Archive for the ‘Strategy’ Category

Greetings Fellow Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! For this month’s article, I chose a version of one of my newest favorite comic characters, She-Hulk (024) from Avengers Infinity!

She-Hulk 024

Figure Information

Point Value: 50 points
Dial Depth: 5 Clicks
Keywords: Avengers, Lady Liberators, Brute

Team Ability
None

Standard Powers/Abilities
They will be listed as Power: Click Number(s). This list does not include traited powers and abilities.

Movement
Sidestep: 1-4

Attack
Super Strength: 1-3

Defense
Invulnerability: 1-3
Toughness: 4-5

Damage
Close Combat Expert: 1-3 (part of a special ability), 4-5

Improved Abilities, Traits, and Special Powers
She-Hulk has a special damage power.

Special Damage:
Fierce Litigator:
1-3
Close Combat Expert. When She-Hulk uses it and hits, after resolutions choose one to last until your nest turn: a hit target modifies attack -2 -or- a hit target modifies defense -2.

Opinion and Strategy

I really like She-Hulk as a distraction and utility piece more than a piece you build around. She’s great to run up onto a primarily ranged character because of her Fierce Litigator special ability. You can either reduce their attack or defense by two, making them much easier to hit or making it harder for them to hit you. She’s a great utility piece for a ranged team so the target is easier for them to hit while they’re tied up with She-Hulk. I use a character with Perplex to increase She-Hulk’s defense and I use my Probability Control to force them to reroll their Breakaway in hopes of keeping them adjacent to She-Hulk. If they run, I use Telekinesis to put her adjacent to them or close enough that she can Sidestep up to them. She’s got Super Strength, so she can utilize heavy objects. Her defense powers leave a little to be desired, but Invulnerability and Toughness are better than nothing!

I like that she’s got the Avengers keyword, so I can put her on an Avengers Theme Team as a utility piece. She’s makes it much easier for Thor or Iron Man to hit a target. She’s only 50 points, but I wish she had Impervious on her top click instead of Invulnerability. I also dislike that she doesn’t have Improved Movement of any kind. That’s just a little disappointing, but I can work around it.

She’s a great piece to play in casual settings, which is what I mainly focus on. She’s not meta worthy, but I’ve had fun with her on my Hulk team. I use a variety of Hulk pieces, like the FCBD Hulk, The Mighty Thor starter Hulk, and She-Hulk from Civil War and build according to point values. She’s great with ranged teams, but she’s even more fun with other Hulks!

What do you think of this figure?
Do you have a figure you would use in place of this one?
Is there a figure you would like me to Spotlight?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and remember to like, follow, and sub for more HeroClix content!

     LLAPLive long, and Prob it!

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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 Absorbing Man: Harold’s Ice Cream from the Marvel The Mighty Thor set.

W Absorbing Man, Harold's Ice Cream

Ruling – Ability

“While Absorbing Man is active, when a “when KO’d” effect is used, you may use a copy of that effect.”

Absorbing Man’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 Absorbing Man is active, if a “When KO’d” effect is used, he may use a copy of that effect. This ability is optional and not mandatory, and you only get one copy of a ‘When KO’d’ ability, regardless of how many Absorbing Man dice in the Field Zone. If a second copy of a character die is KO’d that turn, you can copy that ability again, but only once regardless of the number of Absorbing Man dice in the Field Zone.

If you copy a “When KO’d” ability from another character, Absorbing Man does not have to be KO’d for you to copy that effect.

You can copy the “When KO’d” effect from one of your characters or one of your opponent’s characters, but the ability must be used for you to be able to copy it. If the ‘When KO’d’ ability is optional and they do not use it, you can’t copy it.

Miscellaneous Card Information

~ Absorbing Man is a Mask type character card.
~ He has the Villain affiliation.
~ He has a Max Dice of four.
~ This card is a Uncommon and is #53 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

You can find a ruling for this card, here.

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

Turn Order Summary Reference

turn-order

Opinion

Absorbing Man has a pretty cool ability that you can easily build around. In Golden Age, this guy is loads of fun for casual events. I think he may be a little more difficult to build around in Modern Age. In Golden Age, there are lots of different ‘When KO’d’ abilities that would be great to copy, especially when you have Blue-Eyes White Dragon’s Global to KO your own character dice. But, you aren’t limited to your own dice abilities. You can copy opposing ‘When KO’d’ abilities which adds to his usefulness in Golden Age.

I like that Absorbing Man is not expensive to purchase, so you can keep several in the Field. His stats are not terrible, but he’s manageable if you’re trying to get around him.

I saw the question pop up on WORF about this card and the rare version of Absorbing Man and I thought this would be a good one to cover this week. Newer and inexperienced players don’t realize that you can use his ability to copy an opposing character’s ‘When KO’d‘ ability. As regular players, and a more experienced players, we sometimes forget that these abilities aren’t as obvious to other players of different skill levels. I like when WORF answers questions like this because it helps me choose CCW cards that would be more appealing to the newer players – which are my target audience.

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 find a card? Check out The Dice Coalition‘s Team Builder!

Roll on, Dice Masters!

Greetings Fellow Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! For this month’s article, I chose one of the Bombshells, Batgirl (037) from Harley Quinn and the Gotham Girls!

Batgirl 037

Figure Information

Point Value: 75 points
Dial Depth: 6 Clicks
Keywords: Bombshells, Suicide Squad, Monster

Team Ability
None

Standard Powers/Abilities
They will be listed as Power: Click Number(s). This list does not include traited powers and abilities.

Movement
Charge: 1-2
Hypersonic Speed: 3-6

Attack
Blades/Claws/Fangs: 1-2
Precision Strike: 3-6

Defense
Impervious: 1-2
Super Senses: 4-6 (part of a special ability)

Damage
Exploit Weakness: 1-2
Perplex: 5-6

Improved Abilities, Traits, and Special Powers
Batgirl has two Traits.

Trait:
Bombshell
When Batgirl makes an attack targeting an opposing character, give her a Bombshell token. FREE: If she has two action tokens, remove two Bombshell tokens, then make a close attack.

Trait:
Bloody Belle of the Bog
Steal Energy, Stealth. Batgirl starts the game on click #3. When Batgirl uses Steal Energy, she may heal past her starting line.

Special Defense Power:
WWI Flying Ace: 3-6
Super Senses. When attacked by a character with [FLIGHT], modify Batgirl’s defense +3.

Opinion and Strategy

Batgirl is a fun and powerful Bombshell character. She’s always the first character I choose when putting together a 300 or 400 point Bombshell team. Zatanna is usually my second choice, and then I fill out the rest of the team around those two. Batgirl is not Indomitable, but I think she’d be a little too powerful if she was. You have to play her with caution until you get her past her starting line, because as great as Super Senses is, it doesn’t always roll! Once she reaches her second click after healing, she can charge in, and use Exploit Weakness to hit them for a whopping four damage! She also has Blades/Claws/Fangs, but with a printed damage of four, I don’t usually go with BCF unless they’ve used Outwit to get rid of her Exploit Weakness. When they try to hit her, they have to get around her Impervious on her top two clicks. She can be a very formidable opponent once she’s healed into click one or two.

I also like using her with a generic Monster team. One of my all time favorite builds for 400 points is:

(75) Batgirl
(100) Rat King #24 Rare TMNT2
(80) Death #16 Rare Undead
(125) Monsterex #22 Rare TMNT1
(5) Professor X ID for Professor X #37a Xavier’s School (75 point call in)
Total: 385

I know I’m playing 15 points under, but I like the team and it plays well for me in a casual setting. I also can’t find a 15 point Monster that I like. Rat King helps me beat on their own team while Batgirl is trying to heal up into her top two clicks. Monsterex makes for a terrific, versatile distraction. Death has helped me KO characters in the past with his Trait: Harbinger of Death. It’s handy when you’re one damage shy of KO’ing a dude. He’s also got traited Blades/Claws/Fangs with Giant Reach of 2.

When I play a 300 point Monster team, I like using this build:

(75) Batgirl
(100) Horta #35 Rare ST:TOS
(125) Monsterex #22 Rare TMNT1
Total: 300

I’m a sucker for a full point Horta and I love Monsterex’s versatility. This team really depends on map choice and if I win, I typically choose the Horta’s home turf – Underground Cavern (ST:TOS). This map gives my Horta an advantage and also helps Batgirl and Monsterex position themselves safely. With cavern walls as cover, this team can be lethal if you’re not paying attention and Batgirl is the deadliest!

What do you think of this figure?
Do you have a figure you would use in place of this one?
Is there a figure you would like me to Spotlight?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and remember to like, follow, and sub for more HeroClix content!

     LLAPLive long, and Prob it!

Greetings Fellow Dice Fans!

For this week’s confusing card of the week article, we’re going to take a look at Silver Sable: Outlaw  from the Marvel Amazing Spider-Man set.

W 15 Silver Sable, Outlaw

Ruling – Ability

When Silver Sable attacks, add a die from your bag to your Prep Area. If it is a Sidekick, Silver Sable is unblockable.

Silver Sable’s ability is a When Attacks ability. When Attacks abilities trigger simultaneously when all attackers have been assigned. If there are multiple When Attacks abilities on the active player’s side, the active player resolves them in the order they choose.

When a Silver Sable die attacks, you take a die from your bag and place it in your Prep Area. This is not the same as drawing a die, so you do not get to refill an empty bag when using this ability. Only abilities that instruct you to draw a die will trigger a bag refill.

If the die you add to your Prep Area is a Sidekick die, the Silver Sable die that triggered that ability will be unblockable. Ally dice are only considered to be Sidekick dice while they are on a character face and in the Field Zone. If you add a die with Ally to your Prep Area with this ability, Silver Sable will not be unblockable.

Silver Sable’s ability is not optional. When each of your Silver Sable dice attack, you must add a die from your bag to your Prep Area. If you can’t, this ability does nothing. You will not take damage if you can’t add a die to your Prep Area because Bag Burn only happens during your Clear and Draw step while drawing your four dice for the turn.

Each of your Silver Sable dice that attack will trigger this ability. Each trigger of the ability will only apply to the Silver Sable die that triggered it. For example: I have two Silver Sable dice in the Field Zone. I decide to attack with both, so I assign both as attackers. Both abilities trigger simultaneously, but I resolve them individually. I add a die to my Prep Area from my bag for the first Silver Sable die. The die I added to my Prep Area is not a Sidekick, so the first Silver Sable die is still able to be blocked. I add a die to my Prep Area from my bag for the second Silver Sable die and it’s a Sidekick, so my second Silver Sable die is unblockable. My first Silver Sable die is still able to be blocked because she didn’t add a Sidekick to my Prep Area – only the second one did.

Miscellaneous Card Information

~ Silver Sable is a Mask type character card.
~ She has the Spider-Friends affiliation.
~ She has a Max Dice of four.
~ This card is a Common from the Starter and is #15 of 142.

Official Sources

WizKids Official Rules Forum (WORF)

There are no rulings for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

I know a lot of folks don’t care for the Amazing Spider-Man set, but I have loads of fun playing with cards from this set. This is one of those cards. I love using Silver Sable with The Front Line: Basic Action Card, and keeping my bag full of Sidekicks. This is a great concept to build around for casual play because it’s not super serious broken, and it’s not super difficult to set up. She’s got a little bit of higher purchase cost than I like, but with a few well placed Front Line dice with a bag loaded with Sidekicks, you could be punching someone in the face for a quite a bit of damage. She’s a 0/1/1 to field, so she’s not too high on fielding costs, and her attack is 3/4/4. When you drop two Front Line dice on her, she becomes a 9/10/10, that’s also potentially unblockable.

I recently had someone ask about attacking with multiples of her dice, and I realized that I hadn’t featured her for an article yet. I also thought that now would be a good time to feature her, because I’ve had lots of inquiries about cultivating casual-competitive scenes. This is the perfect card for that type of scene!

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 find a card? Check out The Dice Coalition‘s Team Builder!

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 Dragon Statue Trap: Lesser Trap  from the Dungeons and Dragons: Tomb of Annihilation set.

W Dragon Statue Trap, Lesser Trap

Ruling Using Action Dice

Dragon Statue Trap is a non-Basic Action Card and it’s dice are non-Basic Action Dice. If an ability or game text refers to an Action Card or an Action Die, then it could affect Dragon Statue Trap. Non-Basic Action Dice can not be purchased by an opposing player.

There are two main ways to use an action die. The first is when the die is in your Reserve Pool, you use the ability that’s on the card and then place the die Out of Play. The die will never enter the Field Zone. The second is to move the action die from the Reserve Pool to the Field Zone, but those dice can only be fielded if they have the Continuous keyword, they’re considered to be Gear or a Trap, or the ability tells you to attach that die to another die that’s in the Field Zone.

Action dice can be used during two different steps, but only on our turn. You can use an action die at any time during your Main Step, or after blockers have been assigned during the Attack Step (referred to as the Actions and Globals portion of the Attack Step).

Action dice cannot be used for no effect. This means, if you can’t legally use the ability of the action die, then you can’t use the die and it remains in your Reserve Pool until the end of your turn. If you do not use an action die, it will go into your Used Pile at the end of your turn.

Ruling – Trap Keyword

From the WizKids Keywords Page:

Traps: Traps are action dice that move to the Field Zone when used, and stay there until Triggered. When the criteria of the Trap die’s Trigger is met, you must immediately send the die to your Used Pile and use its Effect.

Each Trap has its own Trigger and Effect. A Trap is sent directly to the Used Pile when it’s triggered, and this is not optional. Once the trigger condition is met, the trap will go to the Used Pile, whether you can use the effect or not.

The Gadgeteer keyword works with Traps.

Ruling – Trigger

Trigger: An opponent attacks you.”

The Trigger is a condition that must be met for the trap to activate. As soon as the condition is met, the trap will ‘trigger’ and go to the Used Pile. You can use the effect of the trap only when it’s triggered.

For Dragon Statue Trap, the Trigger is when an opponent attacks you. The moment an opponent finishes assigning their attackers, the Dragon Statue Trap’s trigger is met. Character dice that are attacking are all assigned at the same time, so your opponent will be able to assign all character dice they wish to attack with before your trap triggers. This means all of your opponent’s ‘When Attacks’ abilities will be able to trigger before your Dragon Statue Trap triggers. This is because they are the active player and all active player abilities trigger first.

The trigger on Dragon Statue Trap will grant you the effect before blockers are assigned.

Ruling – Effect

Effect: You may pay X [Energy] to deal X damage to all opposing character die.”

~ I believe there is a typo on the card. Where it says ‘opposing character die‘, I believe it’s supposed to say, ‘opposing character dice‘ instead.

The Effect of a trap is what happens when the Trigger condition is met. The Effect on Dragon Statue Trap is an optional ability because it says ‘you may’.

If you choose to use the effect on your triggered Dragon Statue Trap, you can pay any amount of energy to deal that much damage to all of your opponent’s character dice. You can use any type of energy in any combination for this effect.

The opposing character dice do not need to be attacking, only active in the Field Zone.

If attacking character dice are KO’d by this effect, they are no longer attacking and you will not be able to assign blockers to them.

This effect is not a targeting effect. Characters that are protected from being targeted can be damaged by this effect.

Example

Game State
I have a Dragon Statue Trap and a Sidekick (1A/1D) in my Field Zone. I have one Bolt and one Fist energy in my Reserve Pool. My opponent has two Sidekicks (1A/1D) and character die with 2A/3D in their Field Zone. We are moving into their Attack Step.
Attack Step – Assign Attackers
~ My opponent assigns their 2A/3D character and one Sidekick as their attackers.
~ My opponent does not have any When Attacks abilities.
~ My Dragon Statue Trap triggers and is sent to the Used Pile.
~ I use the Effect of my trap and spend the Bolt and Fist energy (moving them to my Used Pile), to deal two damage to all of my opponent’s character dice.
~ Their two Sidekick dice are KO’d and placed in their Prep Area. Their 2A/3D character die is still attacking, but now it can only take one more damage before it’s KO’d.
Attack Step – Assign Blockers
~ I assign my Sidekick die to block the remaining attacking character die. Doing this will KO the attacker in the Assign and Resolve Damage portion of the Attack Step and my Sidekick will also be KO’d.

Miscellaneous Card Information

~ Dragon Statue Trap is a Shield type non-basic action card.
~ It does not have an affiliation.
~ It has a Neutral Alignment (leaf symbol near the purchase cost).
~ It has a Max Dice of four.
~ This card is a Common and is #25 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

There are no rulings for this specific card.

The ruling for Gadgeteer and Traps can be found, here.

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

Turn Order Summary Reference

turn-order

Opinion

I think the Dragon Statue Trap is incredibly useful against teams that utilize those annoying characters that can’t be targeted. And there are plenty of those pesky characters around in Golden Age and Modern Age. Raven: Azarath, Metrion, Zinthos! is the first one that comes to mind and probably the most used one. Even with her in the field, you can still damage your opponent’s Mask and Teen Titans dice because Dragon Statue Trap’s effect is not targeting them – it’s like a blanket covering their side of the field.

Dragon Statue Trap could also be extremely useful against teams that depend on rushing their opponent with lots of smaller characters, like a Bard Blitz or Guy Rush team. A well placed Dragon Statue Trap and force attack Global and they’re in a world of hurt!

One of the major down sides that I can see to this type of trap is that once it’s triggered, it’s gone until you can get it back through your bag. This leaves you vulnerable and gives your opponent a chance to build up their field if they trigger the trap at the right time. Another issue you could run into is your opponent triggering it when you don’t have any energy to use for the effect. The trap is still triggered when they attack and sent to the Used Pile – regardless if you can activate the effect or not.

Gadgeteer is a nice keyword to pair with Dragon Statue Trap. You could get your traps back much quicker with one of these type of characters. What ever you do, don’t give them Boomerang! That’s not a good idea if you want your traps in the field.

I’ve been looking at building a Trap based team, I just haven’t had the chance to put it together yet. I think it would be fun and interesting for our casual scene.

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 find a card? Check out The Dice Coalition‘s Team Builder!

Roll on, Dice Masters!

Greetings Fellow Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! For this month’s article, I chose a figure that I’ve used many times over to teach new players – Hulk #106 from The Mighty Thor starter!

Hulk TMT Starter

Figure Information

Point Value: 100/50 points
Dial Depth: 7 Clicks, 1-7 for 100 points and 5-7 for 50 points
Keywords: Avengers, Brute

Team Ability
AVENGERS:
When this character is given a MOVE action, modify speed +1.

Standard Powers/Abilities
They will be listed as Power: Click Number(s). This list does not include traited powers and abilities.

Movement
Leap/Climb: 1-7

Attack
Super Strength: 1-2, 5-7

Defense
Invincible: 1-3
Impervious: 4-7

Damage
Exploit Weakness: 3-4

Improved Abilities, Traits, and Special Powers
Hulk has one Trait.

Trait:
Hulk Smash
When Hulk moves, after resolutions he can use Quake at no cost.

Opinion and Strategy

There is something to be said for the simpler pieces. This particular piece has probably seen more play with my locals than any other individual piece. Now, this Hulk isn’t a super big meta piece, but he’s a great casual piece for all kinds of players. He’s got a nice 100 point dial, and his 50 point is okay, but there are better casual pieces for the same amount of points.

This is one of my favorite pieces to use when teaching new players. He doesn’t have a bunch of crazy abilities on him, but he has a really awesome Trait. He’s a great piece for beginners to use and learn about Traits and actions at ‘no cost’. His Leap/Climb is perfect for his Trait as well, and helps me to teach new players about Breakaway tactics.

I love that he has Invincible and Impervious because this is a great opportunity to show a new player the difference between the two – in action! His Exploit Weakness is great as well, though I wish he had it on his 50 point dial too. Super Strength is also very useful in teaching players about using Objects in a game and Knockback from an attack. Being able to knock a character back could set you up for a future Leap/Climb + Quake!

I can’t say enough good things about this particular Hulk. I like to pair him with the Iron Man from the Sidekick kit (100 points) and Hercules from The Mighty Thor starter (100 points) for a 300 point tutorial team.

Using two pieces from the same starter and a piece from the Sidekick kit has been very effective for me in introducing new players to HeroClix. They get a Sidekick set during the Sidekick event and then purchase a starter and now they have several possible team combinations for Avengers theme teams. If the Sidekick kits are no longer available, there is a Thor in the Starter that works too, but he has more special powers than I like for a teaching team. But Hulk is always the center focus for my teaching teams because he’s incredible!

What do you think of this figure?
Do you have a figure you would use in place of this one?
Is there a figure you would like me to Spotlight?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and remember to like, follow, and sub for more HeroClix content!

     LLAPLive long, and Prob it!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Heist: Basic Action Card  from the Dungeons and Dragons: Tomb of Annihilation set.

W 07 Heist, BAC

Ruling Using Action Dice

Heist is a Basic Action Card and it’s dice are Basic Action Dice. If an ability or game text refers to an Action Card or an Action Die, then it could affect Heist. Basic Action Dice can be purchased by either player.

There are two main ways to use an action die. The first is when the die is in your Reserve Pool, you use the ability that’s on the card and then place the die Out of Play. The die will never enter the Field Zone. The second is to move the action die from the Reserve Pool to the Field Zone, but those dice can only be fielded if they have the Continuous keyword, they’re considered to be Gear, or the ability tells you to attach that die to another die that’s in the Field Zone.

Action dice can be used during two different steps, but only on our turn. You can use an action die at any time during your Main Step, or after blockers have been assigned during the Attack Step (referred to as the Actions and Globals portion of the Attack Step).

Action dice cannot be used for no effect. This means, if you can’t legally use the ability of the action die, then you can’t use the die and it remains in your Reserve Pool until the end of your turn. If you do not use an action die, it will go into your Used Pile at the end of your turn.

Ruling – Ability

Target opponent draws 2 dice from their bag. Place one in that opponent’s Prep Area. Roll the other die and place it in your Reserve Pool. At the end of your turn, place the rolled die in your opponent’s Used Pile (regardless of where it is).

You must be able to target an opponent in order to use Heist. If you can’t target an opponent, you will not be able to use Heist because it won’t have any effect. When you use Heist, you place the die Out of Play from your Reserve Pool. The die never enters the Field Zone.

When you use Heist, you target an opponent and they draw two dice from their dice bag. If they can’t draw two dice, they draw as many as they can and then refill their bag from their Used Pile, and finish drawing until they have drawn two dice. If they don’t have any dice in their Used Pile to refill their bag, then they draw as many as they can.

If your opponent can only draw one die and doesn’t have any dice to refill their bag with, they do not take damage. ‘Bag Burn’ is only something that applies during the Clear and Draw Step. Also, if your opponent can only draw one die you complete the remainder of the Heist ability in the order stated on the card. This means you would place that single die in your opponent’s Prep Area and not roll it.

When your opponent draws the two dice, you choose one and it is placed in their Prep Area. You then roll the second die and place it in your Reserve Pool. You now get to use that die on the face it landed on. If you rolled energy, you can use it normally. If you rolled an action face, you use it as intended. For example: A Continuous action die will stay in the Field Zone, but the Heist ability will place it in your opponent’s Used Pile at the end of your turn. You get to use it for that turn. The same would happen with a character die if you rolled a character face. You could field that character and activate any When Fielded abilities, but it would be placed in your opponent’s Used Pile at the end of your turn.

If you have an ability that would allow you to reroll or manipulate the dice in your Reserve Pool after the Roll and Reroll Step, those abilities can be used on the die that was stolen with Heist. For example: If you have Parallax: Source of Terror, you can spend one energy to reroll the die you stole with Heist. You could not use an ability that affects dice during the Roll and Reroll Step for the stolen die because Heist is used after the Roll and Reroll Step has passed.

Miscellaneous Card Information

~ Heist is a Basic Action Card with no energy type.
~ It does not have an affiliation.
~ Heist has a Neutral Alignment (leaf symbol near the purchase cost).
~ It says Use: 3 instead of Max: 3 because you are required to bring exactly three Basic Action Dice for Heist.
~ This card is a Common and is #7 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

There are no rulings for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

This card is definitely about more than just potentially stealing some energy. This card can seriously disrupt the flow of your opponent’s bag and also turn an action or character against them for a brief moment. This could also deny them the opportunity to draw that big nasty they had coming next turn. They do get a prepped die from Heist, but I feel like the risk is worth it.

If you don’t get an action or character, you still come out with at least one energy that you can use to make purchases, field characters, activate Globals, etc. I don’t see a huge downside to this card, other than potentially pulling two really good dice and having to put one in your opponent’s Prep Area for next turn. Thinning their bag of Sidekicks is a downside, but it’s not a huge one. Again, the risk is worth the potential reward as long as you’re cautious when using this die. Don’t use it when they have four Sidekicks in their bag and a lot of characters and actions in their Used Pile. You need to keep track of your opponent’s purchases and where the dice are when you play with Heist.

I don’t see this card as a major competitive card, but it’s great for all levels of casual games, and even competitive-casual. Competitive-casual is a mix of competitive and casual play – like a casual setting were everyone is playing semi-competitive, but they don’t bring out the big nasty dudes (like Cube+Pureblood). You also might see someone with a Shriek or a DWiz, but not both. This type of atmosphere breeds creativity and is definitely more fun for folks that don’t dig the hyper competitive scenes, but they still want to play with some of the competitive cards.

I have not looked at this card since the set released, until it popped up as a question from someone. They asked if they could field a character if the die they stole rolled a character face. It’s a tactic that I didn’t think of when I first read the card, but I love the possibilities this card can bring – as well as the chaos that could ensue! I owe that reader a big thank you!

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!

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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 Jarnborn: And My Axe  from the Marvel The Mighty Thor set.

W Jarnborn, And My Axe

Ruling Using Action Dice

Jarnborn is a Non-Basic Action Card and it’s dice are Non-Basic Action Dice. If an ability or game text refers to an Action Card or an Action Die, then it could affect Jarnborn. If the text refers to a Basic Action Card or Basic Action Die, it will not affect Jarnborn. Non-Basic Action dice can not be purchased by an opponent, unlike Basic Action dice.

There are two main ways to use an action die. The first is when the die is in your Reserve Pool, you use the ability that’s on the card and then place the die Out of Play. The second is to move the action die from the Reserve Pool to the Field Zone, but those dice can only be fielded if they have the Continuous keyword, they’re considered to be Gear, or the ability tells you to attach that die to another die that’s in the Field Zone.

Action dice can be used during two different steps, but only on our turn. You can use an action die at any time during your Main Step, or after blockers have been assigned during the Attack Step (referred to as the Actions and Globals portion of the Attack Step).

Action dice cannot be used for no effect. This means, if you can’t legally use the ability of the action die, then you can’t use the die and it remains in your Reserve Pool until the end of your turn. If you do not use an action die, it will go into your Used Pile at the end of your turn.

Ruling – Ability

“Replace target character die’s A with double its printed A (until end of turn).”

In order to use Jarnborn, you must be able to target a character die that’s active in the Field. If there are no legal targets, you can’t use Jarnborn.

When you use Jarnborn, you can target a character die that belongs to either player.

When used, Jarnborn’s ability will replace the targeted character die’s current attack value with a value equal to double its printed attack value. If a character has applied bonuses to its attack value, those will not be added and will be lost. Static bonuses will still apply. For example, if I have a character in the Field Zone with a printed attack of 4, when I use Jarnborn, that character’s attack value will now be 8 until the end of my turn.

This effect will last until the end of your turn. Jarnborn does not alter the character die’s printed attack value.

You can use this die during your Main Step or wait until after your opponent assigns blockers and then use it during the Actions and Globals portion of the Attack Step. You can use the die for one of your characters that are blocked or one that is unblocked. You can even use this die on one of your opponent’s dice, whether they’re blocking or not.

If you use a second Jarnborn on the same character die, it will replace that character die’s current attack value with double its printed attack value. Even if the value is unchanged, the effect still happens.

Miscellaneous Card Information

~ Jarnborn is a Fist type Non-Basic Action Card.
~ It does not have an affiliation.
~ It has a Max Dice of 4.
~ This card is a Common and is #30 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

There are no rulings for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

I noticed a few players asking about non-basic actions so I thought I’d pick one that I think is a fantastic tactical card. You can wait and use until the Attack Step, after blockers are assigned, to try and maximize your damage against your opponent. Or you can use it on a character die during the Main Step to entice your opponent to block a particular character. You could even use it to help your opponent’s blocker KO one of your attackers with a When KO’d ability.

I love the versatility of this card and I can’t wait to use it more. I’ve been toying around with a few teams and this is a card that might fit nicely on to some of them. One team in particular has the super rare Mister Miracle on it. While he’s active, your action dice gain the Boomerang keyword. I want to use him, Jarnborn, and a heavy hitter or two and I can’t wait to finish that team!

I also love that my opponent can’t buy it, because it’s not a Basic Action. I can bring this card and know that I’m safe from them using it against me – unless they bring it too.

Opinions on this card? Leave a comment!
Is there a card your confused on?

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

Need to find a card? Check out The Dice Coalition‘s Team Builder!

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 Crush Card Virus: Basic Action Card  from the Yu-Gi-Oh! Starter set.

W Crush Card Virus, BAC

Ruling – Ability

Knock out one of your monsters in the field to knock out an opponent’s monster up to 1 level higher than yours.

Cards from the Yu-Gi-Oh! set use the term monster instead of character. Monster from Yu-Gi-Oh! and character are synonymous.

When you use this action die, you must be able to target an opponent’s character die that is the same level or one level higher than your character die that you KO. If you can’t target an opponent’s character die or there isn’t an opposing character die to KO, you can’t use this action die. You can’t use an action die for no effect.

When you KO one of your character dice to use this ability, it is considered to be part of the cost to using this action die. If you are not able to use the action die, you will not be able to KO one of your character dice. If you don’t have a character die to KO, you can’t use this action die.

When you use this action die, if the character die you KO has a When KO’d ability or a keyword that triggers when the character die is KO’d, those abilities will trigger. If you KO an opponent’s die that has a When KO’d ability or a keyword that triggers when the character die is KO’d, those abilities will trigger as well.

Sidekick dice are considered level one character dice. If you KO a Sidekick as part of the cost to play Crush Card Virus, you can target an opposing character die of level one or level two.

Special note about Regenerate – This is a KO replacement effect. If you attempt to use Crush Card Virus and choose one of your character dice with Regenerate and it regenerates successfully, you will not be able to choose an opposing character die to KO. This is because the additional cost of KO’ing a character die was not paid. The action die would be placed Out of Play and not back into your Reserve Pool, because you attempted to activate it and it ‘fizzled’ due to a replacement effect. There isn’t an official ruling for this.

Miscellaneous Card Information

~ Crush Card Virus is a Basic Action Card and does not have an energy type.
~ It does not have an affiliation.
~ It does not have a Max Dice number, instead it says Use: 3 which means you must use exactly three dice for this card.
~ This card is an Common and is #112 of 120.

Official Sources

WizKids Official Rules Forum (WORF)

You can find a ruling about Crush Card Virus, here.

You can find the Cross-IP Compatibility Wording information, here.

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

Turn Order Summary Reference

turn-order

Opinion

I remember back in the good old days, we would use this card on teams with big When KO’d abilities that we didn’t want to use Blue-Eyes White Dragon on. Bringing BEWD meant we were potentially helping our opponent with the discount Global. Sure, BEWD was way more convenient, but this card could easily tip the scales against players that didn’t bring BEWD but hoped their opponents did.

In the current card pool for Golden Age, I’m not sure if this card would still hold it’s shine against something like BEWD. It possibly could, especially if you’re also using Mister Miracle: Show Must Go On. While he’s active, he gives your action dice the Boomerang keyword, which is really handy at times! It would depend on what other action dice you were using. If you’re using lots of Gear or Continuous action dice, then Mister Miracle probably is not a good idea.

I think it still has some playablility on particular teams, but I believe they need to be specific builds. Also, BEWD Global is still great in Golden Age for its cost reduction and it tends to pull the attention away from these other, more gimmicky type cards. But don’t count Crush Card Virus out completely! If you want a card that can KO your dudes for a When KO’d ability, see if this one works for you.

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 find a card? Check out The Dice Coalition‘s Team Builder!

Roll on, Dice Masters!

Greetings Fellow Clix Fans!

 

The newest set for HeroClix is going to be the Avengers Infinity set, due out May 16, 2018. You can pre-order this set at your FLGS and I definitely recommend you check it out!

WizKids sent me some spoilers to preview and share. Thank you, WizKids! You are super awesome for allowing me to share these powerful and cute new pieces with the Clix community!

I try to cover the awesome Traits and special powers in this article and not focus so much on the standard abilities printed on the dial. If you need to see what a particular power does, you should totally check out the Power and Ability card on WizKids site (if you don’t have one already). You can find it, here.

Preview #1 – Devil Dinosaur & Moon Boy (Rare)

This is a rare opportunity for me to spoil a colossal dude!

G016 Devil Dinosaur & Moon Boy

So, this Colossal piece has three different starting lines, and I like all of them! There aren’t that many differences between them except that his defense powers are appropriately diminished with each starting line and so are his stat numbers. He has an Improved Movement that allows him to move around and through opposing pieces. His Trait, Moon Boy, gives you a FREE range attack, which is also nice to have. Since it’s a FREE action, you can move his speed to get within at least four squares of an opposing piece and then make that range attack against them! I absolutely love his special movement power, Thunder Lizard, because it grants him Charge and Sidestep for the last three clicks all three dial sets. I’m a huge fan of move and attack abilities like Charge.  But that’s not all Thunder Lizard does. Along with Charge and Sidestep, when Devil Dinosaur and Moon Boy damage one or more opposing characters with a close attack, you remove an action token from him! That happens after actions resolve, which means you could remove the action token he just got! That’s crazy good, especially since he has Quake at the same time as Thunder Lizard! And because he has Colossal Stamina, you can reach opposing pieces from three squares away, without having to get right next to them where they can punch you back! This guy has lots of standard powers on his dial that make him a great piece to play in sealed or constructed formats!

Preview #2 – Cosmo (Super Rare)

Cosmo is super cute!

039 Cosmo

Cosmo is soooo cute! I love his Origin: Before the Guardians trait! If he’s on a Guardians of the Galaxy theme team, he’s protected from Outwit, and if he’s not, his attack and defense get modified by +1 for the entire game! That’s really good, especially since he already has a 10 attack and 18 defense on his top click. But I love playing theme teams and having a piece that’s protected from Outwit is nice to have. But at least I know I can play him with other teams and he still gets a boost. His special movement, I Am Cosmo. I Am In Brain., is absolutely bananas! He can use Mind Control, and when he targets more than one character with it, his attack gets modified by +1. He can target two characters with a range of six, and he has Improved Targeting, allowing him to see through hindering terrain. He has his I Am Cosmo. I Am In Brain. power on four of his five clicks, which is just awesome! His special damage power, You Have Loud Brain, is even more awesome! It’s a FREE action to use it and you choose an opposing character that’s within range (doesn’t have to be in Cosmo’s line of fire!) and they can’t be given POWER actions until your next turn! That means the chosen piece wouldn’t be able to use anything that requires a POWER action to use, like: Charge, Hypersonic Speed, Running Shot, and lots of other really good abilities that you don’t want used against you! Cosmo has lots of other great abilities right on the dial, but these special powers are just awesome and they’re on more than one of his clicks!

Preview #3 – Tigra (Chase)

I’d chase after this unique Tigra. She’s a Cosmic beauty!

047 Tigra

First off, that Cosmic Entity Trait is awesome. There are lots of abilities that target more than one character for an attack. One of the favorites at my FLGS is Quake. Cosmic Entity would prevent her from being targeted by that type of attack, so long as they were targeting more than one character. And if that wasn’t good enough, her other Trait is even more amazing! The 3rd Virtue of Life: Tenacity grants her Flurry as well as an additional ability. Once per turn, when her attack roll has a three on one die face, friendly characters can use Charge and Blades/Claws/Fangs for that turn. Tigra is a character you want to attack with first, in hopes of getting a three on one of the die faces during one of her Flurry attacks. If you do, after her attacks are finished, your friendly characters can use Charge and Blades/Claws/Fangs! You can activate Blades/Claws/Fangs after you Charge and hit an opposing character, which is one reason I absolutely love this ability! Powers that let a character move and attack are among my favorite kinds of powers, and this power gives you a chance to do massive damage with Blades/Claws/Fangs. On her last click, she has a special Defense power called, Life’s Last Hope. This is what’s called a STOP click. A STOP click will stop the character from taking any remaining damage from a single attack. For example, if Tigra is on click three and is hit for four damage from an attack, she will only take one click of damage because her STOP click is revealed. This special ability also grants her Mastermind. This helps her survive another attack by letting an adjacent friendly character take the hit for her, so long as they aren’t already a target and they’re less points than her or share a keyword with her. Tigra has other great abilities on her dial that enhance her playability. She’s out of this world!

Final Thoughts

The first thing I noticed about these card previews, was how bright the dial colors are on the cards. I like that many of the colors appear to be more distinguishable now. I hope the colors turn out in print as pretty as they are in the files.

I also noticed that all of these pieces have the Animal keyword. I know there have been decent Animal pieces in the past, and I’m hoping these pieces will increase the amount of Animal theme teams. Animal theme teams won’t give you Theme Team Probability Control because it’s a generic keyword, but it could help you get map choice. Being able to choose your battlefield is a huge advantage! Cosmo and Tigra both have the generic keyword, Cosmic. There are definitely lots of great Cosmic pieces for that generic theme team and these pieces could be added to the list.

I had to zoom in on Tigra’s picture, and I’m not really sure if I’m seeing this right or not, but it looks like you can see her tail through her ‘cosmic’ leg. If the sparkly/starry parts are actually semi-translucent, any piece with this treatment is going to be absolutely gorgeous!

Tigra Zoom In.png

As a casual player, I typically only play certain pieces because I’m familiar with the characters or I really like their abilities. But I’ve suddenly fallen for all three of these pieces! I love Mind Control and Cosmo is adorable, so I need him. Tigra is a character I don’t know much about, but now want to research her because she looks like a great character, with or without her cosmic treatment. Devil Dinosaur and Moon Boy is a really awesome colossal dude that I just want to have because his abilities are really cool. I can’t wait for May to get here so I can try to get my hands on some of these awesome new figures!

Which figure are you most looking forward to?
What do you think of the abilities on these figures?
Let me know in a comment here or on Facebook at Dice Dice Kitty!

Thanks again to WizKids! And thank you, to all of you who are reading and sharing this article. I appreciate it very much and would also be very grateful if you remember to like, follow, and subscribe to my pages.

     LLAP
Live long, and Prob it!