Archive for the ‘Rules’ Category

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Hellcat: It’s Patsy!  from the Marvel Defenders Team Pack.

07 Hellcat, It's Patsy

Ruling – Ability

Hellcat has two different types of abilities on her card. One is a When Fielded ability and the other is a While Active ability.

Hellcat’s When Fielded Ability

A When Fielded ability only triggers when the character die is placed into the Field Zone from the Reserve Pool by paying it’s fielding cost, or by a card ability that specifically says to ‘field’ the character die and not move or place the character die.

Hellcat’s When Fielded ability says that you must name a target opposing non-Sidekick character when you field her die, which will replace any previous choices. Hellcat can only target an opposing non-Sidekick character die that’s in the Field Zone for her ability.

A character with the Ally Keyword can not be targeted by Hellcat because Ally means that the dice is considered a Sidekick while in the Field Zone.

If you field a second Hellcat die while one is still active, you can name the same target opposing character. For example: I field Hellcat and name Batman. In the same turn, I field a second Hellcat and name Batman again.

Hellcat’s When Fielded ability is not optional and must be used if there is a legal target.

Hellcat’s While Active Ability

The second ability on Hellcat is her 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

Hellcat’s While Active ability says that your opponent is dealt two damage the first time that they field the named character die. Your opponent will take that two damage each turn, but only the first time they field the character that Hellcat targeted with her When Fielded ability.

Hellcat’s While Active ability is not optional. If Hellcat is active and your opponent fields the named character, they must take two damage. The damage can be redirected, reduced, etc with other game effects or abilities.

Miscellaneous Card Information

~ Hellcat is a Mask type character card.
~ She has the Defenders affiliation.
~ She has a max dice of four.
~ This card is a Common and is #7 of 24.

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:
Using Hellcat.

Game State
~
I have a level one Hellcat die and a Fist energy in my Reserve Pool.
~ My opponent has an Alfred die and a level one Batman: Speedy Recovery die in the Field Zone.
~ It’s during my Main Step.
(Main Step)
~ I spend my one Fist energy, moving it Out of Play, to pay for Hellcat’s fielding cost.
~ I move Hellcat to the Field Zone and activate her When Fielded ability.
~ There is only one legal target for her ability, which is Batman. I can’t target Alfred because he’s an Ally and considered a Sidekick.
~ I pass priority to my opponent and they do not use any Globals, passing priority back to me.
~ I decide not to attack, so the Attack Step is bypassed and we proceed into the Clean Up Step.
(Clean Up Step)
~ All dice Out of Play are moved to the Used Pile.
~ All effects end unless otherwise stated.

Now my opponent begins their turn.
(Clear and Draw)
~ My opponent moves leftover dice from their Reserve Pool into their Used Pile.
~ My opponent draws four dice; two Sidekicks and two Batman dice.
(Roll and Reroll)
~ My opponent rolls their dice and they get two level one Batman characters, a Fist on a Sidekick die, and a Mask on a Sidekick die.
~ They choose to not reroll any of their dice.
(Main Step)
~ My opponent pays a Fist energy, moving it Out of Play, to pay for one of the Batman’s fielding costs.
~ They field the Batman die and Hellcat’s While Active ability triggers.
~ My opponent takes two damage, which will trigger Batman’s Vengeance ability – “Whenever you take damage, KO a Batman die and return it to the Field Zone at level 2.”
~ My opponent chooses to KO the Batman die they just fielded and then return him to the Field Zone at level two.
~ My opponent pays a Mask energy, moving it Out of Play, to pay for the other Batman’s fielding cost.
~ They field the Batman die on his level one side. Hellcat’s ability will not trigger again because my opponent has already fielded a Batman this turn.

As long as Hellcat remains active with Batman as her target, my opponent will take two damage the first time they field a Batman die – every turn.

Official Sources

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

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

Turn Order Summary Reference

turn-order

Opinion

I was very confused about Hellcat’s While Active ability and took it to WORF – adding in a few other questions about her that the locals were asking too. I’m so glad they returned with an answer as quick as they did. Thanks WizKids!

I do not like her anywhere near as much as Lyssa Drak and as long as Lyssa is in Modern, I don’t see any good reason to use this Hellcat. She’ll likely be the Lyssa replacement when War of Light eventually rotates from Modern. As for Prime, I’m not sure if she’s worth playing or not. She’s worth testing out for Prime, and it will likely come down to the individual’s style of play.

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 Luke Cage: Harlem Raised  from the Marvel Defenders Team Pack.

22 Luke Cage, Harlem Raised

Ruling – Ability

Luke Cage’s ability triggers only when he is blocked. When he’s blocked, you may reroll him and if he rerolls into a character face, he gains Overcrush. If he rerolls into energy, you put him on his level one face and place him into the Field Zone and he will no longer be attacking.

Luke Cage’s ability says that you may reroll him if he’s blocked. This ability is optional, meaning if he’s blocked, you aren’t required to reroll him. If he’s blocked and you decide to reroll him, he will remain on the character face that you rerolled him on and gain Overcrush.

If you choose to reroll a blocked Luke Cage die and it lands on an energy face, you will have to place his die back into the Field Zone at level one. This will remove him from the Attack Zone and he will no longer be considered attacking. Characters that blocked him will not take damage from him and he will not take damage from the blocking character dice.

It’s worth noting that the normal rules for rerolling a character from the Field/Attack Zone into energy, would move that die to the Reserve Pool. Luke Cage has a special part to his ability that allows him to be placed on his level one side in the Field Zone instead.

Ruling – Overcrush

Overcrush is an ability that allows a blocked attacking character to deal damage to the defending player, so long as it’s attack value is higher than the blocking character’s defense value. If an attacking character has an attack of five and the blocking character has a defense of three, the defending player would take damage equal to the difference. In this example, the defending player would take two damage.

A character with Overcrush that’s blocked can deal damage to the defending player only if all of their blockers are KO’d or REMOVED as blockers by other means. An example of removing the blocker would be the attacking player using an Imprisoned die on blocking characters during the Actions and Globals portion of the Attack Step.

If a blocking character is removed or KO’d before the Assign and Resolve Damage portion of the Attack Step, the attacking character with Overcrush would deal their full attack value to the defending player.

Another important aspect about Overcrush that needs to be noted is how the damage is assigned and resolved. The blocking character is assigned the attacker’s full attack value. Overcrush is a special ability that allows the excess damage, the amount greater than the blockers defense, to be dealt to the opponent. For example: I’m attacking with a character that has a seven attack and Overcrush. My opponent blocks with a Sidekick that only has one defense. The Sidekick is assigned seven damage, but Overcrush will allow me to deal six of that to my opponent.

Miscellaneous Card Information

~ Luke Cage is a Fist type character card.
~ He has the Defenders affiliation.
~ He has a max dice of four.
~ This card is a Common and is #22 of 24.

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:
Rerolling Luke Cage and he lands on a character face.

Game State
I have a level one Luke Cage die and my opponent has two Sidekick dice in the Field Zone.
– We are moving into the Attack Step.
(Attack Step – Assign Attackers)
– I assign my Luke Cage die as an attacker, moving him into the Attack Zone.
(Attack Step – Assign Blockers)
– My opponent decides to assign both of his Sidekick dice to block Luke Cage, moving them into the Attack Zone in front of my Luke Cage die.
– Luke Cage is blocked, so I can now activate his ability if I choose to do so, which I do, and reroll Luke Cage.
– He lands on his level two character face and now has Overcrush.
– He is still attacking and still blocked by the two Sidekicks because he never left the Field Zone.
(Attack Step – Actions and Globals)
– I do not use any Actions or Globals.
– My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
– Luke Cage must KO all of his blockers in order to deal damage to my opponent.
– Luke Cage assigns one damage to one Sidekick and two damage to the other.
– Both Sidekicks assign their one damage to Luke Cage.
– Both the Sidekicks are KO’d by Luke Cage’s combat damage and will go to the Prep Area.
– Because Luke Cage has Overcrush, the excess damage (greater than the Sidekick’s defense) will be dealt to the defending player.
– My opponent will take one damage.
– Luke Cage will take two damage total from the blockers, but it’s not enough to KO him.
– Luke Cage will return to Field Zone. He does not go Out of Play because he was blocked and not KO’d.

Example Two:
Rerolling Luke Cage and he lands on an energy face.

Game State
I have a level one Luke Cage die and my opponent has two Sidekick dice in the Field Zone.
– We are moving into the Attack Step.
(Attack Step – Assign Attackers)
– I assign my Luke Cage die as an attacker, moving him into the Attack Zone.
(Attack Step – Assign Blockers)
– My opponent decides to assign both of his Sidekick dice to block Luke Cage, moving them into the Attack Zone in front of my Luke Cage die.
– Luke Cage is blocked, so I can now activate his ability if I choose to do so, which I do, and reroll Luke Cage.
– He lands on the single energy face.
– Luke Cage’s die is now placed in the Field Zone on his level face. He is no longer attacking or blocked.
– The two Sidekick dice return the Field Zone as well, because the blocked character is no longer attacking.
(Attack Step – Actions and Globals)
– I do not use any Actions or Globals.
– My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
– There isn’t any damage to assign or resolve.

Official Sources

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

Here are all the relevant Overcrush rulings:
Removed Blockers
Assigning Damage and Damage Dealt
Overcrush Clarifications

You can find a relevant rerolling ruling, here.

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I’m definitely not a fan of this card, but I can see why he appeals some players. There is that possibility of a rolling him onto his level three side with a six attack and Overcrush. But honestly, there are far better characters that just have Overcrush and better level one and level two attack stats. She-Hulk: Sensational is a perfect example. I think Carnage: Sinister and even Hill Giant: Apprentice Giant are better than this Luke Cage. All those example cost the same or less than this Luke Cage. Hill Giant is the only one with really low defense but for a purchase cost of three, he’s still better in my opinion. Folks have mentioned that you can pump his attack with a Global, or spin him up after the reroll with Mutation’s Global, but those are far too unreliable. I think this Luke Cage has a purchase cost that’s too high for his stats and ability, when there are characters that are better with the same purchase cost.

 The image choice for the die is a little odd. There are plenty of folks out there that had no clue it was a flexing arm – including me. I thought it was a wonky heart or a cracked stone of some kind. While a flexing arm is perfect for Luke Cage, I think it could have been executed a little better. The art choice for this card is awesome! I like when they occasionally choose art that shows the more casual side of the characters.

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!

 

WizKids has released its second Team Pack, The Defenders. I hope they plan to release some DC Team Packs at some point, but so far there have only been the two Marvel ones, and another Marvel one scheduled for release later this year.

Logo

I did an unboxing video for The Defenders Team Pack and you can find it on YouTube, here. I goofed toward the end of the video though. I meant to say, “check out my review article” – not “check out my review video” – Oops!

Team Pack

02 Team Pack

Pack Contents

~ 24 Character Cards
~ 16 Dice

Keywords

There is one returning keyword in this set, and no new ones.

Returning Keywords:
Overcrush

Affiliations

There is a new affiliation and a returning affiliation.

New!
Defenders

Returning

Villains

Characters

Clea

Star Crossed has a ruling on WORF in regards to Overcrush – which is important to mention here. A character with Overcrush that is ‘blocked’ with Clea’s ability will deal it’s full damage to the defending player. Don’t use Clea’s ability to ‘block’ a character with Overcrush unless you want to take the full amount of damage. Since that character is declared blocked, it would also remain in the Field Zone. Not sure I like Star Crossed much and I don’t like Mistress of the Dark Dimension‘s ability that much either. On Stranger Tides is the only version of Clea I like, but at a cost of six, I don’t think she’ll be making any of my casual teams – especially since every version of Doctor Strange is also expensive to purchase.

Doctor Strange

I was desperately hoping for a cheaper Doctor Strange. There are now nine versions of Doctor Strange in Dice Masters. Three of them have a purchase cost of six and the the remaining six have a purchase cost of seven. Why can’t I have a five cost Doctor Strange. Hulk has a five cost version! I mean, is that too much to ask? He doesn’t need to have the incredible stats that both dice versions have. He’s a powerful character, sure, but there can be versions with less attack and defense if it means a cheaper purchase cost.

As for the abilities, Book of the Vishanti – thank you WizKids for the wording clarification! I would like the ability if we didn’t already have Lady Deadpool that’s cheaper (by two!) and does almost the same thing for a Bolt. The Doctor is In feels like an ability that belongs in AvX or Uncanny X-Men. But not every card should have a super awesome ability. Shields of the Seraphim would have been cool, if we didn’t already have a three cost Scarlet Witch (purchase cost of FOUR) that puts a die in the Prep Area at the cost of one energy. I do love the art choice for this card though – that’s something at least.

Hellcat

Thank goodness – a character cheaper than five! It’s Patsy! is a lesser version of Lyssa Drak from War of Light. For anyone tinkering with Lyssa Drak, this would be her replacement when WoL eventually rotates to Golden Age. Hell’s Belle – I love this card. I didn’t care for her ability at first, until I realized that I have various ways to get her into my Prep Area. She’s only a purchase cost of three as well, so you could buy multiples of her and keep them cycling – preventing your opponent from potentially purchasing their win condition. Demon Sight for Sore Eyes has a cool ability, but it’s way too conditional for a competitive format, and even more so for casual. I’m not sure she would be worth teching into a team build with the current metas. I like this artwork as well, and I know very little about Hellcat. This card kinda makes me want to check her out books.

Hulk

I just don’t like any of these Hulk cards. If I had to choose one, I’d probably choose All the Rage, but his purchase cost and fielding cost is way too expensive for that. You also want to keep him active, meaning you’re not getting the full benefit of his beefy attack stat. I guess the others have their place on various team builds, but not for me.

Iron Fist

I read Healing Hands first and thought, “Cool. I like this ability, but may be difficult to manage each time I’m ready to attack with him.” I was a little disappointed to see his purchase cost was five, but at least he’s under six! Then I read Pulling Punches and thought, “Now this is unique and interesting. I like this one better.” There are ways to force Sidekicks into your opponent’s Field Zone so you could always get at least one damage on your opponent with this ability. Not too bad for a five cost, but still, he could have had a purchase cost of four and been fine. Then I read Holding Back the Storm. My eyes lit up. It felt like this card was made for me – a DDK kind of card. It’s really easy to not field any characters. His attack stats then become 6, 7, 9. Holy stat increase Batman! Give him Overcrush or make him unblockable and he’s a beast! Sounds like the perfect gimmick combo team for me to build! His purchase cost of five is totally justifiable for his ability and stats – which also makes it a DDK card. I don’t usually build teams with win conditions that have a purchase cost less than five.

Jessica Jones

Mother of the Year Award – not the worst, but no. Not worth it for a character with a purchase cost of five and low defense. She can be blasted out of the Field with an uncommon Cold Gun on any level. No thanks – next. Ladies’ Night – this could be somewhat usable. It doesn’t specify opposing Globals or opposing character abilities and it doesn’t say ‘other’ character dice. You could target her with a stat increasing Global and get double what you pay for. I think I like this one a little. This sounds like another DDK gimmick combo card! Redeemed is okay too. She’s not the best, but not awful. You can give her Overcrush and your opponent can’t Blink her back. They can still Cold Gun her though! That’s why I don’t like her near as much. Ladies’ Night can stand up to a Cold Gun blast on your turn, after you get the use of her ability. She may get blanked, but she keeps those applied bonuses!

Loki

And here we have… a VillainWhat? Why on Earth 616 is there a Villain in the DEFENDERS Team Pack? I’m all for diversifying affiliations in certain releases, but with such a limited number of cards in the Team Pack, don’t do that. I’d rather have had a half-way decent Daredevil or a better Moon Knight! *Sigh*

The only Loki that I feel has a remotely decent ability is Master of Delusion. But because of his purchase cost, and because he needs to be fielded to use his ability, he’s not that great. I’m not impressed at all with any of the Loki cards. I definitely would have rather had a four cost Daredevil or Moon Knight in this spot.

Luke Cage

Harlem Raised – the only card with a bolded Keyword on it. And the funny thing is, he doesn’t just have it. You have to reroll him – if he’s blocked – to give him Overcrush. And if he lands on level one or two, congratulations, he now has a two or three attack and Overcrush! I wish you could see my face right now… I’m very confused and trying to understand WizKids’ choices for many things in this Team Pack.

But there is a glimmer of hope. Always Forward can buff your other Defenders, which is awesome. But he has to be active, and he has a purchase cost of five. The upside to his purchase cost being five is that you probably only need one of him because with a defense line of 5, 6, 6, he’s probably not getting blasted out the Field anytime soon. I look at Street Sweeper and I’m a little happier, but then I see his purchase cost and I’m not happy anymore. If I’m going to buy a cost reducer of any kind, it’s not going to be one that costs the same or one less than a die it’s reducing the cost of. He’s got that additional ability that lets you prep a die when you field a Defender character die, but I’d rather have had a three or four cost Street Sweeper with just the cost reducer on it.

Positive note – I absolutely love the art on this card. At least Daredevil was in this Team Pack somewhere!

Character Thoughts

Oh boy…These characters are all so expensive, except for Hellcat, and most of the abilities on the all the cards are underwhelming. It’s a rare occasion when I can’t find something in a starter or team pack that I really like. I just don’t know what to say about this Team Pack. I don’t think this is the best Team Pack for a beginner and I don’t think many advanced level players are going to find these cards useful or even fun to play with. The overly expensive characters are not fun – they’re frustrating. You typically just waste a spot on your team for them because most games are done, or close to being done, long before you get to purchase those characters.

I’ve heard TRP say this and I agree with them – if a character costs six or seven energy to purchase, it better be winning you the game. None – zero – zip – of these expensive characters do that.

Character Dice

You only get two of each character die in the Team Pack. If you’re wanting to put three or four dice on a particular character, you will need to buy a second Team Pack (or trade, exchange, etc.). It’s never a bad thing to have duplicates of the character cards, but I’d rather just have max dice in one purchase.

03 Dice

I like the image and color choices for the Iron Fist die and the color of the Doctor Strange die. Clea’s die has the ‘shimmer swirl’ look to it, so it’s pretty as well and I love Hellcat’s kitty image. But of all the dice, Loki’s is definitely my favorite. But I want to talk about Luke Cage’s die for a moment.

04 Luke Cage With Markers

After filming the unboxing video, I asked the owner of my FLGS (Jeff), if he knew what the image on Luke Cage’s die might be. He studied it for a minute or two and concluded that he wasn’t sure what it was. We continued looking at this image for the better part of ten minutes, trying to figure out what it was. We didn’t think it was a flexing arm at first because we were both looking at the shoulder as the fist. I’m sure it was a sight to see us both flexing and trying to recreate the backward view we were seeing. We decided it couldn’t be an arm – it had to be a cracked stone or a wonky heart of some kind. We were searching any mental knowledge that we had of Luke Cage for a heart or stone reference and came up empty handed. I was about to leave when it suddenly hit me. We were looking at the arm backward. *Sigh*

WizKids, you have successfully trolled me, and Jeff, whether you meant to or not. Nice one. You’ve apparently claimed a few other victims too as most of the folks that have commented on my social media pictures also thought it was a weird heart of some kind.

It did give me a giggle on my way home from my FLGS last night. When I got home, I showed the die to Mr. DDK and asked what he thought it was. He quickly – without any hesitation – responded, “It’s an arm. It’s flexing, like this. See, here’s the fist.”

I felt even more silly than before. But I see it now!

Final Thoughts

I’m so disappointed in this Team Pack. I know this article probably sounds like one long rant, but I’m not going to sugarcoat how I feel or curb my opinions to appeal to the masses – or WizKids. I love WizKids and Dice Masters, but I want to give an honest opinion on their products. We’re all entitled to our own opinions and if you disagree with me, that’s totally fine. Maybe you see something that I don’t, or maybe most of these cards fit your style of play, but for me, this was a wash. Hellcat is the best character in the Team Pack. Is it worth buying the Team Pack just for her? In my opinion – No. Sorry, WizKids, but I’m not a fan of this Team Pack.

I know this is a broken record type statement, but less than max dice in the Team Pack is still an issue. That’s all I’ll say about it because I’ve complained about this particular topic on more than just a few occasions.

Just because I personally don’t like the Team Pack overall, doesn’t mean I won’t be tinkering with some of the cards. I like Iron Fist: Holding Back the Storm. That’s totally a DDK type of card. I don’t mind that he costs five to purchase because he has great stats and his ability is really nice too. I will most definitely be tinkering and brewing with Holding Back the Storm. I think he’ll be fun to play around with. I need to buy another Team Pack though, just in case I want to use four dice for Iron Fist or Hellcat.

What are your favorite cards?
What cards do you think will make it into Modern Age or Prime metas?
Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!

Special thanks to WizKids and The Reserve Pool 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 Great Responsibility: Basic Action Card  from the Marvel Amazing Spider-Man Starter set. This week’s selection is courtesy of the random button from DM Retrobox.

W Great Responsibility, BAC

Ruling – Ability

When you use a Great Responsibility action die, you must also sacrifice a character in order to KO a target opposing character. Sacrificing one of your characters is not optional and the sacrificed character is not being targeted. The opposing character is being targeted, so abilities that redirect or block targeting could be applied.

When you sacrifice a character (or any other die) during your turn, the sacrificed die will go Out of Play until the Clean Up Step. During the Clean Up Step, all dice that are Out of Play will be moved into the Used Pile. When you sacrifice a die during your opponent’s turn, those dice will go directly to the Used Pile.

Great Responsibility can only be used during your turn, but there are several cards with abilities that allow or force you to sacrifice dice during your opponent’s turn. For example, if you have a Blink: Dimension Jumper die in the Field Zone, you could use her ability during your opponent’s turn and she would go to your Used Pile instead of Out of Play. Using Mysterious Shredder Transport would send the opposing die to the Used Pile and the active player’s die Out of Play.

When a character with a When KO’d ability is KO’d by using Great Responsibility, the When KO’d ability will trigger. For example, if Jade: Jennifer-Lynn Hayden is KO’d by Great Responsibility, her owner would get to use her ability allowing them to prep a die from their bag.

Miscellaneous Card Information

~ Great Responsibility is a Basic Action Card with no energy type.
~ It does not have an affiliation.
~ It has a max dice of three.
~ This card is a Common and is #29 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 Great Responsibility during the Main Step.

~ I have a Great Responsibility die showing an action face in my Reserve Pool. I have a Sidekick and a level two Vixen die in the Field Zone. My opponent has a Thor die in the Field Zone.
~ (Main Step) I use my Great Responsibility die, sacrificing my Sidekick and targeting Thor. My Sidekick die and Great Responsibility are placed Out of Play. Thor is placed in the Prep Area.

Example Two:
Using Great Responsibility during the Attack Step.

~ I have a Great Responsibility die showing an action face in my Reserve Pool. I have a Sidekick and a level two Vixen die in the Field Zone. My opponent has a Thor die in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Sidekick and Vixen dice to attack, moving them into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns their Thor die to block my Vixen die, moving it into the Attack Zone and placing it in front of my Vixen die.
~ (Attack Step – Actions and Globals) I use my Great Responsibility die, sacrificing my Sidekick and targeting my opponent’s Thor die. My Sidekick and Great Responsibility are placed Out of Play and Thor is placed in the Prep Area.
~ (Attack Step – Assign and Resolve Damage) Vixen was blocked, but does not have Overcrush. She will not deal any damage to my opponent, even though her blocker has been removed. She won’t take any damage and will return to the Field Zone.
~ (Clean Up Step) All effects end unless otherwise stated. Dice Out of Play are moved into the Used Pile.

Official Sources

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

You can find a ruling about Sacrifice, here.

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I’m not a fan of this week’s card selection. There are better ways to achieve the same result – or a more desirable result. A good example is Mysterious Shredder Transport. Transport works a little different, like you don’t get to target an opposing die, but the die they sacrifice is sacrificed – not KO’d. In a constructed field of play, whether competitive or casual, you’re typically trying to KO your opponent and not their characters. Most of the time, players use characters that have a When KO’d ability or ones that can’t be targeted (all the rage now). It’s also cheaper to purchase than Great Responsibility. I feel like Great Responsibility is too expensive for what it does. If I’m paying five energy for a die that I have cycle and then roll, I don’t want to pay an additional cost (like sacrificing a character) just to get one of their dudes out of the Field. If you’re looking at Great Responsibility for Modern Age, please take a closer look at cards like Mysterious Shredder Transport or even Lethal Blow. I think Lethal Blow is underrated – especially since we have Renet Tilley now to almost guarantee that burst or double burst. I don’t expect that combo to be seen in a competitive setting, but Transport could find it’s way there. Reclaim would pair well with Transport and be way more useful than Great Responsibility.

If you’ve played Great Responsibility and you’ve found a use that I’ve overlooked, please share! I enjoy seeing what other folks come up with – whether it’s casual or competitive, I’m open to all suggestions!

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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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 Ready to Rocket!: Basic Action Card  from the Marvel Age of Ultron Starter set.

W Ready to Rocket, BAC

Ruling – Ability

Ready to Rocket! is a Basic Action Card. When a player uses a Ready to Rocket! Action die, a target character die will get +2A until the end of the turn.

When this Action die is used, it will be placed Out of Play until the Clean Up Step where it will then be moved to the Used Pile.

You can target one of your character dice or one of your opponent’s character dice with a Ready to Rocket! action die.

Ruling – Teamwork

When a player uses Ready to Rocket! on a character with an affiliation, they must also use the Teamwork ability if there is another character die of the same affiliation active. This is not an optional ability if there are active character dice with the same affiliation as the initial target.

Similar to the first part of this card’s ability, you can target one of your character dice or one of your opponent’s character dice, so long as it shares an affiliation with the initial target.

Miscellaneous Card Information

~ Ready to Rocket! is a Basic Action Card with no energy type.
~ It does not have an affiliation.
~ It has a max dice of three.
~ This card is a Common and is #32 of 126.

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 Ready to Rocket! during the Main Step.

~ I have a Ready to Rocket! die showing an action face in my Reserve Pool. I have two Villain character dice and an Avenger character die in my Field Zone.
~ (Main Step) I use Ready to Rocket! and target one of my Villain dice, giving it +2A. There is another Villain active, which means I must use the Teamwork ability on Ready to Rocket! and give the other Villain +2A as well. The Ready to Rocket! die is place Out of Play.

Example Two:
Using Ready to Rocket! during the Attack Step.

~ I have a Ready to Rocket! die showing an action face in my Reserve Pool. I have two Villain character dice and an Avenger character die in my Field Zone. My opponent has a Villain character die in their Field Zone.
~ (Attack Step – Assign Attackers) I assign my three character dice to attack, moving them into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns their Villain to block my Avenger affiliated die, moving it into the Attack Zone and placing it in front of my Avenger affiliated die.
~ (Attack Step – Actions and Globals) I use my Ready to Rocket! die, targeting one of my Villain affiliated dice. There are other Villains active, so I can choose which of the two other Villains to give the +2A from Teamwork to. I choose to give my other Villain character die the +2A. The Ready to Rocket! action die is placed Out of Play.

Official Sources

WizKids Official Rules Forum (WORF) does not have 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

Well, I didn’t have any requests or rules questions this week, so I hit the random buttons on DM Retrobox. Much to my surprise, the random character was a Rocket Raccoon and Ready to Rocket! was the Basic Action. Seems fitting since Ready to Rocket! is in the Marvel Free Comic Book Day starter, and Guardians of the Galaxy 2 is about to hit theaters. It was like fate reached out and said  – THIS ONE! The Rocket Raccoon was not a good choice for a CCW article, because there wasn’t any text to cover.

Even though the fates directed my random selection this week, they didn’t choose a card that I like. It’s got cute artwork and I’m getting a promo this weekend, but as for being a card I’d play – it’s not. I love to play affiliation teams, but most of the time, those teams need other BACs to help them along. And as I’ve mentioned in previous articles, I don’t like using cards that could benefit my opponent. You always have the option of not using an action die, or not fielding a character, but why would I want to waste a die – even in a casual game. I hate wasting dice more than potentially helping my opponent. There are times where buffing an opposing character’s attack might be useful, like to KO one of your characters with a large defense that also has a KO ability, but there are easier ways to that. That’s especially true for Golden Age, which is the only format Ready to Rocket! is legal in.

RtR Close Up

As you can see in the picture above, the promos are numbered the same as the original from Age of Ultron – meaning these Ready to Rocket! promos are not legal for Modern Age. I don’t see myself playing a lot of Golden Age, but if I put my Guardians of the Galaxy team back together, this card might be kind of useful since I’ll have access to Blue-Eyes as a cost reducer in Golden Age and not need to use Big Entrance.

I don’t mind that WizKids has chosen a Golden Age card as a FCBD promo. I think that’s a good move; showing that they’re still giving some love to Golden Age cards. I hope that WizKids eventually expands their tournament options to Golden Age like they have with the Rainbow Drafts. That would make some of these Golden Age promos a little more desirable.

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 Bob, Agent of Hydra: The H Stands For Hopeless  from the Marvel Deadpool set.

W Bob, Agent of Hydra, The H Stands For Hopeless

Ruling – Ability

Bob’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 Bob is active, Deadpool affiliated character dice can’t be targeted by opposing actions. Bob’s ability applies to Basic Action dice and Non-Basic Action dice.

An opposing action is an action die that the opponent uses, regardless of which player’s Basic Action card it was purchased from. For example, if I have Unstable Canister as one of my Basic Actions and my opponent buys one of those dice, that action die is considered to be my opponent’s action die for game effects.

As long as Bob is active, an opponent can’t target any Deadpool affiliated characters with any action die. If you have Bob active on your side of the Field and your opponent has a Deadpool affiliated character on their side of the Field, you can’t target their character with any action die. Bob does not only protect your Deadpool affiliated characters; he protects all Deadpool affiliated characters from opposing actions.

Bob’s ability will protect his own dice from being targeting by opposing action dice because he has the Deadpool affiliation and his ability does not say ‘other’ Deadpool character dice’.

Miscellaneous Card Information

~ Bob, Agent of Hydra is a Fist type character card.
~ He has the Deadpool affiliation.
~ He has a max dice of four.
~ This card is a Rare and is #88 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:
Opponent using a Basic Action purchased from my card.

~ My Basic Actions are Unstable Canister and Reclaim.
~ My opponent’s Basic Actions are Shocking Grasp and Superhero Registration Act.
~ My opponent has an Unstable Canister die showing an action face in their Reserve Pool.
~ I have Bob and Dogpool active.
~ My opponent cannot target Bob or Dogpool with the Unstable Canister die that they purchased from my card because the die is considered to be an opposing action die while my opponent is using it.

Example Two:
Opponent has an active Deadpool affiliated character, I have Bob.

~ My Basic Actions are Unstable Canister and Reclaim.
~ My opponent’s Basic Actions are Shocking Grasp and Superhero Registration Act.
~ I have a Shocking Grasp die showing an action face in my Reserve Pool.
~ I have Bob active.
~ My opponent has Dogpool active.
~ I cannot target Dogpool with the Shocking Grasp die. I can target Bob because the action die is not considered an opposing action die since I control Bob and I’m using the action die.

Official Sources

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

Opposing Globals relevant ruling, here.

Abilities benefiting or affecting opponent’s characters relevant rulings, here and here.

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

Turn Order Summary Reference

turn-order

Opinion and Strategy
I want to take this opportunity to thank a fellow Dice Master for reaching out to me with their question about Bob. They were unclear as to what would qualify as an opposing action. This was an excellent question to ask and I also wanted to mention that the same ruling applies for the use of Globals. The game state only cares about who is using the Action or Global. Thanks for reaching out with your question, because it gave me the perfect card to use for today’s article! I love having inspiration for my articles as opposed to just hitting the random card button in Retrobox, because then I know someone out there is getting some benefit from my article.
I’m not a huge fan of using characters that potential benefit my opponent unless it’s part of my strategy. So far, I haven’t found a good use for this version of Bob. I know there are a few other players out there looking at working with this particular version and I hope that they find a way to make him work for them. In a casual setting, I could see where this version of Bob would make for some interesting games. He’s not an expensive character to purchase and his fielding costs are very good, but his attack and defense are not the best. He’s not a character you’d necessarily want to attack with since his ability requires that he be active, so low attack isn’t really an issue. His defense is lower than what I like for a character with a While Active ability. It makes him an easy target for burn Globals like the one on Unstable Canister. That’s a huge downside if you’re wanting to use Canister and Bob on the same team. It only takes one or two Bolts to be rid of Bob! He’s probably not a character I would choose for one of my teams, and not likely one I’d draft either.
That is just my personal opinion on this version of Bob and just because he’s not my type of card, doesn’t mean he’s bad. Everyone has a different play style and someone out there may have a build using him that works great for them! If you have a team build using him, feel free to share it! It’s fun to see what everyone else is playing with and how other folks build their 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?
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 War Machine: “Rhodey”  from the Marvel Iron Man and War Machine starter set.

W 23 War Machine, Rhodey

Ruling Fast Keyword

Fast is a keyword ability that several characters have. Fast gives the character the ability to deal their combat damage before other characters without Fast. Fast characters will all deal their damage at the same time. A blocking character with 2A/2D and Fast with still KO and be KO’d by a Fast attacker with 2A/2D.

If you have an attacker with 2A/1D and Fast that’s blocked by a Sidekick without Fast, the attacker will strike the Sidekick before the Sidekick can strike the attacker. This means the Sidekick will be KO’d and not be able to deal it’s damage to the attacker.

Ruling – Ability

When War Machine KO’s an opposing character die with combat damage, you can deal two damage directly to your opponent. War Machine must KO the character die with combat damage. Using an ability to KO an opposing character die will not trigger his ability.

War Machine’s ability is one that can trigger multiple times in a single turn, with the right conditions. If War Machine is blocked by more than one character die and he has enough attack to KO each blocker, your opponent would take two damage for each KO’d blocker.

Special Note – If you give War Machine the Deadly Keyword, it would not trigger his ability. The character dice must be KO’d by combat damage from War Machine, and not by an ability.

War Machine has a burst ability that only works on his level one character side. The burst ability gives him +1A. The burst ability is a static effect and if his card text is blanked, he will lose his +1A on level one. If you have a level one War Machine and a level two War Machine in the Field Zone, only the level one War Machine die will get the +1A, because that’s the only character side with the burst.

Miscellaneous Card Information

~ War Machine is a Shield type character card.
~ He has the Stark Industries affiliation.
~ He has a max dice of four.
~ This card is a Common and is #23 of 34.

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:
War Machine KO’ing multiple blockers.

~ I have a level two War Machine die (3A/4D) in the Field Zone. My opponent has three Sidekick dice.
~ (Attack Step – Assign Attackers) I assign my War Machine die to attack, moving him into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns all three Sidekicks to block War Machine, moving them into the Attack Zone and placing them in front of the War Machine die.
~ (Attack Step – Actions and Globals) I choose not to use any Action dice or Global abilities. My opponent can now use Globals, but also chooses not to.
~ (Attack Step – Assign and Resolve Damage) War Machine has Fast. He gets to resolve his damage before other characters without Fast. War Machine assigns one damage to each Sidekick die. Each one has a defense of one, and they are all KO’d before they can assign and deal their damage. I deal two damage to my opponent with War Machine’s ability for each of the Sidekicks that War Machine KO’d, for a total of six.

Example Two:
War Machine KO’ing an attacker.

~ I have a level two War Machine die (3A/4D) in the Field Zone. My opponent has a character with 4A and 3D in the Field Zone.
~ (Attack Step – Assign Attackers) My opponent assigns their character to attack, moving it into the Attack Zone.
~ (Attack Step – Assign Blockers) I assign my War Machine die to block, moving him into the Attack Zone in front of the attacking die.
~ (Attack Step – Actions and Globals) My opponent chooses to not use any Action dice or Globals. I also choose to not use any Globals.
~ (Attack Step – Assign and Resolve Damage) War Machine has Fast. He gets to resolve his damage before other characters without Fast. War Machine assigns his three points of damage to the attacker’s three defense. This is enough to KO the attacker and the attacking die is KO’d before it can assign and resolve its damage. I deal two damage to my opponent with War Machine’s ability because the attacker was KO’d with combat damage from War Machine.

Official Sources

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

You can find a relevant ruling about ‘When something happens’ wording, here.

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

Rhodey is a force to reckoned with in Modern Age and Prime. I’m not sure how effective he’d be in Golden Age since there are loads of teams that don’t need characters in the field.

“Rhodey” has never been nice to me! I’ve played with him and played against him. When I use him, his dice never want to roll a character face. When I play against him, I only see characters! Mr. DDK has a team with Rhodey and Wasp: Fashionista and the only way to keep Rhodey from smashing your face in is to not field characters he can easily KO, KO him with an ability or action, or blank him. He’s difficult to play around if you aren’t prepared.

If you’re playing with Rhodey, I would definitely use a force block of some kind, like Wasp or Giant Spider: Greater Beast. I would not recommend using a force attack, like Bane: Professional Criminal, because you’re opponent could easily use that against you and force your Rhodey to attack. They would likely not block him just so he has to make his way back through your bag. If you had a way to protect him from being targeted by your opponent, then Bane is fine, but that’s an awful lot of work just to be able to use Bane on the same team. Bane is a popular meta piece though, so having a backup against Bane is a good idea. If you’re using Wasp or Giant Spider, you can just force one of their characters to block, which helps you keep Rhodey active. If you’re worried about your opponent not fielding many characters, bring White Tiger: Mystical Amulet and force them to field a Sidekick. White Tiger is not legal for Prime, but she is Modern Age legal.

Even though Rhodey is a really good card, I would definitely recommend a backup win condition. Mr. DDK and I like to use She-Hulk: Sensational, because she pairs well with Wasp. If She-Hulk isn’t your style, there are plenty of other options out there.

Summary – I like Rhodey for Prime and Modern Age. I don’t think he’s got what it takes to stand up in Golden Age though. He’s a great win condition, but bring a backup!

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 Ranx: Malevolent Metropolis  from the DC War of Light set. This randomly selected card is brought to you by DM Retrobox.

Before we get into the game related part of this week’s article, I want to briefly talk about who Ranx is. I’m not that familiar with the DC Universe – or more specifically the Lantern part of it. I had no idea who Ranx was, so I went to Wikipedia for some answers. In short, Ranx is a sentient city that is often viewed as a villain of sorts. It is classified as a planetoid and has many unique abilities, including powers granted to it by the yellow power ring. I found this character to be interesting and if not for Dice Masters, I probably wouldn’t have known Ranx existed.

W Ranx, Malevolent Metropolis

Ruling Ability

Ranx has an ability that can be used during the Assign Blockers part of the Attack Step. Due to the nature of the ability, you may only use the ability if the character is active.

Ranx may block any number of Bolt type character dice that are attacking you. Those characters must be assigned as attackers in order for Ranx to block them. If you choose to use Ranx’s ability to block multiple Bolt characters, you may not block a character that isn’t a Bolt character. Characters with abilities like the one on Ranx may choose to block normally or may use their special blocking ability, but not both.

You may choose to use the ability or choose not to use it for each individual Ranx die that can block.

Standard Sidekick dice are not considered to be any energy type and would not be eligible for Ranx’s ability if you choose to use it. An Ally that is a Bolt type would be eligible.

A Crossover character that has a Bolt in its energy type is considered a Bolt character.

When a character is blocking more than one attacker, you do not get to deal your blocker’s full amount of damage to each blocked character. You can choose to assign all of it to one attacker or divide it among any number of blocked attackers.

Miscellaneous Card Information

~ Ranx is a Shield type character card.
~ It has the Villain and Sinestro Corps affiliations.
~ It has a max dice of four.
~ This card is an Uncommon and is #96 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 multiple Ranx dice.

~ I have two level three Ranx dice (4/8) in the Field Zone. My opponent has five Bolt characters, a Mask character, and two Sidekick dice in the Field Zone.
~ (Attack Step – Assign Attackers) My opponent attacks with all five Bolt characters, the one Mask character, and the two Sidekick dice. My opponent moves all the attackers into the Attack Zone to show that they are attacking.
~ (Attack Step – Assign Blockers) I assign one Ranx die to block all five Bolt characters, moving it into the Attack Zone in front of the five Bolt characters. I assign the second Ranx die to block the Mask character, moving it into the Attack Zone in front of the Mask character. The Sidekicks are unblocked.

Example Two:
Assigning damage while blocking two or more characters.

~ I have one level three Ranx die (4/8) in the Field Zone. My opponent has two Hal Jordan dice (level one 3/2 and level two 4/3) and one Sidekick die (1/1) in the Field Zone.
~ (Attack Step – Assign Attackers) My opponent attacks with both Hal Jordan dice and the Sidekick die, moving them into the Attack Zone.
~ (Attack Step – Assign Blockers) I assign my Ranx die to block both Hal Jordan dice, moving it into the Attack Zone in front of the Hal Jordan dice. The Sidekick is unblocked.
~ (Attack Step – Assign and Resolve Damage) Ranx assigns three of its four damage to the level two Hal Jordan die and the last point of damage to the level one Hal Jordan die. This is enough to KO the level two Hal Jordan, but not the level one Hal Jordan. The two Hal Jordan dice assign their combined total of seven damage to Ranx, which is not enough to KO Ranx. The Sidekick die assigns and resolves its one damage to my life total and is then placed Out of Play.
~ (Clean Up) The KO’d Hal Jordan die is placed in the Prep Area. The characters that are not KO’d are moved out of the Attack Zone, back into the Field Zone. All effects end. Dice that are Out of Play are moved into the Used Pile.

Official Sources

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

You can find a ruling about a similar ability, here.

Turn Order Summary Reference

turn-order

Ratings

I am temporarily removing my ratings from the Confusing Card of the Week articles. I plan to redo my ratings system and improve it!

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 Storm: Extra Lightning  from the Marvel Deadpool set.

W Storm, Extra Lightning

Ruling Ability

Storm 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

Storm’s ability will deal one damage to an opponent or a character die when you use an action die. This will only happen while Storm is active in the Field Zone.

Using an action die is different from activating an ability on a Continuous action die. Continuous action dice are ‘used’ when they are moved from the Reserve Pool to the Field Zone. A Continuous action die that has a second ability, like Captain Cold’s Cold Gun: Frozen “Firearm” will not trigger Storm’s ability when you activate the second ability. For example, placing the Cold Gun in the Field from the Reserve Pool is considered ‘using’ the action die. That will allow you to use Storm’s ability. If you move the die to your Used Pile to deal three damage to a character, you will not be allowed to use Storm’s ability. You are activating an ability and not using the die.

You can use this ability as many times in a single turn as you have action dice to use. You can use this ability each time you use an action die, even if you’ve used one of the same action dice previously in the turn. For example, I use Reclaim in my Main Step. I get to use Storm’s ability. I use a second Reclaim die in the same Main Step. I get to use Storm’s ability.

Storm’s ability is considered a targeting ability. Cards that prevent targeting or redirect abilities, can be used against Storm’s ability.

The damage from Storm’s ability is considered ‘ability damage’ and not combat damage. This type of damage is sometimes called direct damage or burn.

Miscellaneous Card Information

~ Storm is a Bolt type character card.
~ She has the X-Men affiliation.
~ She has a max dice of four.
~ This card is a Rare and is #114 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 Storm’s ability.

~ I have two Storm dice in my Field Zone. I also have one Captain Cold’s Cold Gun die and one Reclaim die, both showing an action face, in my Reserve Pool.
~ (Main Step) I use my Cold Gun die and place it into the Field Zone. I choose to have Storm deal one damage to my opponent.
~ (Main Step) I use my Reclaim die, moving it Out of Play, to move a Sidekick die from my Used Pile to my Prep Area. I choose to have Storm deal one damage to my opponent.
~ (Main Step) I activate my Cold Gun, dealing three damage to my opponent’s Sidekick die. Storm does get to deal damage because I’m not ‘using’ the die, only activating the ability on it.

Official Sources

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

Turn Order Summary Reference

turn-order

Ratings

I am temporarily removing my ratings from the Confusing Card of the Week articles. I plan to redo my ratings system and improve it!

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 Shiklah: Succubus  from the Marvel Deadpool set.

W Shiklah, Succubus

Ruling Ability

Shiklah 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

Shiklah’s ability says that while she’s active, you move a Sidekick die from your Used Pile to your Prep Area, but only at the beginning of your turn. If Shiklah is not active when your turn starts, you can not use her ability even if you field her later that turn. The beginning of your turn is before your Clear and Draw Step, so if you don’t have any Sidekick dice in your Used Pile before your Clear and Draw Step, you won’t be able to use her ability.

Ally characters only count as Sidekicks while they are in the Field Zone. Allies do not count as Sidekicks anywhere else, so you could not move an Ally character with Shiklah’s ability.

Any dice put into your Prep Area before your Roll and Reroll Step, cannot be rolled during your Roll and Reroll Step. Sidekick dice that are moved using Shiklah’s ability are not eligible to be rolled during the Roll and Reroll Step on the turn they are moved. They can be rolled that turn using other game effects such as Momentum or X-23.

Shiklah’s ability is not optional because it does not say that you ‘may’ move a Sidekick die from your Used Pile to your Prep Area. As long as she’s active at the beginning of your turn and you have any Sidekick dice in your Used Pile, you must move one into your Prep Area.

Miscellaneous Card Information

~ Shiklah is a Mask type character card.
~ She has the Deadpool affiliation.
~ She has a max dice of four.
~ This card is a Rare and is #112 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 Shiklah’s ability.

~ I have two Shiklah dice in my Field Zone and three Sidekick dice in my Used Pile. I have no dice in my Prep Area.
~ At the beginning of my turn, before my Clear and Draw Step, I must use Shiklah’s ability. I move one Sidekick die from my Used Pile to my Prep Area.
~ (Clear and Draw) I move any leftover dice from my Reserve Pool and place them into my Used Pile. I draw four dice from my bag and place them in my Prep Area – but keeping them separate from the Sidekick die I just moved there.
~ (Roll and Reroll) I roll the four dice that I drew this turn, but not the Sidekick that was put into my Prep Area at the beginning of my turn.

Official Sources

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

You can find a ruling about dice placed in the Prep Area before the Roll and Reroll Step, here.

Turn Order Summary Reference

turn-order

Ratings

You can find a guide to my ratings, here.
These are personal opinion of the card being showcased and not an official reflection of current major meta.

Golden Age Rating

I would be really surprised to see this card make it onto any competitive level Golden Age team. There are way too many other cards that are much more effective and easier to utilize. I can’t give her a zero rating though because she is an alternative form of churn that doesn’t rely on a Global. While she’s not the best option for churn, she can’t be shut down by Global nullification like PXG can.

Shiklah: Succubus gets a rating of one out of five stars.
1 Star

Modern Age Rating

I could see Shiklah finding her way onto a few teams in the Modern Age format. She’s a more delayed form of churn, but if you keep her active, you’re always gonna have at least a Sidekick in your Prep Area every turn. I’m not quite convinced that she’s better than a rogue team character. She’s got a unique ability that requires her to be active at the beginning of your turn. This gives your opponent a whole turn to get rid of her if they want to. She can be blasted out of the field with a Cold Gun, or even bolted with the Global on Unstable Canister. But I guess if your opponent is spending their resources for that, they aren’t spending them on anything else.

Shiklah: Succubus gets a rating of three out of five stars.
3 Stars

Prime Rating

I’m not crazy about this card in Prime either. Her defense stats aren’t the best if you’re looking at an uncommon or rare Cold Gun across the table from you. It can take her out on two of her sides and mess with your churn flow. Personally, I’d rather use Stepford Cuckoos than Shiklah because I’m guaranteed a character or Sidekick die with Cuckoos, where Shiklah relies on there being Sidekicks in the Used Pile. She’s not a first pick for me in any format. She’s not a terrible card and I’ve seen others use her effectively for their team, but I’m not feeling her for my teams.

Shiklah: Succubus gets a rating of three out of five stars.
3 Stars

Casual Play Rating

I do not like this card for casual play. She causes so much confusion, like Lockjaw does if he KO’s dice with his ability. I just had a discussion about X-23 and this card with several different folks, trying to explain how the dice moved via her ability interact with dice drawn for the Roll and Reroll Step and with X-23. She’s a great card to use for X-23, but the confusion over the Roll and Reroll Step makes her very difficult for beginners to use. I’ve watched advanced players get confused over this card, and Lockjaw too. Many players do not realize that they can’t roll those dice that were just placed there on that turn. It’s a very common mistake and one that I know I’ve made several times. I do not recommend beginners use this card right away. I would recommend that players on a more advanced level try using her with cards like X-23 and Momentum to help teach other players.

Shiklah: Succubus gets a rating of two out of five stars.
2 Stars

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