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Welcome back to DEEP DISH THEMES! For those of you who are first time readers, what I do here is take one figure and examine all versions of it and give you an in depth look at all of the things that make that character either great or horrible and all steps in between.
I grade things like keywords, team abilites, range, targets, dial, point value, and even a current estimated monetary value of the figure. I rate the figure on a five star rating system and average out the ratings at the end to give you my overall evaluation of the figure.
I then delve even further each character with an overall synopsis of each figure and what role or roles that it may play in your games and/or theme teams. I wrap it all up by suggesting several comic accurate and keyword accurate theme teams that you can use the week's selected character in and give my pick for each one.
So, without further ado, let's get right into this week's review of a character we're all looking forward to with the forthcoming release of Giant Size X-Men set: MAGNETO
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
History: Erik Magnus Lensherr was just a young boy when he was placed in the Auschwitz concentration camp and forced to endure the horror that was Nazi Germany. It was there that he was reunited with Magda; a young woman who he had fallen in love with just a few years earlier. They managed to escape Auschwitz together and moved to the Ukraine where they carved out a modest living together and started a family. They lived in peace for several years until one day an angry mob came and attacked Erik and Magda...setting fire to their house in the process. The mob prevented Erik from rescuing his daughter Anya who was still inside the house. Enraged, Erik lashed out at the mob, and did so with great force as this was when his mutant ability to control the Magnetic field of the Earth manifested itself. Frightened by his power, the pregnant Magda fled to Mount Wundagore where she would later give birth to the mutants now known as Quicksilver and Scarlet Witch. Magda died shortly after due to complications of childbirth. Erik moved to Israel where he would later meet Charles Xavier. The two formed a fast friendship as they spent long nights debating the existence and place that mutants would hold in the future of the world. Neither realized that the other was a mutant until after the hospital that they were working at was attacked by Baron Strucker and Hydra. They defended themselves and the hospital and it was revealed to one another that they were gifted. Knowing that they had differing opinions towards their genetic role, the two men went their seperate ways. Charles Xavier would go on to form the Xavier School for Gifted Youngsters and try to usher in an age where humans and mutants could coexist by teaching young mutants to control and use their abilities for good. Erik Lensher, drawing upon his tortured past, believed that humans would always persecute and hunt mutants because they were different. He formed the Brotherhood of Mutants as Magneto and sought to create a world where mutants were the ruling class. He has been the X-Men's main adversary for many years and has even been counted amongst their allies from time to time. Most recently, he has been on the latter side of that coin and resides with the X-Men as an ally as he is one of the very few mutants who still retains his powers following M-Day...an event where his own daughter, The Scarlet Witch, used her reality altering powers to rid the world of the majority of it's mutants.
Rating Key (Based on tournament standard 300 point teams in a Golden Age setting)
(1 Star): This attribute won’t do much to help your overall theme team
(2 Stars): This attribute will only slightly help your theme team
(3 Stars): This attribute could be helpful to your theme team
(4 Stars): This attribute could be pivotal or extremely helpful to your theme team
(5 Stars): This attribute is something your theme team needs
Set: Giant Sized X-Men
Magneto
Rarity: Super Rare
Keywords: Acolytes, Brotherhood of Mutants, Hellfire Club, Ruler
Team Ability: Brotherhood of Mutants
Range: 10
Targets: 2
Point Cost: 189
Current Estimated Value: $30 (Figure unreleased as of this article so it may vary)
Dial:
8
11
18
4
8
11
18
4
8
10
17
3
8
10
17
3
8
10
17
3
7
9
16
2
7
9
16
2
7
9
16
2
7
9
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Magnetic Field: Magneto can use Energy Shield/Deflection. When Magneto uses the Carry ability, he can carry up to 4 characters. Modify Magneto's combat values by +1 if he's occupying a square that contains a debris marker. Attack - Magnetic Mastery: Give Magneto a power action. Magneto can use Telekenesis twice as a free action. If Magneto uses Telekenisis option 3 increase the damage dealt by 2. Defense - Magnetic Shield: Magneto can use Toughness. Characters halve their range values when Magneto is one of the targets of their attack.
It's very hard to truly rate and give details about how good this Magneto is. I have to go purely on facts and not actual experience as of this time. He only merits the rating that I gave him as a result. At 187 points, he takes up a little less than 2/3 of your team, so you should be able to get him some good support and he could possibly be a great tentpole figure.
Something that concerns me about him is the lack of evasion or heavy damage reducing powers. He is amazingly defensive from range...possibly the best in the game in terms of what he has going for him to help him against ranged attacks. However, as with a lot of characters, he is one low point outwit character away from having a bad day. He is also effected negatively by a good bruiser. This Magneto may get his licks in, but any good close combat piece with decent damage capability is going to make this Magneto hurt.
I estimate that he is going to fall on the high end value of Super Rares at $30just because of his potential as a figure and for the fact that he will be the only modern age Magneto that we will have to play with. This, of course hurts his overall rating too, because as a sought after piece, the average player will not be as likely to have this option.
Keywords: Mutant, Ruler
Team Ability: Brotherhood of Mutants
Range: 10
Targets: 1
Point Cost: 187
Current Estimated Value: $9
Dial:
12
12
17
5
10
11
16
4
9
10
16
4
9
10
17
3
8
10
16
3
8
9
15
3
8
9
16
3
8
9
15
3
7
9
15
2
7
9
14
2
KO
KO
KO
KO
KO
KO
KO
KO
At the same point cost as the Giant Size X-Men Magneto, this House of M version of the character held the reigns as newest and most powerful Magneto for quite some time. He was the last version to be made with the "Mutant" keyword, and also the last version to be made with a flightstand. If you don't care for the sculpt (Which I personally don't) you can switch it out with any previously made version. Just make sure to extend that knowledge to any opponent that you may be facing to avoid confusion.
There is a lot to like about this figure. The movement, attack, and damage stay high throughout his dial with only the damage taking a bit of a dip in his end dial. He does have some nice powers such as pulse wave which can be quite intimidating to opponents. Though his defense numbers dip a little too much for me and he never quite regains his lustre, he at least has good damage reducers to keep himself alive a little longer. One of his biggest drawbacks is his one and only click of Running shot. It is at the top of his dial which if for the best, but it is his only move and attack click to be found.
Keywords: Brotherhood of Mutants, Hellfire Club, X-Men
Team Ability: Brotherhood of Mutants
Range: 10
Targets: 2 star:
Point Cost: 144
Current Estimated Value: $9
Dial:
10
11
17
4
10
10
16
4
9
9
16
3
9
8
15
3
9
8
15
2
8
7
14
2
8
7
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
This is perhaps the most economical Magneto. At only 144 points, he takes up a little less than half of your team and has the potential to be the centerpiece that you are looking for if supported correctly. He has some great keywords available to him which open up so many doors thematically. With 156 remaining to build your team with, you will be able to fit in at least a few other characters that can support him and that he can help support as well.
He has a bevy of of powers and good stats that promote a great and well rounded team. He has several clicks of move and attack powers and has Telekinesis to help mobilize his team or allow him other attack options and he features this for over half of his dial. Five of his seven clicks of life feature leadership which can be great to out action your opponent.
He does feature some shortcomings, though. As previously mentioned, this Magneto is only alive for seven clicks. One well placed hit could either cripple him or knock him out of the game alltogether. His defensive numbers are less than stellar as well, so he won't be hard to hit. Luckily, his impervious and invulnerability should help you keep him alive a little longer.
Keywords: Brotherhood of Mutants, Hellfire Club, X-Men
Team Ability: Brotherhood
Range: 10
Targets: 2
Points: 133
Current Estimated Value: $3
Dial:
8
12
16
2
8
11
16
3
8
10
15
3
8
9
15
3
6
9
14
3
6
8
13
3
4
8
13
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
This Magneto almost didn't even make the list of figures to review as this is not actually Magneto. This version was from the Grant Morrison storyline of New X-Men where all of the powers that were stolen from most of the world's mutants (known as the collective) all formed a sentient being who thought it was Magneto. At the time the figure was made, though, it was still believed that this was the real deal, though. That's why I went ahead and added him in.
He features a lot of the same things that makes the "Ultimate" version good and at a smaller price tag. He does have several drawbacks, though. He has no move and attack abiliity, a low overall defense, and his damage ouput is great but can be quickly avoided by an outwitter or by merely getting somebody in base combat with him to avoid the ranged combat expert damage.
Otherwise he is very similar to the Ultimate Magneto version from things like keywords, and team ability to things like powers, dial length, and what he brings or doesn't bring to a team.
Keywords: Brotherhood of Mutants
Team Ability: Brotherhood of Mutants
Range: 8
Targets: 1
Point Cost: 80
Current Estimated Value: $2
Dial:
8
9
16
2
8
7
15
2
8
7
14
1
7
6
13
1
7
5
12
1
6
5
11
1
5
5
11
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
There is a lot to keep in mind when reviewing the next three Magnetos. They were all made in a time when dial designs were not as intuitive as they are today. They almost all started out with the best powers and quickly fell apart as damage was received.
That being said, this version of Magneto isn't all that bad. He is a little costly for what he is bringing to the game, though. Magneto is generally going to be the tentpole figure in a lot of the thematic games he is used in, and this version just can't live up to that role. He does provide team support with his leadership and Telekinesis, but he just doesn't have the damage output necessary.
Telekinesis is always a good power to have on a team, but he is just paying too high of a point cost when compared to the more efficient characters of today. He just hasn't held up that well over time.
This version of Magneto is only a slight improvement over the rookie. The damage output is a little better, but he still suffers from "Infinity Challenge Syndrome" since his powers basically stay the same and don't offer any variation from start to finish. The same can be said for his stats. they start off high (or what could be considered high for the time) and drop like a rock by the back end of the dial.
If you want to play a version of the X-Men where Magneto is on the team, their are other versions that have the keyword, but this is the only one that also features the team ability.
Keywords: Acolytes, Ruler
Team Ability: Brotherhood of Mutants
Range: 8
Targets: 1
Points: 103
Current Estimated Value: $4
Dial:
9
10
17
4
8
9
15
3
8
8
15
2
8
7
14
2
7
7
13
1
7
6
12
1
6
6
11
1
6
5
11
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
This Magneto is probably the most economical out of all of them. By playing this version, you will be leaving almost 2/3 of your team build open for other characters. If you can keep him at the top of his dial, he can provide just about everything that most other versions of Magneto can offer.
One thing that remains constant, though is his quickly dropping usefulness and vulnerability to close combat attacks.
Now that we've reviewed all of the Magneto figures individually, let's look at what teams they would work best for. There are a small handful of keywords that they have to choose from, and here is the breakdown of who would be the best choice for each one:
Acolytes: Giant Size X-Men Super Rare Ruler: Giant Size X-Men Super Rare X-men: Ultimates Mail away Xorn/Magneto Brotherhood of mutants: Giant Size X-Men Super Rare Hellfire Club: Unique Ultimate Magneto Mutant: Unique Armor Wars Magneto
I actually played the U Magneto from ultimates last Friday on a Hellfire Club team. He works fairly well and, as you pointed out, can go down quickly. Protect him with meat shields and punish your enemies from range.
Trying to get my Hellfire teams played as I get the distinct impression that that keyword will likely be everywhere very soon...
How is Catwoman indomitable? Everyone deserves it before her, even Aunt May.
This Magneto almost didn't even make the list of figures to review as this is not actually Magneto. This version was from the Grant Morrison storyline of New X-Men where all of the powers that were stolen from most of the world's mutants (known as the collective) all formed a sentient being who thought it was Magneto. At the time the figure was made, though, it was still believed that this was the real deal, though. That's why I went ahead and added him in.
...The heck? Grant Morrison's New X-Men featured Magneto, and even if you go with the Austen/Claremont retcons, for some reason you're conflating them with Bendis's "The Collective" which was post-House of M.
Waller KOs: AA Robin, Kid Devil, Joker, Question; AW E Cap; FCBD Iron Man; Miracle/Oberon; John Stewart x2, Iron Patriot; Shatterstar; IH Herc; CW Photon & Nitro; FF Nite Owl; 10An R Thor, E Iron Man, Weapon X; FF Kilowog; Hugo Strange; Calender Man; Legion Cosmic Boy & Lightning Lad, LE Pete Wisdom
I appreciate all of the work you put into this, but I'm stuck on one glaring point. Don't the "intangibles" ultimately count for a lot in a figures "worth"? Based on the special powers/trait of the GSX Magneto, won't he be the go-to Magneto every time someone wants to play him?
I own the other Magnetos (all of them) that you mentioned, but i would NEVER pick any of them over the GSX one based on both the output/investment of the figure and also the fact that the new one is the first that really feels like Magneto. How can the Xorn one be rated higher if I'd never pick him?
I know that this is my personal preference and that others may feel the opposite, but I don't think I'm alone on this one. How can you give four stars to the IC Vet when his first click is all that he bring to the table? For 100+ points, I want a figure who can actually hit an opposing figure and hopefully...do some damage. He does less than 2 damage for 75% of his dial...not that he could actually hit anything.
Bottom line, how can you accurately rate figures without factoring in if they would get picked over their competition? If the five star version of figure X truly the best option, why then does he collect dust in my collection?
...The heck? Grant Morrison's New X-Men featured Magneto, and even if you go with the Austen/Claremont retcons, for some reason you're conflating them with Bendis's "The Collective" which was post-House of M.
I apologize if I got something wrong about this version, but when I read all of these stories, this is how I understood it. Who would have thought that something that was originally written by Grant Morrison and "Cleaned Up" by Claremont would be confusing?
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
I appreciate all of the work you put into this, but I'm stuck on one glaring point. Don't the "intangibles" ultimately count for a lot in a figures "worth"? Based on the special powers/trait of the GSX Magneto, won't he be the go-to Magneto every time someone wants to play him?
I own the other Magnetos (all of them) that you mentioned, but i would NEVER pick any of them over the GSX one based on both the output/investment of the figure and also the fact that the new one is the first that really feels like Magneto. How can the Xorn one be rated higher if I'd never pick him?
I know that this is my personal preference and that others may feel the opposite, but I don't think I'm alone on this one. How can you give four stars to the IC Vet when his first click is all that he bring to the table? For 100+ points, I want a figure who can actually hit an opposing figure and hopefully...do some damage. He does less than 2 damage for 75% of his dial...not that he could actually hit anything.
Bottom line, how can you accurately rate figures without factoring in if they would get picked over their competition? If the five star version of figure X truly the best option, why then does he collect dust in my collection?
I agree with you to a point, but depending on what team you are building and the point cost, you might not have the ability to use a 187 point Magneto. I too have all of the Magneto figures (Or at least WILL once GSX comes out) but I think you missed something that I try to convey in my article. They get rated on the fact that not every player has all of them. Not every player is going to have access to all of them. Xorn Magneto was rated higher because he is only more readily available and WILL be more readily available in the secodary market. For the average player who is looking for a Magneto to play, a $3 figure is much more attainable than a $30 (Or More) figure. Long story short, look at it from the perspective of somebody who doesn't have all the figures and wants to know what to get.
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
All I know is, if I get my hands on the new one, all the other versions are going to collect dust.
I want these clixed: Doc Savage, Fu Manchu, Tarzan, The Shadow, The Green Hornet & Kato, Conan, Solomon Kane, The Phantom, King Kong, Universal Monsters, Black Orchid, Manhunter (Paul Kirk), Xemnu the Titan, unclixed Kirby Fourth World characters, and Lilith, Daughter Of Dracula.
I think the itemized ratings go a long way. If money is no object, ignore that rating and look at the rest. His overall score minus cost is easily tops or amongst if you ignore cost. But the author decided it was important to look at all angles.
If you never play theme, you can ignore the keyword rating. Its a matter of preference and playstyle. The author is choosing complete objectivity here, encompassing all factors.
How is Catwoman indomitable? Everyone deserves it before her, even Aunt May.