WARNING: The following contains spoilers for Marauders #15 by Gerry Duggan, Benjamin Percy, Stefano Caselli, Edgar Delgado & VC's Cory Petit, on sale now.

The evening before the X of Swords tournament begins, the champions spend the night celebrating with strange foods and drinks. It also gives both sides a chance to size up the competition that they will be facing in combat soon. Although all of the Arakko sword bearers appear intimidating, one, in particular, has a name that reveals her dangerous nature. Isca the Unbeaten's name is not just a title, it speaks of her mutant ability.

One of the few things the Krakoa heroes know about Isca is that whatever side she is on will be the winner. In the past, Isca has even betrayed her family and switched sides to remain unbeaten. She has never been beaten in her centuries-long life and seeks to remain that way. Always up for a challenge, the younger mutants Cable and Magik try to find something that they can beat Isca at.

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First, Cable and Magik challenge Isca to a game of "Pin the Tail on the Donkey" which she easily wins. Considering the "donkey" in this particular game was the fearsome Pogg Ur-Pogg, the victory is a little more notable. Then, they all build pyramids out of stemware. Cable's falls and breaks and Magik does not get very far. Isca's is perfect, making her the winner once again.

Next, they play a game of finding an object under cups, which Isca also wins. Lastly, Magik has Isca guess what number she is thinking of. When Isca answers correctly -- that Magik was not even thinking of a number -- Cable realizes the true danger of Isca's power. In any kind of competition or anything that could be framed as having a winner and a loser, Isca will remain unbeaten.

The true beginning of the X of Swords competition, which has been building for months, is in Excalibur #14 by Tini Howard and Phil Noto. It takes place the morning following the feast. All participants are paired off in single head-to-head matches. In the first event, Isca has a remarkably short duel against Captain Britain.

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captain-britain-shattered

Captain Britain is a renowned sword-smith that does virtually nothing to damage or threaten Isca in their duel. Isca may also be an ace with a blade but it is obvious that her mutant ability has pushed her quickly to a victory. Seeing Isca in action caused most of the Krakoa heroes to balk at what trials lay ahead for them.

Although the party games in Marauders #15 may seem like silly tests for a warrior like Isca, they make sense as ways to look for flaws in her ability. If something is a challenge, or "winnable," then Isca will come out on top. Cable says that he does not look forward to facing Isca in a fight, she replies that he may "live to a ripe old age after all." It may be a key to finding how to make Isca not so unbeatable. As Captain Britain unfortunately found out, The only way to win against her may be not to win at all.

Next: King in Black: Marauders Pits the X-Men Against Knull's Forces