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.
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.
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
RATING: 4.5 of 5. Only drawback is lack of range.
Experienced Mister Miracle
Keywords: Justice League International, New Gods
Range: 0 x 1
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.
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
The Mother Box's healing abilities are showcased in
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
RATING: 4 of 5.
Veteran Mister Miracle
Keywords: New Gods
Range: 0 x 1
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
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
Really, the Exp. should have had the JLA TA.
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
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
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
The Good: Perplex and Prob Control
Able to move without
being tied down
The Bad: Not much attack ability
When he is hit, he is
Feats: I wouldn’t bother, his use comes from the
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
addictive, and available….the things practically sell
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