Archive for the ‘Team Building’ Category

Greetings Fellow Dice Fans!

 

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

W Hawkgirl, Princess of Thanagar

Ruling – Ability

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

while-active-light

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

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

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

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

Miscellaneous Card Information

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

Examples

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

Example One:
How Hawkgirl’s ability triggers.

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

Example Two:
Removing the Villain affiliation before attacking.

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

Official Sources

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

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

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

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

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

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

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

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

Special thanks to The Reserve Pool for the use of their site.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Rip Hunter: Navigate the Sands of Time  from the DC Batman set.

Rip Hunter, Navigate the Sands of Time

 

Ruling – Ability

Rip Hunter’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

Rip Hunter’s ability can only be used once during your turn and only during the Clear and Draw Step. Rip Hunter must be active at the start of your turn to be able to use his ability that same turn. To use Rip Hunter’s ability, you draw dice for your Clear and Draw Step, and then you can send any number of those dice to the Used Pile and draw that many dice. You may choose any number of the dice you’ve drawn to go the Used Pile. You do not have to send them all.

The dice that you send to the Used Pile, go directly to the Used Pile and not Out of Play. This is because those dice have not entered the Reserve Pool.

If a card ability would allow you to draw extra dice during the Clear and Draw Step, you can use Rip Hunter’s ability for those dice as well. For example, if you have a Swarm trigger that allowed you to draw an extra die, for a total of five dice, you can send all five dice to the Used Pile and then draw five more dice using Rip Hunter’s ability. If any of those dice have the Swarm keyword and match an active character of the same name, you get to trigger Swarm again.

Miscellaneous Card Information

~ Rip Hunter is a Shield type character card.
~ He does not have any affiliation.
~ He has a max dice of four.
~ This card is a Common and is #30 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 Rip Hunter’s ability.

Game State
~
I have two Rip Hunter dice and a Sidekick die active. I have seven Sidekick dice and one Batman die in my bag.
~ It’s the beginning of my turn.
(Clear and Draw)
~ I don’t have any dice to clear.
~ I draw four Sidekick dice.
~ I use Rip Hunter’s ability, sending three of my Sidekick dice to the Used Pile and I draw three more dice.
~ I draw two Sidekick dice and my Batman die.

Example Two:
Rip Hunter’s ability with Swarm.

Game State
~ I have one Multiple Man: Pile On! die, one Goblin: Lesser Humanoid die, and two Sidekick dice active in the Field Zone.
~ I have a Goblin, Multiple Man, and four Sidekick dice in my bag, and two Sidekick dice in my Use Pile.
~ It’s the beginning of my turn.
(Clear and Draw)
~ I draw four dice: one Multiple Man, one Goblin, two Sidekick dice.
~ I trigger the Swarm ability on Multiple Man and Goblin and draw two more dice: two Sidekicks.
~ I use Rip Hunter’s ability and send Multiple Man and Goblin to the Used Pile.
~ I now draw two more dice, but my bag is empty, so I refill it with the Used Pile (two Sidekicks, Multiple Man, and Goblin). I draw a Goblin and a Sidekick.
~ I trigger Swarm on the Goblin die, drawing one more die – Multiple Man.
~ I trigger Swarm on the Multiple Man die and draw my last die, which is a Sidekick.
(Roll and Reroll)
~ I roll all eight dice and proceed with the rest of my turn.

 

Official Sources

WizKids Official Rules Forum (WORF)
You can find the official ruling, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I will continue to stand by my opinion that the dice moved by Rip Hunter need to go Out of Play. I’ve seen Ultraman abuse this to devastating results, as well as Parademon Swarm Burn. However, I will never rule against anything that’s been officially ruled on by WORF and I completely understand the reasoning behind their ruling. I just think it’s absolutely silly.

That being said, Parademon’s Burning Swarm is a team that Mr. DDK and I have been discussing since before they officially ruled Rip Hunter. I really want to use Darkseid: Force of Entropy with Parademon: Strength in Numbers and a cheap Swarm dude, like Multiple Man: Pile On!, because that’s just too silly. Rip Hunter’s ability can make a team like that more lethal. I’ve already played against someone that’s headed that direction with their team anyway, and the Parademon with Goblin Swarm is bad enough.

Rip Hunter has his benefits outside of breaking things. He’s exceptionally handy in drafts and he makes for a great addition to many teams that are desperately missing their PXG Global. He’s obviously not as good as PXG, but it’s totally better than nothing! I’ve been using the Uncommon Rip Hunter with my New Gods, but I might have to swap him for this version, unless I can speed the team up some other way.

I think that Rip Hunter is a good card in the competitive scene, but he does cost four to purchase. It’s not too much, but it could be too slow to use against some teams. Be sure you’re not adding him to your team as a necessary purchase, because if you’re buying him, you’re not buying your win condition (unless he contributes to that win condition). Your team shouldn’t be relying on him to function. If you’re using the rare Dwarf Wizard, this is probably going to be the character you want to target, unless of course there is a much larger threat at the time. But using DWiz to slow their churn is a really good idea early in the game.

If you’re playing casual, he’s a great addition and I don’t think he should be overlooked. He could help some of those casual teams churn through their dice a little faster to get to the good stuff!

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

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

Special thanks to The Reserve Pool for the use of their site.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

WizKids is about to release its annual DC Starter and I’m super excited about the characters that it brings back as well as the new characters it introduces! Be sure to check with your friendly local game store and reserve your copy today. The Monthly Solicits page currently shows a release date of July 12, 2017.

You can find my review video with Mr. DDK on YouTube, here.

Starter Box

Starter

Box Contents

~ Superman Wonder Woman Rulebook
~ 2 Dice Bags
~ 12 Basic Action Dice
~ 16 Sidekick Dice
~ 16 Character Dice
~ 24 Character Cards
~ 10 Basic Action Cards
~ 4 Action Reminder Cards
~ 1 Rules Insert Card

Rulebook

This is the first time we’re getting the first turn rule change detailed in a rulebook. It was announced on November 7, 2016 and you can find it on page 2 and 8.

RulebookRules Change Noted 1

Rules Insert Card

Rules Insert

The rules reminder card is a great quick reference tool for all the affiliations and keywords in the set. This particular rules insert details the first turn rule change.

Rules Insert Back

The back of the rules insert card has a bump for tournaments, which is a great promo piece.

Keywords

You will not find any bold text keywords in this starter. There are plenty of character abilities and a few Globals between the Basic Actions and Characters.

WizKids has a comprehensive list of Keywords on their site. You can also find expanded descriptions for all the keywords on The Reserve Pool‘s site.

Affiliations

We don’t have any new affiliations in this starter, but there are some returning ones.

Justice League
Team Superman
Villains

Characters

Artemis

I’m thrilled to see an Amazon, even if she’s from a different tribe than Diana, she’s still an Amazon. I hope WizKids will eventually add an Amazon affiliation along with many of the other notable Amazon characters. I think all of the versions of Artemis are interesting. Her two When Fielded abilities are very manageable with her TFC (Total Fielding Cost) of two. She’s got really good stats as well, and a purchase cost of five isn’t totally out of reach. I think my favorite version is Renouncing Olympus. I don’t build teams that are centered on keeping Sidekicks in the Field, and this is a great way to keep my opponent from building up a wall. Did I mention that I love having another recognizable Amazon character in the game?

Cheetah
Cheetah is one of my favorite Wonder Woman villains. I love all of her abilities and they all fit the character. She’s not an expensive character to purchase and her TFC is three with a fielding cost of one on all levels. She only has one When Fielded ability, but I don’t think her fielding costs are an issue at all, especially when you factor in her stats as well. I think I want to try using Goddess of the Hunt on a new Villain team I’m brewing. She seems like she would fit best with that build. But each version can easily find a place on a team somewhere!

Giganta

I’m super thrilled to see another Wonder Woman villain in the starter! Even though she isn’t my favorite Wonder Woman villain, I do like her in the comics. I didn’t like her versions from the Green Arrow and The Flash set, so I was glad to see her back again. Her abilities are very thematic for her character and I like them all, but Standing Tall is definitely my favorite! It just so happens that Standing Tall is the only character card with a Global in the starter. Her Global fits with her ability perfectly! You can give her Overcrush with Upgrade – Proton Cannon from the Iron Man and War Machine starter to help her punch through your opponent’s defenses. Her dice stats are the same as her previous set. She’s got really good stats and her fielding costs are great too! My villain team is going to end up having a bunch of Wonder Woman villains on it!

Jimmy Olsen

This is Jimmy Olsen’s debut! Signal Watch and Superman’s Pal are both good for any team that uses Superman or Supergirl. It just depends on your team build and play style. Seeing Is Believing is definitely interesting… but I’m not believing in him. It stops him from being targeted by opponent’s Globals, and stops damage from non-targeting Globals which is cool, but it only prevents Jimmy from taking the damage. And it only works while Superman or Supergirl is active. I just feel like the ability is over complicated and probably not worth using. At least I can build a decent Team Superman team now that we have Conner Kent in the Batman set and Jimmy Olsen! I have too many teams to build and not enough time to build them.

Steve Trevor
Steve Trevor, ally and love interest of Wonder Woman, is making his debut! I like all three cards. Bachelor in a Bind doesn’t have ability text, but did you see those attack stats and fielding cost?! He only cost two to purchase making him a fantastic card for lots of teams that need those cheaper dudes. The Man from A.R.G.U.S. is actually really cool. Steve Trevor has a defense of one on all sides, but he has a 2/3/4 attack line. If you have Wonder Woman active and way to give Steve Trevor Overcrush, he becomes an instant threat. Themysciran Liason is fantastic! You can purchase Wonder Woman for three less when he’s KO’d. With that defense line of 1/1/1, it’s not hard to KO him. His ability will allow you to purchase Wonder Woman outside of your Main Step, and then you get to Prep her too! Perfect!

Supergirl
Finally! A Supergirl I can get behind! Her dice at the exact same model as her World’s Finest dice, but a reversed color scheme. I definitely prefer these dice and this card art to the WF versions. All in the Family feels like it should have been a Flip card. I like her ability, but I wouldn’t want to put her on a team and then not face off against a Villain team. I like Guarding National City, but I hate having a TFC 5 or higher on characters that have a When Fielded ability. Aside from that, she cost seven… I Have All Your Powers! has to be my favorite Supergirl card and ability. I like to give dice Overcrush or make them unblockable. She’s the perfect card for me!

Superman
Faster than a speeding bullet, more powerful than a locomotive, able to leap tall buildings in a single bound, it’s Superman! Superman’s die is the same model as his World’s Finest die, but not the same color style. I prefer the other color style, but I like his stats which are the exact same as Supergirl. Superman has abilities similar to Supergirl’s on some of his cards. Phone Booth also feels like it needed a Flip side and Symbol of Hope does not have an ability that appeals to me for the cost of the character. Living in a World of Cardboard seems kinda cool, but he needs Overcrush or to be unblockable. Sounds like a job for me! Oh, and he’s Justice League – not Team Superman. Guess I need to start looking at Justice League characters now too.

Wonder Woman
Wonder Woman is the epitome of awesome and now we have some Dice Masters cards to reflect that. With Child of Clay, you can use Unstable Canister on your team and no longer fear it being used against your characters. She’s easy to purchase, but you don’t want her leaving the Field if you can help it. She has a TFC of three which is isn’t horrible, but most of the time I end up rolling the highest level face when I don’t want it. Her fielding costs fit for the stats she has on each level. Ambassador of Peace is another Global stifling ability that stops both players from using Globals on their character cards. This would be better if it just stopped your opponent and not you too. It doesn’t stop either player from using the Globals on Rip Hunter’s Chalkboard or S.T.A.R. Labs, but it stops a player from using Parallax’s Global if it’s on their team. Reflections is probably the most powerful of all three cards. She stops one of the biggest meta cards – Lantern Ring: Limited Only By Imagination. She does cost five, but if I see Ring across the table, I’m going for Wonder Woman first.

Character Thoughts

There are plenty of great beginner character cards in this starter. There are cards that work very well with other cards in the starter, and then you have other cards that make for great additions to existing teams or good starting points for new players to begin building a team with.

There are at least two character cards that I see potentially making it into the Modern Age meta. One of those is Wonder Woman: Reflections for her amazing Lantern Ring stopping ability, and the other is Steve Trevor: Themysciran Liason for his ability to help you get Wonder Woman easier. I’m not totally sure about Steve Trevor, but he is definitely handy. There is a third character that very possibly could find a foothold in Modern Age meta, and that’s Giganta: Standing Tall. With the upcoming X-Men First Class set, she could come in handy.

Team Superman definitely got a needed boost in this starter. For all those folks out there that are struggling to make a Team Superman team function, you’re definitely going to want Jimmy Olsen. I believe that with the addition of Conner Kent from Batman and Jimmy Olsen from this starter, those casual Team Superman builds are going to be running a lot smoother.

Basic Action Cards

Now it’s time to take a look at all ten of the Basic Actions cards that you’ll find in the Superman Wonder Woman starter. Five of these cards are revamped cards, and five are completely new cards, though some of them have similarities to previously released Basic Actions.

W Dimension Door, BAC

This is a revamp of Dimension Door from the Dungeons and Dragons: Battle for Faerûn set. I mentioned this in the video and I’ll say it again; this card should have been called “Boom Tube” to fit with the theme. I know they make references to ‘dimensional doors’ in various media, but I really want this card to be Boom Tube. The art is Booster Gold and Blue Beetle (I think) jumping through a Boom Tube, so at least there’s that.

But as for the card ability – I love it. I don’t like the purchase cost, but if it was any less, it’d be too good. I want to pair this card with that awesome Giganta and just make her totally unblockable. This card also pairs well with the Supergirl: I Have All Your Powers! in the starter.

W Misdirection, BAC

Misdirection is a new Basic Action as far as I can tell, but it has similarities to Teleport. I definitely prefer Misdirection over Teleport for tons of reasons. With a purchase cost of two, this a great card to add to your team if you don’t like Mutation. The additional Prep ability on the burst and double burst is absolutely great! We have definitely been missing those additional dice in the Prep Area. I could totally see using this with some Back For More cards because of that prepping ability. I really like this card and it very possibly could see some Modern Age meta play.

W Plot Twist, BAC

Plot Twist is a new Basic Action, with a really unusual ability. So, WORF, I’m totally going to be asking you about this card. Do I draw from my opponent’s bag, or do they? Can I look in my opponent’s bag before drawing or does that still go against the general rule that you can’t? Do they roll the character dice or do I?

My assumption is that you draw the dice from their bag and roll the characters. I don’t think you would be allowed to look in the bag before you draw because it’s not your bag.

Personally, I don’t like the idea of someone taking my dice bag from me and drawing from it. It just doesn’t feel right… I don’t feel comfortable drawing from my opponent’s bag either. It’s like a safe zone that you know you’re opponent can never violate… until now! This is not a card that I will ever play. I would totally be okay with my opponent drawing the dice, letting me roll the characters, and then fielding any characters I roll for free. Since the card doesn’t specify, I believe that any energy you roll would go to your Reserve Pool, which you could use at your discretion until end of turn.

This is a very powerful card and I’m glad it cost five to purchase. Potentially denying your opponent the chance to draw those two character dice on their next turn could be devastating.

W Resurrection, BAC

This is a revamp of Resurrection from the Dungeons and Dragons: Battle for Faerûn set. You have no idea how happy I am to see this card back. The next one I want back is Nasty Plot, which was a highly underrated card. But for now, I’ll be content with Resurrection. While most use it for its Global, the action ability is not without its benefits. It does cost four to purchase, so it’s a die I don’t buy unless I’m in desperate need of a boost.

W Save Civilians, BAC

This is a revamp of Save Civilians from the DC Justice League set. I have never liked this card. It cost too much for what it does. You have to field a Sidekick to get the ability to trigger – after you use the action die. It works for each Sidekick and that you field, and an Ally will trigger this ability. That’s the only saving grace for this card. Sure, it gets you dice in your Prep Area, but you have to roll this die and roll Sidekicks (or Allies) on the same turn. I feel like it’s too much work for not enough pay off.

W Small Step For Man, BAC

Small Step For Man is a new Basic Action that can be punishing for both players, unless you’re planning ahead for the X-Men First Class set… and using Giganta. I didn’t make the connection with how good this card can potentially be in the future until after we filmed the review video. I’m now looking forward to using this card later! This ability is not a targeting type ability either. There are very few abilities in the current Modern Age meta that don’t target. This is a great way to get those troublesome characters onto a lower, more manageable level.

W Take Cover, BAC

This is a revamp of Take Cover from the Marvel Avengers vs X-Men set. This card is all about the defense. If you’re worried about your characters getting KO’d, then you better be looking at Take Cover. If the die is rolled on a burst or double burst, you can give a character a total of +5D. If that’s not enough, just pay as much Shield energy as you have and they get even more defense! This card pairs well with those other cards that swap the attack and defense of a character.

W Team Up, BAC

Read carefully! This is not a revamp of Teamwork. Team Up is a new Basic Action. There are a few abilities and Globals that give affiliations to characters that could potentially make this a huge nuisance to play against. Team Up only cost four to purchase and if you’re already using three of four different affiliations, you could beef up each of your characters for some massive damage. Now imagine this card paired up with a card like Gorilla Grodd: Force of Mind where all those attacking characters have Overcrush and an additional +1A. I think I just found a new Basic Action for my Grodd team!

W The Outsider, BAC

This is a revamp of The Outsider OP card, with updated wording. In the video, we were discussing the Prep part of the ability. If you draw a die that isn’t a Villain, it goes to your Used Pile. If that die was a Sidekick, the Sidekick goes to you Used Pile and The Outsider action die goes to your Prep Area. That’s such a confusing and complex ability that I don’t want to buy the die and use it, just to save me from having to explain how it works… But I’ll be happy to use that Global! It goes really well with my Two-Face: Double Deal, or a Hit-MonkeyHe’s A Hitman. Who’s a Monkey. turned Villain!

W Truce, BAC

Truce is a new Basic Action that could become very useful against those characters that can’t be targeted, like Raven: Azarath, Metrion, Zinthos! You would want to use characters with a When KO’d ability like Alfred Pennyworth: MI-5 or even Steve Trevor: Themysciran Liason from this starter. This ability does not target your opponent’s characters, so it gets around that Raven ability. Truce is only a purchase cost of three, which is very affordable. And you don’t necessarily need characters with abilities, because your plain Sidekicks will work for either end of this ability.

BAC Overview

Half of the Basic Actions in this starter are revamped cards with updated wording. Most  of those revamped cards are ones that needed to be brought back into Modern Age for various reasons. The only BAC that I don’t like seeing revamped is Save Civilians, but maybe there’s something coming down the pipeline that I don’t know about that makes this card more fun. With only two Starters each year, there need to be mostly good BACs and none of those silly ones.

I really like most of the new BACs as well. I cringe at Plot Twist every time I read it. It makes my soul ache. The idea of some strange hand reaching into my dice bag is just too much for me to take! That may sound silly to many of you, but for someone like me that suffers from varying degrees of social anxiety, it’s a big deal. I surely don’t want to stick my hand in a strange bag either. That card is very unsettling to me.

But overall – the Basic Actions are really good and well worth investing in the Modern Age copies of the revamps.

Action Reminder Cards

Action Reminder Cards

There’s nothing super special about the reminder cards. They’re Blue, Purple, Orange, and Red.

Dice Bags

Bags

I most definitely like the artwork bags more than the plain colored bags. I like to collect these bags too.

Starter Dice
Sidekick and Action Dice

Sidekicks and BA Dice
You get a standard assortment of Sidekick Dice and Action Dice.

Character Dice

You only get two of each character die in the starter. If you’re wanting to put three or four dice on a particular character, you will need to buy a second starter (or trade, exchange, etc.). It’s never a bad thing to have duplicates of the character cards and BACs.

Character Dice

Giganta’s dice are not easy to see because of her icon color. I love Jimmy Olsen’s camera as his dice icon, but I wish his die wasn’t such a flat green. Wonder Woman and Steve Trevor have the best looking dice out of all of them.

Final Thoughts

We haven’t had a starter that was this awesome since World’s Finest. It works within itself, but can also be easily integrated with current teams. Many of these cards can be the corner stone for a completely new team! The characters are all thematic in choice and abilities. The card art is beautiful on all the cards and the dice are pretty, overall.

I also think there are several must haves for the Modern Age meta, one of them being Wonder Woman: Reflections for her Lantern Ring stifling ability. That ability is just too good and I plan to use three or four of her dice for a particular build I’m thinking about. Steve Trevor and Jimmy Olsen are also great characters and purchasing two of these starters for max dice is probably not a bad idea. I also think Misdirection and Truce have their own places in Modern Age. If you’re not interested in the characters, the Basic Actions alone are worth the purchase.

This is definitely the starter to buy if you’re new to the game, and totally a worthwhile purchase for veteran players as well. WizKids has done a great job with this starter and I can’t wait to get my hands on another one!

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

Special thanks to WizKids and The Reserve Pool for the use of their sites. And a very special thanks to WizKids for sending me this starter to review and discuss with all of you!

Roll on, Dice Masters!

 

Greetings Fellow Dice Fans!

 

I wanted to post the show notes here so everyone could see what we were referencing in the round table video. You can find that video, here.

 

Batman Round Table Show Notes

 

Segment One – General Stats (Aaron and North)
  1. Purchase Costs
    a. Commons (40)
    (2) 11     (3) 9     (4) 10     (5) 9     (6)
    b. Uncommons (40)
    (2) 5 (3) 10     (4) 14     (5) 6     (6) 5
    c. Rares (36)
    (1) 1 (2) 2     (3) 12     (4) 8     (5) 7     (6) 4     (7) 2
    d. Super Rares (8)
    (2) 5 (3) 10     (4) 14     (5) 6     (6) 5
  2. Energy Type Totals
    • Shield 10/10/8
    • Bolt 10/10/9
    • Fist 10/10/10
    • Mask 10/10/9
    • Crossover 4
    • Non-Crossover Super Rares – Two Shields, One Bolt, One Mask

3. Fielding Cost
(1) 11 (2) 6     (3) 6     (4) 10     (5) 2     (6) 1     NBA – 4
~ Catwoman and Robin have the same fielding costs of 0/0/2.

4. Character Stats
~ White Lantern Dove on level 3, she’s a 4/10, with a purchase of 4.
~ Conner Kent, cheap Team Superman character with good stats.

Segment Two – Cosmetics (Hannah)
  • Art
    • Batgirl – gorgeous
    • Batwoman – gorgeous
    • Classic art is great for a few cards, like The Riddler and Ace.
    • The Penguin – super creepy in a cool creepy way.
  • Foils
    • Catwoman – Diamonds
    • The Joker – Crazy Eyes
    • White Lantern Dove – gorgeous
    • Firefly – well done and very pretty
  • Dice
    • White Lantern dice are a different color from previous White Lantern dice, but the Black Lanterns are all the same.
    • Cool Dice – Batwoman, Mr. Freeze, Owlman, Dove, Utility Belt
Segment Three – Abilities and Globals (Jamie and North)
  • Jervis and his confusing wording.
  • Batwoman (u) and Ra’s Global (c) – Kat
  • Bat Signal (r) and The Riddler (r) – North
  • Red Hood (c) (for Hannah) and Rip Hunter (c) – Travis
  • Parademon (u) – Jamie
  • Darksied (sr) – North
Segment Four – Highlights (Aaron and Jamie)
  • The Flip mechanic is really fun in casual games and could be better than folks give it credit for in a more competitive setting.
  • Drafting – can be difficult if your plan goes awry, but it’s still really fun.
  • There are plenty of cheaper characters that have decent abilities, or just good stats, that can help existing affiliations.
  • The synergy between the character abilities in set is really good, and it blends well with already existing character abilities.
Card Scans

All of these cards were ones we talked about from the Batman set. These first two scans are not mine. I borrowed them from Google.

DarkseidTeh Riddler

These are my scans.

Ace the Bat Hound, Taking a Bite Out of CrimeBatgirl, Carrying the MantleCatwoman, Slippery Allegiance aCatwoman, Slippery Allegiance bConner Kent, Project CadmusFirefly, Ted Carson_0001Ra's al Ghul, Mystery and PowerRip Hunter, Navigate the Sands of TimeThe Penguin, Iceberg LoungeBatwoman, Code of Honor aBatwoman, Code of Honor bParademon, Strength in NumbersBat-Signal, Out of the DarknessZ The Joker, One Bad Day aZ The Joker, One Bad Day bZz White Lantern Dove, The Awareness to Live

Thanks for checking out the show notes and watching our second episode of DDK’s Round Table!

Roll on, Dice Masters!

 

Greeting Fellow Dice Fans!

 

We’ve been playing a lot of Modern Age lately, even before the official rotation date. Our locals absolutely love the Modern Age format.

I have the videos of the featured matches on my Dice Dice Kitty YouTube channel, in the June 3, 2017 playlist. Please remember to subscribe!

My Team

My Team

I was very excited to see Orion and Big Barda in the Batman set. Even though my overall knowledge of the DC universe is limited, I knew exactly who they were and I wanted to build a team with them. I wanted to use the uncommon Orion because his ability is cool and different. I love the idea of paying an energy to get him into my Prep instead of going to the Used Pile after he damages my opponent. Since I was using that particular Orion, I had to use the Big Barda with the static buff that increases the attack and defense of other New Gods. Now I just needed a way to either give him Overcrush or make him unblockable. I like him being unblockable, so I went with Silver Sable to help him with that. I didn’t know who Mister Miracle was exactly, but he’s a cheap New God that makes for an awesome blocker, so why not? I thought Rip Hunter would be great to guarantee my Orion on level three – but it only works if I draw him. I think he’s better used for Silver Sable to guarantee that cheaper fielding side since I’m just gonna sacrifice her anyway. Cold Gun, Rip’s Chalkboard, and S.T.A.R. Labs are all there for their utility. I decided to go with Haymaker for the attack buff Global, and also to purchase if I need the Overcrush. I knew I’d need a way to decrease the cost of some of my characters, so I decided to use Big Entrance as my second Basic Action.

Round One
Hannah N.

Hannah 1

I always have trouble defeating Hannah – doesn’t matter which team I’m using! Tonight was no different. Hannah has become a very good player for her age. She loves her burn team with Canister and Storm and that’s exactly how I lost. I couldn’t get enough damage through to defeat her. Red Hood was a great addition to her team. She didn’t have to rely mostly on ability damage because she could throw several characters at me as well as a beefy Red Hood. I tried to keep her Field thinned out by using her Canister Global against her characters, but it was to no avail! Hannah went on to win the event with a 3-0-0 record.

Round Two
Jess E.

Jess 1

Jess is a returning player that hasn’t played in over a year. It’s always nice to have players return with new and exciting teams – like his Firefly Parademon team! Even though he felt like he was out of practice, he still defeated me in round two. Firefly is a beast! And the cheap Rockets are a perfect pair for him. The Swarming Parademons are good too. It was a fast team that my New Gods couldn’t keep up with.

Round Three

bye-player-pony

Popcorn throwing time! I got the bye in round three – which is fine with me. I get to watch everyone else play while causing a huge distraction! Just kidding! I do enjoy being able to watch other matches when I can’t play because of a bye. And hey – I got a free win!

Results – 1/2/0
Final Standing – 7th Place

The Other Teams
Travis F. (Mr. DDK)

Travis 1

J. North
North 1
Joey C.
Joey 1
Jamie T.
Jamie 1
Final Thoughts

I really love Orion and Silver Sable. As much as I like Barda, I don’t think I can keep her. I think I need to replace her with a card that can help me get to Orion faster – and maybe an energy fixer. There were times that I had a Shield and something else, or a Bolt and something else, and I really wanted to use the S.T.A.R. Labs Global, but couldn’t. I like Mister Miracle on the team, but I’d rather use Multiple Man: Pile On! in his place. I plan on adjusting this team for future events, but for now, I want to try my Teen Titans.

Do you have a suggestion to bolster the team?
Have you tried a team like this?
Let me know in the comments or on my Facebook page at Dice Dice Kitty!

Thank you for reading! You can find more Dice Masters, HeroClix, and board game related content on my Instagram and Twitter! Every like and follow matters to me!

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 Dove: Danger!  from the DC Batman set.

Dove, Danger

 

Ruling – Ability

Dove has a special ability that does not require her to be active to use. Dove’s ability says that if she’s in your Used Pile and you take damage, you move her die to your Prep Area. Most of the abilities in the game require that the character be active to use their abilities, but her ability does not say While Active.

Dove’s ability is not optional. If you take damage, you must move Dove to your Prep Area.

Dove’s ability will trigger from any kind of damage, like ability or combat. Any ability or effect that makes you lose a life or pay life will not trigger her ability.

Ruling – Global

To use the Global on a card, you only need to pay the cost. The die does not need to be active to use the Global, unless it specifically says so.

Dove’s Global says that an attacking character die will get -1A when you pay a Shield. You can pay for her Global as many times as you have the energy to do so. Each time that you use her Global, the target attacking character die will get a -1 to their attack.

You do not have to target the same character die if you use her Global more than once.

You cannot use her Global during the Main Step, because there aren’t any attacking characters to target.   Her Global can only be used during the Actions and Globals portion of the Attack Step, and only to target an attacking character die. A character that is not attacking cannot be targeted.

Miscellaneous Card Information

~ Dove is a Shield type character card.
~ She has the Teen Titans affiliation.
~ She has a max dice of four.
~ This card is a Uncommon and is #53 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:
Dove’s ability used during the Attack Step.

Game State
~
I have one Dove die in my Used Pile and no character dice in the Field Zone.
~
My opponent has a Sidekick in the Field Zone.
(Attack Step – Assign Attackers)
~ My opponent assigns their Sidekick die to attack, moving it into the Attack Zone.
(Attack Step – Assign Blockers)
~ I do not have any character dice to assign as blockers.
(Attack Step – Actions and Globals)
~ My opponent does not use any Actions or Globals.
~ I do not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ Because the Sidekick is unblocked, it deals one damage to me and goes Out of Play.
~ Dove’s ability will trigger, allowing me to move her die from the Used Pile to the Prep Area.

Example Two:
Dove’s ability used during the Main Step.

Game State
~ I have one Dove die in my Used Pile, a Fist energy in my Reserve Pool, and Luke Cage: Bulletproof is on my opponent’s team.
~ It’s during my Main Step.
(Main Step)
~ I pay a Fist energy (placing it Out of Play) to use Luke Cage’s Global, dealing one damage to both players.
~ Dove’s ability triggers, allowing me to move her die from the Used Pile to the Prep Area.

Example Three:
Dove’s Global Timing.

Game State
~ I have a Sidekick in the Field Zone. I have Dove: Danger! on my team, but have not purchased any of her dice yet.
~ My opponent has a Sidekick in the Field Zone and a Shield energy in their Reserve Pool.
~ It’s my turn and we’re headed into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign my Sidekick to attack, moving it into the Attack Zone.
(Attack Step – Assign Blockers)
~ My opponent assigns their Sidekick to block, moving it into the Attack Zone and placing it in front of my Sidekick.
(Attack Step – Actions and Globals)
~ I do not use any Actions or Globals.
~ My opponent spends their Shield energy (moving it to their Used Pile) to pay for Dove’s Global and targets my Sidekick. My Sidekick now has a -1 to its attack, making its attack a 0.

Official Sources

WizKids Official Rules Forum (WORF)
You can find the official ruling, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

So, I’m brewing a new Teen Titans team and this is one of the Dove cards that I’m considering. I want to pair her with Hawk: Might Makes Right. My only concern in using this particular version of Dove is that my opponent can use her Global against me when I attack with Hawk. I’ve been thinking about adding Raven: Azrath, Metrion, Zinthos! to the team to protect my Teen Titans from Dove’s Global, but I’m not completely sure if want another character that I need to purchase on the team. Using this Dove won’t backfire on me that much though, because my main damage is done during the Main Step – with Hawk’s ability. I use Dove and a Sidekick to Fabricate a Golem and because Dove is KO’d for the Fabricate ability, Hawk’s ability triggers. Dove’s Global is only usable during the Attack Step, and even if it wasn’t, my opponent would still have to wait for me to pass them priority.

I’m just so torn between this Dove and the rare version of her. I like being able to spin her up, but I think I like being able to move her from my Used Pile to my Prep Area better. That makes my opponent think a little harder about swinging with a Sidekick while I have Dove in my Used Pile.

I’m also thinking about ways to utilize her ability that won’t necessarily be accessible to my opponent. For example, Luke Cage is not the character I want to use. I don’t want my opponent having access to a Global like that. I’ve thought about Rocket Raccoon: Not a Raccoon. I think he might be more useful and help me control when I trigger her ability without giving my opponent full access to a burn Global.

I like this Dove and the more I think about it, the more I like her. I don’t think she’ll see much play in the major competitive metas, but for casual play, she’s definitely a great Teen Titan to consider. I can’t wait to finish brewing this team and put it together!

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

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

Special thanks to The Reserve Pool for the use of their site.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

I’ve been super excited about drafting this new Batman set and I was not disappointed.

You can check out our featured matches from this event on my YouTube channel, Dice Dice Kitty.

You can find the videos for the featured matches in the May 27, 2017 Batman Dice Masters Draft playlist. The footage from round one was somehow corrupted by my editing software.

I did a live stream on my Facebook page of my draft picks. You can find the video, here.

My Team

MyBatmanDraftTeam1

I started with what I thought was solid strategy, but ended up having to change it after seeing the spread of dice on the table. I never intended to draft any Parademon cards, but I opened a total of three! I got the uncommon in the first pile of packs and two commons in the second pile. I knew I could guarantee myself two Parademon dice and I didn’t want to let someone else grab them.

I really wanted to try the common Batgirl. I thought she might be decent for a draft, but I forgot all about grabbing another Batman Family character. I waited way too late in the draft picks to start grabbing Ace cards, leaving me with fewer dice than I liked. I’m glad I got at least two dice for Ace because I didn’t want to rely on the Trusted Friend Global to make Batman Family characters.

I really wanted to get more Red Hood dice, but there were only three total. I couldn’t let him get slide by me because someone would certainly take him. Even if I wasn’t going to use him, I didn’t want him used against me – especially if the other Red Hood cards weren’t commons. There was only one Rip Hunter in our five person pod, so when I saw the opportunity to take him, I did. Hawk, Firefly, and Two-Face’s Coin were all picked because I wanted to try them or I didn’t want someone else to have too many of those dice.

I only used Rip Hunter’s ability twice in the entire event, but I like him for drafts. He’s a great way to speed up a team – you just need to buy him and use him. I never bought him in my first match, forgot about his ability almost every turn in my second match, and never fielded him in my third match. I only used Firefly and Two-Face’s coin one time each and only bought them in my second match.

For my Basic Action Cards, I chose Cloudkill and Haymaker. I knew I would need a way to help my Batgirl and Ace dice get past any defenses my opponent had and the Haymaker Global would help boost their attacks.

Round One

In my first match, Batgirl and Ace were definitely my MVPs. I was a little worried when I saw Catwoman (Common), Batgirl (Common), and Nightwing (Rare) all on the same team across the table from me. That’s a ton of cheap characters with mostly decent stats for a draft. I purchased both Ace dice and all three of my Batgirl dice in hopes of racing my opponent. I purchased a Cloudkill as well to help my chances of getting those characters through. Parademon actually came in handy a few times, giving me that one extra die a few times. My opponent would blast him out of the Field when she had a chance to keep me from getting the full benefit from him.

Round Two

My opponent was using the common Rip Hunter with Unstable Canister, in hopes of taking his opponents out with direct damage. If he had rolled his Canisters on Action faces every time he rolled them, I would have lost the match really, really fast. I got extremely lucky in that he only rolled them a third of the time.

Hawk helped me win my second match before he burned me down. His seven attack on level three with the addition of attack boosters is just nasty when your opponent can’t block. Hawk softened up my opponent and then I went in for lethal damage with a field of Batgirl and Ace dice.

Round Three

In round three, I lost rather quickly to the uncommon Hawkgirl (spins up a level when a Sidekick attacks) and common Ace the Bat Hound (Ally) combo. My opponent used the Globals on his Invulnerability and Anger Issues to increase their attack stats and deal lots of damage, rather quickly. I made the mistake of going for Rip Hunter first when I should have been going for Batgirl and my Ace. I didn’t have time to fix it before he got lethal damage in.

Final Thoughts

I ended the night with a record of 2-1-0, which is not bad at all. My Strength of Schedule (SOS), or tiebreakers as they’re often called, boosted me to second place. My only loss was to Joey, who took first place. His Hawkgirl and Ace combo was just too fast to deal with!

While I was drafting, I was looking at the cards and trying to decide if I wanted a card to use it, or wanted it so someone else couldn’t use it against me. This set is a really good draft set. It forces players to make difficult decisions on the fly, without having all the information they want.

“Do I take this character with beefy stats, or do I take the character with weaker stats but decent ability and try to build off of it?”

“This card has a really good ability but doesn’t go with my current strategy. Do I pass it to someone else that can potentially use it against me, or do I take it just so they can’t?”

“I don’t see anymore cards for my current strategy and we’re almost done with the first pack. Can I afford to swap to something else?”

“I really want this rare/foil for my set, but I think I could use this common that I already have ten of. Which do I take?”

In the gravity feed that Mr. DDK and I opened, we actually pulled a foil rare Big Barda. I really wanted to draft the foil rare Big Barda that I saw, but I couldn’t bring myself to do it. She could have been a great addition instead of Two-Face’s Coin. I just couldn’t take her. If you watch the draft video, I think it shows where I almost take her, but I chose a different card. I didn’t think it would be fair to the other players to take a card I knew I wouldn’t need for my collection even though I fully intended on using her for my draft team. Even though she would have been better for my team, she wouldn’t have changed the outcome of the one match I lost.

I will sometimes draft for my collection (rare/foil-drafting) and sometimes I draft to win. I don’t have any issues with other players rare-drafting or foil-drafting, even if that’s what I’m doing in the same pod. In this particular draft, I wanted to win because there were additional packs as prizes and I wanted to win some of those!

The feedback I got from all the players in our draft was that they love the set for all levels of play and they all had a lot of fun drafting. I can easily echo their feedback. I’m really digging this set and I can’t wait to draft it more!

How do you draft – Aggro, Control, etc?
Do you like to draft to win, or draft to collect?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

You can find videos from this event and many other events on my YouTube channel.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

Logo

The Batman is here! I was excited for this set because of the characters that it could potentially bring. I wanted a Batwoman card, really bad, and we have her in this set! The Batman set does not have a starter or collector’s box – only a gravity feed. Here’s my review and pull list from the new DC Batman set!

You can find a checklist for the set, here. I like printing mine so I have them handy during drafts.

Batman Box

Promo Card and Pack Insert

W Batgirl, Carrying the Mantle

WizKids has been offering a blank sketch card with their Gravity Feeds recently. The promo for this set is Batgirl: Carrying the Mantle. I really like that they’re offering a variant incentive for large sealed product purchases. Since it’s only a variant, players that only want functional copies of cards won’t feel like they’re missing something. For collectors, this is a great incentive for them to make a larger purchase.

They chose a card that’s also the participation prize in The Animated Series OP Kit, which I thought was a little disappointing. But, it is a free ‘thank you’ incentive for buying a whole feed and I don’t want to seem ungrateful, so it’s the most minor of complaints.

Rules Insert

I much prefer the rules insert to the WIN promotional card. You can find the insert online, here. Make sure to check the WizKids Keywords page to see the current and updated wording on Keyword Abilities. My only real issue with this particular insert is that they put Swarm on the card and not Boomerang. Swarm has already been featured outside of the D&D sets and I didn’t think it needed to be on the insert, but Boomerang definitely does!

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.

x2     #01     Ace the Bat Hound
x2     #02     Bane
x3     #03     Bat Signal
x2     #04     Batarang
x3     #05     Batgirl
x3     #06     Batman
x4     #07     Batwoman
x4     #08     Big Barda
x3     #09     Catwoman
x3     #10     Commissioner Gordon
x3     #11     Conner Kent
x3     #12     Darkseid
x1     #13     Dove
x3     #14     Firefly
x3     #15     Harley Quinn
x3     #16     Hawk
x3     #17     Hawkgirl
x3     #18     Huntress
x3     #19     Hush
x3     #20     Jervis Tetch
x3     #21     Killer Croc
x2     #22     Mister Miracle
x3     #23     Mr. Freeze
x3     #24     Nightwing
x2     #25     Orion
x3     #26     Owlman
x3     #27     Parademon
x3     #28     Ra’s al Ghul
x3     #29     Red Hood
x2     #30     Rip Hunter
x3     #31     Robin
x3     #32     Talia al Ghul
x2     #33     The Joker
x4     #34     The Penguin
x3     #35     The Question
x2     #36     The Riddler
x2     #37     Thomas Wayne
x3     #38     Two-Face’s Coin
x3     #39     Two-Face
x3     #40     Utility Belt

Uncommons

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

x2     #41     Ace the Bat Hound
x1     #42     Bane
x2     #43     Bat Signal
x0     #44     Batarang
x1     #45     Batgirl
x2     #46     Batman
x0     #47     Batwoman
x1     #48     Big Barda
x1     #49     Catwoman
x2     #50     Commissioner Gordon
x1     #51     Conner Kent
x2     #52     Darkseid
x1     #53     Dove
x1     #54     Firefly
x2     #55     Harley Quinn
x1     #56     Hawk
x2     #57     Hawkgirl
x1     #58     Huntress
x1     #59     Hush
x1     #60     Jervis Tetch
x1     #61     Killer Croc
x1     #62     Mister Miracle
x1     #63     Mr. Freeze
x1     #64     Nightwing
x1     #65     Orion
x1     #66     Owlman
x3     #67     Parademon
x1     #68     Ra’s al Ghul
x0     #69     Red Hood
x1     #70     Rip Hunter
x1     #71     Robin
x1     #72     Talia al Ghul
x1     #73     The Joker
x1     #74     The Penguin
x2     #75     The Question
x1     #76     The Riddler
x1     #77     Thomas Wayne
x2     #78     Two-Face’s Coin
x2     #79     Two-Face
x2     #80     Utility Belt

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.

#84     Batarang
#87     Batwoman
#88     Big Barda
#89     Catwoman
#91     Conner Kent
#92     Dove
#95     Hawk
#96     Hawkgirl
#98     Hush
#99     Jervis Tetch
#100     Killer Croc
#102     Nightwing
#104     Parademon
#109     Talia al Ghul
#113     Thomas Wayne
#116     Utility Belt

#120     The Joker (Super Rare)
#124     White Lantern Superman
(Super Rare)

New Ability Keywords

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

I really like this ability. You have a fifty-fifty chance at getting to add that action you just used to your Prep Area to roll next turn! There is a huge opportunity for this ability to do some pretty cool stuff with other abilities like Back for More from the Deadpool set. It just depends on what Back for More ability you use.

Common Ground – When a character with Common Ground attacks with at least one Villain character die, you get to use their Common Ground ability.

So I think this particular mechanic is going to be a lot of fun in casual settings. I don’t think there will be a huge showing in the competitive metas, but I like how Common Ground works and seems like it might be a lot of fun to use with the Flip cards like the common Catwoman and rare Nightwing.

Flip – Character cards with Flip have two different faces, with different affiliations and abilities. All dice in all zones are represented by the face up side of the card, regardless of which face the card was on when the die was fielded or purchased. At the beginning of each of your turns, you may flip any card with the flip keyword to its other face. There also may be game effects that direct you to flip cards. Only cards with two faces may be flipped.

I think this particular mechanic has huge, and I mean HUGE, potential. We have a good spread of it here in its debut set with lots of casual level cards, but the potential that some of these Flip cards have is so awesome. There are definitely some Flip cards that should be carefully considered for meta teams. I’m excited to see how folks build with them and build around them too!

Gadgeteer – When a character die with Gadgeteer attacks, you may roll an action die with a Continuous effect in your Used Pile. If you roll an action face, you may move it into your Field Zone.

So, I really like Boomerang, but Gadgeteer is super amazing! I would love to be able to get a Cold Gun back into my Field Zone instead of having it cycle through my bag. I think this is a really useful ability and I love that WizKids did two different abilities for Continuous and non-Continuous Actions.

Stun Token – Certain characters let you place Stun tokens on cards. While a card has a Stun Token on it, its dice cannot attack or block. The owner of the card with a Stun Token on it may pay two generic energy at any time they could use a Global Ability to destroy the token.

Now this is super cool and super thematic for Mr. Freeze and he should have had this ability a long time ago! It won’t remove text, but it could compliment the rare Cold Gun on a team. You could Cold Gun a character with troublesome text and put the Stun Token on the character that needs to attack or block to activate their ability. I love control cards and the Stun Token is a new mechanic I will totally be testing with.

Returning Keywords

Ally
Continuous

Fast
Intimidate

Regenerate
Suit Up (Not currently listed in TRP’s Lexicon.)
Swarm

New Affiliations

There are several returning affiliations like Villains, Batman Family, etc, but this is a brand new affiliation!

New Gods Affiliation
New Gods

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! Sorry about that video being backwards though… We didn’t realize that flipping the camera view on the phone would literally flip the image.

Favorites 1

Firefly: Ted Carson (left) – It’s no secret that I like using direct damage (Nova and Colossus rares from AvX) to KO my opponent, so Firefly is definitely high up on my list. There are plenty of good, cheap Bolt type characters over all of the sets to make this card a star on a variety of teams. There are also lots of Bolt characters in this set that would make this particular card a really good draft pick. His purchase cost is only three, meaning you could easily buy him on your first turn. You just need to be sure you grab enough of those other Bolt dudes!

Huntress: No Rest for the Wicked (center) – Here’s another direct damage type card, but I chose this one as a favorite because she deals her damage to a character instead. I really like that she only cost one energy to field on her level two and level three sides. I think she would go well on a draft team with Firefly since she’s a Bolt character and she only cost three to purchase!

Orion: God of War (right) – So this guy – he doesn’t really go away. There aren’t many cards that remove characters without KO’ing them, but there are a few. This dude has got some pretty awesome stats and a decent ability for his purchase cost. I’m not sure how good he’d be in draft, but a casual team would show him the love he deserves! I already have a New Gods team that I’m cooking and this is one of my picks for that team.

Favorites 2

Red Hood: Jason Todd (left) – Wow… this is familiar… where have I seen this before? Oh – Guy Gardner! But what’s this? He doesn’t have to attack each turn! Sure, he costs one more… but that’s just one more and he has better stats on level two and three. This is definitely one to watch for in a draft and also in the Modern Age and Prime metas.

Two-Face: Two Sides of the Same Coin (center, side a; right, side b) – My locals know how much I love my WF Two-Face, but this one actually gives him a run for his money. With Fast showing up on more cards and possibly becoming more popular, Two-Face’s Side A is really good. It even says ‘opposing’ and it’s not limited to an affiliation or lack of one! But if you’re against a team that’s not using Fast or Regenerate, no big deal! You just flip him over to Side B and he has Fast AND Regenerate! Crazy! Something else that’s crazy is that he’s a Bat-Family affiliated character on one side and a Villain on the other. This is such a fun looking card and I really want to try him out. He has the same dice stats as the WF Two-Face and also cost five to purchase, but that’s okay with me! He may get picked up really quick in a draft too – so be on the lookout for him. If you don’t get him, someone might use him against you!

Favorites 3

Utility Belt (left, side a; center, side b) – Here’s another Flip card, but this time it’s a non-basic action card. The Utility Belt has to start the game with Side B down, but when you activate the ability on any burst face, you can flip it from Side A to Side B. It’s a Continuous action on both sides too, so if you don’t have a legal target when you roll it, you can field it and activate it later. I like the Utility Belt for it’s… utility. It’s a great way to boost your Bat-Family character’s stats and it only cost three energy to purchase. For a Continuous stat booster, I think that’s more than fair! You do need to send it to the Used Pile in order to activate it, but that’s why you should think about some Gadgeteer dudes.

Hawk: Might Makes Right (right) – I love this Hawk. Imagine a team with him, Dove, and Fabricate. You can increase Hawk’s attack stat and then Fabricate Dove for a little extra damage. Not that he really needs a stat boost. He’s an attack beast on level two and three. He’s still manageable for someone looking across the table at him, because his defense is only a 2/2/4. A Cold Gun can handle him on two sides, and then a Cold Gun plus a blast from an Unstable Canister Global. He’s not overpowered, but he is really awesome! He’s absolutely my kind of card!

Favorites 4

Parademon: Strength in Numbers (left) – If I didn’t throw this guy in my favorites, then what kind of Swarm lover would I be? This is by far, my favorite Swarm character! I can use a whole team of Swarm dudes and just deal damage to my opponent when I draw a Multiple Man, Parademon, Mindless One, and whatever I can find with Swarm from FUS that’s still Modern Age. Those all have to be Swarm triggered draws, so I need at least one of each in the Field to get the full benefit of this ability. Like most other Swarm dudes, their defense isn’t the best. This poor Parademon only has a 1/2/2, but regardless, I still love him! It’s what’s on the inside that counts!

Ra’s al Ghul: Fighting Death Himself (center) – Ra’s has a pretty good ability, but I like him mainly for his Global. He shuts down those nasty Villain teams by removing what brings harmony to their strategy – their affiliation! This is the first affiliation removing Global and I love it! If Villains are an issue in your meta, throw this guy on your team! His ability works fairly well with his Global and like I mentioned before – it’s pretty good. I like control pieces, but I don’t like paying six energy for them. But he does have some fairly beefy stats too, making that purchase cost more justifiable.

Rip Hunter: Through the Vanishing Point (right) – Oh my Pinkie Pie. What’s happened here!?!!? This guy is ridiculous! He guarantees you the chance at that game winning piece and not just once, but every single time you draw it! No more botched rolls for that die, so long as Rip Hunter is in the Field. This card is absolutely ridiculous, especially for his stats and purchase cost too. It takes some effort to get rid of him and I expect that this dude is possibly going to see some major meta play. Control players like me will most definitely be looking into this guy.

Favorites 5

Dove: The Light of Order (left) – We saw Hawk earlier, so here’s Dove! I absolutely love this Dove. All of her versions cost four so there isn’t a cheaper one that’s better to pair with the uncommon Hawk. This one helps a lot while you’re building up to buying Hawk. When your opponent attacks, they are attacking into an eight defense character. If you take damage from any source, you get to spin all of your Dove dice to level three. You can very easily have a wall of level three Doves by the time you’re able to purchase Hawk. I can’t wait to try this team out! It just seems like loads of fun!

Nightwing: Protector of Blüdhaven (center, side a; right, side b) – This Nightwing is just too good. It’s easy to put an Alfred in the Field so Nightwing can attack, and his stats are really good for a two cost character. While drafting, a common Catwoman is a must have for this particular card. She makes it that much easier to attack with Nightwing on either side. You could get a lot of damage in very early in the game. If you’re drafting and you see this dude – don’t pass him up!

Final Thoughts

With the lingering disappointment of the Defenders Team Pack, I really needed this set to be super awesome amazing fantastic, in order to bring my spirits up. WizKids did not let me down at all! I think it more than makes up for it. I can’t wait to start integrating these cards and begin my prep for Origins. I won’t be playing in Nationals, but I was thinking about playing in the World’s Qualifiers, just for fun. Using newer cards that haven’t been fully tested in a competitive meta is always fun!

This set looks like it will be so much fun to draft! I had loads of fun drafting Deadpool, even though many folks outside of our local meta don’t care for it. But Batman looks to be even more fun and super exciting! There are plenty of low cost characters as well as characters with decent or really good abilities that will make that first pick really difficult.

The foils in this set are absolutely gorgeous! Of the foils I’ve seen so far, the Joker is my favorite. He’s got some cool, crazy eyes! I can’t wait to get more of this set and I’m excited for the upcoming foil hunt for this set.

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 Hellcat: It’s Patsy!  from the Marvel Defenders Team Pack.

07 Hellcat, It's Patsy

Ruling – Ability

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

Hellcat’s When Fielded Ability

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

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

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

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

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

Hellcat’s While Active Ability

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

while-active-light

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

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

Miscellaneous Card Information

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

Examples

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

Example:
Using Hellcat.

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

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

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

Official Sources

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

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

Turn Order Summary Reference

turn-order

Opinion

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

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

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

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

Special thanks to The Reserve Pool for the use of their site.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

This is week four of six for our Lockout League season. If you aren’t familiar with the Lockout League format, it’s a really fun format that allows for more creativity as the weeks progress. Each week, the first place player will have their entire team added to a Lockout List. Players cannot use any card on the Lockout List while building a team for that week. We tried something different this time (suggested by Brett). We started this Lockout League with a pre-Locked List. Players voted on cards from the previous season’s final list and the cards with the most votes started our Lockout List. Pre-Locked List is Italicized.

Characters
Half-Elf Bard: Master Lords’ Alliance
Elf Thief: Lesser Harper
Lantern Ring: Limited Only By Imagination
Oracle: Master Investigator
Constantine: Hellblazer
Black Widow: Tsarina
Guy Gardner: Blinding Rage
Zatanna: Inverted Incantations
Blue-Eyes White Dragon: Monstrous Dragon
Professor X: Trainer
Rip Hunter’s Chalkboard: “Only Zatara Can Reach The POINT”
Ring: Lesser Gear
White Tiger: Mystical Amulet
Green Goblin: “Gobby”
Dwarf Wizard: Paragon Zhentarim
Red Dragon: Lesser Dragon
Captain Cold™’s Cold Gun: Frozen “Firearm”
Constantine: Antihero
Lyssa Drak: Future Sight
Wasp: Fashionista
Lady Bullseye: Attack on Two Fronts
She-Hulk: Sensational
Professor X: Recruiting Young Mutants
War Machine: “Rhodey”
Donatello: Technologic
Raphael: Second Son
Michelangelo: Booyakasha!
Leonardo: Fearless Leader
April: No Mere Damsel
Metalhead: Dissociative Identity
Rip Hunter’s Chalkboard: WHEN AM I?
Casey Jones: Mutant Hunter

BAC
Cloudkill
Vicious Struggle
Resurrection
Magic Missile
Cone of Cold
Hypervelocity
Mutation
Villainous Pact

You can check out our featured matches from this event on my YouTube channel, Dice Dice Kitty. You can find the videos in the May 20, 2017 playlist.

My Team

My Team 52017

You can find my team here, on DM Retrobox.

Retrobox hasn’t added the Defenders Team Pack yet, so Iron Fist: Holding Back the Storm is missing from my Retrobox list. I used three dice for him.

So the idea was to field a couple of Silver Sable dice and then cycle my Iron Fist die to eventually defeat my opponent. Alfred was to be my blocking character. Negasonic Teenage Warhead was my backup win condition in case something went wrong with Iron Fist. Stepford Cuckoos and the uncommon Cold Gun were my control pieces. S.T.A.R. Labs was my churn and Parallax was support. I love the SRA and Reclaim BAC pair. They seem to help my teams flow better, unless they decide to never roll an Action face… like they did this week.

I had a horrible time in my first match with both my Basic Action dice. I never saw a Superhero Registration Act and I only rolled one of my Reclaims. I’m convinced that the lack of churn and poor purchasing choices were my demise.

I decided to just concede my next two matches because I wasn’t feeling it. I don’t usually concede or drop from events, but my beloved dice tower was in a tragic accident just before round one started. Part of it was broken and it crushed my spirit for the rest of the night. I was terrified to use it at all for fear it would completely fall apart in the middle of a match. If it had, I would have totally been in tears. I think I managed to patch it for now, until I can order a new one or order replacement pieces. I hope the person that caused the accident does the right thing and helps me replace the broken pieces.

Winning Team

North did a fantastic job with his own Lockout League version of Flying Sidekicks. He was totally undefeated and has earned his Flying Ally team a place on the Lockout List.

You can find North’s team, here.

North's Team 52017.png

I’m so very sad to see Big Entrance and Reclaim make the Lockout List, but I’m a little surprised that it’s taken this long to get them there. Congratulations to North on his win this week!

Updated Lockout List

New Additions are Italicized

Character Slot
Half-Elf Bard: Master Lords’ Alliance
Elf Thief: Lesser Harper
Lantern Ring: Limited Only By Imagination
Oracle: Master Investigator
Constantine: Hellblazer
Black Widow: Tsarina
Guy Gardner: Blinding Rage
Zatanna: Inverted Incantations
Blue-Eyes White Dragon: Monstrous Dragon
Professor X: Trainer
Rip Hunter’s Chalkboard: “Only Zatara Can Reach The POINT”
Ring: Lesser Gear
White Tiger: Mystical Amulet
Green Goblin: “Gobby”
Dwarf Wizard: Paragon Zhentarim
Red Dragon: Lesser Dragon
Captain Cold™’s Cold Gun: Frozen “Firearm”
Constantine: Antihero
Lyssa Drak: Future Sight
Wasp: Fashionista
Lady Bullseye: Attack on Two Fronts
She-Hulk: Sensational
Professor X: Recruiting Young Mutants
War Machine: “Rhodey”
Donatello: Technologic
Raphael: Second Son
Michelangelo: Booyakasha!
Leonardo: Fearless Leader
April: No Mere Damsel
Metalhead: Dissociative Identity
Rip Hunter’s Chalkboard: WHEN AM I?
Casey Jones: Mutant Hunter
Falcon: Recon
Alfred Pennyworth: MI-5
April: Channel 6 Reporter
Aunt May: Independent
Elektra: Way of the Stick
Parallax: Source of Terror
Felicity Smoak: Manipulating Technology
Foot Ninja: Ninja Syndicate

BAC
Cloudkill
Vicious Struggle
Resurrection
Magic Missile
Cone of Cold
Hypervelocity
Mutation
Villainous Pact
Reclaim
Big Entrance

What are some changes you’d make without changing the spirit of the team?
Have a build you like better?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

You can find videos from this event and many other events on my YouTube channel.

Roll on, Dice Masters!