• WizKids Wednesday: Superman Wonder Woman Starter


    We got our yearly Marvel starter earlier this year in the form of Iron Man and War Machine and now it's DC's turn! Set to release in July, the Superman Wonder Woman starter is sure to make some waves. With some great new abilities, counters, and discounts, there's something here to slot into almost any team.

    As usual, I can't thank WizKids enough for providing the starter for review.

    In case you missed Randy's article going over the basic actions, you can find it here.

    While it's a shame these won't be available for Nationals and Worlds this year, in the stress of my current build process, it's kind of nice to not have to worry about them.

    Also, I'm still playing around a bit with the video format. If you miss seeing my arms waiving around in the video holding the cards, just let me know. I'm always looking for feedback.

    Comments 5 Comments
    1. Randy's Avatar
      Randy -
      Nice review! I didn't look at these cards too much before, because I was focusing on the basic actions. But I think you made excellent points. Giganta with the upcoming X-Men set, Jimmy Olsen with WoL Supergirl, and the Wonder Woman you highlighted. Great review and fun stuff to look forward to.
    1. JustK's Avatar
      JustK -
      That Wonder Woman that makes Ring Teams and Any When Fielded effect null will be on every team, Damn.

      It works against both teams though so perhaps a double edged sword there.
    1. StrangeBrew's Avatar
      StrangeBrew -
      Thanks for the great review, as well as a build suggestion. I love your pick for Jimmy Olsen because in the most classic sense this was what he did in the comics; he gets Superman (or Supergirl) to the scene. I'm always stoked with the versions of the cards that fit the source material AND have a great game effect. As for the Wonder Woman, in my local meta this will step on the Stepford Cuckoos player I know good and proper.
    1. Flexei's Avatar
      Flexei -
      Quote Originally Posted by JustK View Post
      That Wonder Woman that makes Ring Teams and Any When Fielded effect null will be on every team, Damn.

      It works against both teams though so perhaps a double edged sword there.
      That and going 2nd with Steve Trevor you can pretty consistently get her on turn 3.
      Rip Steve turn 1.
      Field Steve, Magic Missile Steve, buy Wonder Woman for 2 and Prep her turn 2.
      Roll Steve and Wonder Woman turn 3.

      Even if you miss the roll, you're going to have 5~8 to go on a buying spree with. The downside is that's 3 characters slots and 1 basic action slot predetermined for you.
    1. JustK's Avatar
      JustK -
      Quote Originally Posted by Flexei View Post
      That and going 2nd with Steve Trevor you can pretty consistently get her on turn 3.
      Rip Steve turn 1.
      Field Steve, Magic Missile Steve, buy Wonder Woman for 2 and Prep her turn 2.
      Roll Steve and Wonder Woman turn 3.

      Even if you miss the roll, you're going to have 5~8 to go on a buying spree with. The downside is that's 3 characters slots and 1 basic action slot predetermined for you.
      I would not use Wonder Woman in this way. Seems too many cards. I don't think that Steve is that great of a character for what he brings. I would much rather have Jimmy Olsen or even Commissioner Gordon in that spot.

      Wonder Woman is not out of reach at a 5 cost and the ability is not unstoppable, though she is a Mask. It will make people have to make sure Kryptonite on their team. This does make there a little breathing room against some teams.