Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at the Turtle Van: Basic Action Card from the Teenage Mutant Ninja Turtles box set. This is in celebration of the release of the new Teenage Mutant Ninja Turtles: Heroes in a Half-Shell box set that’s due out tomorrow!

w-turtle-van-bac

Ruling – Ability

Turtle Van is a Continuous Basic Action. If a card ability would affect an Action Die, Turtle Van could be chosen for the effect. One such example is Constantine: Antihero.

Continuous is a keyword found on Action cards. When you use the action die, it is placed in the Field Zone and will remain in the Field Zone until the ability is activated or triggered. Activating or triggering the ability is not considered ‘using’ the die. Using the die is when you move it from your Reserve Pool into the Field Zone. It can remain in the Field Zone after your turn.

Turtle Van’s ability says that you can send Turtle Van to your Used Pile and prevent all damage to a target blocking character. This ability targets a single character die when you activate it. You may target one of your character dice or one of your opponent’s character dice. When activated, the target blocking character die will take no damage from the character it’s blocking. It will also be protected from any Globals or abilities that would damage it after the activation of Turtle Van.

There is a specific timing window for when you can activate Turtle Van. You can only activate the ability on a Turtle Van die after blockers have been assigned, during the Actions and Globals portion of the Attack Step. If you’re the active player, you will have priority to use Actions and Globals. If you’re not the active player, you will have to wait until your opponent passes you priority before you can activate Turtle Van. That means your character can still take ability damage before you’re passed priority and able to activate Turtle Van.

When you activate Turtle Van, it will go directly to the Used Pile, as per the card text.

Turtle Van has a special interaction with Overcrush. Overcrush will only work if all of the attacking character die’s blockers have been KO’d or removed by an effect. If the blocker is still present, but the damage to the blocker is prevented by an ability like Turtle Van, Overcrush will not work.

Miscellaneous Card Information

~ Turtle Van is a Basic Action with no energy type.
~ It does not have an affiliation.
~ It has a max dice of three.
~ This card is a Common and is #58 of 58.

If you purchase the Teenage Mutant Ninja Turltes Box Set, you will have one copy of each card in the entire set, as well as the maximum number of dice for each card.

Examples

These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario and each example only features relevant parts of the turn, not the entire turn.

Example One:
Using Turtle Van on your turn.

~ I have one Turtle Van die and a level three Gorilla Grodd: Force of Mind die in the Field Zone. My opponent has a Sidekick die in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Gorilla Grodd as an attacker, moving him into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns their Sidekick to block my Grodd, moving it into the Attack Zone in front of my Grodd die.
~ (Attack Step – Actions and Globals) I activate my Turtle Van, targeting my opponent’s Sidekick die and placing my Turtle Van into the Used Pile. The Sidekick will take no damage for the rest of the turn. I don’t activate/use any other Actions or Globals, and my opponent doesn’t use any Globals.
~ (Attack Step – Assign and Resolve Damage) My Grodd’s seven damage is assigned to the Sidekick, but the Sidekick will take no damage. The Sidekick assigns its one damage to Grodd, but it’s not enough to KO him.
~ (Clean Up Step) Both character dice are returned to the Field Zone. All effects end and all dice Out of Play are moved to the Used Pile.

Example Two:
Turtle Van interaction with Overcrush, on your opponent’s turn.

~ I have one Turtle Van die and two Sidekick dice in the Field Zone. My opponent has a level three Gorilla Grodd die in the Field Zone. My opponent has one Bolt energy in the Reserve Pool and has Magic Missile: Basic Action Card.
~ (Attack Step – Assign Attackers) My opponent assigns Gorilla Grodd as an attacker, moving him into the Attack Zone.
~ (Attack Step – Assign Blockers) I assign both of my Sidekick dice to block Grodd, moving them into the Attack Zone in front of the Grodd die.
~ (Attack Step – Actions and Globals) My opponent has priority on Actions and Globals, so they use their Bolt energy (moving it Out of Play) to activate the Global on Magic Missile and target one of my blocking Sidekick dice. The Sidekick is KO’d and placed in my Prep Area. My opponent passes priority to me and I activate my Turtle Van, targeting my remaining blocking Sidekick and placing my Turtle Van die in the Used Pile.
~ (Attack Step – Assign and Resolve Damage) Grodd’s seven damage is assigned to the Sidekick, but the Sidekick will take no damage. The Sidekick assigns its one damage to Grodd, but it’s not enough to KO him.
~ (Clean Up Step) Both character dice are returned to the Field Zone. All effects end and all dice Out of Play are moved to the Used Pile.

Official Sources

WizKids Official Rules Forum (WORF) does not have a ruling for this specific card.

Turn Order Summary Reference

turn-order

Unlimited Competitive Play Rating

Overcrush is not a huge deal in the current meta, but as soon as you don’t bring an answer for it, you’ll face off against a rogue Overcrush team. This action isn’t just good for stopping Overcrush, it’s also handy in preventing your opponent’s blocking character from taking damage and getting some crazy effect to go off or even save one of your own blockers from being KO’d. I could see someone adding this to a team if they’re worried about Overcrush and it’s not a terrible card. But since Overcrush isn’t a major meta thing, I can’t give Turtle Van more than a rogue rating. It’s useful for other things besides stopping Overcrush, but there are also tons of other really good BACs out there that someone may want to use instead.

Turtle Van: Basic Action Card gets a rating of three out of five stars.
3 Stars

Prime Play Rating

Turtle Van has been a huge deal in our local Prime meta. Everyone has an Overcrush team of some kind and Turtle Van is a great tech against it. If other meta scenes even slightly resemble ours, then I could see this particular BAC making it onto lots of teams. It’s also great for stopping double damage that a character may be dealing with against Lady Bullseye’s ability. I really like this card and I’d be surprised if it didn’t make at least Prime rogue status, even with the new versions of Polymorph and Magic Missile coming out tomorrow in the new TMNT Box Set.

Turtle Van: Basic Action Card gets a Prime rating of four out of five stars.
4 Stars

Casual Play Rating

I’ve seen this card in lots of casual matches. It’s not a super confusing ability, but the tricks of how to use it against Overcrush are not as apparent to new players. Learning to use the card in that way is something that comes with experience. The one major thing about this card that confuses players is the Continuous part. Even after some explanation, beginners and less experienced players still have a hard time understanding that action dice do not stay in your Reserve Pool – you can’t use action dice on your opponent’s turn. Newer players confuse using an action die with activating an action die’s ability. That’s really the only thing holding Turtle Van back from a five star casual rating. I still recommend this card to our newer players because it’s a great way to learn how to use action dice and how/when to activate Continuous action dice. Don’t discourage new players from Continuous actions just because they can be difficult to understand at first. If you’re a newer player reading this, I encourage you to add at least one Continuous action to your team and play with it. There are lots of great Continuous actions out there, including Turtle Van!

Turtle Van: Basic Action Card gets a casual play rating of four out of five stars.
4 Stars

Opinions on this card? Leave a comment!
Is there a card your confused on?
Is there a combo that seems too good to be true?
Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!

Special thanks to The Reserve Pool for the use of their site.

Roll on, Dice Masters!

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