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“Knights of X” #1

By | April 28th, 2022
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In a genre that feels so beholden to science fiction, it’s always fun to see superheroes fight the magical and mystical. While the X-Men are no strangers to the world of magic, they have had some of their most memorable adventures in the Otherworld in recent years. What sets it apart? A creative team that brings some specialized D&D energy to a series, a tried and true recipe for a good adventure. “Knights of X” #1 is an exciting continuation of Tini Howard’s mystical world of mutantdom, all while creating an exciting, back to basics story.

Cover by Yanick Paquette and Alejandro Sanchez
Written by Tini Howard
Illustrated by Bob Quinn
Colored by Erick Arciniega
Lettered by VC’s Ariana Maher

THE QUEST BEGINS HERE, WHERE MUTANTS ARE HATED AND FEARED ONCE AGAIN! The gates to Otherworld are closed — and Captain Britain is trapped on the wrong side! Usurpers Merlyn and his right-hand man, King Arthur, are now in control of Lunatic Citadel. Furies the size of Sentinels raze villages to the ground in their hunt for the “witchbreed.” Cutoff from Krakoa, Betsy Braddock is Otherworld’s only hero — and to save her people, Betsy must recruit a round table of her own. The Knights of X gather to restore the rightful order and rescue desperate mutants — but their quest is about to get so much bigger than that. This is the era of destiny…and the fate of Otherworld lies at the center of mutantkind’s future. Don’t miss this essential piece of the new Krakoa!

While no stranger to mutant adventures in the Otherworld, “Knights of X” #1 is an exciting new development for Tini Howard’s work in the world of X-Men. Howard is firing on all cylinders from the start as she creates a thrilling chase and shows just how different the Otherworld has become. While the rest of the world of Mutants has been one of increasing power in prestige in the eyes of the world and the galaxy, Howard is taking inspiration from classic X-Men stories and putting the mutants on the defense. Even the title of the issue, ‘Hated and Feared,’ is a harkening back to the original description of the team created by Stan Lee and Jack Kirby, as Captain Britain works to protect the mutants of the Otherworld. Something about the initial action sequence also feels similar to the beginning of the X-Men cartoon from the 90s with a young mutant saved from peril at the hands of the Furies, Sentinel adjacent Otherworld beings. While they might not be robots, they certainly still don’t like mutants. In many ways, Tini Howard’s introduction is, to a degree, a shake-up from the new normal of Krakoa. The gates are gone, their protection is limited, and mutants, at least in this context, are again public enemy number one.

From the riveting introduction, Howard goes back into developing her ever-growing mythology of the Otherworld. From the political intrigue of the various courts to the mystical and mysterious nature of Marvel’s magic, Howard continues to bring a deep love of fantasy and legend into her mutant stories that just feels right. In “Knights of X” #1, we are given a quest, assemble a team, and have some exciting action to boot. Howard does an admirable job of making these comics feel EPIC while not being too overwhelming, all while capturing the weirdness that makes things like fantasy (and specifically fae stories) unique. Howard is having a blast as she sets up the pieces for yet another magical chess game with her team of mutants at the core. She writes with such joy as you watch Lady Roma and Merlin carefully manipulate their teams for the ultimate quest, the search for the Siege Perilous. Hell, Bob Quinn even goes so far as to show us balanced teams observing the same prophecy. It’s a page that just screams, “here’s our D&D party and the struggles they’re about to face.”

Howard’s comfort with this team is also clear from the beginning, as many of the group are from her “Excalibur” days, but with enough shakeup to keep things interesting. Characters like Kylun or Bei the Blood Moon are exciting additions to the team simply because it gives us a chance to see how these familiar friends work with new pieces. In many ways, “Knights of X” #1 takes an already solid party and adds some exciting new players. There were multiple times during the issue where the action and clever use of power had me incredibly exciting. At the moment, the only unknown entity is how Mordred will fit into all of this, but it is an intriguing mystery that makes you want to come back and see what happens next time. One thing is clear, though, the introduction of Arthur’s Witchblood son is doing Betsy and her team no favors.

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However, one thing that makes “Knights of X” #1 so exciting is Bob Quinn’s dynamic action and ability to create lush and magical backgrounds. Through the issue, Quinn creates some incredibly engaging fights and chase scenes. There is frantic, kinetic energy from the first page as the furies search for their bounty. As the issue continues, Kylun sneaks his way through a group of Arthur’s soldiers. Betsy and her team fight through Arthur’s hordes, and Mordred destroys his father’s troops. There are fun little moments in all of these scenes, but nothing beats Shogo’s flight to defeat the furies. Quinn creates a weightlessness to the panels that make you feel like you’re in flight, but the highlight is Shogo’s excited inner monologue as he gets to fly with his Aunt Betsy again. But it’s not just the action that makes Quinn’s art memorable. His panels are lush and dynamic. His depiction of the thronerooms and chambers of Otherworld is magical and just a little confusing. Plus, Quinn has a natural gift for creating characters’ expressions. Betsy is brash and self-assured. Lady Roma always has a mischievous and untrustworthy smirk on her face. The rest of the team, too have their moments. Erick Arciniega and Ariana Maher also help make the art of the issue stand out. Arciniega’s coloring always helps establish a tone for the scene, with deep purples and blues for the unsettling halls of Merlyn’s halls and the lighter, vibrant colors for Lady Roma’s domain. The action sequences, too, use colors impactfully, helping to highlight Quinn’s kinetic movement throughout the panels. Maher’s lettering also helps create a sense of myth in the narration panels, but more when she gets to let loose for lettering magic. While it’s subtle in the first issue, it seems like she might be getting the chance to play with spells and omens, increasing Howard’s magical world.

Overall, “Knights of X” #1 is just a lot of fun. It’s an excellent reintroduction to some of Howard’s favorite characters, with enough new to keep you guessing. Add to that some truly stunning artwork and a classic X-Men setup, and you have a book that will stand apart in the Krakoa era, a team with a mission, no way home, and the world working against them.

Final Verdict: 9.0 If you love epic fantasy with some incredible artwork, “Knights of X” #1 is a must-read!


Joe Skonce

Joe Skonce was born, raised, and currently resides in Ohio, but has been exploring fantastical and imaginary worlds for as long as he can remember. He loves big guys and barbarians, pirates and puppets, and is always down to find nerdy new things. Come say hi to him on twitter @tunabellgrande.

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