Archive for the ‘Card Comparison’ Category

Greetings Fellow Dice Fans!

 

It’s time for another Top List article! It’s been a while since I’ve done one of these, and this one was suggested by John P. on Facebook.

To celebrate my 100th Confusing Card of the Week article, all of the cards on this list have a collector number of 100 from their respective sets. I was really surprised to see how many good cards were on this list. There is a mix of uncommon and rare cards from ten different sets. But wait, there are currently fourteen sets released that have a #100 card, so what about those other four? Well, they just missed the mark and will end up on the ‘Honorable Mentions’ list.

Now, remember, I’m only comparing the card abilities, stats, etc. of these cards with each other. I am not comparing their other versions.

I based my list off of several different criteria:
~ Is the purchase cost even with the stats and ability?
~ Are the stats in line with the ability?
~ Is the ability useful or is it too situational?
~ Would I play this card today?
~ Can I use this on any team or does it require a specific build?
~ Are the dice pretty? Just kidding! I do like pretty dice, but it’s not necessary.

And by the way, thank you RetroBox. I love using your website. It makes my research go so much faster! I think your site is one the most visited sites on my computer.

Let’s kick this off with the four cards that just missed that tenth place spot.

Honorable Mentions

14. Captain America: Superhero from Uncanny X-Men

W Captain America, Superhero

Heroic: When fielded, Captain America may pair up with a different Heroic character until the start of your next turn. While Captain America is paired up, he and his partner each gain +4A and +4D.

So, not the worst Heroic ability, but it’s Heroic…

13. Rhino: Persistent Vengeance from Amazing Spider-Man

W Rhino, Persistent Vengeance

When fielded, you may KO target Sidekick. Send it to the Used Pile. If your opponent’s Spider-Man is active, you may do this twice instead.

This guy costs too much for his ability.

12. Drow Assassin: Paragon Humanoid from Battle for Faerûn

W Drow Assassin, Paragon Humanoid

At the end of the attack step, knock out all adventurers engaged with this character.

His ability is too conditional for most games where there are very few Adventurers used. Though, he is great for in set games. But that’s not enough to make my top ten list.

11. Black Widow: Killer Instinct from Avengers VS X-Men

W Black Widow, Killer Instinct

When fielded, spin one target opponent’s character down to level 1.

Back in the day when all we had was AvX to use, she was great if you didn’t have Tsarina. I even used her instead of Tsarina on several occasions, but now, she seems a little lack-luster compared to the rest of these cards. She does make the top of the ‘Honorable Mentions’ list though!

Top Ten of the 100’s
10. Spectre: Blinded By Sin from War of Light

W Spectre, Blinded By Sin

While Spectre is active, all character dice except Spectre must attack each turn.

So if you’re using this card, you’re likely only buying and fielding this guy. His ability keeps all of those nuisance characters out of the field, unless he’s blanked by a DWiz or the Shriek that’s coming in the Maximum Carnage Team Pack. But, if they’re blanking him, they aren’t going to be able to blank your other dudes! He could be a great decoy, or a great back up win condition. I would say that your team needs to be built around this card and the contingencies that come with him in order to make the team viable. That’s one of the main reasons he’s sitting at the number ten spot. But I still feel like he’s more fun to use than the cards on the Honorable Mentions list.

~ Is the purchase cost even with the stats and ability?
They’re about average.
~ Are the stats in line with the ability?
Sure.
~ Is the ability useful or is it too situational?
I would say it can be useful.
~ Would I play this card today?
Maybe.
~ Can I use this on any team or does it require a specific build?
I would definitely say that he needs a specific team.
~ Are the dice pretty?
They’re okay. They’re easy to read, which is good.

9. Jay Garrick: Guardian of Keystone City from Green Arrow and The Flash

Jay Garrick, Guardian of Keystone City

While Jay Garrick is active, the first time you field a BOLT or SHIELD character die each turn, you may take 1 damage and move a die from your Used Pile to your Prep Area (2 dice if the character is BOLT and SHIELD).

Why is this guy better than the many that came before him? Because he’s cheaper to purchase and field, and his ability works with lots of characters in the game. I don’t like that I have to take damage to move the die from my Used Pile to my Prep Area, because life is a very important resource and if I were going to spend it on something, it’s gotta be good. I could see someone pairing this card with Vicious Struggle, but there are better methods for making that Action lethal. I think he’s a good alternative to Reclaim, if you really need your BAC slots, but you need a way to mitigate that damage. I don’t see this card on any Rush/Blitz type teams because if you’re buying a four cost Jay Garrick, you’re not buying your two and three cost rush characters.

I think this card has some potential, but it’s not overflowing with it. I think he’s a good casual play card, but I don’t see him making any competitive lists anytime soon. Maybe a pilot out there can find a good use for him.

~ Is the purchase cost even with the stats and ability?
I think his purchase cost is okay, but since he’s a crossover character, I think his level three fielding cost could have been a one instead of a two.
~ Are the stats in line with the ability?
Since you want him to stay active, his defense is great.
~ Is the ability useful or is it too situational?
It’s useful for what it does.
~ Would I play this card today?
Better than a maybe – possibly.
~ Can I use this on any team or does it require a specific build?
I don’t think I’d slap Jay on any team of mine, but I think he needs a more fine-tuned build. I don’t think he needs a team dedicated to his ability though.
~ Are the dice pretty?
They’re one of my favorites from Green Arrow and The Flash. I love them!

8. Taskmaster: Mimic Anyone from Civil War

W Taskmaster, Mimic Anyone

When Taskmaster blocks or is blocked, change Taskmaster’s A and D to match that of any target character die in the Field Zone until end of turn. (Each Taskmaster die may target a different die.)

I think this ability is interesting for various levels of play. You could change his stats to help keep him alive, or change them so he’s KO’d. Putting him on a team with dice that have stats like Hulk or Thanos is great, but you want to use a force block Global like Wasp: Fashionista or Giant Spider: Greater Beast to get the use of his ability. Then you want to give him Overcrush so he can deal damage over the blockers.

The more I look at the card, the more unusual he becomes. I would love to see a team build with him that makes the most of his ability. Feel free to share one in the comments if you’ve played him and like him!

~ Is the purchase cost even with the stats and ability?
Stats – yes. Ability – depends.
~ Are the stats in line with the ability?
Hard to determine that really.
~ Is the ability useful or is it too situational?
It’s useful, but also situational. I don’t think it’s too situational, because you can manipulate the conditions of his ability on that card with a Global.
~ Would I play this card today?
Maybe, it’s not really my kind of card.
~ Can I use this on any team or does it require a specific build?
He could be added to any team really. His ability is reliant on other card abilities.
~ Are the dice pretty?
Definitely not. I don’t like the color and his die image is just, okay.

7. Solomon Grundy: Died on a Saturday from Justice League

W Solomon Grundy, Died on a Sunday

KO any character of a lower level engaged with Solomon Grundy after damage is dealt.

I like his ability, but I don’t like that I feel I need him on level three all the time. I would not recommend using a Global like Mutation/Polymorph or Giganta because then your opponent can just spin their dudes up to save them from Grundy’s ability. His ability is great if you pair it with Wasp: Fashionista or Giant Spider: Greater Beast.

Those Globals help you get specific characters dice out the field wither through combat damage or Grundy’s ability. And I guess if he’s KO’d while level one or two, it’s not so bad because he could come back next turn at level three.

He also makes for a great blocker, because his stats are good and if he blocks a character with bigger stats on a lower level than his, he can still take them out. He’s not a far reach with his purchase cost either, which is a plus.

~ Is the purchase cost even with the stats and ability?
I think it is for the most part.
~ Are the stats in line with the ability?
I would like to have seen maybe one more point of defense on all his levels for better survival against multiple blockers, but overall I think it’s fine for single blockers.
~ Is the ability useful or is it too situational?
It’s definitely useful, espicially when paired with a force block card. It’s situational only in that it affects lower level character dice, so you want him on level three if at all possible.
~ Would I play this card today?
Most likely.
~ Can I use this on any team or does it require a specific build?
You could actually put this card on any team with a force block and he would do well. You definitely don’t need the force block, but it helps.
~ Are the dice pretty?
Yuck – no way. But they fit his character, so no real complaints. I think a pink sparkly die would look out of place with him. I like his image though!

6. Killer Croc: Out of the Depths from Batman

W Killer Croc, Out of the Depths

When fielded, KO all level 1 and 2 character dice with A less than Killer Croc.

So why did this guy beat out the other four cards and make my top ten? His ability paired with his stats could wipe an opponent’s entire Field Zone. His purchase cost is expensive, but I would pay that price to wipe their Field, leaving them open for an attack. This card is easily paired with Small Step for Man from the Superman Wonder Woman Starter.

W Small Step For Man, BAC

This puts all characters in the Field Zone at level one, but when you field your Killer Croc, you’re likely taking out all of their characters. You can use a Global like the one on Giganta: Standing Tall to spin your surviving character dice back up. This card has potential and possibilities – it only needs the right pilot and the right build to make it happen.

~ Is the purchase cost even with the stats and ability?
Absolutely. If he was a six cost – he’d be too good.
~ Are the stats in line with the ability?
Totally. At level one, you’re KO’ing all opposing level one and two dice with an attack of three or less. Seems good to me!
~ Is the ability useful or is it too situational?
I’d say it’s very useful, but slightly situational – which there are ways of fixing.
~ Would I play this card today?
I would love to play this card – TODAY!
~ Can I use this on any team or does it require a specific build?
I don’t think he requires a team built around him, but he may need a team with cost reduction or ramp/churn because he is expensive. But he’ll potentially win you the game if you get him!
~ Are the dice pretty?
Totally not. I am not a fan of the color of these dice, but I get why they chose the colors. I do really like his dice image though.

5. Superwoman: Amazonian from World’s Finest

W Superwoman, Amazonian

If you spend at least BOLT BOLT BOLT to purchase a Superwoman die, immediately roll that die and place it into your Reserve Pool.
Global: Pay 1. You may convert any amount of your energy to BOLT this turn.

So, the only thing holding this card back from making it any higher on the list is her level three fielding cost. I think a two would have been fine because her defense is low. Killer Croc is a two to field on his level three side and his stats are 7A/7D. I definitely don’t think a two fielding cost would break this card at all. I do like her ability, especially if I’m hoping for energy to buy more of her or other dice.

Her Global is the shining point of her card though. This Global allows you to keep your energy on it’s current face and spend it as that energy, or spend it as a Bolt. The Global cost one generic energy too, making it a very handy energy fixing tool for Bolt-centered teams.

~ Is the purchase cost even with the stats and ability?
Yes, but her level two and three fielding cost are high.
~ Are the stats in line with the ability?
They aren’t as good as I’d like them to be. I’m not asking for zero and one fielding costs across all levels, but a three is a little steep for this type of ability. Her Global is what shines the most.
~ Is the ability useful or is it too situational?
The ability is useful, but too situational.
~ Would I play this card today?
I have definitely played this card and her other versions. I would play it on the right team.
~ Can I use this on any team or does it require a specific build?
She doesn’t need a specific build, but building around her is helpful.
~ Are the dice pretty?
They’re colored thematically and they have a pretty shimmering swirl. I also like her die image.

4. Sangan: Sacrificial Fiend from Yu-Gi-Oh!

W Sangan, Sacrificial Fiend

When this monster gets knocked out, you may pull two dice from your bag. If both are monsters, put them into your prep area; otherwise return them to your bag.

I like this guy a lot in Golden Age. There are so many ways to manipulate the dice in your bag, not mention, KO a character. He’s got low enough defense numbers on all levels that your opponent may not want to attack into him or block him. You can easily KO him with Magic Missile/Unstable Canister, Fabricate, or Blue-Eyes.

I’ve used this card in the past and I like him. There are other ways to prep dice, but this could be more attuned to someone’s play style than the other cards.

~ Is the purchase cost even with the stats and ability?
Yes, he’s easy to KO and you can manipulate your bag to increase the chances of drawing character dice.
~ Are the stats in line with the ability?
Definitely.
~ Is the ability useful or is it too situational?
It’s definitely useful, but may require the right timing.
~ Would I play this card today?
I have used him before and would use him today.
~ Can I use this on any team or does it require a specific build?
~ Are the dice pretty?

3. Spider-Woman: Playing Both Sides from Age of Ultron

W Spider-Woman, Playing Both Sides

When fielded, deal 2 damage to one opposing character with a printed fielding cost of 0.

I like cheap characters with good stats and good abilities. She can easily take out nuisance characters like a low level Dwarf Wizard or Oracle, or just clear some Sidekicks out of the way for your attack. Even though her fielding costs are not the best, as long as she’s level one or two, it’s manageable.

She also has a great defense for those times you really need her to stay in the Field Zone as a blocker. The higher the defense, the less damage that gets through from dice with Overcrush! And even though she’s not the kind of card I would use, I can’t bump her down on the list because of her overall potential. She’s got a great ability for those annoying Oracles and DWiz’s and I like her for that.

~ Is the purchase cost even with the stats and ability?
Definitely for her ability, and I guess the higher fielding cost on level three evens this card out some.
~ Are the stats in line with the ability?
Level one and two are fine. Seeing as how she’s not expensive to purchase, I can’t complain too much about her level three fielding cost.
~ Is the ability useful or is it too situational?
There are lots of zero fielding characters that are really good and used often. I would say she’s more useful than situational, but her ability requires a specific condition.
~ Would I play this card today?
Probably, but she’s not really my play style – I just see her overall potential.
~ Can I use this on any team or does it require a specific build?
She can fit on any team without having to build around her directly.
~ Are the dice pretty?
They aren’t ugly, but they aren’t my favorite.

2. Oni: Greater Giant from Faerûn Under Siege

W Oni, Greater Giant

When fielded, you may put target Action die from target opponent’s Field Zone, Prep Area, or Reserve Pool into the Used Pile. Cancel any effect of that die.

I just covered this guy for my 100th Confusing Card of the Week article. I absolutely love this card. There is not near enough Action removal or Action hindering in the game and I think this card is probably one of the best for Modern Age. He was almost number one on this list because of how much I like him, but his situational ability is what held him back. If your opponent isn’t using Action dice much, he’s just a big hitting character die for four energy.

Even though his situational ability has held him out of the top spot, it’s what propelled him to the number two spot. That’s because for every player that doesn’t use Actions regularly, there are almost twice as many that do. And with Unstable Miracle growing in popularity in my area, Oni could be a great response to it. It won’t stop it completely, but it helps stifle some of that Boomerang action. There just aren’t enough Action-reliant teams out there for him to steal that first place spot.

~ Is the purchase cost even with the stats and ability?
Yes.
~ Are the stats in line with the ability?
Yes, but level three might have been able to get away with a fielding cost of one.
~ Is the ability useful or is it too situational?
His ability is situational, but it’s a common situation to come across, making his ability very useful.
~ Would I play this card today?
I wouldn’t hesitate if I thought the meta would include half or more Action-based teams.
~ Can I use this on any team or does it require a specific build?
He can find a spot on any team without needing his own support.
~ Are the dice pretty?
They are gorgeous! I love the color and his die image is perfect.

1. Lockjaw: King’s Best Friend from Deadpool

W Lockjaw, King's Best Friend

While Lockjaw is active, before your Clear and Draw Step, name a non-Sidekick die. If you draw that die, gain 1 life and each of your Lockjaw dice gets +1A and +1D.

Lots of folks love the common Lockjaw, but this Lockjaw can actually get some use from his attack and defense bonus, because it happens on your turn and not your opponent’s turn. There are plenty of ways to manipulate a bag to increase your chances of drawing the right die. You are always allowed to look in your bag before you draw too, but you have to shuffle those dice up really well before you draw.

I love that he has life gain and a stat buff with his ability. Life gain is definitely useful later in the game, as is a stat buff if you’re hoping to get some damage in. Lockjaw makes for a great blocker too, which is good since you need him active before your turn starts to get the use of his ability. I feel like this card is a little underrated because everyone focuses too heavily on the common version. This guy has a place on a team out there and I hope more folks try using him.

~ Is the purchase cost even with the stats and ability?
I think they’re generous.
~ Are the stats in line with the ability?
More than generous.
~ Is the ability useful or is it too situational?
Highly useful, but may need some bag manipulation to increase the odds of calling the right die.
~ Would I play this card today?
I would put this card on any team that had room for him.
~ Can I use this on any team or does it require a specific build?
He’s a great card that doesn’t need any support.
~ Are the dice pretty?
Not really. I don’t dig the colors, but they’re thematic and the die image is cute.

Final Thoughts

While most of these cards are just good in casual play, there are a few gems for competitive play hidden away. One being that great Oni card! I’ve gotten a few ideas for teams from the cards on this list and I intend to build one of them for our Modern Age event this Saturday. I’m really happy that John P. suggested this article. This was a lot of fun to write and research and I look forward to doing another Top List article in the future.

What are your favorites on the list?
Would you place a card differently?
Let me know what you think!
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and thanks again to RetroBox for the use of their site!

Roll on, Dice Masters!

 

Greetings Fellow Dice Fans!

 

It’s been too long since my last Card Comparison article. I love doing these, even though I’ve only done a few. In the Card Comparison articles, I take a look at all the different versions of a character from one set and give the pros and cons of each one. In the end, I reveal my favorite and leave it to you to decide which one you prefer.

Every card has its own strengths and weaknesses. Some cards just have weaknesses, especially compared to their other set versions. But those versions that aren’t as good as the others still come packaged with that character’s die, so they are still good for obtaining those extra dice!

For this article, we’re going to be comparing the common, uncommon, and rare versions of Gorilla Grodd from the DC Green Arrow and The Flash set.

Gorilla Grodd: Supplanting Solovar – Common

I also want to take a look at the character’s subtitles and where they may have come from. Supplanting basically means to supersede or replace, and Solovar is the name of the ruler of Gorilla City. Solovar was a peaceful leader and he was overthrown by Grodd during Flashpoint. Both Grodd and Solovar are supporting characters in The Flash comics, but they also appear in other DC comics from time to time.

W Gorilla Grodd

This version of Grodd has both the Villain and Legion of Doom affiliations. The Legion of Doom is subgroup of villains that work together to accomplish a common goal. There are several Legion of Doom affiliated characters in Dice Masters, but as far as I can find, Lex Luthor: Legion of Doom is the only one with a tribal ability. A tribal ability is one that affects cards that have the same affiliation. There are a few cards that reference card names or subtitles that are considered tribal abilities, but tribal abilities primarily reference affiliations. WizKids does not officially recognize the use of the phrase ‘tribal ability’ for Dice Masters on the Keywords page. It’s primarily used by players.

His affiliations are both pros and cons. There aren’t many cool gimmicks with Legion of Doom characters, but Villains are always finding ways to buff themselves. If you’re using Villains, it could also work against you. There are plenty of anti-Villain cards in the game, but not any anti-Legion of Doom cards.

Another pro for Grodd that really stands out is his fielding costs and his stats. He has a TFC (Total Fielding Cost) of four! With his defense matching his attack on every level, this is one nasty dude. The purchase cost fits in with the pros for his stats too. Characters with large attack stats are usually expensive to purchase and field, but this particular Grodd only cost five energy to purchase and can easily be fielded on any level and is worth the fielding cost.

This Grodd doesn’t have text which is a pro and a con. “Wait a minute…” you might say, “How is that a pro?” Well, with text blanking cards being so popular, it doesn’t hurt to look at these blank cards that have a decent purchase cost and beastly stats. If you’re playing in a casual setting, this dude is actually a really good card! If you’re looking at a more competitive setting, he’s not terrible, but there are better options out there. He could be a great win condition in a draft though.

Gorilla Grodd: Force of Mind – Uncommon

Grodd isn’t just a gorilla – he’s a psionic gorilla that gained his powers by different means in different continuities. Force of Mind is likely a reference to the different psionic abilities that Grodd possesses.

w-gorilla-grodd-force-of-mind

As for the affiliations, they are the same as his common version, with the same pros and cons.

The main differences between the common and uncommon are the purchase cost and the card text. This Grodd has a purchase of seven – wow! That’s a little expensive, until you factor in his fielding costs, stats, and then his ability text.

His ability text is really good, in my opinion. You only need one of his dice in the Field Zone and he grants all of your character dice the Overcrush ability, including himself! If that wasn’t good enough, he can empower your other character dice by giving them a +1A. He doesn’t benefit from the attack buff, but all your other dice do, meaning that Sidekick just got a +1A and Overcrush.

One of the major cons to this version is that he can be blasted with a burst or double burst Cold Gun and lose his text. His ability is not an applied ability so if his text is removed, his static ability goes away too. Not that exciting to think about – seeing your big seven purchase cost character getting blanked and becoming useless for turn by a three cost Continuous Action die.

This card is a powerful card, for sure. The only real negative is his purchase cost, but he kind of deserves it. It just makes him harder to play in the faster metas with any kind of rush or aggro teams. I definitely consider his purchase cost to be a con, because I think a six cost would have been appropriate. I think he’s almost too powerful for a casual setting, but he has a chance to shine in the Modern Age and Prime competitive scenes.

Gorilla Grodd: Brains and Brawn – Rare

I love this subtitle. I’m sure you’ve heard the saying “brains over brawn” which is encouraging folks to think first before using force, or that intelligence is preferred to physical abilities. But with Grodd, it’s brains and brawn, meaning he has the intelligence and physical strength. Why not both, right?

W Gorilla Grodd, Brains and Brawn

This version of Grodd also has the same affiliations as the common and uncommon.

The main differences with this version are, again, the purchase cost and ability text. This version has a purchase cost of six, which is definitely appropriate and not really a pro or a con.

When you look at the ability text on this Grodd, he says that only Crossover character dice can block him. I think that’s a good thematic ability for Grodd as well as a decent character ability in the game. There are not a ton of Crossover characters being played in the major metas, so this guy has a chance to shine. But a huge con is that he falls victim to the same major meta card as the uncommon Grodd – the Cold Gun. If you blank this guy’s text, any non-Crossover character can block him.

This Grodd also has a Global ability on his card. You can spin a Sidekick from your Field Zone to its single fist energy side at a cost of zero! This is a particularly useful Global in any meta, but it is a Global ability, meaning your opponent can use it too. That’s the downside to any Global ability, and one this good could potentially bite you back!

DDK’s Pick!

I like the common and even the rare Grodd for casual play. But those are not my favorites at all.

I absolutely love the uncommon Grodd. His major cons are his purchase cost and that his static ability can be easily blanked by a Cold Gun or other blanking type effect. It’s not easy, but you can work around those blanking cards and effectively take your opponent down with Grodd being the key piece to your win condition. He can easily be paired with cards like Lady Bullseye: Attack on Two Fronts or Guy Gardner: Blinding Rage. He buffs Sidekicks too, so if your opponent blocks your Sidekick with one of theirs, they’re still taking one damage! You can use a force block Global, like the one on Wasp: Fashionista, to help ensure some of your attackers make it back into the Field Zone. One of my favorite things about the uncommon Grodd is that he doesn’t have to attack to buff your other characters. If you attack with him, your opponent is likely to let him through just to get him cycling through your bag and slow you down. But with his ability, you only need to attack with your other characters.

My pick is easily Force of Mind, the uncommon Gorilla Grodd. How about you? Is the choice easy for you or are you torn between different Grodds?

I would love to hear your thoughts on Gorilla Grodd.
Leave me a comment here or on Facebook at Dice Dice Kitty!
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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

Here is the next installment of my Card Comparison articles! Today, I’m featuring all three versions of Superwoman from the World’s Finest set.

When deciding which version of a character you want to use, there are several things you look at:

~ Purchase Cost
~ Energy Type
~ Ability
~ Global
~ Total Fielding Cost (TFC)
~ Attack and Defense
~ Affiliation (or other icons)

The first thing I noticed about all of her versions was that they all cost five energy. The next thing I noticed was that each version had the same Global and all the abilities had something to do with three Bolt Energy. When it comes down to it, the only major difference is the ability.

Superwoman’s Stats

Superwoman’s die has a TFC of six which is expensive, even for casual play. But Superwoman makes up for that a little bit with her beefy attack stats. You can field her on a lower level and then use something like the Global on Polymorph to spin her up, if you really need her on level three.

Superwoman’s Global

I did a Confusing Card of the Week article covering Superwoman, specifically because of her Global, and you can find it here. Her Global does not work the same way as Iceman, Too Cool for Words. Iceman spins the Sidekick dice to a Bolt Energy, while Superwoman allows you to spend your energy as the type it shows or you can choose to convert it to a Bolt. I like to imagine that using her Global puts a filter over your Reserve Pool and as you spend an energy and it passes through the filter and into the Transit Zone, you can choose to activate that filter and change the energy to a Bolt or spend it as its current face.

Superwoman.jpg

Superwoman’s Cards

A quick note – none of the abilities on her cards require that she be active for them to work.

Superwoman, Lois Lane (Common)

That high purchase cost can be bypassed by using this version of Superwoman. Lois Lane allows you to purchase a die for three Bolt Energy instead of five energy. When you pair this version with the Global, this card makes for a great early game card. I’ve used this version on several occasions on casual teams and she’s a great character for casual play. She’s easy to buy on your first turn and she gives you a really beefy attacking character if you manage to roll her on level two or three. She’s really good in a draft setting as well because of how easy she is to purchase.

This version is probably not the best for any of the major meta teams, even the Bolt Ring teams. I tried to use her, but she was really expensive to field in comparison to other characters that I tried.

Superwoman, Amazonian (Uncommon)

Amazonian has a super cool ability! She has the potential of surprising your opponent when they weren’t expecting it. When you spend at least three Bolt Energy to purchase one of her dice, you can roll it and add it to your Reserve Pool. I like the idea of buying one of her dice and rolling a character, just so I can potentially launch an attack my opponent wasn’t planning on. Being able to surprise your opponent with a level three Superwoman when they aren’t prepared for it could be devastating!

Amazonian, like Lois Lane is not a competitive card, but is great for casual play. She works well with cards like Giant Spider, Greater Beast or Spider-Man, Webslinger because they help Superwoman get around potential blockers. I like to use cards with Globals like the one on Anger Issues for that little bit of extra damage.

Superwoman, Reign of Terror  (Rare)

I really like that Reign of Terror doesn’t require that your opponent have a Batman Family or Villain affiliated character in the Field Zone for ability to work. You still need to purchase her using at least three Bolt Energy, but she will go to your Prep Area so you have her to roll on your next turn! She has the added bonus of doing three damage to all Batman Family or Villain dice in the Field Zone – including yours.

Reign of Terror would be fun to use in a draft, since World’s Finest is loaded with Batman Family and Villain characters. I wouldn’t base a draft strategy around her though, because she’s a rare and you can’t guarantee you’ll draft her. But if I opened her, I would totally try to build around her.

Final Thoughts

I really like all three versions of Superwoman and while they all have a lot of similarities, the different abilities sets them apart from each other and plays to the different play styles of folks. I appreciate that they all have the same Global, making each of their abilities much easier to utilize. I don’t have a favorite because I can find a place for all of them, but I think if I was forced to use only one of her versions, I would try to build around Amazonian with Spider-Man and Anger Issues. I love the whole ‘sneak attack’ feeling and that seems like so much fun!

Test Team

I decided to build a casual team using one of the featured cards. You can find the build on Dice Masters DB, here. I will be playing this team for our Saturday tournament, so be watching for my report!

* There was an error on Dice Masters DB at the time I published this article. It would not let me view my team. I hope that the team is accurate. I will try to redo the team or find a way to fix the link. *

Here are links to all the cards I’m using on the team:

Characters:
Superwoman, Amazonian
Professor X, Recruiting Young Mutants
Blue-Eyes White Dragon, Monstrous Dragon
Red Dragon, Lesser DragonKobold, Greater Humanoid
Goblin, Lesser Humanoid
Kryptonite, Green Death
Spider-Man, Webslinger

Basic Actions:
Anger Issues
Polymorph

What do you think of the different versions of Superwoman?
Is there a card you would like to see an article about?

Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

We’re doing our first Card Comparison today!

I want to start off by saying that not every card is good for competitive play, but at the same time, not all cards are good to use in casual play. I want to do card comparisons every so often in an attempt to showcase how different each version can be and discuss how they could best fit on a team. I also want to discuss how they compare to other cards with similar abilities.

I want to look at the Common, Uncommon, and Rare versions of the Elf Thief from the Faerûn Under Siege set.

Elf Thief

Elf Thief, Lesser Harper (Common)

I recently did a Confusing Card of the Week post about this particular version. You can find it here.

I sing the praises of how good this card is on a regular basis. When you look at this card, probably one of the first things you notice is the purchase cost. He cost TWO energy! And he’s a Mask character! That by itself is great, even though we have Morphing Jar, Canopic Jar from the Yu-Gi-Oh! set. But something Morphing Jar doesn’t have, is an ability. Elf Thief’s abilities are both great and that’s probably the second thing you’re going to notice. He has the ability to field for free and he can steal an energy from your opponent.

When you look at his stats, they aren’t ‘amazing’ but they’re okay. Most of the time, you’re going to want to reroll your Elf Thief so you can possibly steal more energy from your opponent on your next turn. A good way to accomplish this is to use your Elf Thief to feed Blue-Eyes White Dragon, Monstrous Dragon. Not every team is going to use both Elf Thief and Blue-Eyes, so you could use him as a blocker.

I’ve seen aggressive teams use this character to great affect as an attacker. He pairs well with Guy Gardner, Blinding Rage as an attacker to increase Guy’s attack value.

The ways to use this character to your advantage are numerous. This character is great for competitive and casual play. He’s among my favorite cards and I’ve replaced Morphing Jar on all my teams with this Elf Thief.

Elf Thief, Greater Emerald Enclave (Uncommon)

This version of the Elf Thief has a very unusual and unique ability on him. Let’s use Mask energy for my example here.

~ I field Elf Thief, Greater Emerald Enclave.
~ I make my opponent move a Mask energy from their Reserve Pool to their Used Pile.
~ Since I did that, I can now move a Mask character from my Used Pile to my Reserve Pool on a Mask side.

This ability could be handy for gaining an energy advantage by removing one of your opponent’s double energy dice to their Used Pile, thus gaining you the double energy. The downsides to this version are that his purchase cost is one more that the common version and he doesn’t have the ability to field for free.

You could find a team build that would utilize this character, but I don’t think this version is good for competitive play. He is better suited for casual play with a more specialized team, but you still run the risk that your opponent won’t have energy in their Reserve Pool to match your fielded characters.

Elf Thief, Paragon Emerald Enclave (Rare)

This particular version of the Elf Thief reminds me of Jinzo, Trap Destroyer in a way. Elf Thief cost one less than Jinzo, but unlike Jinzo, his ability is only good the turn he’s fielded.

Now I can see this card potentially seeing play on some rogue competitive teams that don’t want to or can’t use Jinzo. Another benefit that the Elf Thief has over Jinzo is that he’s a Mask character and not a Shield character like Jinzo. Jinzo does give your opponent something worry about in the Field Zone, but you can also use Elf Thief as food for Blue-Eyes after you’ve fielded him. His effect will still affect your opponent since it is a ‘When Fielded’ ability and not a ‘While Active’ ability.

Should there be a set rotation, I could see this card easily taking Jinzo’s place. I could still see some competitive players swapping to this character for his other advantages like energy type, cost, and different uses. He’s also great for casual teams of all kinds.

Final Thoughts

So, which Elf Thief is better? Hard to say since they all have abilities that are so different.

I definitely have my favorites. Lesser Harper, the common, is absolutely my favorite. Paragon Emerald Enclave, the rare, is my next favorite. Greater Emerald Enclave, the uncommon, is not one I could see myself using at all. I’m sure someone could find a place for Greater Emerald Enclave on a casual team. I can’t say that any one card is better than another version because everyone has their own opinions, but you have to admit, Lesser Harper looks like an awesome card.

I would be very surprised if Elf Thief, Lesser Harper didn’t see some top tier play. But that’s just my opinion! Each Elf Thief has a place and it’s up to the players to find them.

What do you think of the Elf Thief cards?
Leave a comment and let us know!

Roll on, Dice Masters!