War of the Realms Legacy Card Preview!

We kick off 2022 as a year for hope. A year with more Heroclix tournaments, new and exciting sets, and a dream that we can all play again together in person in a Worlds level tournament. And in speaking of exciting sets, Wizkids is releasing their newest Marvel Heroclix set War of the Realms in mid-February and sent Clixed Off a brick to preview.

While the brick of War of the Realms will be shown on our Youtube page, the highly anticipated legacy card will be revealed here and now.

Without further ado, allow me to re-introduce you to the Thor/Loki duo figure.

As you can see, the new Thor/Loki piece comes with a hefty 250pt dial with a wide array of powers. You are given the option of switching between the short range Thor and the long range Loki giving yourself a 20 defense Impervious if you strategize correctly. The duo comes with a good amount of keywords making them flexible with support pieces like Molecule Man, Prime Captain Mar-vell, and more!

Thank you again to Wizkids for giving us the opportunity to preview this card. We will have a livestream video with team building options for the Thor/Loki duo on our Clixed Off Youtube page. Be sure to like and subscribe to our Youtube so you don’t miss all the War of the Realms previews!

Until next time!

~Clixed Off

Tournament Report and BatDoom Team Breakdown – ROC Mega Event – Huntsville, AL

Tournament Report and BatDoom Team Breakdown ROC Mega Event – Sept 11th 2021 

Greetings Clixed Off Community and thanks for checking out my Tournament report on my recent win at the ROC Mega Event in Huntsville , Al at Lucky Dice Café. Howard has a fantastic venue and it was a well ran event. 28 players showed from around the country including Minnesota and Pennsylvania.

In this article I want to talk about the general strategy around the team I played and go over my 8 rounds of opponents in which I exited the day undefeated. 

I streamed all of my games on the Clixed Off Youtube Channel and you can watch them here-

CLIXED OFF YOUTUBE

Team Build – 

Latveria +7

75 Doom the Annihilating Conqueror 

35- JLU 040 Amanda Waller 

50 – WW80 Sky Tyrant 

40 – 005B Batman Prime

30 – WW80 053 Flash

30 – FFFF Molecule Man

20 – WW80 053 Flash 

10 Alchemical Fire 

10 Waldo Arms 

0 Reign of Terror Maps Bonus 

Maps – 

Dooms Castle, Glen Grove Cemetery, Kings Tomb

Sideline 

DJ Doom

Sorcerer Supreme Doom

DOOM 67

Lord Doom

Black Vulcan x2 

Lex Luthor TM

Gorilla Grodd TM

Brainiac TM 

Overall Strategy of the Team – 

I wanted this to be a team that excelled going first or second. With Batman Prime being a map wide range attacker and Sky Tyrant being a Map Wide Close attacker this causes the opponent to have to make certain choices if going first. If I am taken to an indoor map to hinder Batman, Sky Tyrant is easier to setup and protect and Molecule Man excels at protecting my team of no colossal figures. If I win map then going to Doom’s Castle or Glen Grove Cemetery allows Batman and Sky Tyrant full sight of the map for range and close attacks circumventing opposing barrier in most cases. 

Changes to this team from debut and thoughts on variants – 

I was able to debut to this first to the community at the Morehead, KY event in early July where I placed top 4 and two other variants of this team have been piloted to Top 16 at the Clix Cup and Top 4 at the South Dakota Mastermold Event. I love seeing the Batman/Tyrant Combo played in any form but want to walk through my thought process on some of these variables. 

Waldo Arms versus Power Gem on Sky Tyrant – Initially I had Power gem on Sky Tyrant but Tyrant is almost always quaking on his alpha negating the need for the extra damage. The Waldo Arms and Waller Perplex gives the same amount of reach when going Map wide with the same attack value as the Power Gem and Waller Perplex. Giant reach allows Tyrant to potentially quake more figures. Rolling a 1 or 2 gives Tyrant a higher AV than the Power Gem, 3 or 4 is the worst option but does allow a third attack from Tyrant to potentially generate a TroubleMaker in the start zone. Rolling a 5 or 6 is generally the most powerful as it allows a third quake/exploit after a reposition from Tyrant’s Movement power. 

Reign of Terror versus Latverian Village –

At the time of initial debut, I had planned on using the peasants to take opposing objects but this map hindered Batman too much and the consolation was nearly useless and only hurt in matchups Lord Doom was needed. Reign of Terror is a better starting map and the consolation is extremely powerful for clutch pacing situations. 

Molecule Man Versus Dark Phoenix – 

Initial testing had Dark Phoenix over Molecule Man on the team but simply put Molecule Man provides way more control and protection for the team than the additional offense Dark Phoenix provides. Molecule Man provides much needed defense in his insane valued 30-point package. 

2x Flash Versus Mr. Oz – 

While I love the opposing TK control and half-map Prob Mr Oz provides, The combo of Charge and TK flash gives my team the same TK reach, another attacker, another leadership and a lesser standard printed prob. 

Figure Breakdown – 

Dooms – 

Conquering Doom makes the theme work and provides a pulse wave option against the Invisible Woman Team.

DOOM 67- Action Limiting, Close Offense Monster with Battle Fury. Used 6 out of 8 matches in Hunstville

Lord Doom – Limits Pogs. Typically as long as it stops Pogs long enough for the team to get its alpha strike off then Lord Doom is the choice.

Sorcerer Doom – All around great attacker and with his enhanced reroll power it helps hits really land. 

DJ Doom – Limited use cases for DJ but mainly centered around taking the Emotional Modifier in matchups Batman can tee off when going second. 

Waller – 

Brings in Batman to Latveria but is she worth the rest of the points? Yes. Map wide token removal on a leadership roll of 6, outwit, perplex for offensive support and stealth and mastermind for defense. Also gives Batman a permament plus to a stat. This always went to attack.

Batman Prime and Sky Tyrant- 

Not much to say here other than these are the nuclear options for Range and Close attackers currently. Batman also brings Stealth for the Flashes to Wildcard. 

2x Flash 053- 

In most match ups the Flashes are my primary equipping engine for the Alchemical Fire and Waldo Arms. TK Flash allows for the extended reach of Sky Tyrant or getting DOOM 67 in position for his triple flurry. Flash using Police TA pairs well for Batman’s Range attacks. Most games they wildcarded Batman Ally but there are use cases for wildcarding Minions of Doom. The TK and double charge combo can also destroy two opposing light objects if one is destructible and both placed favorably. One with an Object Destroy action and one with CLOSE object attack. 

Molecule Man 

Barrier and free Smoke Cloud for a team that is 5 out of 7 Stealth capable. Yes please. In most matchups I rarely relied on greater than two roll on the conversion of smoke cloud to barrier to protect my team. 

Waldo Arms – 

Typically, always on Tyrant for reasons above. 

Alchemical Fire –

Typically, always on Batman, some use cases for equipping to DOOM 67. Namely on DOOM 67 in very oppressive indoor maps. 3 out of the 4 options pair well with Batman Mind control namely the Fire Token. Fire Token can guarantee a map wide KO of a Dark Phoenix the next turn after it used to Mind Control the opposing team. The Fire and Pen Damage on DOOM 67 stack both work well.

Team Nuances –  

Stealth on 5 out 7 figures. 

Losing Latveria Keyword to an opposing Conquering Doom doesn’t hurt that much for tons of Keyword reasons.  

Waller and Flashes can still Leadership each other and Batman. 

Waller can token remove anyone on a 6. 

Flash can leadership Tyrant via Past keyword. 

Waller can leadership DOOM 67 via Future

Flash can leadership Molecule Man via Scientist

Waller is more points than Molecule Man for Leadership. 

Having this Leadership matrix figured prior to facing another Doom team was key for placement. 

Starting on Penetrating Damage with the Alchemical fire has a very high success rate of getting on Fire Tokens by Turn 2. 

Match Breakdown – 

Round 1 versus Austin’s Mystical – 

Wendigo x2

Dr Fate x5

Blackheart 

DJ Doom

Soul Gem 

(Austin the Win is down at the time of this writing, apologies I didn’t have your full name)

I lost Map and we went to the Widowmaker’s Lair and I chose the Outdoor side. DOOM 67 took this team for 5 actions to 3 which slowed down his alpha. I was able to get the first strike off with Tyrant and continued to whittle down his team. Of note he didn’t have any Dooms to switch into and DJ doom rolled a 3 and a 5 so it did not hurt my rolls. 215 – 30ish Win

Round two versus Malcolm McCleary’s Illuminati swap out. 

Team that was fielded after swap – 

Gladiator Prime 

Maggot 

Tempo???

Mimic SR

Planning Token Beast 

The Illuminati figures Black Panther and Hood dropped Soul Gem for Gladiator and Reality for Mimics

Emotional Modifier. 

My setup versus this team took a bit longer as first turn involved having the Flashes destroy the Emotional Modifier. Then rounds two and three involving equipping Sky Tyrant and Tyrant Quaking the back line while Batman kept his team separate and fighting each other. Only Gladiator was left at end game. Malcom is a seasoned team builder and player and this team proved way more complex and powerful than on paper. Illuminati swap is legit.  200-0 Win

Round 3 versus Alex Cooze ‘s Latveria- 

Doom

Dark Phoenix 

Molecule Man 

Mastermold 

Shifting Focus Wonder Woman

Prime Giganta 

Mr. Oz 

This was versus my fellow teammate and podcast host Alex Cooze. Alex took us to Date Mine. Alex has a very well-built control team and I recommend watching this one as the first two thirds of the match consisting of creeping into position so Sky Tyrant could get off one major Giant Reach quake on the team. This was ultimately the down fall of the match for Alex. BatDoom is built for match ups like this one and ultimately Batman drove the colossal figures indoors and the battle of the Molecule Mans went off. This particular matchup could also go to a 0-0 loss if BatDoom loses Map and the Molecule Man roll heavy. 300-0 Win

Round 4 versus Jay Major’s Latveria –  

Doom

Prime Gladiator

Dark Phoenix 

Molecule Man

2x Flash

Power Gem

Remaker

I lost map and Jay took us to Kings Tomb. In the battle of the Molecule Mans Jay’s left an opening leading to a huge alpha including a free attack swing from the Waldo arms that netted 90 points of Jay’s build. Unfortunately, I miscalculated reach not taking into account being able to take a second flurry attack on his Molecule Man. This put me down 5 points mid game as Waller/Tyrant/Arms fell. An aggressive move up on my end along with barrier netted me being able to take down DOOM 67, Molecule man and a Shiar Soldier to with stand losing my other figures. Batman did nothing. 200ish-120ish win 

Round 5 versus Easton’s X-Men Swap – 

Easton was playing Double Professor X. 

Figures left on the Map after the double swap out. 

Mimic Prime 

Chase A 

Two Cable Clones 

Multiple Man 

Two Maggotts

Egg 

Dr. Moria 

Winning map was huge for me in the situation. With Easton having no leadership and no full map reach versus my stealth I only had to wait two turns before Egg was tokened out. My alpha turn netting me both Maggots revived, Egg and Dr Moria KOed. At the cost of Sky Tyrant and Black Vulcan on Easton’s turn, Batman continued to whittle down Easton’s team. Mimic went in for a huge Charge Flurry taking out both Flashes I believe. The final Mind control from Batman saw Mimic Prime get KOed as time was called. 220ish – 110ish win

Top 8 versus Andrew Mashburn’s Hellfire club 

The team on the map after the swaps 

Chase Emma XDPS

Harry Leland

Blackheart

Swap Magneto 

Dark Phoenix

Power Gem 

Winning Map was a big help here even that Batman was neutered by Chase Emma. Andrew had no full map alpha into Stealth. Once he creeped slightly the team, Sky Tyrant’s Alpha netted Blackheart onto his first STOP click, a KOED guard and Dark Phoenix. Blackheart came back with with KOing my Doom 67 after he healed up a click. It was an uphill battle here for me. I battled through the Harry Leland Negative and modifiers and Blackheart masterminding to Harry and Two Guards. The value of the JLU sideline pieces shine here. Two Black Vulcans saved me by poisoning Blackheart constantly back down. Once Black heart fell it was nearly over but I was able to also KO Chase Emma before time was called. 300 – 115ish Win

Top 4 versus Jay Major again – 

Same story here as Jay wins map and takes us to Kings Tomb. I believe Jay miscalculates his actions versus my DOOM 67 on this turn and doesn’t get to Power Barrier with Molecule Man and only rolls a 1 on the barrier conversion power. Sky Tyrants Alpha is devastating , taking both Flashes, Molecule Man, Dark Phoenix and deal 4 dmg to DOOM 67.  Doom 67 falls shortly afterwards. Gladiator falls last. 300-0 Win. 

Finals versus Easton- 

In a somewhat anti-climatic finals Easton concedes as I win map again and result is overwhelmingly to be the same. 

Thanks for reading the article here and check out our next Episode where we will talk about experiences at the ROC Mega Event. And always practice, practice, practice.

Marvel Heroclix – Rise and Fall Previews –

Greetings and welcome to the Clixed Off preview of the upcoming Marvel Heroclix Rise and Fall set currently scheduled for Pre-Release on June 30th (subject to change).

Before we hop in the Previews, we have already posted a brick unboxing of this set located on the Clixed Off Youtube Channel located here.

Many thanks for Wizkids for the unboxings and these previews, we are very excited for what this set has to bring.

Check it out at shop.wizkids.com or your FLGS.


Up first, we have Multiple Man 007. Generics are one of my favorite mechanics and this is certainly a figure you want to run in multiples. With a split dial, efficient point cost and the ability to spawn more of himself, Multiple Man can quickly overtake an opponent with copies of himself. Starting with the 40 point dial and several 10 point dials is a great start for any of the numerous Keywords he has. X-Men team ability can keep the 40 point Multiple Man Alive longer and Underworld Team ability means the swarm is never far from the action.


Secondly we have Lilandra Neramani 035. Lilandra’s dial featured here works in conjunction with Professor X to increase their Leadership roll results. Lilandra is a powerful support piece for Shi’ar theme teams as she can generate Shi’ar soldiers on a successful leadership roll. Having a printed probability control keeps from burning the Theme Team probability controls too early in the game and traited Mastermind to help makes sure she can stay on those Top clicks longer.


Third up is our first Super Rare and one we pulled on our unboxing video Brood Queen 057. Brood Queen has a long dial for 100 points coupled with Cosmic Energy to potentially remove tokens from herself. Her powerset revolves around generating Brood Generics and having them help to keep her alive with Mastermind. Offensively the Brood Queen is no slouch with a dial full of Exploit Weakness and solid combat values.


Lastly, we have a Super Rare Prime 061B Mimic – Mimic is packed with a ton of great value for his point cost. Starting with a Rally die to let him pick a power from a friendly character within range to use for the rest of the game. Pairing Mimic with XMRF 024 Dr. Moria MacTaggart allows for first turn activation and power stacking. His first trait allows him to take on the
displayed attack and damage powers of adjacent characters. This can be very powerful when Shape Change and Perplex is adjacent but can be a hindrance if Battle Fury is adjacent and Mimic wants to use his 8 range and Penetrating Psychic Blast. Stats are solid on both split dials and the dial length is what I’d expect out a prime with this power set.


Thanks for tuning in to this preview! We are excited for this full set and hope you are as well!