Galactic Guardians Heroclix Preview

Master of the Mystics Arts

Greetings HeroClix Fans!

Today we continue our previews of the Marvel HeroClix: Galactic Guardians set as we go into the Sanctum Sanctorum to check in with the Master of the Mystic Arts, the Sorcerer Supreme himself, Dr. Strange!  But before we visit him in person, we must meet the Astral Dr. Strange.


Astral Dr. Strange is a 13 point figure with the Mystical keyword and 2 sets of powers and stats on his dial.  Astral Dr. Strange has powers and traits that show off his intangible ghost form quite well.  Both sides have the same two traits, Dr. Strange’s Animating Spirit and Intangible and Invisible.  Dr. Strange’s Animating Spirit says that when Astral Dr. Strange is KO’d, roll a d6, on a roll of 1-3, give all friendly characters named Dr. Strange an action token.  Intangible and Invisible says that Astral Dr. Strange does not require opponents to break away, does not block line of fire, cannot have damage transferred to it by Mastermind or be the target of Perplex, and may be given a move action as a free action once during your turn.

On side A, Astral Dr. Strange  has Phasing/Teleport on all three clicks, showing his movement on the astral plane.  Likewise, he has Incapacitate on all three clicks.  Super Senses is on his opening click.  On side B, Astral Dr. Strange also has Phasing/Teleport on all three clicks.  On this side, his offensive slot is full of Smoke Cloud.  Defensively, Astral Dr. Strange starts with Super Senses, and then goes into 2 clicks of Willpower.


Dr. Strange begins play with two traits.  Astral Form allows you to give Dr. Strange a power action to place a #014a or #014b Astral Dr. Strange from outside of the game in an adjacent square.  His other trait is Defenders Portal, which allows characters possessing the Defenders keyword or team ability that begin an action adjacent to Dr. Strange to use Phasing/Teleport but halve their speed value that action.

In his Speed slot, Dr. Strange begins play with Phasing/Teleporting.   After this opening click, Dr. Strange gains his special power for 5 clicks, Concentrate on One Projection.   This special power allows Dr. Strange to be given a free action to choose an opposing character adjacent to a friendly Astral Dr. Strange. This turn, Dr. Strange can target that character regardless of range, squares, or line of fire when making a ranged combat attack or using Outwit or Perplex.  On his last two clicks, Dr. Strange switches back to Phasing/Teleport. 

In his Attack slot, Dr. Strange brings 5 clicks of Penetrating/Psychic Blast, utilizing his 8 range or special power, followed by 2 clicks of Poison.  Defensively, Dr. Strange begins play with his strongest protective magic’s with 2 clicks of Impervious, followed by 2 clicks of Toughness.  Afterward, Dr. Strange tries to avoid damage all together with 2 clicks of Super Senses, and ends his dial with 2 clicks of Energy Shield Deflection.

The Damage slot of Dr. Strange is filled with an array of support powers including opening and closing clicks of Probability Control, Perplex on clicks 2, 5, and 6, and two mid-dial clicks of Outwit.  Dr. Strange possesses the Avengers, Defenders, Illuminati, Midnight Sons, and Mystical keywords, as well as the Defenders and Mystics team abilities.  At 196 points, Dr. Strange will be a great corner stone to many build totals.

Thanks for reading, and join us next Wednesday as we continue to explore the Marvel HeroClix: Avengers Movie expansion as we visit WWII’s greatest fighting unit’s resident strong man in a bowler hat.  Be sure to come back Friday as we continue our previews of Marvel Heroclix: Galactic Guardians as we go under the sea around for our next preview.