Archive for the ‘Strategy’ Category

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Nocturne: Shadowy Lineage from the Marvel X-Men First Class set.

W Nocturne, Shadowy Lineage

Ruling – Ability

While Nocturne is active, the first time your opponent uses an Action die each turn, you may redirect the effect to another legal target.

Nocturne’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

Nocturne’s ability will only trigger the first time your opponent uses an action die each turn. Activating an action die’s ability, like Captain Cold’s Cold Gun: Frozen “Firearm”, is not considered the same as using the action die and will not trigger Nocturne’s ability.

Nocturne can only redirect the action die if there is a legal target for the action die’s ability. For example, Betrayal: Basic Action Card says, “Deal 1 damage to target opponent for each character die in their Field Zone.” If that’s the first action die your opponent uses, Nocturne cannot redirect it to your opponent because they are the one using the action die. Betrayal would still deal damage to you for each character die in your Field Zone.

Nocturne can redirect an ability from a Basic Action die or a Non-Basic Action die, because her text does not specify a type of action die.

If the action die has multiple legal targets, you may choose any legal target. For example, Power Bolt: Basic Action Card says, Deal 2 damage to one target character or player. If that’s the first action die your opponent uses and they target a character die, Nocturne can redirect the effect to your opponent, another character die, or yourself. Any of those targets are legal targets for the effect of the action die.

Nocturne’s ability is not a mandatory trigger. Because her ability is optional, if you forget to use it when her trigger condition is met, you cannot back up once the game has progressed beyond the resolution of the action die’s ability. Also, if the trigger condition is met, but there are no legal targets, you will not be able to use her ability that turn.

Miscellaneous Card Information

~ Nocturne is a Mask type character card.
~ She has the Exiles affiliation.
~ She has a max dice of four.
~ This card is an Rare and is #99 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
You can find an official ruling for Nocturne, here.

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

Nocturne has an interesting ability, but because she requires a ‘legal’ target for the redirect, her ability can easily be avoided. You only need to play an action die that she can’t redirect before you play any other action die. The only difficulty in that strategy is getting multiple action dice on the same turn, unless your team is set up for such plays. She’s not expensive, but her defense is kinda terrible because a Cold Gun can easily blast her out of the field on any of her levels.

I like her for drafts and limited constructed events, but as far as Modern Age or Golden Age constructed, I don’t think she’s as useful as other cards. Scarlet Witch: Careful What You Wish For and Bishop: Butterfly Effect are two highly useful cards that I would use over Nocturne.

Fun fact – Nocturne is from not from Earth 616 (Earth Prime). She’s the daughter of Nightcrawler and Scarlet Witch from Earth 2182.

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!

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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 The Kyln: Pangalactic Prison from the Marvel Guardians of the Galaxy set.

W The Kyln, Pangalactic Prison

Ruling – Ability

Continuous: Players must spend [1 Generic Energy] more to purchase each character die for every character die in their Field Zone.”

WizKids Keywords page has the definition for Continuous:

Continuous: Actions with Continuous move from the Reserve Pool to the Field Zone and can stay there at the end of the turn. Sometimes they’ll send themselves to the Used Pile for an effect whenever you could use a Global Ability.”

The Kyln does not need to be activated in order to gain the benefit of its ability. Each Kyln die that you have in the Field Zone will automatically apply its ability. For every Kyln die you have in the Field Zone, your opponent will need to pay one additional generic energy for each character die in their Field Zone, when they purchase a character die.

For example: If I have two Kyln dice in the Field Zone and my opponent has three character dice in the Field Zone, they will need to pay an additional six energy to purchase a character die.

The Kyln will apply its ability to both players, not just the opposing player. Generic energy can be paid with any type of energy.

The Kyln dice will not leave the Field Zone on their own. To remove a Kyln die from the Field Zone, a player would need to use an ability on a card like Bleez: Controlled Rage or Oni: Greater Giant.

The Kyln’s ability places something like a tax on the purchase of a character die. This ability does not alter the printed cost of a character die.

Miscellaneous Card Information

~ The Kyln is a Shield type non-basic card.
~ It does not have an affiliation.
~ It has a max dice of four.
~ This card is an Common and is #37 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
You can find an official ruling for The Kyln, here.

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

I do not like playing against this card at all. I would rather play against it than a Bard though! Bards aside, this card is devastating to teams that need character dice in the Field while still trying to purchase more character dice. Just one character on your side and three Kyln on the Field will tax the purchase of a character die for three additional energy, making that two cost Guy Gardner ultimately cost you five instead. That’s really painful and Kyln is only two to purchase. The Kyln is a very nasty card and I wouldn’t be surprised if it showed up on teams in various metas. If someone is trying to make a Satchel team work, Kyln is likely going to be a go-to for that team. For all the nasty that this card brings, you can still play around it by not fielding too many character dice while you’re still trying to purchase character dice.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

The Inhumans have become increasingly popular in recent years thanks to shows like Agents of Shield and now Inhumans. Regardless of whether or not you like those shows, they have spurred the interest of folks to check out the source material. I admittedly was never versed on the Inhumans, but thanks to Agents of Shield, began delving into the lore and history of this group of awesome characters.

The Inhumans vs X-Men comic event is one of my favorite Marvel events in recent comic history. It was the event that brought the Inhumans back into the forefront of Marvel’s comic world for many of myself and local fellow comic fans. Because of IvX, I sought out the Uncanny Inhumans comics and wasn’t disappointed with them.

You can probably imagine my excitement when I saw some Inhumans in the Deadpool set. I built an Inhumans affiliated team with the three affiliated characters as the core of the team. It’s definitely not competitive, but it’s lots of fun to play and that’s what matters! But now, with the cards in this OP Kit, I have new options to play around with for that team!

Participation Prize – Black Bolt: …

Participation cards are usually given to all players that participate in the event. I usually give out the participation prizes to all players, even if they received one from the previous OP event. This may be different at each venue based on how many players and kits the store has available.

W Black Bolt, ...

This is a direct reprint of the common card from the Deadpool set. While this card is fun to toy around with, I actually prefer the rare version from the same set, Black Bolt: King of the Inhumans. One of the great things about this card is that he can target himself and boost his attack by three, making him a six attack on level one and two and an eight attack on level three. That’s definitely helpful if you have a way to make him unblockable or your opponent just doesn’t have any blockers in the Field.

This card would be fun to pair with the Madame Web: The Great Web Unravels and Adam Warlock: Standing Watch Over Infinity combo from the Guardians of the Galaxy set. With those two cards, you can potentially clear their entire Field of characters while Black Bolt runs over and smacks your opponent for six or eight damage each turn he’s fielded. This is a build I’ve been thinking about working on for local casual play.

He’s a fun card, and you get a copy just for showing up to the event! I absolutely love this artwork for Black Bolt too. The newest Black Bolt titled comic has some very pretty and unique artwork as well that I’d love to see on a card.

Fellowship Prize – Lockjaw: LJ

The Fellowship Prize is an additional prize for a player, usually one that hasn’t won another prize yet. We used to take votes, but that took way too long. Now, we have each player (except the first place player) roll a D20 in the order of their standings and the player that rolls the highest number, gets the Fellowship card. We also require that players be present to be able to roll for the Fellowship Prize. Some stores give the Fellowship Prize to the player in last place and I’ve even seen stores draw names from a bucket. How you determine the Fellowship player is different for each venue so check with your FLGS to see how they choose their Fellowship player. 

W Lockjaw, LJ

Lockjaw: LJ is a new card that uses the same die as the Lockjaw cards from the Deadpool set. This art is the cutest! The ability is really cool too, but my hangup is with his purchase cost. Lockjaw’s purchase costs from the Deadpool set are three and four. The version I prefer is the rare, Lockjaw: King’s Best Friend and his purchase cost is three. Since all of Black Bolt and Medusa’s purchase costs are four and five, I can’t see myself playing this version of Lockjaw in Modern Age. His ability is definitely worth the cost, but still too expensive for the current selection of Inhumans.

In Golden Age events, there are ways to discount dice and I could see him being much more fun to play in casual Golden Age events. There are a wider selection of utility cards too that would make a team like that more fun to play with.

First Place Prize – Medusa: Devoted Wife

The first place cards are given to the player that wins the event. These cards are typically new cards and not alternate art or reprint cards.

W Medusa, Devoted Wife

Medusa: Devoted Wife is a new card that uses the same die as the Medusa cards from the Deadpool set. Her art is absolutely gorgeous! I was floored when I saw how stunning this card was in person. As for her ability, I love the Deadly keyword on my Medusa cards because it’s very thematic. My favorite Medusa from the Deadpool set is Medusa: Tangled Up. That card ability is by far, the most thematic of all the Medusa card abilities. She has Deadly and the ability to block one or two attacking character dice. This OP Medusa card is also thematic in that she gives Black Bolt the Iron Will keyword.

I do have a major issue, but not with this card. My issue is that all the Black Bolt abilities are When Fielded abilities. Typically when you have a character with a When Fielded ability, you want to either KO them or cycle them quickly through your bag so you can utilize their ability as much as possible. Medusa’s ability is perfect for a character that needs to stay active, but not for one that you want to cycle. I hope WizKids prints a Black Bolt with an ability that will benefit from this Medusa because she’s not a bad card at all.

Note – This Medusa will not grant King Black Bolt: Ruler of Attilan the Iron Will keyword. The card title must be Black Bolt and his title is King Black Bolt. You can find the ruling for this on WORF (WizKids Official Rules Forum).

If you’re not familiar with Deadly or Iron Will, you can find definitions on the WizKids Keywords page.

Conclusion

I love the cards in this OP Kit. Lockjaw may not be my favorite of all the Lockjaw cards, but his art is so cute! Black Bolt and Medusa have art that’s both beautiful and powerful. I would have liked for Black Bolt to have a different ability that would have worked with Medusa, instead of a reprint from Deadpool. They’ve made all new cards in an OP Kit before and I honestly don’t mind reprinted cards with alternate art. I just really want a Black Bolt that I feel is more synergistic with this amazing new Medusa.

For a collector, these are “must have” cards. If you’re looking for the newest and hottest meta cards, this is not the OP Kit you’re looking for. These cards could have some trade value for collectors, so I wouldn’t pass up a chance to play in one or more of these OP events if there are some near you. These cards could be great for casual play too depending on your play style. I think they’re definitely worth the time and effort to obtain.

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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 Jubilee: A Real Firecracker from the Marvel X-Men First Class set.

W Jubilee, A Real Firecracker

Ruling – Ability

“When an opposing character die is KO’d, spin this character up 1 level.”

When an opposing character die is KO’d, each active Jubilee die on your side will spin up one level. Dice that are removed, swapped, sacrificed, etc. are not considered KO’d. The card ability must say that the die is KO’d. For example, Lethal Blow: Basic Action Card says, “Move target level 1 character die from the Field Zone to the Prep Area.” This is not the same as KO’ing that die and will not allow Jubilee to spin up a level.

The opposing character die can be KO’d by combat damage from blocking or being blocked and Jubilee will spin up a level. You can KO an opposing character with non-combat damage and it will allow Jubilee to spin up a level. For example, the Global on Unstable Canister: Basic Action Card says, Pay [BOLT]. Deal 1 damage to target character die.” If you use that Global to deal enough damage to KO an opposing character die, Jubilee will spin up a level.

And example of a card ability that KO’s a character die without dealing damage can be found on Smash!: Basic Action Card. It says, Knock out a target level 1 character. This type of ability would allow Jubilee to spin up a level.

Character dice can’t spin beyond level three or below level one, unless otherwise stated in a card ability.

This ability is not optional. Each time an opposing character die is KO’d, all active Jubilee dice on your side will spin up one level.

Ruling – Awaken Keyword

Awaken Keyword Definition:
“When a die with Awaken spins up 1 or more levels, you may use its Awaken effect. You get to use the effect for each individual die that spins up, so if you have two copies of the same die active and they both spin up, you will get two instances of the effect.”

Jubilee’s Awaken:
“Deal 1 damage to target opponent.”

Each instance that Jubilee would spin up one or more levels, you will get to use her Awaken effect. Each of her dice that spin up will deal one damage to your opponent.

If Jubilee is level one and an effect spins her up to level three, she will only deal one damage. For example, With Great Power…: Basic Action Card says, “Spin all of your character dice up 1 level. [BURST][BURST] Instead spin all of your character dice to level 3.” If you use a With Great Power action die that’s showing a double burst face to spin Jubilee from level one to level three, she will only deal one damage and not two damage. 

If Jubilee is level one and an effect spins her up to level two, she deals one damage. In the same turn, if an effect spins her from level two to level three in a separate instance, she deals one damage to your opponent again. For example, Giganta: Standing Tall has a Global ability that says,Pay [FIST]. Spin target character die up 1 level.” If you use that Global to spin Jubilee from level one to level two, she deals one damage to your opponent. If you use the Global a second time in the same turn to spin Jubilee from level two to level three, she deals one damage to your opponent.

Miscellaneous Card Information

~ Jubilee is a Bolt type character card.
~ She has the X-Men affiliation.
~ She has a max dice of four.
~ This card is an Uncommon and is #57 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
There are no official rulings for this card yet.

Page 11 of the Superman Wonder Woman Rulebook has the most up to date info on the progression through the Attack Step.

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

I can’t wait to play with this card! I really love building and playing around combo cards and this card screams “Combo!” I really love cards that have a built in function for a keyword or other ability, just like Jubilee! She has her own spin trigger that can be easily used with a variety of cards. This makes her Awaken ability really good for various levels of play. She’s got a great purchase cost of two energy and her level one and two fielding costs are good. Her level three fielding cost isn’t horrible, but two is pricey if you’re trying to use that energy for other things. Her defense tops out at three which can be a problem against the uncommon and rare Cold Guns. She’s a great addition for teams that need a way to deal damage early game. I think she’s going to be a super powerful card in drafts because of Unstable Canister and Magic Missile. I think this is a great card for players of all skill levels as well.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Wonder Woman: Reflections from the DC Superman Wonder Woman set.

W 24 Wonder Woman, Reflections

 

Ruling – Ability

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

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

while-active-light

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

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

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

Miscellaneous Card Information

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

Official Sources

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

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Angela: Art of the Hunt from the Marvel Guardians of the Galaxy set.

W Angela, Art of the Hunt

Ruling – Infiltrate Ability

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

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

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

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

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

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

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

Ruling – Ability

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

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

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

Miscellaneous Card Information

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

Official Sources

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

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

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

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

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

Logo

A new set has just released and it’s loaded with characters that are here to either save the galaxy or destroy it! Guardians of the Galaxy is now available in the US!

You can find the checklist for Guardians of the Galaxy, here.

Box

Promo Card and Pack Insert

W Star-Lord, Let's Dance

This time around, we don’t get a blank sketch variant. We have an alternate art version of the uncommon Star-Lord: Let’s Dance from the set. I’m a huge fan of the blank sketch cards and I was surprised to see the alt art instead. It’s still cool and neat looking and it’s nice of WizKids to give us these alt art cards as a thank you for buying full gravity feeds.

Rules Insert

You can find the Rules Insert online, here. Make sure to check the WizKids Keywords page to see the current and updated wording on Keyword Abilities.

Gravity Feed
Commons

We pulled 112 common cards; 9 of our commons were foil. We didn’t get any duplicate foil commons. I highlighted the ones we pulled foils of with red text, and the total includes the foil version.

x4     #01     Adam Warlock
x2     #02     Agent Venom
x3     #03     Angela
x3     #04     Beta Ray Bill
x3     #05     Black Widow
x3     #06     Captain America
x3     #07     Captain Marvel
x3     #08     Cosmic Cube
x3     #09     Cosmo, Space Dog
x2     #10     Daisy Johnson
x3     #11     Drax
x2     #12     Dum Dum Dugan
x3     #13     Gamora
x4     #14     Ghost Rider
x2     #15     Groot
x2     #16     Hulk
x2     #17     Ironheart
x3     #18     Knowhere
x2     #19     Madame Masque
x2     #20     Madame Web
x3     #21     Mantis
x3     #22     Moondragon
x3     #23     Nebula
x2     #24     Norman Osborn
x3     #25     Nova Corps Uniform
x3     #26     Nova Prime
x3     #27     Quasar
x3     #28     Ricochet
x3     #29     Rocket Raccoon
x2     #30     Ronan the Accuser
x4     #31     S.W.O.R.D. Agent
x2     #32     Squirrel Girl
x4     #33     Star-Lord
x2     #34     Stick
x3     #35     Thanos
x3     #36     The Collector
x3     #37     The Kyln
x3     #38     The Spot
x3     #39     Yellow Jacket
x3     #40     Yondu

Uncommons

We pulled 50 uncommon cards; 9 of our uncommons were foil. We pulled all but one of the uncommons and none of our foils were duplicates.

x1     #41     Adam Warlock
x1     #42     Agent Venom
x1     #43     Angela
x1     #44     Beta Ray Bill
x1     #45     Black Widow
x1     #46     Captain America
x1     #47     Captain Marvel
x2     #48     Cosmic Cube
x1     #49     Cosmo, Space Dog
x2     #50     Daisy Johnson
x1     #51     Drax
x1     #52     Dum Dum Dugan
x1     #53     Gamora
x2     #54     Ghost Rider
x1     #55     Groot
x1     #56     Hulk
x2     #57     Ironheart
x2     #58     Knowhere
x1     #59     Madame Masque
x1     #60     Madame Web
x1     #61     Mantis
x1     #62     Moondragon
x2     #63     Nebula
x2     #64     Norman Osborn
x1     #65     Nova Corps Uniform
x1     #66     Nova Prime
x2     #67     Quasar
x1     #68     Ricochet
x2     #69     Rocket Raccoon
x1     #70     Ronan the Accuser
x1     #71     S.W.O.R.D. Agent
x0     #72     Squirrel Girl
x1     #73     Star-Lord
x1     #74     Stick
x1     #75     Thanos
x1     #76     The Collector
x1     #77     The Kyln
x3     #78     The Spot
x1     #79     Yellow Jacket
x1     #80     Yondu

Rares and Super Rares

You won’t get all the rares in one feed, but you get a good amount of them. We pulled 16 rares and none of them were duplicates; 4 of our rares were foil. We also pulled two Super Rares, which are foil.

#82     Agent Venom
#84     Black Widow
#85     Captain Marvel
#87     Cosmo, Space Dog
#92     Ghost Rider
#93     Groot
#94     Hulk
#101     Nebula
#102     Nova Corps Uniform
#105     Ricochet
#106     Rocket Raccoon
#107     Ronan the Accuser
#108     S.W.O.R.D. Agent
#112     The Collector
#113     The Kyln
#114     The Spot

#122     Groot Thor (Super Rare)
#124     Punisher Sorcerer Supreme
(Super Rare)

New Ability Keywords

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

I like that WizKids is putting a great bit of thought into the details of keywords now. Most of the questions I have are answered just by reading the keyword description on their site. Call Out seems like an interesting control ability that I will definitely need to play around with. Using Call Out is a great way to get around particular blockers to allow your other characters to deal their damage or use an ability that requires the character to be unblocked.

Infiltrate – When a character die with Infiltrate attacks and is not blocked, you may choose to remove them from combat and not deal combat damage to your opponent. If you do, they deal 1 damage to your opponent, and return to your Field Zone.

I’m loving Infiltrate and some of the cards that enhance Infiltrate or help characters with this keyword, like a character with Call Out. Characters that use Infiltrate are dealing ability damage to your opponent – not combat damage. That is very important to remember because ability damage is not the same as combat damage. I really like that I can attack with a character that has Infiltrate, use the ability to deal one damage to my opponent, and still have that character to use as a blocker. This ability was made for players like me that love control pieces and play control teams, but still have that bit of aggro in our blood. I hope this ability works as well as I think it will, and I can’t wait to test it out!

Returning Keywords

Remember to always check WizKids Keywords page for the most recent and updated definitions.

Aftershock
Ally
Continuous
Deadly

Fast
Intimidate
Overcrush

Underdog

Affiliations

There are several returning affiliations and no new affiliations. Inhumans and Mystics only on one character each. King Black Bolt is an Inhuman and Villain. Punisher Sorcerer Supreme is Marvel Knights and Mystics.

Avengers
Guardians of the Galaxy
Inhumans
Marvel Knights
Mystics
Spider-Friends
S.H.I.E.L.D.
Villains

Favorites

Here are several of my favorite cards from my Gravity Feed. Be sure to check out my Gravity Feed Unboxing video to see all of our pulls!

 

Blog Faves 1

Mantis: Celestial Madonna (left) – I loved using Zatanna: Zatanna Zatara from the Justice League set and I miss her, but her replacement has finally arrived! I know Jade from War of Light has a similar ability, but she’s a Bolt character and I wanted a Mask character. I like having a blocker that I don’t mind KO’ing, and sometimes, that stops my opponent from attacking frivolously. She cost three to purchase and has a TFC of one, which is great for her ability.

Nebula: The Family Business (center) – This Nebula has a superb defense across all levels for the fielding cost. Her purchase cost is on point for her ability and stats, making her a great choice for a variety of teams. She’s a nice control piece that will likely yield decent results and possibly be enough of a threat for an opponent to waste a Shriek or DWiz on.

Quasar: Protector of the Universe (right) – A character that cost four to purchase, has a TFC of three with decent attack, and can also go to your Prep instead of Used Pile after smacking your opponent – Yes, please! I love this card! And one of the most awesome things about her? She’s got the Guardians of the Galaxy affiliation! I want to rebuild my GotG team and this is likely going to be one of the first cards I select – unless I see a better version.

Blog Faves 2

The Spot: Dr. Jonathan Ohnn (left) – The Spot is one of my favorite Spider-Man villains, second only to Hobgoblin. I know that many folks out there don’t like him, but I always thought his powers and abilities were interesting. I was super excited to see him in this set and even more excited to see how thematic his abilities are on all versions. But sometimes, it’s the simple things that are most appealing, and The Spot with Infiltrate is my favorite version. It fits him so well! He cost two to purchase and has a TFC of two. His stats aren’t very high, but with Infiltrate, you don’t need high stats.

Adam Warlock: Standing Watch Over Infinity (center) – This card is like Imprisoned, but pumped up and with legs. All you need to do is force several opposing characters to block him and make sure he’ll get KO’d, swipe those dudes and never field Adam Warlock again! Those dudes are forever trapped! This is a ridiculously good control card that’s easily paired with Wasp: Fashionista from the Civil War starter. Being a heavy control player, I’m star-struck by Adam Warlock!

Angela: Art of the Hunt (right) – I’m digging the Infiltrate keyword and here’s a character that gets to do two damage instead of one when she uses Infiltrate. I like her stats and purchase cost and she’s a GotG affiliated character. I can’t wait to get this GotG team put together!

Blog Faves 3

Captain America: Chemistry Project (left) – I’m a control player at heart, but I like these type of cards that allow me to do direct damage to my opponent. Captain America allows me to deal damage and keep my dude too. This helps put my mind at ease about attacking because this is another card I could easily pair with Wasp: Fashionista from the Civil War starter. There are also plenty of ways to prevent lethal damage to character dice, making this card very appealing to me! His dice stats are really good for his ability and his TFC of five shouldn’t be an issue since you don’t want him to leave the field. I also love the new red/white swirl with the blue accents.

Cosmic Cube: Beyond Imagination (center) – Wow! This Cosmic Cube is begging to be added to Satchel teams! You could easily purchase several different action dice in one turn thanks to this card. It only cost two to purchase and would also be an asset to Front Line teams that need to purchase their Front Line dice. You would want to purchase a cheaper action die first, then you can get the three energy discount on the Front Line, making it cost two. Seems like a good idea to me!

Groot: The Monster from Planet X (right) – This Groot has awesome defense stats on level two and three for his ability. He cost four to purchase, but that’s not bad at all for what he does. I am not a fan of his Global because most of my teams are control teams that slowly deal damage and this Global would give my opponent an opportunity to come back. If I were going to use this Groot, I would put him on a team that doesn’t deal much damage until it’s ready for the killing blow. If not for that Global, he would likely have been my favorite card in the entire set! But it is nice to see a Global that helps you gain life without a silly restriction on it, like the one Pizza has. I don’t mind the Once Per Turn limitation, though. I think it’s actually a necessary limitation for any life gain Global.

Blog Faves 4

Quasar: Might of the Quantum Bands (left) – Here’s another great Quasar card! Now I don’t know which one I want to use. This one is more control than the other, but I like the other too. They both have the same purchase cost, so I guess I’ll have to see how my GotG team starts to come together before choosing a Quasar card. I really like this ability though, because it could potentially stifle my opponent’s ability to purchase something that they need. Quasar’s stats are good for a character that needs to stay active.

Thanos: Throwing Down the Gauntlet (center) – I read this card and laughed out loud. This is the perfect anti-Swarm and anti-Rush card! Thanos is such a beast and I love him! The only thing I don’t like is his purchase cost. It’s a justifiable purchase cost, but it’s very hard to play cards that cost six or more and utilize them effectively. I should know – I play Grodd and I played Colossus: Piotr Rasputin at the Owensboro WKO this last time. Colossus got me into top eight, but it was a struggle. I will most likely try to find a way to play with this card. It has DDK written all over it. I love taking near-impossible-to-play cards and finding a way to make them work, at least a casual format.

Black Widow: Spider’s Bite (right) – So, this Black Widow just made me love Infiltrate even more! My Angela can now do three damage when using Infiltrate. And Black Widow is a While Active ability, so I don’t have to attack with her if I think she could be blocked or KO’d when she attacks. WizKids, you really do love your Black Widows, don’t you? I have yet to come across a set with a Black Widow that I didn’t like.

Blog Faves 5

Groot: Growing Pains (left) – I like this Groot because he makes your opponent think long and hard about KO’ing your characters. There is a possibility that this Groot could change the way your opponent would have blocked, which could give you an advantage and a lead in life total. If you load up your Prep Area with character dice, they surely won’t want to Canister that Shriek or DWiz and then KO Groot because then they could be looking at a hoard of level two dudes! Groot is difficult to KO, unless he’s on level one, or you have a way to force a blocker on him and pump that blocker’s attack up. You could even damage your Groot enough with your own Globals/Abilities so when they do block, it KO’s him and you get his ability. He’s definitely an interesting card.

Nova Corps Uniform: A Symbol of Order (center) – I like that this can be equipped to any of your character dice, including that one Sidekick that always wants to be a Sidekick and never rolls energy. Nova Corps Uniform is a great way to clear those pesky Sidekick walls out of the way too. It cost three to purchase, but it’s a decent action die all around. It can be used on any character die, has an useful ability for any character die it’s equipped to, or can be used as energy if you don’t roll the action face.

The Collector: Taneleer Tivan (right) – This card makes my head hurt. You can steal your opponent’s win condition or control piece and use it against them, which seems cool, but it’s not so cool if you’re staring at a Collector on the other side of the board. It’s also a little confusing. What is considered an ‘unpurchased character die’? Is it any target die that’s still on the card or is it a character whose dice have not been purchased at all yet? I’m fairly certain it’s not the latter. I could see where this card could be super useful and it’s a very nice ability to use against someone, but I feel sorry for all the newer players out there that read this card and instantly develop a headache from trying to understand it. I also feel like this card is a little overpowered for his purchase cost.

Blog Faves 6

Groot Thor: I Am Thor! (left) – What I love the most about Groot Thor’s ability is the forethought that WizKids put into the wording. “Prevent all effects that would copy Groot Thor’s abilities, even if he is not in the Field Zone.” Thank you WizKids, thank you so much for this. I think that ability needs it’s own Keyword. That ability makes me love Groot Thor, but his other ability to copy When Fielded effects from active dice is not a favorite of mine – especially not for his cost and purchase conditions. His die is super cute though.

Punisher Sorcerer Supreme: Calm. Dust. (right) – Oh my goodness. I really like this card. Even with the purchase conditions, this card is a wrecking ball! You may not get to pick the character when he’s fielded, but you do when he attacks, so long as it’s got the lowest attack. This still targets your characters, but if you’re running a team that thrives off of KO’ing it’s own characters, this guy could be a option. You can always Blink-Transmutation him back from the Attack Zone to utilize him on a later turn, or use Wasp: Fashionista’s Global to force a dude to block this tank. I love his die too!

Final Thoughts

So far, the internal synergy of this set is looking good for drafts! I’m excited to see how well this set works outside of drafting and I’m totally excited to be able to rebuild a GotG team! I’ve missed playing my old team, but it’s mostly Golden Age now, except for the Drax from Amazing Spider-Man. I like the Drax cards in this set much more. I’m really excited to try Infiltrate and Call Out. They might seem like totally aggressive abilities at first, but they can fit well on a control team. Call Out is especially good for a control team that has problems with opposing characters being in the Field.

I’m not sure what my overall favorite card is yet, but I think The Spot is my favorite thematic card. My favorite dice from the set are pictured below: Angela for her colors,  Captain America for his colors, Daisy Johnson for her die image and colors, and Ironheart for her colors.

Fave Dice

I think there are few meta cards that could potential shake things up, like The Collector and his silliness. I think Infiltrate and Call Out might be something if they work as well as I think they do. Cosmic Cube and The Kyln have some crazy cards too that might see some competitive play on various teams.

This set has something for everyone. There are cards that appeal to all different types of players in both casual and competitive play. I can’t wait to see some of these cards in action!

What are some of your favorite cards in the set?
How do you think the meta will shift, if at all?
What cards are you excited to try in a casual setting?
Leave me a comment here or message me on Facebook at
Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Casey Jones: Lunatic Vigilante from the first Teenage Mutant Ninja Turtles box set.

W 12 Casey Jones, Lunatic Vigilante

Ruling – Ability

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

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

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

Villain Affiliation

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

Marvel Villain Affiliation     DC Villain Affiliation

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

Miscellaneous Card Information

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

Official Sources

WizKids Official Rules Forum (WORF)
There isn’t a ruling for this specific card, but you can find the cross-IP terminology, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

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

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

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

W Colossus, Armored Up

Ruling – Ability

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

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

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

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

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

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

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

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

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

Miscellaneous Card Information

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

Examples

These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario and each example only features relevant parts of the turn, not the entire turn.

Example One:
Attacking with two Colossus dice.

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

Official Sources

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

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

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

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

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

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

W Killer Croc, Out of the Depths

Ruling – Ability

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

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

Dice Levels

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

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

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

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

Miscellaneous Card Information

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

Examples

These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario and each example only features relevant parts of the turn, not the entire turn.

Example One:
Using a Global to spin a character die up, then fielding Killer Croc.

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

Official Sources

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

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

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

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

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

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

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

Roll on, Dice Masters!