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 Wonder Woman: Reflections from the DC Superman Wonder Woman set.

W 24 Wonder Woman, Reflections

 

Ruling – Ability

“While Wonder Woman is active, “When fielded” and “When attacks” abilities are ignored.”

Wonder Woman’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

While there is at least one Wonder Woman die in the Field Zone, all When Fielded and When Attacks abilities will be ignored. This ability will apply to both your opponent’s characters and your own characters and this ability is not optional.

Wonder Woman’s ability will not affect keyword abilities that have a When Fielded or When Attacks effect. For example, Wonder Woman’s ability will not affect Intimidate or Call Out.

Wonder Woman’s ability does not blank the text from the card. Her ability ignores the effects of the ability without blanking the text.

Miscellaneous Card Information

~ Wonder Woman is a Mask type character card.
~ She has the Justice League affiliation.
~ She has a max dice of four.
~ This card is an Common and is #24 of 34.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a ruling for this card, here and here.

You can find the cross IP compatibility wording, here.
You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Strategy and Opinion

I fell in love with this card the moment I saw it. I knew she was the answer to many of the more troublesome cards, like Half-Elf Bard: Master Lords’ Alliance and Green Goblin: “Gobby”. She’s an absolute treasure in Golden Age events and very likely in future Modern Age events as well. with the release of Norman Osborn: Don’t Call Me “Gobby”! from the Guardians of the Galaxy set, she’s already a card that should be considered for your teams. She’s not too difficult to purchase even for a five cost and her stats are very good for a character that needs to stay in the Field Zone. Most folks worry about Shriek hitting her card before they can buy and field her, but a well placed Captain Cold’s Cold Gun (uncommon or rare) will dispose of Shriek dice and then she won’t be able to blank Wonder Woman again without help. I think she’s worth heavy consideration for any team, and she could be a very valuable asset.

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Greetings Fellow Dice Fans!

 

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

W 02 Bronze Dragon, Apprentice Dragon

Ruling – Anti-Breath Weapon Ability

“When a character die with Breath Weapon X attacks, you may pay X energy to prevent that damage.”

Breath Weapon:
“When a character die with Breath Weapon X attacks, you may pay X energy. Deal X damage to your opponent and all of their character dice. You may use multiple Breath Weapons in a turn, but only one per character (no matter how many copies of that die are attacking).”

This ability is a reactive type ability, meaning it can only be used if the triggering effect has been used. Anti-Breath Weapons will only work if a Breath Weapon has been activated by a player. You can use an Anti-Breath Weapon on your own Breath Weapon attack.

The energy used to pay for the Anti-Breath Weapon does not need to be a specific type. You can use any energy to activate this ability, unless a card effect would state otherwise.

You can use this ability as many times as you have the energy to pay for it. Unlike Breath Weapon, Anti-Breath Weapon does not state that it can’t be used more than once from a single character die.

When a character die with Breath Weapon attacks, you must be able to match the amount of energy to prevent that damage. For example, if my opponent attacks with a character die that has Breath Weapon 2 and activates it, I must be able to pay two energy to activate my Anti-Breath Weapon. If I only have one energy, I can’t activate my character die’s Anti-Breath Weapon against a Breath Weapon 2.

You can’t spend more than the amount spent on the Breath Weapon for Anti-Breath Weapon. For example, if I have two mask energy in my Reserve Pool and my opponent activates a Breath Weapon 1, I can only spend one of my mask energy for Anti-Breath Weapon. The only exception to this are dice that are not able to spin down to a single energy face, such as a basic action die’s generic energy face. You would use one of that energy for the Anti-Breath Weapon and the other energy would be lost because the die can’t spin down. However, you could use both of the energy for multiple Anti-Breath Weapon abilities if there are multiple Breath Weapon abilities activated. For example, I have a basic action die showing two generic energy in my Reserve Pool. My opponent attacks and activates two different Breath Weapon 1 abilities. I can spend the two generic energy to activate my Anti-Breath Weapon ability twice.

Ruling – Ability

Bronze Dragon has an additional ability that could affect the amount of energy you have to spend to activate Anti-Breath Weapon for your Bronze Dragon die. The ability is a burst ability, and it’s only found on the level three face of Bronze Dragon’s die.

Any level three Bronze Dragon die will allow you to pay one less energy to activate their Anti-Breath Weapon ability. For example, A Bronze Dragon with the burst showing, will allow you to spend one energy instead of two to activate their Anti-Breath Weapon 2.

If the Breath Weapon is a Breath Weapon 1 and you have a Bronze Dragon die on a burst face, you do not need to pay to activate that die’s Anti-Breath Weapon.

This ability is not optional and will automatically reduce the amount of the Anti-Breath Weapon.

Miscellaneous Card Information

~ Bronze Dragon is a Mask type character card.
~ It has the Monster affiliation.
~ It has a max dice of four.
~ This card is an Common and is #2 of 142.

Official Sources

WizKids Official Rules Forum (WORF)
There isn’t a ruling for this specific card.

You can find the cross IP compatibility wording, here.
You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Strategy and Opinion

I don’t think Anti-Breath Weapon gets the love it deserves and that’s likely because Breath Weapon is not widely used. If there were meta teams that actively used Breath Weapon, we would see an increase in the use of Anti-Breath Weapon. Maybe the upcoming D&D set will feature some nastier Breath Weapon dudes, or more versatile Anti-Breath Weapon dudes.

Overall, the die stats for Bronze Dragon aren’t the terrible and the purchase cost is average for a character with beefy defense. This particular version is from the FUS Starter, but there is another version in the set. That cost one more, but in a D&D draft, he’s almost a must have. There are too many viable dragons with Breath Weapon in both sets to pass up the Bronze Dragon from the set.

If you’re playing a D&D only type format, I would highly recommend adding this card to your team, for all the reasons stated above.

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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 Black Cat: Possessive from the Maximum Carnage Team Pack.

W 02 Black Cat, Possessive

Ruling – Ability

“While Black Cat is active, your opponent must choose to reroll dice that show a ? energy face during their Roll and Reroll Step.”

Black Cat’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

During the Roll and Reroll Step, players roll their dice from their Prep Area and then choose any number to reroll. Black Cat’s ability says that during your opponent’s Roll and Reroll Step, they must choose any Wild energy that they rolled and reroll it. This applies to any die that shows a Wild energy face during the Roll part of the Roll and Reroll Step.

If the die rerolls into a Wild energy, they do not have to reroll it a second time, because her ability is only referring to the dice that the player chooses to reroll during the Roll and Reroll Step.

The opponent can still choose other dice to reroll along with the Wild energy that they are being forced to choose.

Black Cat’s ability is does not target dice. The ability applies an effect on the opposing player as long as she’s active. If she is removed from the Field Zone prior to the Roll and Reroll step, the effect is no longer active and no longer being applied to the opposing player.

Miscellaneous Card Information

~ Black Cat is a Shield type character card.
~ She has the Spider-Friends affiliation.
~ She has a max dice of four.
~ This card is an Common and is #2 of 24.

Official Sources

WizKids Official Rules Forum (WORF)
There isn’t a ruling for this specific card.

You can find the cross IP compatibility wording, here.
You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Strategy and Opinion

This card has a unique ability and she’s widely available in all the Maximum Carnage Team Packs. She’s a good control piece to reduce the amount of Wild energy your opponent could get on their turn. She’s got really good defensive stats and her fielding cost is good. Her purchase cost is in line with her stats and ability, making her a great card for any beginner to use.

My only problem with her, isn’t actually with her specifically, but with the release of The Riddler from the Batman TAS Villain OP Kit.

W 02 The Riddler, If You're So Smart, Why Aren't You Rich

He does what she does, but better. Their stats and purchase costs are the same, but she’s a shield and he’s a bolt. I really wish this card hadn’t come out so close to the release of the Maximum Carnage Team Pack, because Black Cat might not see near as much play as she could have, thanks to The Riddler. The only benefit that Black Cat has is that she covers any dice that rolls a Wild, not just Sidekicks. But at the same time, she’s only effective during the Roll and Reroll Step so Parallax is an easy answer for her.

I still think she’s a great card for any beginner or any player that doesn’t have The Riddler. He’s an Organized Play card, so he’s a little harder to get a hold of than a card from a Team Pack.

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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 Agent Venom: Losing Control from the Marvel Guardians of the Galaxy set.

W Agent Venom, Losing Control

Ruling – Call Out Ability

“When a character die with Call Out attacks, you target an opposing character die. The targeted die can only legally block the attacking die that used Call Out on it, and no other die can legally blocked the die that used Call Out. If the die that used Call Out cannot legally be blocked for any reason (an effect made it unblockable, two different dice chose the same target for their Call Out, the die targeted with Call Out was KO’d, etc.) then the effect of Call Out is cancelled.”

The Call Out ability will trigger automatically when the die with Call Out attacks. This ability is not optional because it does not say you ‘may’ target an opposing character die. Each die with Call Out will trigger the Call Out ability when it attacks, even if the dice are the same character. For example, I attack with an Agent Venom die and that die’s Call Out ability triggers. I attack with a second Agent Venom die and Call Out triggers again. Each die should target a different opposing die, or the effects will be cancelled.

Call Out is an ability that targets. If a character is not eligible to be targeted, you cannot target it for Call Out. For example, Raven: Azarath, Metrion, Zinthos! says “While Raven is active, your Mask Type and Teen Titan affiliated characters cannot be targeted by your opponents.” If my opponent has a Mask type character, a Sidekick, and Raven active, I cannot use the Call Out ability on any of their characters, except for the Sidekick die.

When you use Call Out on an opposing character die, the die you targeted is the only die that can block the character that used Call Out on it. None of the remaining opposing character dice can block the die that used Call Out. The die that is targeted for a Call Out ability can’t block any other attackers on that turn. For example, if I use Agent Venom’s Call Out on a Sidekick die, that is the only die that can block Agent Venom. Even if my opponent has four other character dice in the Field Zone, only that one Sidekick die that Agent Venom targeted can block him. And that same Sidekick die can’t block any of my other attacking dice.

A character die that’s been targeted by Call Out is not required to block, but if it does block, it can only block the die that targeted it with Call Out.

If the die that used Call Out is unblockable, the Call Out ability is cancelled and the die that was targeted for the Call Out ability can then choose to block a different attacking character die.

If the die that was targeted by Call Out is KO’d or removed before blockers are assigned, the effect is cancelled and the die that used Call Out can be blocked by other character dice that turn. For example, if I use Agent Venom’s Call Out to target a Sidekick die, but another character’s When Attacks ability deals damage to the Sidekick and KO’s it, my Agent Venom’s Call Out is cancelled and he can be blocked by other character dice as normal this turn.

If two dice use Call Out on the same opposing die, the effect of Call Out is cancelled and the opposing dice can choose to block as normal.

Ruling – Ability

Agent Venom has an additional effect on his card that says he can’t be KO’d the turn he uses Call Out, but only if he targets a Villain with his Call Out ability.

The Villain affiliation has two different affiliation icons. One is a red Hydra logo, commonly found in Marvel sets. The other is a stylized V, commonly found in DC sets and the TMNT sets. There have been Marvel sets that featured the V on their Villain cards.

Marvel Villain Affiliation     DC Villain Affiliation

Both of these symbols have the exact same meaning and are interchangeable. If a card has the Hydra icon in the text box, like Agent Venom, it applies to characters with the V icon as well.

If Agent Venom uses Call Out to target a Villain die, that die that used Call Out can’t be KO’d by combat damage, ability damage, or any other effect that says “KO”. The targeted die must have the Villain affiliation at the time it’s targeted. If the die gains the Villain affiliation later in the same turn, Agent Venom can still be KO’d because the targeted die was not a Villain at the time it was targeted. For example, when Agent Venom attacks, he targets a Sidekick die with Call Out. Blockers are assigned and then during the Actions and Globals portion of the Attack Step, I use a Global to give that same Sidekick the Villain affiliation. Agent Venom can still be KO’d this turn, because the Sidekick was not a Villain at the time Agent Venom targeted it with Call Out.

If Agent Venom’s Call Out effect is cancelled, he still gets the benefit of his second ability, as long as the die he targeted was a Villain. His ability only requires that he target a Villain with Call Out and not that the Call Out effect remains on the targeted die. For example, I attack with two Agent Venom dice. The first Agent Venom targets an opposing Villain die. The second Agent Venom die targets the same opposing Villain die. Both Call Out abilities are cancelled and both Agent Venom dice can be blocked by any opposing character die, but neither Agent Venom die can be KO’d this turn because they each targeted a Villain with their Call Out ability.

If the Villain that was targeted by Agent Venom’s Call Out blocks, Agent Venom will deal his attack value in combat damage to the blocker. He will also take damage from the Villain, but regardless of how much damage he has accumulated, he won’t be KO’d.

Miscellaneous Card Information

~ Agent Venom is a Mask type character card.
~ He has the Guardians of the Galaxy affiliation.
~ He has a max dice of four.
~ This card is an Common and is #2 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
There isn’t a ruling for this specific card.

You can find the cross IP compatibility wording, here.
You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Strategy and Opinion

I had a chance to use this card in our draft, but because there were so few Villains being played, I never used his second ability. I think he could possibly have a spot on a few teams out there in the casual scene. I’m not sure just how good he’ll be in competitive metas though. His stats are good and his purchase cost is okay, but I’m not sure Villains are that much of a nuisance yet to bring something like this. They reused the Civil War Venom die, which I find very amusing. Agent Venom seems to get the Venom hand-me-downs as far as dice icons go.

I really like this card for a casual Guardians team. My old GotG team had trouble against Villains, but with an ability like this, it helps to clear out some of those more troublesome Villains without risking the loss of one of your pieces. If there were more Villains in the GotG set, this guy would be a bomb in drafts!

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Is there a card your confused on?

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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 Angela: Art of the Hunt from the Marvel Guardians of the Galaxy set.

W Angela, Art of the Hunt

Ruling – Infiltrate Ability

“When a character die with Infiltrate attacks and is not blocked, you may choose to remove that character die from combat and not deal combat damage to your opponent. If you do, that character die deals 1 damage to your opponent and the die remains in your Field Zone instead of going to your Used Pile.”

Infiltrate is an ability that allows you to choose between dealing combat damage as normal, or keeping your character active in the field and only dealing one ability damage to your opponent instead.

Infiltrate damage is dealt after blockers are assigned during the Attack Step. After blockers are assigned, you can choose to activate the Infiltrate ability on each character die that has Infiltrate. When you activate the Infiltrate ability, the dice are immediately removed from the Attack Zone and placed in the Field Zone. The Attack Zone is still part of the Field Zone, but only attacking and blocking dice are placed here to show they are in combat.

Infiltrate damage is considered ability damage and not combat damage. If another ability would affect damage being dealt to a player, this damage can be affected. If the ability specifies combat damage, Infiltrate damage cannot be affected by that ability.

If a character die is blocked, they cannot use their Infiltrate ability, even if the blocker is removed prior to combat damage being resolve. Once a character is blocked, they are considered to be blocked for that entire combat.

If a character die is not blocked, that die can use it’s Infiltrate ability to deal one damage directly to the opponent. If they do, that die does not deal any combat damage.

Example:
Attack Step – Assign Attackers
~ This is where attacking dice are assigned.
Attack Step – Assign Blockers
~ This is where blocking dice are assigned.
~ Any dice with Infiltrate can be activated in this step after all blockers have been assigned and those dice with Infiltrate are not blocked.
~ Once activated, the dice will be removed from the Attack Zone, remaining in the Field Zone, and your opponent will take one damage from each dice with Infiltrate. Those dice are no longer considered to be attacking.

Ruling – Ability

Angela has an additional ability on her card that affects her Infiltrate ability. Her additional ability allows her to deal an additional damage with her Infiltrate ability when she uses it.

If Angela is not blocked, she can use Infiltrate. When she uses Infiltrate, she can deal two damage instead of one and she remains in the Field Zone.

Example:
Attack Step – Assign Attackers
~ A level three Angela die is assigned to attack.
Attack Step – Assign Blockers
~ There are no blockers assigned.
~ Angela uses her Infiltrate ability and is removed from the Attack Zone. She will deal two damage instead of one to the opposing player.

Miscellaneous Card Information

~ Angela is a Bolt type character card.
~ She has the Guardians of the Galaxy affiliation.
~ She has a max dice of four.
~ This card is an Uncommon and is #43 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
There isn’t a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I’m really digging this new Infiltrate ability and I like the characters that enhance the ability a lot. I like the super rare version, Angela: Hunter of Demons. She makes your characters with Infiltrate unblockable, and she also has Infiltrate. The downside is that she also makes it so your characters with Infiltrate can’t deal combat damage.

The version of Angela in this article is a great draft pick. I also like her because I still have the choice of dealing combat damage or using the Infiltrate ability. She also does an additional point of damage if she uses Infiltrate, making her damage two instead of one. If you get several of her dice in the field, she could possibly be doing a decent amount of damage when she’s not blocked.

I like the offensive nature of Infiltrate characters, but they are great control pieces too. Your opponent has to think a little harder about how they block or don’t block when these guys are running around. Characters that use Infiltrate when not blocked will remain in the field as potential blockers. Infiltrate is definitely better than I initially thought and this particular Angela is a great character to play around with.

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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 Casey Jones: Lunatic Vigilante from the first Teenage Mutant Ninja Turtles box set.

W 12 Casey Jones, Lunatic Vigilante

Ruling – Ability

Casey Jones has an ability that says he cannot be blocked by Sidekicks or Villain character dice. This ability works only when Casey Jones is attacking and it applies to each of his attacking character dice.

A die can be given the Villain affiliation through a card effect, and that would make that die unable to block. This will only work if the die is given the Villain affiliation during the Main Step, before Casey Jones attacks. If a character die is given the Villain affiliation after they are assigned as a blocker, it will have no effect on that die being able to block.

Character dice with the Ally Keyword cannot block Casey Jones because they are considered to be Sidekicks while in the Field Zone.

Villain Affiliation

The Villain affiliation has two different affiliation icons. One is a red Hydra logo, commonly found in Marvel sets. The other is a stylized V, commonly found in DC sets and the TMNT sets. There have been Marvel sets that featured the V on their Villain cards.

Marvel Villain Affiliation     DC Villain Affiliation

Both of these symbols have the exact same meaning and are interchangeable. If a card has the V in the text box, like Casey Jones, it applies to characters with the Hydra logo as well.

Miscellaneous Card Information

~ Casey Jones is a Fist type character card.
~ He does not have an affiliation.
~ He has a max dice of three.
~ This card is a Common and is #12 of 58.

Official Sources

WizKids Official Rules Forum (WORF)
There isn’t a ruling for this specific card, but you can find the cross-IP terminology, 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 characters that can’t be blocked because it puts pressure on your opponent to find a way to stay alive long enough to get their team to go off. I like Casey Jones because he’s a cheaper character with a good ability, and his stats aren’t terrible. I like using him and characters like him as a back up, in case my original plan goes wrong or doesn’t work. He tends to scare some folks when they’re using mostly Villains and Sidekicks/Allies. There are also Globals that can make a character die into a Villain so they can’t block. He’s best paired with a Global like the one on Lantern Power Ring: Energy Projection in Golden Age. For Modern Age, you have to use the Monument to Evil: Basic Action Card, because it’s the only card with a Global that grants the Villain affiliation. It works, but not as well because it requires a Mask and Fist energy where all the other Villain making Globals require one energy.

He seems fun to pair with Batwoman: Code of Honor. You make him a Villain and both of them are practically unblockable while attacking together. It’s a combo I’ve been thinking about and I hope to put it into action soon to see if it works well enough in a casual setting.

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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 Elektra: Way of the Stick from the Marvel Deadpool set.

W Elektra, Way of the Stick

Ruling – Ability

Elektra has 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

Elektra’s ability says that while she active, all of your character dice that have a purchase cost of two or less cannot be the target of either player’s Global abilities. This means your opponent can’t target your characters with a purchase cost of two or less with a Global, but you can’t target those characters with a Global either.

Elektra’s ability references the printed purchase cost on a character card. If you use a cost reducer to reduce the cost of a character to two or less, her ability will not apply to that character.

Elektra’s ability will also include Sidekicks. Sidekicks are character dice while in the Field Zone, and they have a purchase cost of zero. Since Elektra blocks Globals for character dice with a purchase cost of two or less, this would include your Sidekick dice.

If Elektra’s ability text is blanked or becomes ignored, the character dice under her protection would be vulnerable to Global abilities once again.

Global abilities that do not target can still be applied to the character dice that Elektra is protecting.

Miscellaneous Card Information

~ Elektra is a Mask type character card.
~ She has the Thunderbolts affiliation.
~ She has a max dice of four.
~ This card is a Rare and is #92 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a ruling for this 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

Part of me is always surprised when folks ask about this card. But then the other part of me is not surprised. The rulebook is a great resource to help you start the game, but it doesn’t explain everything and WORF is becoming increasingly difficult to navigate and locate specific rulings. One of those rulings is an older one about the Sidekick dice and their purchase cost being zero, which I can’t find now. I also can’t find it anywhere in the rulebook. Basic information shouldn’t be this difficult for newer players to find. Page 6 and 7 is where most of the Sidekick info can be found, but there is no mention in this section about a Sidekick’s level or purchase cost. On page 24, it briefly mentions that Sidekicks only have one level, but that’s something that should be in the basic information about Sidekicks – not tucked away under the Levels and Spinning section. And since that information is relevant to that section, it should be mentioned there too, but not as the only reference.

But this is the reason that I continue to write these articles. I want to help new players understand card abilities that may be confusing. But I don’t feel like I’m up to writing a comprehensive rules document as most folks would probably disregard it anyway since it wouldn’t be an official document.

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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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!

 

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!