Yes, Apocalypse will come out of the fight unscathed. However, the only thing this does is give the opponent the decision to allow 3, 5, or 6 damage through (unlikely), or block (with a pawn most likely).

C – 2.0
H – 2.0
L – 2.0

Archvillain (V): Expect more villains coming into gameplay with UXM. That being said, this is still a strong character with decent stats.  This ability will probably be relevant in 60% of games played, but at a purchase cost of 6, it’s hard to recommend it.

C – 2.5
H – 3.0
L – 3.0

Time of Testing (V): This sounds more like the Apocalypse of the comics – unstoppable. He becomes the ultimate blocker on his burst sides. Not many will take him out, but he will probably take out most coming at him.  So then the question really is, does his ability help?  If he’s beefy to begin with, this just feels like an added bonus rather than something to write home about.

C – 3.0
H – 3.5
L – 4.0

 Bishop:

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Bishop dice come with a TFC 4 / TrFC 1, 1, 2. Attack Defense of 2/5, 3/6, 5/6.

Omega Squad (X): This could be a good die. But at 5 cost he seems too little too late.  If you’re losing to bolt, they’re already kicking your pants before you’re consistently getting to 5. Also, just because he has protection from Bolt, doesn’t make him a win condition. He does however have protection from Human Torch or a Cable Global.

C = 2.0
H = 2.0
L = 2.0

Branded a Mutant: Ok, same response from me except that now he’ll actually knock them out.  Do I really want that? That’s a decision you’re going to have to make.

C = 2.5
H = 2.5
L = 2.5

XSE: Something worth purchasing. Granted, the ability is limited to combat only, but its a great way to help knock out a few stowed-away Beasts or other low-defense Characters. Expect some fun combo play here.  Someone will crack this guy with the right Squad

C = 2.5-3.0 Let’s see what happens
H = 2.5
L = 2.0 I think he’s worse when he isn’t with the right Squad.

Black Panther:

UXM-038 UXM-067 UXM-098

Black Panther dice come with a TFC 2 / TrFC 0, 1, 1. Attack Defense of 4/2, 5/2, 8/2.

 

Wakanda Chief (A): Clearly this version is a removal card.  Not many like eating 8 damage. WC will most likely get blocked. I see this not going so well. At 4 Fist, there are better options. Now, team this up with Chiyonosake, now we have something to work with.

C = 3.0
H = 3.0
L = 2.5

T’Challa: We’ve seen how Formerly Weapon Ten did with this ability. Though it’s helpful, it’s more of a win more ability rather than a win condition. However, without having distraction in the Limited format, he’s going to be a heavy hitter there for sure.

Edit: After using him in draft like crazy this last weekend.  I will say, he hits hard!  And unlike FW10, he costs at most, 1 to field!  I keep my rating the same, but he’s better than I anticipated.

C = 2.5
H = 2.5
L = 3.0

Diversion (A): This could see play on the right Squad.  I wouldn’t list it as a staple however. He will help aggro teams start getting through to the player.

C = 2.5
H = 2.5
L = 2.5

Cable:

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Cable dice come with a TFC 5 / TrFC 1, 2, 2. Attack Defense of 3/2, 3/3, 5/5. Cable is clearly bolt-centric (which we’re seeing a bit of here with UXM). I love that he’s carrying Hope in this picture, as if to say by choosing him, we have hope. I was griped there was no Hope Character in AvX.

Man of Action: Weakest of the three, but at 4 cost he grants the turn 1 or 2 purchase option. Cheaper Sidekick killer is my first thought. This could help clean up the skimpy stuff on a board.  He’s no Green Goliath, but he’s 4 cost and if they have a good blocker, he’ll stay in the field pinging 1 damage on others every turn.

C = 2.5
H = 2.5
L = 3.0

Techno-Organic (X): What was I saying about not being a Green Goliath? He doesn’t have the big bulk the Hulk has in Attack/Defense, but he controls his own ability with his Global. No combo needed. He’s nuts in limited in my opinion. Go for Cable and bolts and be rewarded with wins.

C = 3.5
H = 3.5
L = 4.0

Time Traveler: I think this is a matter of preference, meta, format play, and squad choice.  Some may choose the uncommon as their Cable-of-Choice, others the rare. If I’m trying to make sure I make Characters = direct damage, this card is solid. He is like a Distraction/Tsarina combo all in one.

C = 3.5
H = 3.5
L = 4.0

Captain America:

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Captain America dice come with a TFC 5 / TrFC 1, 2, 2. Attack Defense of 3/3, 5/4, 5/5.

Special Ops (A): Try Special Niche. Too meta-focused.  Unless I know I’m going up against villains, I can’t afford to bring him along.  Without a Global to utilize when I don’t have Villains around, he’s super narrow in versatility.

C = 2.0
H = 2.0
L = 1.0

“Follow Me!” (A): Slightly better than the last version, but still only going to help Squads with higher Fielding costs.  If your bag is littered with Characters with TFC’s of 1 or 2, this card isn’t helping you at all.

C = 2.5
H = 2.0
L = 2.0

Superhero (A): This has potential to be brutal if you could get a few. There are some beefy Heroic mechanics.  Pair this with Spidey or R.Hulk and things are going to hurt

C = 3.0
H = 3.0
L = 2.5

Cyclops:

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Cyclops dice come with a TFC 3 / TrFC 1, 1, 1. Attack Defense of 4/2, 5/3, 6/4.

Optic Blast (X): I love direct damage.  If there’s a way to guarantee it, I want it in my Squad. This is a win/win. Blast a Character or let the Mastermind eat it.  Either way, it’s a gain. The 6 cost however takes it out of the 4-cost-or-below (4CB) threshold making him extremely hard to get. Having more than one 6 cost card isn’t always smart, and Optic Blast as your only one, doesn’t seem smart.

C = 2.5
H = 2.0

Overlook (X): Even Better.  Guaranteed damage is best. Blowing Sidekicks away is always helpful.  However, we’re still at 6 cost.

C = 2.5
H = 2.5

Superhero (X): Doing to damage directly is great.  However, I feel Tsarina is still a better card here as she’s tons cheaper, and can do it on her own.  She doesn’t need a partner. Granted, he’s cheaper at 5 cost.  With a good Heroic Squad this could help. 

C = 3.0
H = 3.0

Field Leader (X): Bolt-centric. We’re seeing a theme here of Bolt-ers. (Should we call them Chargers? LOL) Combo this up like a mad-man and add up the damage!

C = 3.0
H = 3.0

Emma Frost:
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Emma Frost

Emma Frost dice come with a TFC 4 / TrFC 1, 1, 2. Attack Defense of 3/5, 4/6, 5/7.

Archvillain (V): We have another Thor here.  Realistically Fist characters don’t make the best single-energy teams.  We see them peppered in with other energies usually. We’ll call her pretty niche.

C = 2.0
H = 2.0
L = 2.5

Graceful (X): This could be helpful against Tsarina. But Beast still trumps this in 3 of his forms. If -1A from Fists is actually helping you win games, you’re playing in the weirdest Meta I’ve ever heard of.

C = 2.0
H = 2.0
L = 2.5

Hellfire Club (V): And we have our Elastic of the bunch.  Ok, not as bad, but you get the point.  I just don’t see this being added to a Squad but what someone has a Super Rare and thinks they have to play it.

C = 2.0
H = 2.0
L = 2.5

Falcon:

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Falcon dice come with a TFC 2 / TrFC 0, 1, 1. Attack Defense of 2/2, 3/3, 4/3.

Samuel Wilson (A): Here is the Fist version of the 2 cost do-nothing Character. Apparently when he’s an Avenger he’s useless… LOL. There will be Squads utilizing this type of thing at the start.  However, as new combos and other Characters come into light, I don’t see these lasting too long.

C = 3.0
H = 2.5
L = 3.0

Recon: Angel and Falcon seem a likely combo. Trickle in a Pawn booster like Green Goblin and/or Cap from AvX, or Prof. X rare from new set and it should be an inexpensive aggro team. If we add in the SR Scarlet Witch, we should have more possibilities to roll pawns. 

C = 3.5
H = 3.0
L = 4.0

Air Strike: Here we have a typical Wizkids’ verbiage issue. I’d love to see them clarify this. Can I move that sidekick from anywhere, or are they speaking strictly fielded pawns? If it is from anywhere, this card is waiting to be broken! Think of all those times you have extra sidekick dice in The Reserve Pool with the wrong energy on them. Utilization! Team with Prof. X’s new Global and we’re going to see some cycle combos for big hits.

C = 3.5
H = 3.5
L = 3.5

Iceman:

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Iceman dice come with a TFC 3 / TrFC 1, 1, 1. Attack Defense of 2/4, 3/6, 4/6. The kid made of ice clearly shows his bolt-centric side with all his iterations.

Cryokinetic (X): I’m really trying to think of a time where I want a 4 cost Character without an ability.  If this guy isn’t 8/8 on level 1, what’s the point? Bolt’s are cheaper to come by on other Characters.

Edit: I’ll concede that he’s not as terrible as I originally thought.  As JHoratio pointed out, a 3/6 4/6 for 1 fielding cost can’t be ignored, and he’s right. Being able to drop someone large like that at one is great. But in reality I’m going to just use his uncommon if I want the 4 cost version.  I can’t draft this 4 cost version, so I’m leaving the rating as is.

C = 1.0
H = 1.0

Robert Louise Drake (X): Just like a good Shade in MtG, this guy is ready to be beefed up. With cards like these we can start to see foundations for single energy teams.  Pair this up with some churn, and you’ve got a dangerous Icer.

C = 2.5
H = 2.5

Too Cool for Words (X): Well, he and Pyro make for a nasty combo. The Global is an absolute staple for any Charger team; and the ability isn’t terrible either.

C = 3.5
H = 3.0

Mister Friese (X): While +3A is 15% of a Mastermind’s life, any chump blocker can negate this.

C = 2.5
H = 2.0
L = 2.5

Iron Man:

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Iron Man dice come with a TFC 4 / TrFC 1, 1, 2. Attack Defense of 3/5, 4/6, 5/7. I love the thematic presence in these cards. It reminds me of Marvel’s Civil War.  If Iron Man says you’re bad, well then, you must be bad. His Global proves it.

Upright (A): Having that Global can really change some things.  I wish this were a 4 cost. Taking 1-2 less damage from a villain isn’t going to make me want to purchase him. However, this card might go in for the global alone.

C = 3.0
H = 3.0
L = 3.5

Superhero (A): While I’m not a huge fan of the pair ups yet, I think that’s only because I haven’t played them.  I assume there will be enough fielding to go around. This could keep him and his partner alive almost every time I’d assume

C = 3.0
H = 3.0
L = 2.5

Industrialist (A): This is better than the common by far. I’m not sure if it’s purchasable at 6 cost.  I tend to only have a single 6+ costing card in my Squad that I actually intend to purchase.  However, the global still makes it valuable. In limited, he’s clutch.

C = 3.5
H = 3.5
L = 4.0

Juggernaut:

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Juggernaut dice come with a TFC 6 / TrFC 1, 2, 3. Attack Defense of 6/3, 7/4, 7/6. Kick some Sidekicks around.

Cain Marko (V): Why is the verbiage so terrible here?  Are we to assume they mean Sidekick dice from anywhere, or just Fielded Pawns? This really hampers a ratings system. If it’s from anywhere this almost doubles in value as I can hold a die back on my turn for a global or this ability! Unfortunately he’s high priced regardless.

Assuming from anywhere:
C = 2.0
H = 2.0

Unstoppable (V): A 10% swing when times are getting tough is not something to scoff at. Unfortunately it’s a “when fielded” ability, and the way it reads seems pretty clear they mean only one Sidekick per fielding. Find a way to get Juggs outta the Field and back to the Used and we got something nice.

C = 2.5
H = 2.5

Archvillain (V): Again, it doesn’t state where the Sidekick is coming from, so I’ll assume from anywhere. I actually quite like the ability.  Smashing face, or taking care of a Character in your way with a big hit is great. However, 7 cost is out there.  The ability needs to be an absolute win condition to make it worth being on the Squad.

C = 2.0
H = 2.0

Kuurth (V): Alright, at a 5 cost I can get this. Mid-Late game blocking can be a help when they’ve Tsarina rushed you, or they have 4 beasts and 7 other X-Men lining a field ready to attack.  But if Iron Man’s new Global is close by, or they know what’s good for them, they’ve brought a Villain and he’s just an expensive Jugg-head.

C = 2.5
H = 2.5
L = 2.5

Kitty Pryde:

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Kitty Pride dice come with a TFC 1 / TrFC 0, 0, 1. Attack Defense of 2/2, 3/2, 3/3.

Ariel (X): The do-nothing Mask version. We’ll see if these actually get somewhere as a strong aggro based Squad.

C = 2.0
H = 2.0

Sprite (X): Not terrible, but for 3, I’ve got better things to buy.  There will be a strong Sidekick force coming with the next set.  I’m certain we’ll see teams making 5/5 Sidekicks.  But if you’re against that team, you’re wanting blockers not unblockables.

C = 2.0
H = 2.0

Shadowcat (X): This Global is your friend… and your enemy[‘s friend]. With that being said, many know the power of direct damage.  If that’s your Squad – yes, I’m talking to you Mr. Gobby-Firestorm – than she’s your woman! Build a non-attacking Squad and go to town. Mind you, I’m never buying her.

C = 3.0
H = 3.0

Just a Phase (X): I sure hope it’s just a phase. I have Distraction already. Unless of course we’re talking UXM only…?

C = 2.0
H = 2.0

Magik:

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Magik dice come with a TFC 1 / TrFC 0, 0, 1. Attack Defense of 1/4, 1/6, 2/7.

Illyana Rasputin: I don’t die. I’m not ok with the 4 cost on this.  How often is she actually getting knocked out?  4D is heftier than the average. I can see her as the go to mid-late game blocker, if thats all you have in terms of cards.

C = 2.5
H = 2.5
L = 3.0

Lightchylde (X): Again with the 4 cost. I’m guessing there is a reason for this ability… I’ve yet to figure it out.  I have to dilute my bag with other dice and then they get to shake hands and go home? ok…

C = 2.0
H = 2.0
L = 2.5

Red Flag #133: Before you get excited, it’s a 5 cost and at most, she’s starting with 2A.  Now, if you play craps like a champ, she belongs in your Squad.  How many Character faces can you get before it goes to a Mask? Luck, and nut rolls! Yes, its a one or two mask side. No, this card is not broken.  Sorry.  Yes, Wizkids needs to hire a rules lawyer in their play-testing group.

C = 2.0
H =2.0
L = 2.5

Magneto:

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Magneto dice come with a TFC 6 / TrFC 1, 2, 3. Attack Defense of 4/4, 5/7, 6/8.

Field Control (V): This intrigues me.  It seems to me there are more and more ways to get a good churn going with Uncanny X-Men and Magneto and Professor X provide much of that.  I will say 6 cost is not regularly acquired and a TFC 6 makes it even more difficult to field every go around, but being able to move a character to prep you no longer want in the field (Gobby, Ace in the Hole, Wind Rider, African Priestess) is worth play-testing.

C = 2.5
H = 2.5

Will to Live (V): At 5 cost he’s a shoe-in.  I love this ability.  He’s just inexpensive enough to make me want to try it, and strong enough in stats to fling him at someone and not care.

C = 3.5
H = 3.5

Archvillain (V): I’ve never been a huge fan of single card stat bonuses.  Granted, they are helpful, but I don’t see 6 costs enough to want this over someone like Green Goliath or Angelo Fortunato.

C = 2.0
H  = 2.5

Hellfire Club (V): This is brutal.  I have said for a long time the only 7 cost I’ll play with was Cyclops – If Looks Could Kill. I take that back.  I’ll gladly try this one.  It reminds me of a poison counter in Magic.  It’s going to kill you if you can’t get rid of it soon enough. Again, it’s a 7 Cost.  It won’t see a ton of play.  But winning this way will feel dirty.  And you’ll like it.

C = 3.0
H = 3.0
L = 3.5

Marvel Girl:

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Marvel Girl dice come with a TFC 6 / TrFC 1, 2, 3. Attack Defense of 3/3, 5/5, 6/6.

Telekinetic (X): I really wish this wasn’t a 6 cost. This ability is not a win condition.  It’s a make-it-easier-to-win-more condition.  Therefore I can’t recommend it on a squad filled with only one or two 6 cost characters.

C = 2.0
H = 2.0
L = 2.5

Superhero (X): This is an opportunity to gain life and I feel there aren’t enough of these.  I also really wish 20 was not a life cap. Either way, she could have fun with other Heroics. This is also not a win condition but a stay alive mechanic.  *Sigh*

C = 2.5
H = 2.5
L = 2.5 

Telepath (X): This could be cool.  5 Cost is open for a few Characters that do fun things. I like being able to make myself better with an extra energy; and by the way your dude is worse now.

C = 2.5
H = 2.5
L = 2.5

Mister Sinister:

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Mister Sinister dice come with a TFC 5 / TrFC 1, 2, 2. Attack Defense of 4/1, 5/2, 6/3. With Ant-Man around I can get on board with Characters whose stats have big Attack/Defense Differences!

Archvillian (V): Ok, tell me this Wizkids: If I give all my Characters +2D, does Ant-Man’s global swap of stats bring that to the attack side, or does it stay on the defense due to it being a “while active” ability, and even though you switched the stats of someone, this one stays on the D-end so to say…? Either way, I like keeping my guys around and his ability isn’t until end of turn.

C = 2.5
H = 2.5
L = 3.0

Nasty Boy (V): This is nasty.  The global is begging to be played around with all the people who have “when take damage” abilities and if Villians are as fruitful as it seems (especially with Iron Man’s global) this could go off. I see good combos with many of these Characters and this one needs tried and proven.

C = 3.0
H = 3.0
L = 3.0-3.5

Nathaniel Essex (V): This could work with his global as a last resort.  Basically hold 2 bolt and if he’s knocked out, KO a sidekick with the global to bring him back.  I’m not really sure that’s the best use of energy, but it might deal some heavy damage on the other side as well.  It’s interesting if nothing else, but it won’t win you games.

C = 2.0
H = 2.0
L = 2.5

Mystique:

UXM-047 UXM-079 

Mystique dice come with a TFC 3 / TrFC 1, 0, 2. Attack Defense of 1/1, 1/1, 1/1.

Ageless (V): I know the image is hard to see.  It reads “+1A and +1D.” People were asking on BoardGameGeek how this works.  Its easy, if there are 3 dice in your Prep Area, she’s 4A/4D.  If a die moves in or out of there for any reason, the change is instantaneous.  This has really good potential with all the move to PA abilities coming with Uncanny X-Men. Where many Characters are stronger in limited, she’ll be worse as you may not be able to control that part play as much.

C = 3.5
H = 3.5
L = 3.0

Raven Darkholme (V): Please pair me with Iron Man! I’m serious, she’s screaming at you right now.  At 3 cost, both this and Ageless are in desperate need of play-testing.  I believe you might actually see Mystique dice this time around.

C = 3.5
H = 3.0
L = 2.5

Alias: You (V): Unfortunately this is just too reckless.  I don’t know what my opponent is going to have.  The what-if factor is too large for recommendation.

C = 2.0
H = 2.0
L = 1.0

Namor:

Namor

Namor dice come with a TFC 3 / TrFC 0, 1, 2. Attack Defense of 3/3, 4/4, 5/5.

The Sub-Mariner (X): Not my favorite version of him. Unblock-able Characters should not be underestimated however. 4 hits from his level 3 and your opponent is gone. Not to mention if you have 3 fielded at one time… scary.

Edit: JHoratio pointed out in the comments how hugely I underrated this guy.  And he’s right.  Having an unblockable in UXM is crazy good.  The field is littered with characters with the slower UXM play now, and he gets through every time if Distraction is unavailable.

C = 3.5
H = 3.5
L = 4.0

Atlanteon (A): I can see a need for this.  You may see more of him becoming a staple against crazy action Squads like what Dr. Strange was doing with Gearing Up / Force Beam before the Used Pile Rule Change. We’ll see how things go. 

C = 3.0
H = 3.0
L =3.0

Imperius Rex: This is something that will find it’s niche quickly if it catches on.  Hi, I’m Gobby, I’ll join the crew, attack with everything and two of my minions will be called back to the fight with Namor here. He wins games in limited Rainbow Draft! He also keeps you safe from She-Hulk – Lady Liberator

C = 2.5
H = 2.5
L = 4.0

Professor X:

Professor X dice come with a TFC 6 / TrFC 1, 2, 3. Attack Defense of 1/5, 1/7, 1/9.  And yes, his global is as good as it looks!

Recruiting Young Mutants (X): This is one of those great commons. This is clearly the Beast of Uncanny X-Men.  Sure Gobby and Tsarina win, but Beast gave you what you needed. This is going to do the same thing. And if you happen to purchase him (because you’re rolling 6 dice on turn 2) that’s ok too!

Edit: If you’re really utilizing the global as you should, you almost never have a sidekick die in the bag.  Makes the actual character not quite what I thought. 

C = 5.0
H = 5.0
L = 5.0

Founder (X): Let’s take everything thematic about the common and the rare, and toss it out the window. LOL. I’m not a fan of this one to say the least. Marvel Girl does this and spins down opposing Characters.

C = 3.0
H = 2.5
L = 2.5

Trainer (X): I like the common more, but this at 5 cost is reasonable.  I’m good with the buff and he has ways of getting you them, so that’s good too.

Edit: After using this in limited, I have to say he’s amazing. 

C = 5.0
H = 5.0
L = 5.0

Psylocke:

Psylocke dice come with a TFC 1 / TrFC 0, 0, 1. Attack Defense of 1/2, 2/2, 3/3. Where is that rules lawyer again?  How do we have a common and an uncommon saying the same thing but wording it differently?  *sigh*

Betsy Braddock (X): Splendid! I want those people outta there.  Bye Beast! Bye Widow.
Edit: I made this assumption originally this was a 2 fielding cost.  It is not, I don’t think. Unfortunately, Wizkids still hasn’t hired that rules lawyer, so we all get to fumble through things like this. I revised my ratings as well. 

C = 2.5
H = 2.5
L = 2.0

Ninjutsu: Lower cost for somewhat less an ability. I can be on board with this if you’re looking for a 3 cost to fill a void.  It certainly mitigates certain people in the field. Unfortunately, as with the common, it’s not as strong when in Limited as there are only so many 2 costs.

C = 2.5
H = 2.5
L = 2.0

Kwannon The Assassin: Can I activate this multiple times in the same fielding?  I’d love to see Wizkids response to this.  This feels like the Teamwork question to me.  I tend to side more with no, you can only activate it once per fielding; but I can see the argument either way due to lack of verbiage. Either way, at 2 cost, this is an answer for so many things!

C = 4.0
H = 4.0
L = 5.0

Pyro:

Pyro

Pyro dice come with a TFC 2 / TrFC 0, 1, 1. Attack Defense of 3/1, 4/2, 5/2. Oh gosh, here it is.  The next Character for everyone who doesn’t have him to complain about!

Saint-John Allerdyce (V): At the common level I actually quite like the ability.  Take my damage all at once, or take it in spurts.  It’s not going to be a game changer in most instances, but it will whittle away at them till they finally just eat it.

C = 3.0
H = 3.0
L = 3.5

Pyrokinetic (V): Direct damage ruins lives.  If you haven’t played a Hybrid OP yet, don’t go without Johnny Storm.  There were gobbys and there were tsarinas, but having Johnny Storm made it. I’m not calling this card Johnny Storm, but 2 extra direct damage to the face is painful every time he attacks. His Global is also something of a gamble, but in the right Squad, a staple!

C = 3.5
H = 3.5
L = 3.5

Uncontrolled (V): Possibly broken was my first thought. Definitely breakable was my next. He’s a winner.  If you’re looking for a bolt squad you start here and branch out. Granted at 5 he’ll be mid game to really get going.  I’d love to see some 5 cost characters load up on their Max die levels.  We might see that here.  I’m not wanting to sound like I’m in the hype.  But hype makes Squads and people will start here with him. As a note: Yes, the global is supposed to be written differently than the uncommon.  It’s still very useful if you can roll two characters with bolt and get double bolt sides.

C = 4.0
H = 3.5
L = 3.0

Quicksilver:

UXM-019 UXM-020 UXM-021 UXM-084

Quicksilver dice come with a TFC 2 / TrFC 0, 1, 1. Attack Defense of 3/1, 3/2, 4/3.

Pietro Maximoff (X): He’s a 3 cost bolt with a kicker.  He’ll be used.  His fielding costs are low enough to not care if we field, KO/Used, and repeat. Either way you get bolt or you get to ping a guy for 1.

C = 2.5
H = 2.0

Thanks to Isotope E (X): Better and worse in different ways.  As stated previously, the Uncanny X-Men set has answers for pawns in many ways.  If you want boost them or kill them, it’s all here. This could be useful if the meta skews that way.

C = 2.5
H = 2.5

Former Villain (X): Without ways to force block, cards like this aren’t as strong as they could be.  I do like that it is a prior to damage assigned ability.  This could knock out a few people if you could get 2 or 3 Silvers attacking at the same time.

C = 2.0
H = 2.0

Villainous (V): Super powerful if not super niche.  We’ll really have to see where the Meta goes before saying this guy is totally useless. Beast is less and less useful with all these cards however.

C = 2.0
H = 2.0
L = 2.0

Red Hulk:

UXM-052 UXM-085 UXM-112

Red Hulk dice come with a TFC 3 / TrFC 1, 2, 3. Attack Defense of 6/5, 7/7, 8/8. Same Hulk stats, different Hulk anger.

Thunderbolt Ross: I smash, oh look I’m still alive so… I’ll get madder! Ok, makes sense.  I can’t suggest it over other 6 cost Characters, but I get it.

C = 2.5
H = 2.5
L = 3.0

a.k.a. Rulk: Some of these you have to wonder if they read them before printing.  Either way. This one can be devastating. Pair this with Star-Spangled Avenger and it’s gonna be fun.  Fun comes at a 7 cost however. Just to clarify.  Without burst – any sidekick KO’d on the opponents side while active forces the opposing Mastermind to lose 1 life.  If Rulk is on a burst and is the one to KO a sidekick, they still lose 1 life for the sidekick KO, but they lose another 2 life from the burst. Hope that makes sense.

Superhero (A): Hey, a Heroic we can get on board with and smash face.  I like this because R.Hulk is big enough to take the beating and stay in the field. Assuming you’ll only be purchasing one of him, each time another Heroic Character comes to play, they’ll be smashing face.  Pair this with Cap. America – Superhero for +7A/+4D total

C = 2.5
H = 2.5
L = 2.0

Sabretooth:

Sabretooth

Sabretooth dice come with a TFC 4 / TrFC 1, 1, 2. Attack Defense of 3/3, 4/4, 5/4.

Something to Prove (V): This does exactly what the card name implies. Tries to show off. At 4 cost I’ll be truly interested to see if this sees continued play. Having one or two cycling is about right for a 4 cost card. However, why this over others? I’m not convinced spinning him up is going to help win.

C = 2.0
H = 2.0
L = 2.5

Survivor (V): Wording woes.  Basically I stay alive until I am really really dead. This type of mechanic at 4 cost is beneficial.  Either way, you chump block huge guys or you attack lots.  They eat the damage or let him live… for a long time.

C = 3.0
H = 2.5
L = 3.5

Superpowered (V): Here is a fun Heroic ability.  Come in on low spins?  That’s ok, I’ll take care of it. With the right Heroic Squads, he will see play. I wish this one followed suit however with a 4 cost.

C = 3.0
H = 3.0
L = 2.5

Scarlet Witch:

UXM-054 UXM-114

Scarlet Witch

Wanda Maximoff (A): Niche, but pretty strong nonetheless. If we see X-Men clogging the field, this would be where to go for help.

C = 2.0
H = 2.0
L = 1.0

Unity Squad (V): This isn’t bad.  They can still reroll after that, but I guess we’re just trying to screw them out of that one die they rolled a perfect level 3 on.  Or maybe it’s a free level 1 we hope will be a level 3 they won’t have enough energy to field.  Either way, I don’t think it’s that useful a card. However, it is a 3 cost and I can see those equating to something.

Edit: After drafting with this, I’m dead wrong.  She’s great.  JHoratio pointed out quite a few things for her in the comments.  Check it out. He’s right.

C = 3.0
H = 3.0
L = 3.5

Controls Probability (X): What a great Super Rare.  Not overly powerful everyone has to get it or they lose. But definitely an enjoyable ability. 4 cost allows you to get one or two of her and then start the control. How practical will she be in Tournament Play?  Time will tell.  She may slow things down too much.

C = 3.5
H = 3.5
L = 4.0

Sentinel:

Sentinel

Sentinel dice come with a TFC 6 / TrFC 1, 2, 3. Attack Defense of 5/5, 6/6, 8/8.

Mutant Hunter (V): I love this. Anything that forces the block is worth trying. Push another person through if able and smash face. But at 6 cost, you may only have one.

C = 2.0
H = 2.0
L = 2.0

Archvillain (V): Granted it’s 7 Cost, but it’s brutal against X-Men. The global may be one of those people keep just in case they go against the X. This however is another case of bad verbiage.  Why does it not say “one target X-men?” My problem with the wording here is whether or not it’s someone of my choice, or my opponents choice. This would change things considerably.

C = 2.5
H = 2.5
L = 2.5

Robot (V): While this is great and all, without some form of a Thrown Car or Trample (from MtG), they can still chump block with a pawn and move on.

C =2.5
H = 2.5
L = 2.0

She-Hulk:

UXM-056 UXM-088 UXM-116

She-Hulk dice come with a TFC 6 / TrFC 1, 2, 3. Attack Defense of 5/4, 6/6, 7/7.

Jennifer Walters (A): This 5 cost avenger needs help in making sure she’s blocked.  Luckily, her stats help your opponent make that decision for them.  I like this as they either have to eat it now, or eat it later, but few match her in her higher levels.

C = 2.5
H = 2.5
L = 3.0

Lady Liberator: This is my kinda girl! She’s swingin’ through or taking people out that get in her way!

C = 2.5
H = 2.5
L = 3.0

Superhero: Gaining life while blocking, but not giving me the ability to force block doesn’t interest me as much.  However, my statement previously regarding her stats making the opponent want to block still stands.

C = 2.5
H = 2.5
L = 2.0

Spider-Man:

UXM-057 UXM-117 UXM-126

Spider-Man dice come with a TFC 2 / TrFC 0, 1, 1. Attack Defense of 3/3, 4/4, 5/5.

Hero for Hire: Man, thank you for this.  This is probably the preferable beast-counter in my book.  Beast doesn’t die so he doesn’t get to be rolled next turn.  He is just left there for naught. The only down side?  5 Cost.

C = 2.5
H = 2.5
L = 3.0

Spider Sense: I don’t see this as a big deal.  Too niche and not enough threatening fist Characters that see an inordinate amount of play. Might be helpful in some situations, but not enough.

C = 2.0
H = 2.0
L = 2.0

Superhero: In terms of Heroics, this ranks up there. Mask and Bolt are still the most popular, especially after Uncanny X-Men is added in. Unfortunately most or all the good Heroic Characters are 5 cost +.

C = 2.5
H = 2.5
L = 2.0

Storm:

  UXM-058 UXM-089 UXM-118

Storm dice come with a TFC 2 / TrFC 0, 1, 1. Attack Defense of 2/1, 2/2, 3/2. Something to remember: Basic Action Cards are not the only Action cards. Mjölner, Vibranium Shield, and Cerebro are actions also.

Weather Witch (X): Not that there are that many damage dealing BAC’s, but I suppose it could be helpful… No not really. Solid defensive Global however.

C = 2.5
H = 2.5
L = 2.0

Superhero (X): This Heroic fits. I could see this being extremely useful especially with all the new BAC’s in Uncanny X-Men.

C = 3.0
H = 2.5
L = 2.5

Lady Liberator (X): There are only so many damage dealing action dice. Good news is you can carry the Actions that do yourself, and ping her like crazy!

C = 3.0
H = 3.0
L = 2.5

Toad:

UXM-059 UXM-090Toad Mort

Toad dice come with a TFC 5 / TrFC 1, 2, 2. Attack Defense of 2/1, 3/2, 4/4.

Tongue Lashing (V): I’m not sure if I love or hate this.  I will say it could force a strategy onto your opponent they very much don’t want.  Seeing cards like this make me like where the game is headed.  We’re seeing control in all the various energy. But 5 cost keeps it out of the normal range.

C = 2.5
H = 2.5
L = 3.0

Sniveling Servant (V): Wow, now we’re committing to attacking. When will the different terminology for the same thing stop? This guy is great to weed out the weak. Unfortunately, it will not weed out the big blockers meant to stay put.

C = 2.5
H = 2.5
L = 3.0

Mortimer Toynbee (V): They end their main step, a Character is forced to attack and possibly takes two damage first.  It’s a 4 cost.  I’m trying to find a downside here. Ok, there are two: 1) He’s a villain and that could backfire. 2) It is not a “may” ability and there for could also backfire. I still like him.

C = 3.5
H = 3.5
L = 4.0

Vision:

UXM-060 UXM-091 UXM-120

Vision dice come with a TFC 3 / TrFC 0, 1, 2. Attack Defense of 1/4, 2/6, 4/7. I like that they made him 4/7 on the level 3 and not 3/8 like it seemed it would. I’d rather have that Attack just a tad higher than Defense.

Density Control (A): Yeah, he’s gonna be level 3 all the time.  Great defender, and he might actually deal some damage here and there with the spin ups.

C = 3.0
H = 3.0
L = 3.5

Android (A): I like the common much better.  This is too Niche, where the common is quite versatile.  I don’t see this going into a Squad but what as someone saying “I’m going to try this today.” Don’t worry, it’ll fail.

C = 2.0
H = 2.0
L = 2.0

Victor Shade (A): I’m not certain this is as much a help as it could be a hinderance.  There are plenty of Characters I block with a chump blocker so they don’t leave the field.  This negates this strategy entirely. Plus he is a 5 cost.

C = 2.5
H = 2.5
L = 2.5

Wolverine:

UXM-023 UXM-022 UXM-024 UXM-092

Wolverine dice come with a TFC 6 / TrFC 1, 2, 3. Attack Defense of 5/2, 6/3, 8/4.

The Best There Is (X): Guarantees a KO.  That’s not terrible when attacking. There isn’t a Character by stats alone that could withstand a 10A.  Sure, there are some heroic pairings out there to withstand a blow like that, but not many. This really should be a 4 cost.  Well, I really want it to be a 4 cost. Note: The wording almost makes me feel like I could get away with saying if he were double or triple blocked (etc.) he deals double damage to each blocker.  I’m sure that’s not their intention, but the “CharcterS” (with the “s” at the end) skews how its read a bit.

C = 3.0
H = 3.0

Not Very Nice (X): This is similar to double strike in Magic.  Pay x2 fist and hit them before they even hit you.  If that didn’t kill them, you’ll hit them again with the regular blow.  They’re dead.  It’s only better than the last version because he could come out of the fight unscathed. Unfortunately he’s a 6 cost.

C = 2.5
H = 2.5

Superhero (X): A Cap/Wolvie pairing is brutal!  Simply brutal. Take out their entire force in one swoop.  Next turn, kill. Well, in a perfect world anyways. Again with the 6 cost.

C = 2.5
H = 2.5

Antihero: I want to like this, but again with the niche play… not a fan.  I could see this being an answer to some, but why have it take up one of your 8 slots?

C = 2.0
H = 2.0
L = 2.0

X-23:

X-23

X-23 dice come with a TFC 5/ TrFC 1, 2, 2. Attack Defense of 5/2, 6/2, 7/3.

Scent of Murder: And that’s ok, because she doesn’t cost too much to field and you’re going to swing hard every time. She’ll go well in rush/aggro Squads. Not quite tsarina, but better late game potential for sure.

C = 3.0
H = 3.0
L = 3.5

Assassin: We’re seeing a trend with the niche cards.  I guess you have to have them.  As you can see, I’m not a huge fan.  Either way, forcing a blocker is something I am a fan of.  So I’m torn. At 6 cost it’s an unlikely fit.

C = 2.0
H = 2.0
L = 2.5

Killing Machine: +1D is probably not going to save her.  But we’ll let her keep thinking so.

C = 2.0
H = 2.0
L = 2.5

Cerebro:

Cerebro

Cerebro dice are common action dice.  Double mask on 3 faces then action, action + burst, and action + x2 burst.

Cybernetic Inteligence: This is an excellent way to get rid of the nasty Hulk lumbering in front of you!  Have fun with it.

C = 3.0
H = 3.0
L = 3.5

Supercomputer: I wish it read “cost 2 energy more to field.” That would be fantastic! … and broken. This is great as is however! Control Squads will be a dime a dozen with this set.

C = 3.5
H = 3.5
L = 4.0

Mutant Hunter: Wording is rather iffy here.  Can I reroll this die after I roll the others? I would assume so. Is this technically before the Clear and Draw Step?  If so that changes things also. I’m either adding this die back in on a possible re-sack or is it “in transition” because it’s now my turn? Or is it happening after the C&D Step but before the Roll and Reroll Step? All questions which could use a good answering.  I’m glad this didn’t wind up in the 5 cost pile.  It’s just enough to be worth the whole turn’s dice i suppose.

C = 3.5
H = 3.5
L = 4.0

Basic Action Cards:

UXM-025 UXM-026 UXM-027  UXM-028 UXM-029 UXM-030 UXM-031 UXM-032 UXM-033 UXM-034

Transfer Power: Great way to cycle a just purchased Character. Great Global. Could be devastating. 

Imprisoned: This is brutal.  Capture, build up, smash face.  I like it!

Take that Villain!: Obviously entirely niche.

Possession: Definite control. I see massive potential here. No one is safe!

Feedback: Great against Squads utilizing a chump block tactic.

Selective Shield: Skip your next attack step?  Yes, please! Oh and that dude can’t block btw.

Relentless: Another great way to control probability! I like the global but don’t want it played against me.

Reckless Melee: When you’re looking to spray a bunch with a little, this is it.

Ambush: Obviously niche vs. small aggro Squads, but useful.

Enrage: I’m not sure how I’d like to use this.  I’m positive I love it vs. Beast.

Wow that was a lot

If you stayed with me through the whole thing, thank you.  I put plenty of hours into this and I’ll get better pictures as I scan them myself! Please let me know your thoughts.  What will you be using?  What do your future squads look like?  What are you anxious to try first?

As always, may the rolls be with you,

Mathew~

 

Edit:

Changed all Text color back to black as per Marvel’s comment.


About Mathew Tucker

I've played MtG for many a decade. I love board games such as Risk, Axis and Allies, and Game of Thrones TBG. I used to be heavy into RPG's and the such on consoles and PC/Mac, but as time goes by and the family supersedes the gaming part of me, I stick to more casual games I can play in 15-20 minutes.

32 comments:

  1. Nice thorough review! Phew that was indeed a lot. Love the way you use LSV’s rating system and breaking them down based on the format. Though I have to admit the green coloring kinda confusing, making it look like the uncommon or something. Still keeping up with LSV’s articles in Channelfireball I see? 😛

    Have to admit the set is really more in the “meh” side, not in a bad way mind you, but more in the not as… uncanny and astonishing as I originally thought. This is definitely a more slower set, more combat oriented, no Tsarina / Gobby level cards that win games, no effective “assassin” chars like Wind Rider, Gem Keeper or McRook… Psylocke’s good and all but her common and uncommon are clearly made to be used against AvX cards (Tsarina, 666, etc). The 2 cost characters of UXM aren’t that important to KO asap like the aforementioned chars.

    After seeing the whole set and your review, my initial impressions about UXM as a whole;
    1. Prof X’s global ability WILL change the game. Not break it, but totally change the way games are gonna be played. All squads will have him and use his global whenever it’s possible. This is even crazier and more bonkers compared to Mutate 666.
    2. Sidekick oriented decks are now more and more viable with Angel Inspiring, Cap Sentinel of Liberty, Goblin Lord & Xavier Trainer to swing in for massive damage using sidekicks alone. Controls Probability & Imperius Rex will just have a lot more in ensuring that we’ll have our pawns ready.
    3. Squads that focus on healing now are more viable with She Hulk and all. Tanking / healing / turtling squad might now be more viable than before.
    4. Heroics won’t be played much, imo the only ones that’s going to be played are Cap with Wolverine with the 2 headed dragon (can only be blocked by two characters) effect, combine with the She Hulk Lady Liberator for major punishment.
    5. IMO there will be decks involving the uncommon Storm. SMASH etc would be even deadlier with her around, especially since the opponent can’t use their (or our own) targetted BAC against us.
    6. Gobby & Tsarina will still be very viable and highly competitive as ever, but probably knocked down a couple of notch.

    That’s all I guess, again, really great work there reviewing all this 😀

    1. Oh yeah, one more thing to add, expect Professor X – Powerful Telepath showing up everywhere to counter his UXM counterpart’s global ability.

      The only way to counter (i.e. slow down) the aforementioned global and giving us the advantage is to purchase the Powerful Telepath’s die ASAP, ironically using the very same global we’re trying to stop. Field the Powerful Telepath, and watch the opponent paying 2 life everytime they want to use their own global 😛

      1. Completely agree here! Great point! Turning the tables like this is huge, because you can still use the ramp from the global, but your opponent gets screwed!

    2. Marvel,

      Thanks for the comments man!

      Yeah, I’ve always really enjoyed LSV. No I’m not as good as he is, but I thought I’d try to get there. I do still keep up with his work. My favorite CFB Author was always Andrew Shearer however.

      I have to work first thing today, but I might actually use your thought process on text color. Originally I thought it would be a quick way to see the different Heroic characters, but green was a bad choice. I like the idea of color coding the text so you don’t have to try to figure out from the picture what is the Common, Uncommon, Rare, and Super Rare.

      Good insight on your 6 points! Love the idea of using Storm to shut down BAC’s like that.

      1. Hi Matthew,
        You’re most welcome man. Well LSV’s been reviewing and throwing puns here and there for quite a long while, you’re doing pretty swell keeping up with that imho. For me, I like LSV’s reviews, but for more in-depth articles, I love Sam Pardee & Josh Silvestri’s writings the most.

        Haha good luck with the colors, color code or image beside the names could do too I guess. Or even copying the rarity symbol – gray / green / yellow and blue underlines on the card’s names.

        Thanks, the Superhero Storm is gonna be an underdog char that will get better and better as new BACs are introduced IMO. She’ll make any Heroic chars much more playable…. And IMO, I think cards such as Mjolnir, uncommon Vibranium Shield and uncommon Cerebro can’t touch those heroic pairs too 😉

        1. Yeah, being that I was at the WKO San Diego Open this weekend, and spend 15 hours there Sunday, it took me a solid day to drive home and recover. I really wanted to respond to everything last night, but I was beat.
          I think I’m going to add color coding and numbers next to everyone today. That should help.

      1. As of now for no reason. With future set releases though who knows? I know we don’t have a version of Wolverine that has regen yet so the burst could play into that.

  2. Fairly new to Dicemasters and playing in first OP tonight.

    I like the looks of Uncanny as it seems Wizkids listened and they are trying to slow down the game. Nothing like Gobby/Tsarina. The Power level seemed to have dropped a little bit from AvX, but that is ok.

    I think I will play with a Pyro/Iceman foundation at first and see where it leads.

    1. Glad to have you Jay!
      I too really like where they’re taking it. No cards that cause the stagnant beast wall which stalled games for twenty minutes sometimes, and definite ways to remove that problem if it does occur.
      The super rare win is mostly out the door. All in all I’m really excited to play around with these cards.

  3. Great write up!

    I like your comments on Cerebro – definitely a game changing card, and one of a trio of cards that shut down Gobby teams almost completely. We will have to look to a new meta here, which will be very interesting.

    Namor is hugely underrated here. He is unblockable. Period.

    Also have to say you missed the boat on She-Hulk Lady Liberator. This card is stupid good. 5 cost and cannot be blocked except with 2 characters. This is a ridiculous ability. Bring a few She Hulks out there and the game is over very very fast.

    So is Emma Frost – there is a overabundance of cheap and powerful Fist characters in this set – Ant-Man and Falcon as the cheapest and She-Hulk is just ridiculous – Emma makes these teams difficult to run, to say the least. She isn’t too expensive and her die is crazy good. To me this is one of the main differences between this set and AvX – good die stats are at a HUGE premium here, especially high D stats. Emma Frost gives you that at a very low relative cost all while making things difficult for the more annoying Fist characters out there.

    Iceman is another die that is crazy good. 6D on 2 faces for 1 fielding cost? For a 4 cost die? That is awesome. You are underestimating how huge it is to have big defense out there. Same deal with Bishop – who is not only big D for low cost, he’s also immune to bolts – which sorta helps. The rare is crazy because you can dish out discrete packages of revenge damage however you like!

    Prof: X changes the game but it does so for both sides equally – it’s a different game with him in the mix, but it’s not a “good card” in that it’s not giving you yourself any particular advantage. Mainly this card just allows different gameplay styles and, in combination with a few other cards, almost completely shuts down Gobby teams. You right that this is a meta changer, though.

    I think you’re overrating Cable a bit too. The global on there is really good, and almost totally shuts down Human Torch: Johnny Storm by forcing him to block and getting him out of the field. But the card isn’t nearly as good as you describe – seen him in a bunch of games now and hasn’t really been the star player in any of them.

    Scarlet Witch: Unity Squad is great for rerolling that one die that could really screw up your opponent’s fielding strategy (like the zero cost Gobby or Human Torch face) and cause them to need to reroll everything or be unable to field. Also great for rerolling that SK that they really wanted to get and forcing them to have to reroll for it. I’ve seen this one in action too and she is cheap and powerful. The only thing is sometimes I forget to use her power! (since she’s a turn later, so she could be still in the field, or KOed or in the Used Pile by then).

    A few cool combos right out of the gate:

    Uncommon Falcon and Namor rare – I attack with Falcon and unblockable SKs leaving Namor at home – oh look only Namor is left in the field, welcome back SKs!

    Black Panther rare and common X-23. I attack with only X-23, oh, and your Vision
    can’t block. 7 damage!

    Cyclops Field Leader and uncommon Pyro play VERY well together. Two bolts for 3 unavoidable damage? Yes please!

    Mr. Sinister: Nasty Boy and Mystique: Alias: You – Bring out both together then attack with Mystique. Choose the highest attack value on the board. They can either take the damage or block her. Of course her D is still just 1 so she will get KOed which deals 1 direct damage per KO (from Nasty Boy). Bonus if your opponent was forced to block with a villain himself!

    Rulk and Quicksilver – Field Quicksilver, KO those Sidekicks and deal 1 or 2 damage for each one! Brutal! Then attack with your own sidekicks! More damage!

    Ant-Man’s global and Vision. Good luck getting Vision out of the field and then when the opportunity strikes, BOOM – swap the attack values and swing for 7 damage per die.

    Also Ant-Man and Magik rare. Attacking with Magik at level 2 or 3 with a fist in reserve is effectively the same as forcing a blocker. A great combo with the AvX set is AntMan, Magik and her beloved brother Colossus. Basically force the blocker to Magik, and if Colossus gets through to damage, he goes to the used pile. Nice!

    In terms of the AvX set the prominent characters with big time counters now are Gobby, Tsarina (to a huge extent – so much so that Killer Instinct may now be the flat out better card) and Human Torch. The big winner is overwhelmingly Storm (who is completely unweakened and possibly strengthened, unlike other big AvX cards), and to a lesser extent Punisher and Hawkeye. For Storm, sending dice to the used pile for Direct Damage is possibly even better than it was before. She may have risen for me to the top 3 cards in the entire game (both sets included). And also Punisher, who gets to choose who to KO on attack. The ability to choose the target is still huge. Which also applies to Longbow. Both of those guys are bolts also so lots of synergy opportunity there.

    1. JHoratio,

      Welcome! I love that you found the site. Your comments on other sites are always in-depth and well thought out. I can say you put the same effort in this. So, let’s start the conversation and hopefully more will join in as I believe your statements are incredibly relevant.

      First off, I HUGELY underestimated Namor. Maybe I was tired when I got to him that night in reviewing, but I don’t think that was it. I think I simply underrated all unblocked abilities. I’ve played Magic for years and though some unblockables are good, they usually have a way to be removed. I also usually play control and I couldn’t care less if your creature is unblockable, I’ll take him about quickly. At the WKO San Diego this weekend, I quickly gobbled up Namor for this very reason.

      She-Hulk still doesn’t do it for me. Too many iff’s to the equation. You yourself said this set has bigger / better die stats. I found this set (at least in limited) to be a power field. There were more creatures on peoples field than I’ve ever seen. It was fun AND ridiculous. This again makes Namor more and more viable. However, She-Hulk could never get through in my play time / observations. That’s not to say she isn’t still good, I’m just not certain someone on the opposing side will ever let less than two characters on the field happen if they can avoid it. Good point nonetheless!

      I’m still not on board with Emma Frost. There are much better ways to deal with fist characters / characters in general than mitigating one damage in her Rare and Super Rare form. Her common is ok vs. her, yes, but at 5 cost, and the fact that she’s irrelevant with a villain on the opposing side makes me stick to my original judgement. Iron man will become prevalent for situations like this and others like Magneto uncommon.

      With Iceman you have to remember, I’m not rating these in friendly house games. I’m talking tournament play. When would you bring the 4 cost starter common do-nothing Iceman over the 4 cost uncommon? I can’t think of a situation. I can’t draft the 4 cost starter common, so he doesn’t help me in limited either. I do agree with your point of a 1 fielding cost character with those stats are great! So I’ll up my general rating for Iceman.

      Bishop is something you’re probably right on. He has good stats and helps vs. the up and coming wave of bolt. I’ll revise this slightly.

      Your statements about Prof.X are completely valid. It’s funny how many people hated that I brought him and my first thought without saying it out loud was “he’s available to both of us….”

      Was the Cable you saw played the common? The uncommon and rare were played very well at WKO San Diego. I really like him. Maybe I’m really just bias as he’s my fave character… But Bishop is also one a my faves. I couldn’t give Bishop the thumbs up.

      Scarlet Witch is the ish! I love her. Unity squad was so fun to play with. She’s easily KO’d and easily returned to field. And with a retarded amount of SK Dice being sent back and forth from used to prep, the only thing left in your bag is character dice. So, yes, I agree!

      Your combos are great! Add Rare Prof. X to the list of the Falcon / Namor combo you wrote, and you have a direct kill switch to the opponent!

      Storm from AvX is so much the better now, I agree. I still think Johnny Storm is still super viable and is one of the best cards in the game. I simply can’t wait to see all the fun things people start doing! Even the UXM set by it self offers so much more variety as Prof. X allows players the opportunity to play 6-8 cost cards!

      Thank you for your comments. Tell me what you think of my rebuttals.

  4. Thank you for this, ridiculously in-depth review/breakdown of the UxM set! I can’t wait to get my hands on these!

    I’m starting to wonder if this is over-share on the part of WizKids though. Rather than people diving into boosters, there will be players waiting for certain cards to hit the secondary market because they know which ones they want. This could ultimately hurt their direct sales upon release. Unless they WANT that to happen so it prevents gravity feeds from getting gobbled up, only to have the buyers keeping the good stuff and ebaying the rest.

    1. Stephen,
      Looking at Magic over the years, they always have a full card set release a solid week before the actual pre-release. I figure, the WKO’s were the pre-release. I’m ok to let these out now as people that pay the big bucks are USUALLY people at these big events. So, I’m going to justify my posting that way. HA HA. I hope it doesn’t spike things just for posting it here. That would make me sad.
      I honestly don’t think there are such ridiculous cards like Tsarina and Gobby in this go around that will be worth that much as people were pulling two and three SR’s per box consistently. You want the card, you buy a box, you’ll have a good chance.
      Good point nonetheless!

  5. Awesome write-up, thanks a lot.

    I gotta say though, I’m not seeing the huge counters to Tsarina and Gobby everyone else is. Sure I see counters, but they have always existed. Storm is a great counter. The problem with Tsarina and Gobby is how cheap they are for how much they do. That’s why even with a great counter like Storm, at a 5 cost you could be down to 5 life before she shows up.

    I’m seeing the same thing here, the counters are expensive. By the time you can mess with a Gobby/Tsarina player you are already down to half life and you’ve lost so much board position. The counters really don’t stop Gobby/Tsarina decks either, they just slow them down and they are already really fast. Putting them on a slower tempo just gets them down to your level instead of high above it. In fact for every soft counter of the power cards I see cards that are just going to increase the power level of those decks. I don’t see how any tournament playable deck is not going to still have to have Tsarina and Gobby in every one. Now they are just going to have Prof. X and Pyro in them also. The game is a little too stagnant in competitive play. There’s still a lot of fun to be had in casual and hopefully there will be more product out there for limited play. But even after this release we are going to live in a “the luckier Gobby rolls win” world.

    1. After some preliminary playtesting, this is the conclusion I’ve come to:

      Gobby/Tsarina is strong in a game where players usually have 2-4 energy available to them after fielding everything they need to field.

      Uncanny is a set where people are going to have 4-6 energy available to them each turn. Big difference. I had to take a lot of risks and sacrifice a lot to grab a quick Wind-Rider in AvX. That’s not going to be an issue in Uncanny.

    2. Tony,

      I’ll not deny that Gobby and Tsarina are still absolutely viable. I do think, however, there are now other viable options. The problem with AvX is it was the only set out. This creates boredom and a stale game, regardless the cards. UXM offers new ways to win and more ways to have fun. I see at least 6 new Meta Categories from UXM when combined with AvX. Maybe that’s what I’ll write about next… LOL
      Point being, UXM doesn’t trump Gobby and Tsarina, but adds new ways to play against them, and new ways to play with them.

  6. Great review and I hope you can write down one for each of the future expansion, loved the way you made it. If I may put my two cents in, I want to share some thoughts…

    If I have learned something from the Wizkids Rules Forums (and I have learned many things) is that “you should read thoroughly the rulesbook”, sometimes you missread some wordings or details, but when they pinpoint them to you everything seems clearer.

    After reading your review you seem to have trouble understanding where or what a sidekick is (as in Falcon or Juggernaut cards states), acording to my interpretation of the rulesbook a Sidekick per se is the face of the die showing the Sidekick, and this is only when it is at the field or reserve pool. So in order to move a sidekick you move it from those areas, not from the used pile or prep area. The following text is from the rulesbook.

    More About Dice
    Rolled dice in the field or in your reserve pool are considered to be whatever their face is.
    If you have a Sidekick die in the reserve pool showing energy, then it’s an energy die. If
    you have a Sidekick showing the character face in your field, then it’s a character die.
    Dice in your used pile, prep area, and bag are not considered rolled dice. Their dice type is either character or action, based on what faces they have.
    Dice that leave the table or end up cocked must be rolled again.

    1. David,
      I appreciate your comments.

      I’ll try to help you understand where I’m coming from when I write these things.

      You’re absolutely correct in the instance that by reading thoroughly the rules, one develops a better understanding of the game. That is especially clear in dice masters.

      I’ll simply state that more clarity is never a bad thing. To some players that verbiage is easily misconstrued to mean something the developers never intended.

      We try to pride ourselves on being very acquainted with the rules at Dice Anon. But heaven knows we make mistakes. And we take the humble route when we do.

      As a note, most of these questions in the reviews were legitimate questions players had at the WKO’s and hence they were posted because clear answers were not yet given. Remember, this post was published a month before the official release and really hasn’t been updated since.

      Thanks again for pointing that out.

      1. Regarding the treatment of Sidekicks for game effects from card abilities I think the most relevant ruling comes later in the rules.

        “Fundamental Rules
        Card text always supersedes basic rule text.
        Unless otherwise specified, game effects can only target dice that are in
        the field. The attack zone is considered part of the field.”

        So unless the text specifies the Used Pile, Reserve Pool or Prep area, you can only target sidekicks that are in the field. In the case of Cain Marko you apply this and it means you can only use his ability on fielded sidekicks.

        It’s actually quite a useful fundamental ruling to remember I think because most cards will specify if they allow you to target a dice in another area of the play area.

        That’s my understanding of the situation anyway. Hope I’m right

  7. I would like to known if the global of storm can affect dice characters in used pile and reserve. i asked to wizkids but not response yet.,

  8. New Dice Masters player here. Will probably be a regular of your site, nice in-depth review btw. I hope you get to review Avengers vs XMen and the new Avengers Age of Ultron Sets.

    More Power. 🙂

    1. Not sure if we plan on going back to review all the AvX cards, but Age of Ultron is definitely in the pipeline.

  9. Great review! I’ve been learning the game with a friend for a few weeks now and this has been a huge help!

    Suggestion: Think you can define terms like “TFC” and “TrFC” in the intro, like you do with “C,” “H,” and “L”? I assume “TFC” is Total Fielding Cost, but since this is my first foray into dice gaming, I’m not quite sure about “TrFC.” Thanks!

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