Review
Hero Clix: Mutant Mayhem by Jason Mical
Marvel HeroClix: Mutant Mayhem combines characters from across the space-time continuum in a method intended to produce and represent, pardon the language, mayhem. One of the finest examples of the Mutant Mayhem release is the Shadow King, a unique figure in the set and a relatively obscure villain from several different Marvel timelines.
Shadow King, also known as Amahl Farouk, faced Professor Xavier before Chuck founded his school. In the Marvel continuity, Shadow King was the first "evil" mutant Professor X encountered, and that experience was somewhat formative in his decision to found not only the Xavier Institute but the X-Men.
Shadow King showed up later in storylines like the Muir Island saga, where he used his considerable power to tap into - and encourage -human emotions, so that he could literally focus hatred as a weapon.
In Mutant Mayhem, this side of Shadow King is represented through a rather unusual combination of powers: Mind Control and Psychic Blast. Aside from the LE Professor X from the Critical Mass set, Shadow King may very well be the ultimate Mind Controller in the Marvel HeroClix game, and his inclusion in the set will herald a fundamental shift as relatively cheap, powerful Mind Control, coupled with intelligent supporting powers, takes center stage.
At first glance, Shadow King may seem like a slightly weaker version of the Ultron-Puppet Master-Bullseye combination familiar to many old-school clixers; while that may be true, his powers have been stripped down to the point where he can focus primarily on using Mind Control, keeping himself safe, and staying alive. At 106 points, he's a tad pricey for a 200-point game, but works perfectly in a 300-point game. His attack value starts at 10 and stays decent throughout the dial, and although his defense isn't astronomical and he has no defensive powers to speak of, his dial is nine clicks deep, so taking him out will be a chore for even the most powerful of opponents.
While taking a hit or two, Shadow King can use his considerable mental powers in one of two ways: forcing an opponent's figures to take actions with Mind Control, or outright tearing into a figure with Psychic Blast. Mind Control has always been a tricky proposition, and is often one of the more misunderstood powers. After the rules update, many players bemoaned using Mind Control at all, as it no longer conferred an action token upon its target, indicating many players used it as nothing more than a trumped-up version of Incapacitate.
Savvy players, however, realize that an underutilized power like Mind Control may very well be the key to winning in tight situations. Mutant Mayhem will force many players to deal with Mind Control, especially in sealed environments when someone pulls a Shadow King. Not only are Mind Control's demoralizing effects overlooked - because, face it, it sucks when you are being beaten up by your own piece - but in larger games, it can often give players an edge in victory. The most obvious combination for Mind Control is a Big Figure, such as the Sentinel, and its ability to capture pieces. Doubling victory points for captured pieces or tripling them in the case of Mutants - is worth the edge, especially if playing a 400-point game.
But, unlike the Puppet Master, Shadow King is no one-trick pony. He'll need some backup, because he isn't the fastest-moving piece in the world and he has no team ability to assist, but Psychic Blast with 3 damage will catch anyone's attention. His odds of hitting are better than average, and he keeps that damage for a long time, so even after he gets slapped around a few times, Shadow King will still sting and sting hard.
Since both of his powers require range, it makes sense to make Shadow King a ranged attacker, and he can shoot with the best of 'em. A respectable 8 range, coupled with three targets makes his power combination quite devastating, especially for a 106-point figure.
Shadow King will find lots of friends in Mutant Mayhem, complimenting his abilities well.
Good players will seek him out along with his friends, as many figures in Mayhem feature specific, playable combinations of powers. Shadow King is a ranged nightmare, but represents well the depth of play, collectable fun, and brand new figures found in each booster of Marvel HeroClix: Mutant Mayhem.
Jason Mical works as the Public Relations Coordinator ' for WizKids.