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HeroClix "Click of the Day"


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Mister Miracle
Origins

Reviewed 05.8.2007

Average Rating: 3.50

Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating

Rurouni KJS Rookie Mister Miracle
wing speed
64 points
Team: none
Keywords: New Gods
Range: 0 x 1

DIAL:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10919&unitid=12637&universeid=6

ANALYSIS:
With an uninspiring Attack Value of 9 or 8 and zero range (which make his full dial of Smoke Cloud more than a bit wasteful), Rookie Miracle is best as a support piece. And with three straight clicks each of Perplex and then Probability Control, he fulfills the role nicely. But that's not why you'll want to play him; it's that excellent 18 Defense with Super Senses that makes him superbly useful as a tie-up figure. Or feel free to push him to click #2 to get some offense out of him with Flurry + Perplex. Willpower and Leap/Climb later give Miracle great flexibility to press attacks, cart wounded figs to safety, or to retreat himself and force re-rolls from a distance.

FEATS?
NANOBOTS is a good fit due to his great mobility.
While he can't use POUNCE until click #3, and it inflates his cost considerably, his ability to fly (and thus ignore terrain while Pouncing) would make him a formidable late-game fighter. If you intend to use him solely as a support fig, FLASHBANG is almost a must to give him that tiny little bit of extra cover while moving into postion. Finally, VAULT is always good on L/C figs.

ETC.
There have been two Mr. Miracles: the original, New Gods-affiliated Scott Free and the Earth-born Suicide Slum orphan Shilo Norman. The Rookie could fill either role, as Shilo has been adopted into the New Gods by a Mother Box.

IN SUM: Priced low enough to fit any team, this is a great utility fig with surprising use as a backup attacker.

RATING: 4.5 of 5. Only drawback is lack of range.

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

Experienced Mister Miracle
wing speed
98 points
Team: none
Keywords: Justice League International, New Gods
Range: 0 x 1

DIAL:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10920&unitid=12637&universeid=6

ANALYSIS:
For a whopping 34 points over the Rookie, Exp. Miracle sure packs on a deeeep run of Outwit. While that's expensive (seeing how all those points only add an extra point to his starting DV and Damage and only a single click of life), it's a good thing. Unlike most Outwit figs, who tend to lose the power with a single light hit, Miracle requires a heavy hit before he loses it. And who's going to risk trying to hit an
18+Super Senses -- especially since E Miracle still
lacks the range to shoot back?

This is the dilemma opponents have to resolve: whether to waste attacks on a minor threat or live with him nerfing their team with Outwit. It's a no-win situation, especially since E Miracle can Regenerate right back into Outwit with ANY successful Regen roll (or hang back to heal others with Support). And like the Rookie, he excels at tying up enemy figs (thanks to a lot of Plasticity rather than L/C) proving to be a bit more dangerous than his mediocre AV would suggest.

FEATS?
That much uninterrupted Outwit cries for THWART (or maybe DISSENT. I wouldn't use both, though). While it's not great on him since he's a flyer, ENTANGLE still might be useful if you plan to do any close combat with him. Finally, consider AUTOMATIC REGENERATION to keep him on the board for as long as possible.

ETC.
The Mother Box's healing abilities are showcased in this version.

IN SUM:
Essentially, E Miracle is a very expensive support figure. But he's one that's difficult to KO or even nerf, and can play absolute havoc on opponent strategies.

RATING: 4 of 5.

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

Veteran Mister Miracle
wing speed
145 points
Team: JLA
Keywords: New Gods
Range: 0 x 1

DIAL:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10921&unitid=12637&universeid=6

ANALYSIS:
With the best overall starting DV + damage avoiding powers on a standard Heroclix figure, the Vet is one of the hardest shots. For his staggering 47 points over the Exp., one would hope so! He features more deep runs of Outwit, only interrupted by a couple of PC clicks in the middle. But he's also traded most of the Experienced's Plasticity for Phasing/Teleport, making him of less use as a tie-down fighter and relegating him to support. (At least he's got the JLA free-move ability.)

That's not so hot for a nearly 150-point figure. The upshot is that mid-dial he does gain Plasticity, PC and Willpower; with a 19 DV, he can be a dangerous opponent. Especially since he can Regen back to that sweet spot.

FEATS?
THWART is less of a no-brainer than on the Exp. since his Outwit is split by the mid-dial PC. It also boosts his high cost a bit much. AUTO REGENERATION might be more vital, since you cannot afford to lose this high-cost, low damage figure in most cases.

ETC.
Really, the Exp. should have had the JLA TA.

IN SUM:
Sooo expensive with no range and a middling AV makes Vet Miracle a tough choice to field. But he's so hard to tag that he often manages to be worth his cost anyway.

RATING: 3.5 of 5
DrStrange86

Today's review is Mister Miracle from Origin

 

Scott Free is the greatest escape artist on 3 worlds, married to Big Barda, member of the JLI, and then some.  I have seen his Vet and Rookie being used a lot lately.  Since the vet is yet to win a tournament, even with his ridiculous, I think it is safe to say the best is the rookie.

 

He is 64 points, 0 range, 6 clicks of life, a flier, no AE, and no team

 

1

2

3

4

5

6

7

8

9

10

11

12

Speed

10

8

9

9

8

7

Attack

9

9

8

8

8

8

Defense

18

17

17

17

16

16

Damage

2

2

2

2

1

1

 

Speed:  Phasing will get you where you want to go, flurry can help you get a hit, and L/C can help run away, not bad, not great

Attack:  Little low but at least it is consistent, smoke cloud without stealth is useless

Defense:  NICE NUMBERS, SS can keep him alive a little longer, willpower is always good with high numbers

Damage:  Perplex and Prob Control, this guy is all about support

The Good:  Perplex and Prob Control

      High Defense

      Able to move without being tied down

      Good tie-up/support piece

The Bad:   Not much attack ability

     When he is hit, he is hit hard


Feats:   I wouldn’t bother, his use comes from the cheap cost


Overall:    I actually do like this heroclix.  Even though he suffers the no move and shoot and no range that would make other pieces like him useless, he has a very high defense and support powers that can take up what 2 or 3 others pieces would.  With him, you get your tie up piece, a taxi, perplex and prob control.  His low attack ability and high defense means he wont be the first piece on your team attacked, and during that time he can tie up the big guns thanks to his high defense.  He is not made for every team, but for theme teams he is a great addition, and for regular teams he can work.  Do I expect to see him at upcoming Wizard World tournaments after retirements?  Not really, but he might sneak onto a team or three. 

Constructed/Unrestricted:  3 / 5

Sealed/Draft:  3.5 / 5 (high defense is great here)

 

Overall:  3 / 5

 

“Heroclix….they’re cool, addictive, and available….the things practically sell themselves.”

Need help? Send any emails to batmandx@aol.com.
 


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