Archive for the ‘CCW’ Category

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Colossus: Armored Up from the Marvel Deadpool set.

W Colossus, Armored Up

Ruling – Ability

Colossus has a When Attacks ability. This type of ability will trigger only when the character’s die is assigned as an attacker and will also trigger from each of that character’s attacking dice. For example: I attack with two Colossus dice. Each die trigger’s the When Attacks ability.

Colossus’s ability says that when his die attacks, any character that would be assigned to block, must first take two damage.

This ability has a very odd timing window in regards to how the Attack Step works. In the Attack Step, you assign your attackers first and after each attacker has been assigned, any When Attacks abilities will trigger. This is where Colossus’s ability will trigger. However, the damage will not be dealt at this time.

After assigning attackers, blockers are assigned. Because of Colossus’s ability, before a character die can be assigned to block, it must first take two damage. The defending player will choose a character die that they want to assign as a blocker, but before assigning that die, it’s dealt two damage. If the die survives the two damage, the defending player can then assign it to an attacking character die as a blocker.

Damage accumulates on character dice and when they have accumulated damage equal to or greater than their defense, the die is KO’d. Damage does not reduce the character die’s defense value.

Colossus’s ability does not target and it does not deal damage to all dice in the Field Zone. It only affects a die that would be assigned as a blocker – not dice that could be assigned as blockers.

Colossus’s ability is not optional. It automatically triggers when he attacks and will automatically affect any die that would later be assigned as a blocker.

Colossus’s damage will happen before the blocker can be assigned. When Blocks abilities will not trigger until the character that’s being assigned to block has survived the damage from Colossus and is then assigned as a blocker.

Character dice that are being assigned as blockers do not need to block Colossus specifically. His ability says it affects any character die that would be assigned to block – meaning his ability would affect a die that is being assigned to block any attacking character die.

Miscellaneous Card Information

~ Colossus is a Fist type character card.
~ He has the X-Men affiliation.
~ He has a max dice of four.
~ This card is a Rare and is #89 of 124.

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:
Attacking with two Colossus dice.

Game State
~ I have two level one Colossus dice (5A/5D) in the Field Zone.
~ My opponent has a Sidekick and a level two character with 1A/6D in the Field Zone.
~ I am entering into my Attack Step.
(Attack Step – Assign Attackers)
~ I assign my two Colossus dice to attack, moving them into the Attack Zone.
~ Colossus’ When Attacks ability is triggered. Damage is not done to any dice yet.
(Attack Step – Assign Blockers)
~ My opponent chooses to block with their Sidekick and their other character die, but before they can be assigned as blockers, they must each take two damage from each Colossus die.
~ The Sidekick takes four damage and is KO’d. My opponent places the die in their Prep Area.
~ Their other character die (1A/6D) will also take four damage, two from each Colossus die. Their character is not KO’d and can now be assigned as a blocker.
~ My opponent assigns their remaining character to block one of my Colossus dice. They move their blocker to the Attack Zone and place it in front of the attacking Colossus they want to block.
(Attack Step – Assign and Resolve Damage)
~ My blocked Colossus die will assign five damage to the character die blocking it. That character has previously accumulated four damage and it will be KO’d.
~ The blocking character assigns one damage to the Colossus it’s blocking. This is not enough to KO my Colossus die.
~ My unblocked Colossus die will deal five damage to my opponent’s life total and then move Out of Play.
(Clean Up)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area. My opponent’s blocker will be moved to their Prep Area.
~ Characters blocked, but not KO’d are removed from the Attack Zone, but stay in the Field Zone. The Attack Zone is part of the Field Zone, but only attacking and blocking characters can be in the Attack Zone. My Colossus die will be removed from the Attack Zone and placed back into the area labeled as the Field Zone.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability).
~ All damage is cleared.
~ End of turn abilities will resolve.
~ My turn is now over and my opponent’s turn will begin.

Official Sources

WizKids Official Rules Forum (WORF)
WORF doesn’t have an official ruling on this card yet.

Basic Information

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion and Strategy

Mr. DDK brought this card up to me in a conversation a week or so ago. I thought is was a very interesting card and I realized just how weird and confusing his ability could be. While I like this ability, it could be a problem against certain characters that have abilities that trigger from them being damaged, like Babs, Hulk, or cards with the Vengeance Keyword. This is definitely not my type of card, but Mr. DDK thought it was kinda neat. It practically shuts down the Sidekick blocker walls.

I don’t think this card has a place in the major metas, mainly because of his cost, but also largely because his ability could backfire on you if your opponent has a card like Babs (which is very popular!). I would love to see someone come up with an interesting use for this card and if you do or you already have, please feel free to share!

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!

Need to look up a card? Be sure to check out DM RetroBox! It’s the best searchable card database I’ve found for when I’m at the computer.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

I’m still excited over reaching the triple digits in my Confusing Card of the Week articles! I decided to continue the #100 trend this week and cover one of the cards that I used on my team this past weekend.

For this week’s confusing card of the week article, we’re going to take a look at Killer Croc: Out of the Depths from the DC Batman set.

W Killer Croc, Out of the Depths

Ruling – Ability

Killer Croc’s ability is a When Fielded ability. A When Fielded ability can only be used when the character’s die is placed into the field from the Reserve Pool by paying it’s fielding cost, or by an ability that specifically states that the die is ‘fielded’ and not moved, swapped, placed, etc.

When Killer Croc is fielded, any level one and/or level two character die with an attack lower than his, will be KO’d. This will include your character dice as well as your opponent’s because his ability does not specify ‘opposing’ character dice.

Dice Levels

In the picture above, you can see the sides of the dice as shown on the bottom of Captain America’s card. All character dice levels are displayed in the same place on character cards. The first three images are of the energy faces and do not have levels. The first character face is Level 1, the second character face is Level 2, and the third character face is Level 3. This is the same for all character dice, except for basic Sidekick dice. Basic Sidekick dice don’t have a character card and while they are in the Field Zone, they’re only Level 1.

Character dice may be spun up or have their attack increased prior to fielding Killer Croc in order to keep them from being KO’d by Killer Croc’s ability. The opposing player will not have an opportunity to use Globals unless the active player passes them priority before they field Killer Croc.

If a level one or two character die has an attack equal to Killer Croc’s, they will not be KO’d by his ability. The attack must be lower than Killer Croc’s.

Killer Croc’s ability does not target. Abilities that protect characters from being targeted will not have any effect against Killer Croc’s ability.

Miscellaneous Card Information

~ Killer Croc is a Fist type character card.
~ He has the Villain affiliation.
~ He has a max dice of four.
~ This card is a Rare and is #100 of 124.

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 a Global to spin a character die up, then fielding Killer Croc.

Game State
~ I have a level two Killer Croc and three fist energy in my Reserve Pool. I have a level two Red Hood (3A/3D) in my Field Zone. I have Giganta: Standing Tall on my team. Her Global says: “Pay [FIST]. Spin target character die up 1 level.”
~ My opponent has a Sidekick and a level two character with 4A in the Field Zone.
~ It’s during my main step.
(Main Step)
~ I spend a fist energy (placing it Out of Play) to use the Global on Giganta and target my Red Hood die. Red Hood spins up to level three (5A/5D).
~ I spend two fist energy (placing it Out of Play) to pay for Killer Croc’s fielding cost.
~ Killer Croc is then moved into the Field Zone from my Reserve Pool and his ability triggers as he’s fielded. My Red Hood is level three and is not affected. My opponent’s Sidekick and level two character are both KO’d because they level one and level two, and their attack values are lower than Killer Croc’s.
~ The rest of the turn proceeds as normal.

Official Sources

WizKids Official Rules Forum (WORF)
WORF doesn’t have an official ruling on this card yet.

Basic Information

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion and Strategy

I used Killer Croc and Small Step for Man: Basic Action Card on my team this past Saturday. I love the combo idea, but I’m running into problems with purchasing Killer Croc. I play Grodd a lot and don’t have this issue, so I’m not sure what the problem is. The game I won, I won with Red Hood and didn’t even purchase Killer Croc. For a Johnny like me, that’s no fun at all. But the Spike in me couldn’t pass up the chance at victory. While I won a match, I wasn’t happy with how I won it. I really wanted my combo to go off. I got it to work – once. But it didn’t lead me to victory because I bought Killer Croc too early and couldn’t get a decent bag flow established. I still like this card and I plan to adjust the team by taking off Batcave and adding Rip Hunter: Navigate the Sands of Time.

I definitely don’t see this card being a meta card for competitive play, but for casual level events or store level events, he could be fun – if you like the silly combos like I do!

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!

Need to look up a card? Be sure to check out DM RetroBox! It’s the best searchable card database I’ve found for when I’m at the computer.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

Wow! 100 Confusing Card of the Week articles! I’m proud of myself for making it this far and I can’t wait to reach article #200! John P. gave me a great idea for an article and I’m definitely going to work on it. He suggested that I do an article about all the cards with a collector number of 100 and rank them. Turns out, there are 14 cards with the collector number 100 and many of them are actually really good. Then there’s that one… But, what a great idea! So in honor of that idea, I chose a card from that list for this week’s CCW article. Be on the lookout for my Top 100’s article – coming soon!

For this week’s confusing card of the week article, we’re going to take a look at Oni: Greater Giant from the Dungeons and Dragons: Faerûn Under Siege set.

W Oni, Greater Giant

Ruling – Ability

Oni has a When Fielded ability. A When Fielded ability can only be used when the character’s die is placed into the field from the Reserve Pool by paying it’s fielding cost, or by an ability that specifically states that the die is ‘fielded’ and not moved, swapped, placed, etc.

Oni’s ability says that when his die is fielded, you may put a target Action die from your opponent’s Field Zone, Prep Area, or Reserve Pool in their Used Pile and cancel any effect that particular die may have had.

This ability targets Action dice and opponents.

This ability is optional, so if you forget to use the ability when you field an Oni die and you begin another game action, you cannot back up.

When you move the die to the Used Pile with Oni’s ability, any effect that the die had is cancelled. If your opponent were to activate a second copy of the same die, that effect is not cancelled. For example: You remove a Lantern Ring from your opponent’s Field Zone. They have a second Lantern Ring active. The effect of the second Lantern Ring die is not cancelled.

His affiliation is Monster – Evil. He is not considered to be a Villain. This is important for cards that reference Villains. Monsters and Villains are not interchangeable affiliations.

Miscellaneous Card Information

~ Oni is a Bolt type character card.
~ He has the Monster-Evil affiliation.
~ He has a max dice of four.
~ This card is a Uncommon and is #100 of 142.

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 Oni for an Action die in the Field Zone and one in the Prep Area on the same turn.

Game State
~ I have two level one Oni dice and two fist energy in my Reserve Pool.
~ My opponent has a Lantern Ring action die in the Field Zone and a Big Entrance action die in their Prep Area.
~ It’s during my main step.
(Main Step)
~ I spend one fist energy (moving it Out of Play) to pay the fielding cost for one of my Oni dice, moving it into the Field Zone.
~ I can now trigger Oni’s ability if I choose to do so. I choose to use his ability and I target my opponent’s Lantern Ring that’s in the Field Zone. The Lantern Ring die is moved to the Used Pile and any effect it would have had is cancelled.
~ I spend my last fist energy (moving it Out of Play) to pay the fielding cost for my second Oni die, moving it into the Field Zone.
~ I can now trigger Oni’s ability if I choose to do so. I choose to use his ability and I target my opponent’s Big Entrance that’s in my opponent’s Prep Area. The Big Entrance die is moved to the Used Pile and any current effects of that die are cancelled (which there aren’t any effects for Big Entrance while it’s my turn).
~ The rest of the turn proceeds as normal.

Official Sources

WizKids Official Rules Forum (WORF)
WORF doesn’t have an official ruling on this card yet.

Basic Information

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion and Strategy

I’ve been an advocate for this card as an anti-action card for a long time. I think the only downside is his fielding cost, but with such a good ability, it’s worth it. You can use him to remove one of the most used Action dice in the game – Lantern Ring: Limited Only By Imagination. It goes away! It leaves the Field Zone and goes directly into the Used Pile. That means your opponent needs to work it back through their bag and roll it on an action face again. Do I think Oni is worth adding to teams? Absolutely – if you’re concerned about Action dice. If your local meta isn’t heavy on Action dice, don’t worry with him.

His purchase cost is good and his stats aren’t terrible overall, but that level three fielding cost can be painful if it hits you at the wrong time. But I do love his die – the light blue and the dark mauve/purple-ish color is a really pretty color combo.

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 and WizKids for the use of their sites.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Huntress: Cry for Blood from the DC Batman set.

W Huntress, Cry for Blood

Huntress has two abilities. One is the Flip Keyword and the other says that she can’t be blocked by Sidekicks. I want to go over the second ability first.

Ruling – Ability

Both sides of Huntress’s card says that Sidekicks can’t block her. Regardless of which side she’s showing, Sidekicks will not be able to block her when she attacks. This include characters that have the Ally Keyword, because while those dice are in the Field Zone, they are considered to be Sidekicks. Ally characters are only considered Sidekicks in the Field Zone and nowhere else.

The Attack Zone is still considered to be part of the Field Zone, so while an die that has the Ally Keyword is attacking or blocking, they are still considered to be a Sidekick.

Ruling – Flip Mechanic and Flip Keyword

The Flip keyword allows you to flip that character’s card to it’s other side at the start of your turn. Only cards that have the Flip keyword can be flipped at the beginning of your turn.

The Flip Icon shows that the cards has two sides. Some cards have the Flip Icon but not the Keyword. These cards have a specific trigger or specific timing that they can be flipped. Below is a picture of the Flip Icon, which can be found on the left top corner of the text box on Flip cards.

Flip Icon

Dice will reference the card’s current side, even if it was flipped by another game effect during the turn. The card face that is currently showing will reflect how the die works.

Some characters have different affiliations and different abilities on each side of their card. It’s very important to check your Flip cards at the start of your turn, before your Clear and Draw Step. Once you clear your Reserve Pool and draw your four dice for the turn, it’s too late to flip any of your cards with the Flip keyword.

Miscellaneous Card Information

~ Huntress is a Bolt type character card.
~ She has the Batman Family affiliation on Side A and the Villain affiliation on Side B.
~ She has a max dice of four.
~ This card is a Rare and is #97a and #97b of 124.

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:
Flipping Huntress.

Game State
~ I have one level three Huntress (4A/3D) die in the Field Zone and her card is on Side A. I also have a level three Batwoman: Code of Honor (5A/4D) die in the Field Zone and her card in on Side A (Common Ground – Batwoman can’t be blocked if she attacks with at least one Villain character die.).
~ My opponent has one Sidekick die in the Field Zone.
~ It’s the very beginning of my turn, before my Clear and Draw Step.
(Beginning of Turn)
~ I look at my characters with the Flip keyword and decide if I want to flip any of them.
~ I decide to Flip my Huntress to Side B where she has the Villain affiliation, because I can attack with her and Batwoman later in my turn and my opponent won’t be able to block either of them.
(Clear and Draw)
~ I now clear dice from my Reserve Pool and draw four dice from my bag.
~ The rest of the turn proceeds as normal.

Official Sources

WizKids Official Rules Forum (WORF)
WORF doesn’t have an official ruling on this card yet.

Basic Information

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion and Strategy

I really like this Huntress with the uncommon Batwoman because they can get through those Sidekick walls fairly easily. It limits your opponent’s blocking options too and gives you a better idea of how they’ll block. The flip cards are definitely more interesting and more useful than I had anticipated. I like that Huntress isn’t expensive and can potentially be a turn one purchase if you don’t have any other options. She’s cheap enough to buy multiples of her die too, making her a force to reckoned with if your opponent is relying on Sidekicks and Ally characters to be blockers. Huntress is really great in drafts and casual play. I think she might have a place on some teams out there, but I don’t think she’s a must have for the competitive meta. If you see her across the table from you, be sure you keep something else besides a Sidekick or Ally to block with – or she’s most likely going to hit you. She may not hit hard on her own, but add them up and throw in another character like Batwoman and you might be in trouble!

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 and WizKids for the use of their sites.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Jervis Tetch: Malice in Wonderland from the DC Batman set.

W Jervis Tetch, Malice in Wonderland

Ruling – Ability

Jervis’s ability is a When Attacks ability. His ability will trigger for each of his dice that attack.

When Jervis attacks, you gain control of a target opposing character die with a purchase cost of four or less. That character die is required to attack, if they’re able, on this same turn.

When a Jervis die attacks, you can target any character die with a purchase cost of four or less, which includes basic Sidekick dice. Basic Sidekick dice are considered level one characters with a purchase cost of zero while they are in the Field Zone.

The targeted die is then moved into the Attack Zone with Jervis to show that both of the dice are attacking.

IMG_5594

When the control of the die ends at the end of turn or when the controlling die is KO’d, you must return the controlled die to the area you took it from. You can use an ability like the Global on Blink – Transmutation (during the Attack Step) to move a Jervis die back to your Field Zone and the controlled die will still be attacking.

If the controlled die would be placed in your Used Pile or Prep Area, it goes to your opponent’s Prep Area instead.

If you control a die that is the same die of a character on your team, the controlled die will reference your opponent’s character card.

Normally, a controlling die cannot attack but because Jervis is required to attack in order to control a die, he is an exception.

Jervis’s ability is not optional. You must take control of a character die with a purchase cost of four or less when you attack with Jervis (if there is a legal target). That die is also assigned to attack, which is not optional.

Miscellaneous Card Information

~ Jervis Tetch is a Shield type character card.
~ He has the Villain affiliation.
~ He has a max dice of four.
~ This card is a Rare and is #99 of 124.

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:
Attacking with multiple Jervis dice.

Game State
~ I have two level two Jervis Tetch (2A/1D) dice in the Field Zone.
~ My opponent has a level three Red Hood: Jason Todd (5A/5D) die and a Sidekick die in the Field Zone.
~ The turn is moving into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign both of my Jervis dice to attack, moving both of them into the Attack Zone.
~ Both of their abilities are triggered simultaneously when they attack.
~ The first Jervis die will gain control over my opponent’s Sidekick die, moving it to the Attack Zone on my side.
~ The second Jervis die will gain control over my opponent’s Red Hood die, moving it to the Attack Zone on my side.
(Attack Step – Assign Blockers)
~ My opponent does not have any characters to assign as blockers.
(Attack Step – Actions and Globals)
~ I choose not to use any Actions or Globals. (This would be the moment that I could use the Global on Blink – Transmutation to push my Jervis back to my Field Zone and not lose control over the controlled dice.)
~ My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ Since none of the characters were blocked, they will all deal their attack value in combat damage to my opponent’s life total. Red Hood is going to deal 5, each Jervis will deal 2 each, and the Sidekick will deal 1 – for a total of 10 damage.
~ As soon as the character dice damage my opponent, they move Out of Play.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area.
~ Characters blocked, but not KO’d are removed from the Attack Zone, but stay in the Field Zone. The Attack Zone is part of the Field Zone, but only attacking and blocking characters can be in the Attack Zone.
~ Dice that are Out of Play will move into the Used Pile. My opponent’s Red Hood and Sidekick die will go to my opponent’s Prep Area instead of the Used Pile.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability).
~ All damage is cleared.
~ End of turn abilities will resolve.
~ My turn is now over and my opponent’s turn will begin.

Official Sources

WizKids Official Rules Forum (WORF)
I have a pending question with WORF in regards to the Jervis Tetch cards. There are no official rulings at the time this article was written. I will update with red text when I see an official ruling.

Basic Information

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion and Strategy

I really don’t like the wording on any of the Jervis cards. And until there is an official ruling, my ruling is how we will be playing it locally. I wanted to wait for the official ruling before doing a CCW on any Jervis, but I’ve been getting several requests and questions about him. This prompted me to sit down and really pour over rulebooks and WORF posts in an effort to decipher how this obscenely confusing card is supposed to work.

If/when WORF gives us a ruling, I will most definitely update this article, or post a corrected article if need be. I’ve never claimed to be an expert and if you have a different way you think he should be handled, I’m totally up for discussion!

As far as the ability, it can devastating, for sure. He can easily remove parts of that wall to allow for some damage to get through, or take all their characters from the field and smack them with them. I would not use Blink or Distraction Globals because that could hinder your overall goal if your opponent uses those Globals to push their stolen characters back so they get them back.

I think this guy has potential in drafts for sure, but because there isn’t a solid ruling from WORF on him, I’m not planning on testing him in Modern Age or Golden Age.

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 and WizKids for the use of their sites.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Batarang: What Goes Around Comes Around from the DC Batman set.

W Batarang, What Goes Around Comes Around

Ruling – Ability

When you use this action die, you deal three damage to one target Villain character die. If you use a second Batarang die, you can choose to target the same die again if it’s still active in the Field Zone, or you can choose a new Villain to target.

You can target opposing Villains or your own Villains with Batarang action dice.

A Sidekick die or character die that does not have a printed Villain affiliation on their card can be legal targets if they have been given the Villain affiliation through a game effect. For example: Superman is not a Villain. I can pay a Mask energy and a Fist energy for the Global on the Monument to Evil: Basic Action Card, and target Superman so he gains the Villain affiliation. This makes him a legal target for Batarang.

A character with a printed Villain affiliation can have the Villain affiliation removed by a card effect and no longer be a legal target for Batarang. Removing the Villain affiliation will not affect Batarang dice that have been used prior to the removal of the affiliation. For example: My Joker (Villain), with a defense of six, has been hit with a Batarang for three damage. In the same turn, I can remove his affiliation with Ra’s al Ghul‘s Global and he will still have three damage on him until the Clean Up Step. He can no longer be targeted by Batarang dice this turn, unless he regains the Villain affiliation.

What is considered ‘using’ an Action Die?
~ When you have a non-Continuous action die showing an action face in your Reserve Pool and you use it for it’s effect, moving it Out of Play, that is considered using it.
~ When you have a Continuous action die showing an action face in your Reserve Pool, using it means putting it into the Field Zone. When you activate a Continuous action die for it’s effect, that is not the same as using the action die because the die was used by fielding it.
~ Abilities that say ‘use an action die’ or ‘use the effect of an action die’ are all considered to be using an action die.

Ruling – Boomerang Keyword

From the WizKids Keywords page:

Boomerang: Action dice with boomerang are re-rolled after they’re used. If they reveal an action face, add them to your Prep Area.

 

After you roll the action die, if it shows an action face (non-energy face), you get to add it to your Prep Area. If it shows an energy face, the die will move Out of Play as normal. The image below shows where you can find the different faces on the Die Face Reference part of the card.

Boomerang is mandatory. If you use an Action Die with Boomerang, you must reroll it.

Action and Energy Faces 2

 

Miscellaneous Card Information

~ Batarang is a Bolt type non-Basic Action card.
~ It does not have an affiliation.
~ It has a max dice of four.
~ This card is a Common and is #4 of 124.

Batarang is a special Action called a non-Basic Action. You place this card in a character slot on your team. Your opponent can not purchase your non-Basic Action dice.

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 Batarang during the Main Step and the Attack Step.

Game State
~ I have two Batarang dice showing action faces in my Reserve Pool. I have a level three Huntress (4A/3D) die and a level three Hawkgirl (4A/4D) die in the Field Zone.
~ My opponent has a level three Killer Croc (7A/7D) die in the Field Zone.
~ It is currently during my Main Step.
(Main Step)
~ I use one of my Batarang dice, targeting my Huntress die. Huntress takes three damage, KO’ing her and sending her to my Prep Area. I must use the Boomerang ability on my Batarang die, rerolling Batarang. It lands on an energy face and is placed Out of Play.
~ I pass priority to my opponent and they choose to not use any Globals, passing priority back to me.
~ We now move into the Attack Step – or – Skip the Attack Step and go straight to Clean Up. I decide that I want to attack, so we move into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign my Hawkgirl to attack, moving her into the Attack Zone.
(Attack Step – Assign Blockers)
~ My opponent assigns their Killer Croc to block Hawkgirl, moving Killer Croc into the Attack Zone and placing him in front of Hawkgirl.
(Attack Step – Actions and Globals)
~ I use my second Batarang die and target Killer Croc. Killer Croc takes three damage and since it wasn’t enough to KO him, he remains in the Attack Zone blocking Hawkgirl. I must use the Boomerang ability on my Batarang die, rerolling Batarang. It lands on an action face and is added in my Prep Area.
(Attack Step – Assign and Resolve Damage)
~ Hawkgirl deals her four attack to Killer Croc’s seven defense, but he already has three damage on him. This will be enough to KO him. Killer Croc deals his seven attack to Hawkgirl’s four defense, which is enough to KO her. They will both go their respective Prep Areas during Clean Up.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area. Killer Croc is placed in my opponent’s Prep Area and Hawkgirl is placed in my Prep Area.
~ Characters blocked, but not KO’d are removed from the Attack Zone, but stay in the Field Zone. The Attack Zone is part of the Field Zone, but only attacking and blocking characters can be in the Attack Zone.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability).
~ All damage is cleared.
~ End of turn abilities will resolve.
~ My turn is now over and my opponent’s turn will begin.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling about similar text for using an action die, here.
You can find a relevant ruling about Continuous actions and abilities, here.
You can find a relevant ruling about While Active text being missing from the card, here.

Basic Information

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion and Strategy

I think Boomerang is a really neat ability, but I have yet to play it. I’ve seen plenty of Unstable Miracle teams floating around, but I want to use a die that already has Boomerang, like Batarang. I’ll have to use Batarang if I want to play with Boomerang because it’s the only action card with the Keyword and all three versions have Boomerang.

I am definitely looking forward to adding this to my “FREEZE!” team. While useful against opposing Villains, I think it’ll be much more of an asset when it comes to KO’ing your own Villains that have When Fielded abilities. Mr. Freeze: Dr. Victor Fries has a cool When Fielded ability that puts Stun Tokens on your opponent’s character cards. Sometimes, it’s hard to get those type of character dice back into your Prep Area to reuse quickly. Batarang definitely provides a viable option that your opponent won’t have access to, like Unstable Canister. Mr. Freeze has a defense line of 2/3/4, making him a prime target for Batarang. The only level that would give you trouble is level three.

Some other characters that I would love to pair this Batarang with are Huntress: No Rest for the Wicked and Firefly: Ted Carson. I absolutely love the idea of using Huntress to potentially KO their dudes and then field Firefly to blast them for some damage. Batarang would help cycle those two in the early game because they’re both Villains and make for great targets for Batarang.

And if blasting your own Villains into the Prep Area for next turn wasn’t good enough, Batarang has the potential to come back too, thanks to Boomerang!

I think all versions are great for casual level play and especially for drafting. I’m not sure it has what it takes to stand alone in the Modern Age competitive meta, but I’m holding out hope that someone finds a creative way to use this card.

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 and WizKids for the use of their sites.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at The Question: Find the Answers from the DC Batman set.

W The Question, Find the Answers

Ruling – Gadgeteer Keyword

From the WizKids Keywords page:

Gadgeteer: When a character die with Gadgeteer attacks, you may roll a gear die or an action die with the Continuous keyword in your Used Pile.  If you roll a non-energy face, you may move it unto your Field Zone.  Otherwise, return it to your Used Pile.

I think there is a typo in on the WizKids Keywords page. Where it says ‘you may move it unto your Field Zone’, I think it’s supposed to say into and not unto. But I’m certain we all know what they mean.

Gadgeteer is a new Keyword in the Batman set. This ability only works when the character with Gadgeteer attacks and only if you have a Gear or Continuous action die in your Used Pile. Gear dice will have the Equip Keyword on their card.

You cannot use the Gadgeteer ability for a non-Continuous action die.

When your Gadgeteer character attacks, you get to choose a qualifying action die from your Used Pile and roll it. It can be a Basic Action die or a Non-Basic Action die, so long as it’s Gear or has the Continuous keyword.

After you roll the action die, if it shows an Action face (non-energy face), you get to move it into your Field Zone. Moving a die is not the same as using it, much like moving a character die is not the same as fielding it. If it shows an energy face, you must return it to the Used Pile. The image below shows where you can find the different faces on the Die Face Reference part of the card.

Action and Energy Faces

This ability is optional and not mandatory because it uses ‘may’ in the text. If your Gadgeteer character attacks and you have a Continuous die in your Used Pile, you are not required to use the Gadgeteer ability. If you forget to use it and the Attack Step has moved into the Assign Blockers portion, you have missed your opportunity to use Gadgeteer.

Ruling – Ability

The Question’s other ability works like a While Active ability even though it doesn’t say While Active. A While Active ability is one that works regardless of how many of the character’s dice are in the Field Zone. While Active abilities are like a light – it’s either on, or it’s off.

 

while-active-light

Whenever you use an action die, The Question gains +1A and +1D until the end of the turn. You can use multiple action dice on the same turn and his ability will trigger for each one.

What is considered ‘using’ an Action Die?
~ When you have a non-Continuous action die showing an action face in your Reserve Pool and you use it for it’s effect, moving it Out of Play, that is considered using it.
~ When you have a Continuous action die showing an action face in your Reserve Pool, using it means putting it into the Field Zone. When you activate a Continuous action die for it’s effect, that is not the same as using the action die because the die was used by fielding it.
~ Abilities that say ‘use an action die’ or ‘use the effect of an action die’ are all considered to be using an action die.

Miscellaneous Card Information

~ The Question is a Mask type character card.
~ He has the Justice League affiliation.
~ He has a max dice of four.
~ This card is a Uncommon and is #75 of 124.

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:
Gadgeteer and Using Action Dice.

Game State
~ I have one level three Question (2A/4D) die in the Field Zone. I also have two Kryptonite: Green Death dice, one Unstable Canister die, and one Captain Cold’s Cold Gun: Frozen “Firearm” die, all showing action faces, in my Reserve Pool.
~ My opponent has two Sidekick die in the Field Zone.
~ It is currently during my Main Step.
(Main Step)
~ I use one of my Kryptonite dice, moving it Out of Play, and target one of my opponent’s Sidekick dice. The Question’s ability triggers and he gains +1A and +1D.
~ I use my other Kryptonite die, moving it Out of Play, and target my opponent’s Sidekick die again. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +2A and +2D.
~ I use my Unstable Canister die, moving it Out of Play, and target that same Sidekick die which KO’s it. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +3A and +3D.
~ I use my Cold Gun die, moving it to the Field Zone. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +4A and +4D.
~ I activate my Cold Gun die, moving it Out of Play, to target my opponent’s second Sidekick die which KO’s it. This does not trigger Question’s ability.
(Attack Step – Assign Attackers)
~ I assign my Question (6A/8D) to attack, moving him to the Attack Zone.
~ The Question’s Gadgeteer ability triggers when he attacks and I check my Used Pile for Continuous action dice. I have one Turtle Van and one Bat-Signal die in my Used Pile and I choose the Turtle Van Basic Action and roll it. It lands on an Action face and I move it into my Field Zone.
(Attack Step – Assign Blockers)
~ My opponent does not have any blockers to assign.
(Attack Step – Actions and Globals)
~ I do not use any Action Dice or Globals.
~ My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ The Question assigns all six of his attack to my opponent and my opponent loses six life. The Question die is immediately moved Out of Play because he attacked and was not blocked.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area.
~ Characters blocked, but not KO’d are removed from the Attack Zone, but stay in the Field Zone. The Attack Zone is part of the Field Zone, but only attacking and blocking characters can be in the Attack Zone.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability). The Question will lose all of the +1A and +1D bonuses he gained this turn.
~ All damage is cleared.
~ End of turn abilities will resolve.
~ My turn is now over and my opponent’s turn will begin.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling about similar text for using an action die, here.
You can find a relevant ruling about Continuous actions and abilities, here.
You can find a relevant ruling about While Active text being missing from the card, here.

Basic Information

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion and Strategy

I like this version of Question better than the other two versions. It’s easy to build up lots of action dice for a single turn with Boomerang or even Scarlet Witch: Hex Bolts from the Doctor Strange Team Pack. Since I love Overcrush so much, using Proton Cannon just makes sense, because his stats can become massive! I love that he has Gadgeteer too, which can help you get your Continuous action die back in play. He’s got a great purchase cost and while his attack stats are not the best, his stats can get a boost and even be swapped with Kal-L’s Global. I think this card is great for casual play and possibly good for a rogue team in Modern Age competitive play too.

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!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Captain America: Anti-Reg from the Marvel Civil War Starter set. I wanted to go with a patriotic theme since today is Independence Day here in the US, and what better character to choose than Captain America himself!

04 Captain America, Anti-Reg

Ruling – Resistance Ability

Resistance is a keyword that can be found in the Civil War set. A character with Resistance will grant you some kind of benefit if a character you control was KO’d. These benefits from the different Resistance abilities will vary and the keyword can be found on characters, Basic Actions, and non-Basic Actions.

Any game effect that KO’s a character could trigger a Resistance ability. For example, Fabricate – if you have Captain America active and you Fabricate two characters, you will gain the benefit from his Resistance ability and gain one life at the end of your turn. Another example would be if your opponent used the Unstable Canister Global during your turn to KO one of your Sidekick dice while you have Captain America active.

When you Sacrifice a character die, that is not the same as KO’ing them, which will not trigger a Resistance ability.

If a character with Regenerate is successful in regenerating, you will not gain the Resistance ability. Regenerate is a considered a KO replacement effect.

Captain America’s Resistance ability is a While Active ability. A While Active ability is one that works regardless of how many of the character’s dice are in the Field Zone. While Active abilities are like a light – it’s either on, or it’s off.

while-active-light

Captain America’s Resistance ability says that as long as he’s active at the end of your turn, if a character die you control was KO’d this turn, you gain one life. This ability only checks that the requirements were met and not how many times they were met.

This ability is not optional and you must gain life if the Resistance ability was triggered. You cannot go above 20 life, so if you’re already at 20 life, you will not gain life.

Ruling – Ability

Captain America has a second ability on his card and it is also a While Active ability. At the end of your turn, as long as Captain America is active, you spin each of your Captain America dice up one level.

Dice Levels

In the picture above, you can see the sides of the dice as shown on the bottom of Captain America’s card. All character dice levels are displayed in the same place on character cards. The first three images are of the energy faces and do not have levels. The first character face is Level 1, the second character face is Level 2, and the third character face is Level 3. This is the same for all character dice, except for basic Sidekick dice. Basic Sidekick dice don’t have a character card and while they are in the Field Zone, they’re only Level 1.

If an ability instructs you to spin a character die to a different level, always reference the character card to confirm the correct level, then spin that character die accordingly. Basic Sidekick dice do not have multiple levels and they cannot spin to a different level.

This ability is not an optional ability. At the end of your turn, you must spin all of your active Captain America dice up one level from their current level. A level two Captain America die will spin up to level three and a level one die will spin up to level two. Any level three Captain America dice will not be affected by this ability because they are at the maximum level for a character die.

Miscellaneous Card Information

~ Captain America is a Shield type character card.
~ He has the Avengers affiliation.
~ He has a max dice of four.
~ This card is a Common and is #4 of 142.

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:
Triggering Captain America’s abilities.

Game State
~ I have a level one and a level two Captain America die in the Field Zone. I also have a Sidekick die.
~ My opponent has two Sidekick dice in the Field Zone.
~ My Attack Step has just begun.
(Attack Step – Assign Attackers)
~ I assign my Sidekick die and my level one Captain America die to attack, moving them into the Attack Zone.
(Attack Step – Assign Blockers)
~ My opponent decides to block with both of their Sidekick dice.
~ My opponent assigns the first Sidekick to block my attacking Sidekick, moving it into the Attack Zone and placing it in front of my attacking Sidekick.
~ My opponent assigns the second Sidekick to block my attacking Captain America die, moving it into the Attack Zone and placing it in front of my attacking Captain America die.
(Attack Step – Assign and Resolve Damage)
~ My Sidekick deals one damage to the blocking Sidekick and the blocking Sidekick deals one damage to my Sidekick. Both will be KO’d.
~ My Captain America die deals two damage to the Sidekick die that’s blocking him, and that Sidekick deals one damage to Captain America. Captain America has a defense of four, so that one damage will not KO him. The Sidekick will be KO’d because it only has a defense of one.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area. My opponents two Sidekick dice go to their Prep Area and my Sidekick goes to my Prep Area.
~ Characters blocked, but not KO’d are removed from the Attack Zone, but stay in the Field Zone. The Attack Zone is part of the Field Zone, but only attacking and blocking characters can be in the Attack Zone.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability).
~ All damage is cleared, so Captain America will no longer have the one damage from the Sidekick.
~ End of turn abilities will resolve. Captain America’s Resistance ability will trigger and allow me to gain one life if my life total is below 20 because a character that I control was KO’d this turn. His other ability triggers as well and my level one Captain America die spins up to level two and my level two Captain America die spins up to level three. Since both abilities happen at the same time and I control both abilities, I can choose the order in which they resolve.
~ My turn is now over and my opponent’s turn will begin.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling, here.

Basic Information

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion and Strategy

This is one of my favorite Captain America cards that is currently legal for Modern Age. I love the art, love the die, and really dig the ability on it. There are plenty of ways to KO your Sidekick dice, like a force block Global, Fabricate, or even a burn Global. Captain America is one of those cards that just dares your opponent to Unstable Canister Global your little dudes. When they do and Cap sees it happen, you gain life back! I have yet to really be able to play with this card outside of Limited constructed events that we held for Civil War. I think I may try to add him onto a current Lockout League build I’m working on for Saturday. I don’t think he’s necessarily worthy of a competitive team spot, but I’ve seen much less deserving cards on highly successful teams in the past. I hope someone sees what a gem this guy can be and tries using him. His major downside is that atrocious fielding cost, but at least he’s not really expensive to purchase. A four cost character that just needs to stay in the Field is not a terrible purchase. I think the best place for this Cap to shine is in the casual and Limited areas.

I also want to take a moment to say Happy Independence Day to all my fellow Dice Masters here in the US. I hope that everyone has a safe and fun holiday!

captain-america-wwii-pose-with-flag-5469

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!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Mr. Freeze: Dr. Victor Fries from the DC Batman set.

W Mr. Freeze, Dr. Victor Fries

Ruling – Ability

Mr. Freeze has a When Fielded ability. A When Fielded ability will trigger when that character die is ‘fielded’ either by paying its fielding cost and placing it into the Field Zone from the Reserve Pool, or when an ability allows you to ‘field’ that character die. An ability that swaps, moves, places, etc. will not trigger a When Fielded ability.

Mr. Freeze’s ability allows you to put a Stun Token on an opposing character card. That character does not need to be active in order to use his When Fielded ability on a character card.

Ruling – Stun Tokens

Stun Tokens prevent a character’s dice from attacking or blocking. If a character card has any number Stun Tokens on it, none of those character dice can attack or block.

A character card can have more than one Stun Token on it. Stun Tokens can be removed, but the owner of the character card must pay two generic energy each. Removing a Stun Token can be done at any time the player could use a Global.

Removing a Stun Token during the Attack Step must be done during the Actions and Globals portion of the Attack Step, after the Assign Blockers portion. This means the character that just had all their Stun Tokens removed has missed the opportunity to block that same turn.

Miscellaneous Card Information

~ Mr. Freeze is a Bolt type character card.
~ He has the Villain affiliation.
~ He has a max dice of four.
~ This card is a Common and is #23 of 124.

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 Mr. Freeze’s ability.

Game State
~ I have a level one Mr. Freeze die and a Fist energy in my Reserve Pool.
~ My opponent does not have any character dice in the Field Zone.
~ It’s during my Main Step.
(Main Step)
~ I spend my Fist energy, moving it Out of Play, to pay for Mr. Freeze’s fielding cost.
~ I then field Mr. Freeze’s die by moving it from the Reserve Pool to the Field Zone and his When Fielded ability triggers.
~ I choose any character card on my opponent’s team and place a Stun Token on that card.
~ The rest of the turn proceeds as normal.

Example Two:
Removing multiple Stun Tokens.

Game State
~ I have a level one character die in my Field Zone and that character’s card has two Stun Tokens on it.
~ I have two Bolt energy, one Mask energy, and one Fist energy in my Reserve Pool.
~ It’s the end of my opponent’s Main Step and they have passed me priority.
(Main Step)
~ I spend one Mask and one Fist energy, moving them to the Used Pile, to remove one of the Stun Tokens on my character’s card.
~ I spend my two Bolt energy, moving them to the Used Pile, to remove the second Stun Token from my character’s card.
~ The rest of the turn proceeds as normal.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling, here.

Basic Information

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion and Strategy

The more I read this card, the more I really like him. Using him with Parallax and Fabricate could be a great way to get multiple Stun Tokens on several character cards, forcing your opponent to waste precious resources to free up those characters. I really love the idea of Stun Tokens too, and I think it’s really silly that they can stack! It’s not over powered though because Mr. Freeze is a five cost character (the cheapest one too) and his fielding cost is one on all levels. It balances out a little and makes you work for those Stun Tokens, but if you can get a good flow going, you could lock down your opponent’s team and then attack with your Mr. Freeze dice for a chilling victory!

Yes, I went there.

How could I not when my favorite Mr. Freeze of all time is the Arnold Schwarzenegger?! I know… everyone hates him except for me, but I don’t care! I want an alt art Arnold Freeze card!

Arnold Freeze

Arnold aside – This Mr. Freeze card has lots of potential in Modern Age and casual play, but I think it may be just a bit too slow for Golden Age. I could be surprised though and someone could find a team build that works. As far as drafts go, this guy is ridiculous. I’ve not had the opportunity to use him, but I’ve seen him in action, and folks that use him have an easier time against those troublesome Red Hoods.

I have a Modern Age team build that I want to test with this particular version of Freeze, and I’m itching to try it. I’ve been too busy trying to make my Jessica Jones/Goliath/Proton Canon work and I need to move on to something else. I would totally recommend this card for other players to test in Modern Age and play around with in casual settings.

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!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Hawkgirl: Princess of Thanagar from the DC Batman set.

W Hawkgirl, Princess of Thanagar

Ruling – Ability

Hawkgirl has multiple parts to her ability. The first part of Hawkgirl’s ability is a While Active ability. A While Active ability is one that works regardless of how many of the character’s dice are in the Field Zone. While Active abilities are like a light – it’s either on, or it’s off.

while-active-light

The second part of Hawkgirl’s ability will only apply to characters that are not Villains, and only when they attack. While Hawkgirl is active, when a non-Villain character die attacks (yours or your opponent’s), you may to spin that character die up one level.

This is an optional ability because it says may. This means you do not have to spin your opponent’s non-Villain character die up a level, but you could if you wanted to.

Hawkgirl does not have to attack for you to use her ability on other characters. So long as she’s active, and the attacking character is not a Villain, you can spin that die up one level. You can spin Hawkgirl dice up one level when they attack because her ability says non-Villain character dice, and she’s not a Villain.

If you can remove the Villain affiliation (Ra’s al Ghul Global), you must do so before you attack. Once the character is already assigned to attack, the window to use Hawkgirl’s ability has passed.

Miscellaneous Card Information

~ Hawkgirl is a Mask type character card.
~ She has the Justice League affiliation.
~ She has a max dice of four.
~ This card is a Rare and is #96 of 124.

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:
How Hawkgirl’s ability triggers.

Game State
~
I have one level two Hawkgirl die, one level two Conner Kent: Project Cadmus (3A/3D) dice, and one level one Krypto: Super Dog (2A/2D) die in the Field Zone.
~ It’s the beginning of my Attack Step.
(Attack Step – Assign Attackers)
~ I assign Conner Kent and Krypto to attack, moving them into the Attack Zone.
~ Hawgirl’s ability will trigger and check both dice for the Villain affiliation. Since neither of them are Villains, I may spin each die up one level. Conner Kent spins to level three (5A/5D) and Krypto spins to level two (3A/3D).
~ The rest of the turn proceeds as normal.

Example Two:
Removing the Villain affiliation before attacking.

Game State
~
I have one level two Hawkgirl die, one level two Conner Kent: Project Cadmus (3A/3D) dice, and one level one The Riddler: Prince of Puzzles (1A/5D) die in the Field Zone.
~ I also have one Mask energy in my Reserve Pool and Ra’s al Ghul: Mystery and Power is on my team, but he is not active.
~ It’s during my Main Step.
(Main Step)
~ I spend the Mask, moving it Out of Play, to pay for Ra’s al Ghul’s Global and target my Riddler die. His Villain affiliation is now gone until the end of turn.
~ I pass priority to my opponent and they do not use any Globals. They pass priority back and we move into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign Conner Kent and The Riddler to attack, moving them into the Attack Zone.
~ Hawgirl’s ability will trigger and check both dice for the Villain affiliation. Since neither of them are Villains, they will each get to spin up one level. Conner Kent spins to level three (5A/5D) and The Riddler spins to level two (2A/6D).
~ The Riddler’s ability will also trigger and his attack and defense values are now swapped, making him a 6A and 2D.
~ The rest of the turn proceeds as normal.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling that applies to the wording of Hawkgirl’s ability, here.

Basic Information

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion and Strategy

What I wouldn’t have given to have this card with my Colossus during the WKO this year in Owensboro! Using her and Blink – Transmutation with Colossus is like a dream team, and that also makes room for a different BAC in place of Polymorph/Mutation. I love Mutation, but there were other BACs I could have used for that particular event.

In a draft, this card is a beast! Using her with Batgirl + Ace, Conner Kent, The Riddler or any other beefy attacker is great, but she is a rare. The chances of getting her are not high, but if you open her, take her and build around her!

For Modern Age, I think she has some potential, especially with the aggressive teams that are shaping the current meta. She’s definitely affordable at a cost of three, and she’s a Mask character which she should fit nicely on some of those more aggressive Mask Ring teams. Her TFC of two isn’t bad at all, and her attack and defense stats are about what you’d expect. She’s a really good card to consider for a competitive team.

I really like her for casual play too. She’s not too overpowered and she’s got stats that are appropriate. She also has the Justice League affiliation which means she can beef up those Golden Age JL teams!

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?
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