Posts Tagged ‘Action’

Greetings Fellow Dice Fans!

 

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

scorching ray

Ruling – Ability

Draw a die from your bag. Deal damage to target character die or player equal to its purchase cost. Return the die to your bag.

Scorching Ray is a Basic Action. Anything that can affect an Action could effect Scorching Ray. If a card specifically states that it affects a Basic Action, then it could affect Scorching Ray.

Scorching Ray does not have the Continuous keyword. When this die is used, it goes immediately Out of Play and never enters the Field Zone in any way. This is important for cards with abilities like Blob: Appetite for Destruction. Blob’s ability would prevent the purchase of Scorching Ray, but not the use of the die.

When you use this action die, you draw one die from your bag. If your bag is empty, you refill your bag from your Used Pile. If there are no dice in your Used Pile to refill your bag with, you will not be able to use this action die because it will not have an effect. You can’t use an action die for no effect.

After you draw the die, you target a character die or a player and deal damage to that target equal to the purchase cost of the die you drew. You can target one of your character dice, an opponent’s character die, yourself, or your opponent with this ability. Sidekick dice have a purchase cost of zero, so you would deal zero damage to the target if you drew a Sidekick die.

You must be able to target the character die or player to be able to use this action die. If there are no legal targets, you can’t use the action die.

To determine the amount of damage, you will look at the die you drew and determine what its purchase cost is. The drawn die does not need to be a specific type of die, like a character die or action die. Any die you draw will work for this ability.

After you deal damage (or zero damage) to the target, the die you drew will be returned to its bag.

This ability is not optional. If you use the action die, you must deal the damage (or deal zero damage) to a target character die or player, even if the only legal target is one of your character dice or yourself.

If you choose to not use an action die, it will go to your Used Pile at the end of the turn. Action dice do not remain in your Reserve Pool beyond your turn.

Miscellaneous Card Information

~ Scorching Ray is a Basic Action Card with no energy type.
~ It has the Neutral affiliation.
~ It has Use: 3, instead of Max: 3 because you must use three dice with this card.
~ This card is an Common and is #12 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There is not 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

Scorching Ray is fun to play with, but only on a casual level. The timing for a competitive team is much more difficult to pull off and there are far more effective ways to deal direct damage to character dice or your opponent.

This is a great card for limited and sealed events. It cost four energy to purchase, but if you’ve got several three or four cost dice in your dice pool, you might gain from this card. The addition of Heimdall and his Global to the team helps to minimize your chances of drawing a Sidekick die. Unfortunately, you won’t have access to Heimdall in a D&D sealed event. Using the Global on the Create Food and Water: Basic Action Card could help thin your bag by a die before you try using Scorching Ray.

There are plenty of ways to build around this card is a casual setting, but I’m not sure Scorching Ray has a spot in the competitive meta with cards like Yuan-Ti and Cosmic Cube floating around.

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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 Valindra Shadowmantle: Scholarly Wizard from the Dungeons and Dragons: Tomb of Annihilation set.

W Valindra Shadowmantle, Scholarly Wizard

Ruling – Energy Drain Keyword

WizKids Keywords Page:
Energy Drain: After blockers are assigned, spin each character engaged with a character die with Energy Drain down one level. Character dice at level 1 can’t be spun down.”

Energy Drain will trigger after blockers have been assigned, and before the Global portion of the Attack Step.

Attack Step:
~ Assign Attackers
~ Assign Blockers
~ Energy Drain
~ Active player uses actions (if any)
~ Players use Globals
~ Assign and Resolve Damage

The term ‘engaged’ is defined on the WizKids Keywords page as, “a character blocking or being blocked is engaged with the opposing character.” Any character dice that block or are blocked by Valindra Shadowmantle, are considered to be engaged with her. Multiple character dice can be engaged with a single character at one time.

When a character die is engaged with Valindra Shadowmantle, her Energy Drain will trigger and cause that character die to spin down one level. If a character die is already level one, it can’t spin down. If a character die can’t spin down, Energy Drain has no effect on it. For example: Basic Sidekick dice are level one when they’re in the Field Zone on a character face. If a Sidekick die is engaged with Valindra Shadowmantle, Energy Drain has no effect on it.

After a character die is spun down, there is a chance it could be KO’d if it was dealt damage previously in the turn (or an effect is reducing the defense of character dice). If a character die with three defense has two damage on it already, and is spun down to a side with two or less defense, that character die will be KO’d. If that character was blocking, the blocked die is still considered blocked, but won’t deal or be dealt combat damage by the KO’d character die. This is because the KO’d character was KO’d before the Assign and Resolve Damage portion of the Attack Step.

Energy Drain is not optional and it will spin down each character die engaged with Valindra Shadowmantle.

Ruling – Attune Keyword

WizKids Keywords Page:
Attune: While a character you control with Attune is active, when you use an action die, that character deals 1 damage to target player or character die (no matter how many of that character’s dice are active).”

Attune 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

Attune triggers when you use any kind of action die, whether it’s a basic action die or a non-basic action die. Using a Continuous type action die requires you to place the die in the Field Zone from the Reserve Pool. If you activate a Continuous die’s ability from the Field Zone, this is not considered using it. For example, activating a Captain Cold’s Cold Gun: Frozen “Firearm” after it’s in the Field Zone is not considered to be the same as using it. Using it would be placing the Cold Gun die into the Field Zone from the Reserve Pool.

While a character die with Attune is active, when you use an action die, the character die with Attune will deal one damage to a target character die or player. For example, if you have three Valindra Shadowmantle dice in the Field Zone when you use an action die, your Valindra Shadowmantle will deal only one damage total (not three damage) to a target character die or player.

Attune abilities are mandatory and not optional. When you have an active character with Attune and you use an action die, you must deal one damage to target player or character die, even if you would be forced to target one of your character dice or yourself.

Miscellaneous Card Information

~ Valindra Shadowmantle is a Mask type character card.
~ She has the Evil affiliation.
~ She has a Max Dice of four.
~ This card is an Uncommon and is #48 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There is not 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

Someone recently asked me how Energy Drain worked, and I had to go look up the keyword. In my local area, it’s not an ability that’s used much. I thought I would feature a recent card with Energy Drain, just in case there are other folks that don’t use it much and need a refresher on how it works. I also noticed the definition for Energy Drain on WizKids Keywords page is missing a word that’s crucial to how the ability functions. It says, “spin each character engaged with a character die” and it should say, “spin each character DIE engaged with a character die“. I hope WizKids updates their definition.

I like this card for drafts and casual play, but she’s not one I’d pick for a major meta team. If she had a purchase cost of four instead of five, then I would say she’d be worth considering. Her Attune can be useful against troublesome characters or be used to deal damage directly to your opponent. After dealing damage to a die, you can use a force block, like Giant Spider: Greater Beast, to spin a die down to a lower level in order to KO it. This character has many uses and is a great way to introduce some advanced strategy to players that are moving beyond the beginner level.

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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 Hellfire Club: Members Only from the Marvel X-Men First Class set.

W The Hellfire Club, Members Only

Ruling – Ability

If you control the character die with the highest A, KO all other character dice

The die for this card is a non-basic action die. Any card that references an action die could affect this die. When you use this die on your turn, it goes Out of Play until the Clean Up Step.

“Character dice” refer to the individual character dice and not the character card. For example: I have two Wolverine dice in the Field Zone, one with an attack of six and the other with an attack of two. When I use the Hellfire Club die, it will look at both of my Wolverine dice as separate character dice.

You can only use this die if you have a character die with the highest attack in the Field Zone. If you do not have a character die that has the highest attack, you will not be able to use this die because it will not have an effect.

If you have multiple character dice that are tied for the highest attack, you can still use the Hellfire Club, but you may only keep one of those dice and KO the rest. For example: If I have two Wolverine dice and Batman die in the Field Zone, all tied for the highest attack, I must choose one of them to remain in the Field Zone and KO the rest.

Miscellaneous Card Information

~ Hellfire Club is a Fist type non-basic action card.
~ It has no affiliation.
~ It has a Max Dice of four.
~ This card is an Uncommon and is #77 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
There is a ruling for this card, here.

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

Turn Order Summary Reference

turn-order

Opinion

I have been trying desperately to get this card to work with Jessica Jones: Ladies’ Night. I’m not sure I’ll be able to get that team running as smooth as I’d like, but it’s definitely a fun team to play on a casual night. The Hellfire Club is devastating when your opponent is trying to keep characters active and it’s amazing to see it go off – when it works. There are plenty of great characters that have a high printed attack that are easy to purchase. I think the Hellfire Club is perfect for casual players that want to find a way around some of those pesky characters like Blob and Shriek. Those characters have low attack stats and they can be easily KO’d with Hellfire Club to allow your team some breathing room.

While I’ve been trying to work this team into a meta build, I don’t believe that it’s possible. I think my Jessica Jones team is still too slow and too vulnerable for it to be effective in any kind of major competitive play. I still would like to see this card find its way onto a competitive team because I believe it has potential. But if it doesn’t, it’s still an awesome card for casual play!

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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

There has been an errata!

“When you field a character die from your Reserve Pool, you may field target character die in your Used Pile on the same level for free. (The Bifrost doesn’t trigger itself.)”

I will strikeout text that does not follow this errata and make any corrections needed. The corrections will be in red.

For this week’s confusing card of the week article, we’re going to take a look at The Bifrost: Bridge Between Realms from the Marvel The Mighty Thor set.

W The Bifrost, Bridge Between Realms

Ruling – Ability

“When you field a character die, you may field target character die in your Used Pile on the same level for free.”

“When you field a character die from your Reserve Pool, you may field target character die in your Used Pile on the same level for free. (The Bifrost doesn’t trigger itself.)”

When you use this action die, it will go out of play, but the effect will remain until the end of your turn.

Fielding a character die is when you pay the fielding cost and move a character from your Reserve Pool into the Field Zone. Characters can also be fielded by other means, such as character abilities or action dice, but they are only considered ‘fielded’ if the wording on the card specifically says to ‘field’ the character die.

When you field a character die while this effect is active, you have the option of fielding a character die from your Used Pile. You will be able to field the character die from your Used Pile for free, meaning you will not have to pay the fielding cost associated with the character’s level. For example, if the character die you field is level three, the character die you field from your Used Pile will also be fielded at level three and not cost any energy to field.

Fielding a Sidekick will allow you to field a character die from your Used Pile at level one, because Sidekicks only have one level. However, you cannot field a Sidekick from your Used Pile with this ability because Sidekick dice are not character dice while in the Used Pile.

Fielding a character from your Used Pile with The Bifrost’s ability will trigger any When Fielded abilities, including this ability. The Bifrost’s ability will only trigger from character dice that you field from your Reserve Pool. This ability is optional because the card uses the word ‘may’. Even if the ability is triggered, you are not required to activate the ability.

Ruling – Global Ability

The Bifrost has a Global ability on its card that says:
“Global: Pay 0. Once per turn on your turn, spin one of your Sidekick character dice to its [SHIELD] face.”

This Global does not cost anything to activate. You only need to state that you are using the Global.

When you activate this Global, you choose one of your Sidekick dice in your Field Zone or Reserve Pool that’s showing a Sidekick character face, and then spin that die to its Shield energy face.

You can spin an Ally character to a single Shield energy face. The Ally character die must have a Shield energy face and also be in the Field Zone. Unlike Sidekick dice in the Reserve Pool, an Ally is only considered a Sidekick character while in the Field Zone.

This Global does not target.

Miscellaneous Card Information

~ The Bifrost is a Shield type non-basic action card.
~ It has no affiliation.
~ It has a max dice of four.
~ This card is an Rare and is #124 of 136.

Official Sources

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

There is a ruling for a Global similar to The Bifrost’s Global, and you can find it, here.
There is a ruling about spinning Ally character dice to energy faces, here.
There is an errata for this card and you can find it, here.

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

Turn Order Summary Reference

turn-order

Opinion

I know lots of folks are going completely bonkers for this card and many believe this card is very over powered. I do not believe this card is the meta buster that lots of folks think it is.  If the goal is to use The Bifrost for the When Fielded abilities on characters being fielded from the Used Pile, then Wonder Woman: Reflections is a solid counter. The Bifrost is a four cost non-basic action, and most of the meta worthy When Fielded type cards are three or four to purchase as well, which means you can cycle those dice before ever buying The Bifrost. I know some folks in the groups have mentioned using it with a Guy Rush type build, but I believe The Bifrost is not necessary for those builds. I think it would clunk up the bag too much and slow the team down.

There are lots of folks calling for an errata but it really doesn’t need it. In practice, this card works well when you happen to have lots of characters in your Used Pile. But the setup to get those dice in position is no easy feat. I think we’ll see this card in major competitive scenes as folks try their hardest to break it and exploit it. This card is fun in draft and likely going to be fun in casual play as well. I think it might become a nuisance in Golden Age play if used with the right cards, but I don’t think it’s powerful enough that it needs an errata or a ban – yet. There could be another perfect storm, like Bard Blitz, waiting for its time to shine, but only time will tell.

If you have a build that you think is perfect for this card, I’d love to see it and try it! This card seems like it would be lots of fun to use with the right team, but I don’t plan to build around it myself. But I’m definitely open to seeing builds and trying them out. I’d also love to see what others think about this card, so please, leave me a comment!

~ If an errata or ruling should happen, I’ll most definitely add it to this article!

And – the errata happened. I believe it only happened because the ability wasn’t functioning the way they truly intended it. Now, the card is definitely not a meta-buster. I don’t think we’ll see this card much, if at all, in major competitive play now.

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

Is there a combo that seems too good to be true?
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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Poison Dart Trap: Lesser Trap from the Dungeons and Dragons: Tomb of Annihilation set.

W Poison Dart Trap, Lesser Trap

Ruling – Ability

Trap (Place in your Field Zone when used. Send to your Used Pile when triggered.)
Trigger: Your opponent would roll 2 or more of the same non-NPC character die at the same time.
Effect: Before the roll occurs, place one of those character dice into your opponent’s Used Pile.”

Poison Dart Trap has the Trap keyword.

WizKids Keywords Page:

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

Using this die places it into the Field Zone. It will only leave the Field Zone if its effect is triggered or another card ability removes an action die.

Poison Dart Trap is a non-basic action die. Anything that affects action dice could affect this die. If the effect says ‘Basic Action’, it would not apply to Poison Dart Trap.

When the ability is triggered, you must send the trap to the Used Pile. This is not an optional ability. When a trap is triggered, it will grant you its effect.

The term non-NPC means non-Sidekick. NPC is the wording on Dungeons and Dragons cards that means Sidekick. This applies to Ally characters, which are considered Sidekicks while in the Field Zone.

Poison Dart Trap’s trigger is when your opponent would roll two or more of the same character dice, that aren’t Sidekicks. For example, I have an active Poison Dart Trap and my opponent is about roll three Guy Gardner dice. Poison Dart Trap triggers and goes to the Used Pile. I get to choose one of the Guy Gardner dice and it goes to their Used Pile. My opponent gets to roll the other two.

Miscellaneous Card Information

~ Poison Dart Trap is a Bolt type non-basic action card.
~ It has no affiliation, but has the Neutral alignment.
~ It has a max dice of four.
~ This card is an Common and is #35 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There is no official ruling for this card.

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

I like the new Trap keyword, as well as how they clarified when the trap die is actually used. I would like for other abilities, like the one on Cold Gun, to eventually be worded similar to this. That would clarify a lot of confusion over using action die and activating them.

But as for this card’s ability, it’s great against Swarm! You would be able to reduce the number of dice they roll by one, which could be a big deal. Outside of drafting, I’m not sure how much play this card will see. If Swarm characters are a pain and someone has room, they could add this card to see if it helps. It’s not expensive with a cost of three and it only needs to be in the Field Zone.

I’m don’t think this card will see major meta play, but some casual scenes probably will – especially if Swarm is big. This card could be useful in drafts as well, but only if players are drafting multiple copies of a character and using three or four of that character’s 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?
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Need to look up a card? Be sure to check out DM RetroBox! It’s the best searchable card database I’ve found for when I’m at the computer.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at 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?
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Need to look up a card? Be sure to check out DM RetroBox! It’s the best searchable card database I’ve found for when I’m at the computer.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at 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!

 

For this week’s confusing card of the week article, we’re going to take a look at Scarlet Witch: Careful What You Wish For from the Marvel X-Men First Class set.

W Scarlet Witch, Careful What You Wish For

Ruling – Ability

“While Scarlet Witch is active, during your opponent’s Roll and Reroll Step, your opponent must reroll any Action dice that land on an Action face and cannot reroll any Action dice on energy faces.”

Scarlet Witch’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 Scarlet Witch is active, only during your opponent’s Roll and Reroll Step, if they roll any action dice and those dice land on an action face, they must choose to reroll them. They are not able to choose to reroll any action dice that show an energy face.

Scarlet Witch’s ability applies to all action dice: basic action dice, non-basic action dice, equipment, etc. Anything that is considered to be an action die will be affected by her effect.

If you have Scarlet Witch active, any action dice that show an action face after your opponent rolls their dice during the Roll and Reroll Step, must be chosen by the opponent to be rerolled. They can choose any other dice, except action dice showing an energy face, to reroll with the chosen action dice.

If the rerolled action dice land on an action face after they are rerolled, your opponent does not have to reroll them again. Scarlet Witch’s ability only forces them to choose to reroll them once during the Roll and Reroll Step.

Miscellaneous Card Information

~ Scarlet Witch is a Bolt type character card.
~ She has the Brotherhood of Evil Mutants and Villain affiliation.
~ She has a max dice of four.
~ This card is an Common and is #31 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a ruling for Scarlet Witch, 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

This Scarlet Witch could be powerful in almost any format where action dice are highly utilized. She’s a great soft counter for action dice teams or even a team that only uses one really powerful action die, like Lantern Ring: Limited Only By Imagination. With Scarlet Witch active, your opponent would essentially need to roll their action dice on an action face twice to keep them. Any action dice that are rolled on an energy face are stuck that way. Cards like Parallax will come in handy against Scarlet Witch, so if you’re using Scarlet Witch, don’t bring Parallax too!

I’m highly considering a spot for her on my Modern Age constructed team, mainly because there are so many good action dice out there that could be a problem. I plan to do some test playing with her very soon. It’s so difficult to test play right now because there are still so many sets scheduled for release and there could be something new or something better that would just take her place or make her obsolete.

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

Is there a combo that seems too good to be true?
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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Batarang: What Goes Around Comes Around from the DC Batman set.

W Batarang, What Goes Around Comes Around

Ruling – Ability

When you use this action die, you deal three damage to one target Villain character die. If you use a second Batarang die, you can choose to target the same die again if it’s still active in the Field Zone, or you can choose a new Villain to target.

You can target opposing Villains or your own Villains with Batarang action dice.

A Sidekick die or character die that does not have a printed Villain affiliation on their card can be legal targets if they have been given the Villain affiliation through a game effect. For example: Superman is not a Villain. I can pay a Mask energy and a Fist energy for the Global on the Monument to Evil: Basic Action Card, and target Superman so he gains the Villain affiliation. This makes him a legal target for Batarang.

A character with a printed Villain affiliation can have the Villain affiliation removed by a card effect and no longer be a legal target for Batarang. Removing the Villain affiliation will not affect Batarang dice that have been used prior to the removal of the affiliation. For example: My Joker (Villain), with a defense of six, has been hit with a Batarang for three damage. In the same turn, I can remove his affiliation with Ra’s al Ghul‘s Global and he will still have three damage on him until the Clean Up Step. He can no longer be targeted by Batarang dice this turn, unless he regains the Villain affiliation.

What is considered ‘using’ an Action Die?
~ When you have a non-Continuous action die showing an action face in your Reserve Pool and you use it for it’s effect, moving it Out of Play, that is considered using it.
~ When you have a Continuous action die showing an action face in your Reserve Pool, using it means putting it into the Field Zone. When you activate a Continuous action die for it’s effect, that is not the same as using the action die because the die was used by fielding it.
~ Abilities that say ‘use an action die’ or ‘use the effect of an action die’ are all considered to be using an action die.

Ruling – Boomerang Keyword

From the WizKids Keywords page:

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

 

After you roll the action die, if it shows an action face (non-energy face), you get to add it to your Prep Area. If it shows an energy face, the die will move Out of Play as normal. The image below shows where you can find the different faces on the Die Face Reference part of the card.

Boomerang is mandatory. If you use an Action Die with Boomerang, you must reroll it.

Action and Energy Faces 2

 

Miscellaneous Card Information

~ Batarang is a Bolt type non-Basic Action card.
~ It does not have an affiliation.
~ It has a max dice of four.
~ This card is a Common and is #4 of 124.

Batarang is a special Action called a non-Basic Action. You place this card in a character slot on your team. Your opponent can not purchase your non-Basic Action dice.

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 Batarang during the Main Step and the Attack Step.

Game State
~ I have two Batarang dice showing action faces in my Reserve Pool. I have a level three Huntress (4A/3D) die and a level three Hawkgirl (4A/4D) die in the Field Zone.
~ My opponent has a level three Killer Croc (7A/7D) die in the Field Zone.
~ It is currently during my Main Step.
(Main Step)
~ I use one of my Batarang dice, targeting my Huntress die. Huntress takes three damage, KO’ing her and sending her to my Prep Area. I must use the Boomerang ability on my Batarang die, rerolling Batarang. It lands on an energy face and is placed Out of Play.
~ I pass priority to my opponent and they choose to not use any Globals, passing priority back to me.
~ We now move into the Attack Step – or – Skip the Attack Step and go straight to Clean Up. I decide that I want to attack, so we move into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign my Hawkgirl to attack, moving her into the Attack Zone.
(Attack Step – Assign Blockers)
~ My opponent assigns their Killer Croc to block Hawkgirl, moving Killer Croc into the Attack Zone and placing him in front of Hawkgirl.
(Attack Step – Actions and Globals)
~ I use my second Batarang die and target Killer Croc. Killer Croc takes three damage and since it wasn’t enough to KO him, he remains in the Attack Zone blocking Hawkgirl. I must use the Boomerang ability on my Batarang die, rerolling Batarang. It lands on an action face and is added in my Prep Area.
(Attack Step – Assign and Resolve Damage)
~ Hawkgirl deals her four attack to Killer Croc’s seven defense, but he already has three damage on him. This will be enough to KO him. Killer Croc deals his seven attack to Hawkgirl’s four defense, which is enough to KO her. They will both go their respective Prep Areas during Clean Up.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area. Killer Croc is placed in my opponent’s Prep Area and Hawkgirl is placed in my 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.
~ 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)
You can find a relevant ruling about similar text for using an action die, here.
You can find a relevant ruling about Continuous actions and abilities, here.
You can find a relevant ruling about While Active text being missing from the card, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I think Boomerang is a really neat ability, but I have yet to play it. I’ve seen plenty of Unstable Miracle teams floating around, but I want to use a die that already has Boomerang, like Batarang. I’ll have to use Batarang if I want to play with Boomerang because it’s the only action card with the Keyword and all three versions have Boomerang.

I am definitely looking forward to adding this to my “FREEZE!” team. While useful against opposing Villains, I think it’ll be much more of an asset when it comes to KO’ing your own Villains that have When Fielded abilities. Mr. Freeze: Dr. Victor Fries has a cool When Fielded ability that puts Stun Tokens on your opponent’s character cards. Sometimes, it’s hard to get those type of character dice back into your Prep Area to reuse quickly. Batarang definitely provides a viable option that your opponent won’t have access to, like Unstable Canister. Mr. Freeze has a defense line of 2/3/4, making him a prime target for Batarang. The only level that would give you trouble is level three.

Some other characters that I would love to pair this Batarang with are Huntress: No Rest for the Wicked and Firefly: Ted Carson. I absolutely love the idea of using Huntress to potentially KO their dudes and then field Firefly to blast them for some damage. Batarang would help cycle those two in the early game because they’re both Villains and make for great targets for Batarang.

And if blasting your own Villains into the Prep Area for next turn wasn’t good enough, Batarang has the potential to come back too, thanks to Boomerang!

I think all versions are great for casual level play and especially for drafting. I’m not sure it has what it takes to stand alone in the Modern Age competitive meta, but I’m holding out hope that someone finds a creative way to use this card.

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

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

Special thanks to The Reserve Pool and WizKids for the use of their sites.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at The Question: Find the Answers from the DC Batman set.

W The Question, Find the Answers

Ruling – Gadgeteer Keyword

From the WizKids Keywords page:

Gadgeteer: When a character die with Gadgeteer attacks, you may roll a gear die or an action die with the Continuous keyword in your Used Pile.  If you roll a non-energy face, you may move it unto your Field Zone.  Otherwise, return it to your Used Pile.

I think there is a typo in on the WizKids Keywords page. Where it says ‘you may move it unto your Field Zone’, I think it’s supposed to say into and not unto. But I’m certain we all know what they mean.

Gadgeteer is a new Keyword in the Batman set. This ability only works when the character with Gadgeteer attacks and only if you have a Gear or Continuous action die in your Used Pile. Gear dice will have the Equip Keyword on their card.

You cannot use the Gadgeteer ability for a non-Continuous action die.

When your Gadgeteer character attacks, you get to choose a qualifying action die from your Used Pile and roll it. It can be a Basic Action die or a Non-Basic Action die, so long as it’s Gear or has the Continuous keyword.

After you roll the action die, if it shows an Action face (non-energy face), you get to move it into your Field Zone. Moving a die is not the same as using it, much like moving a character die is not the same as fielding it. If it shows an energy face, you must return it to the Used Pile. The image below shows where you can find the different faces on the Die Face Reference part of the card.

Action and Energy Faces

This ability is optional and not mandatory because it uses ‘may’ in the text. If your Gadgeteer character attacks and you have a Continuous die in your Used Pile, you are not required to use the Gadgeteer ability. If you forget to use it and the Attack Step has moved into the Assign Blockers portion, you have missed your opportunity to use Gadgeteer.

Ruling – Ability

The Question’s other ability works like a While Active ability even though it doesn’t say While Active. 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

Whenever you use an action die, The Question gains +1A and +1D until the end of the turn. You can use multiple action dice on the same turn and his ability will trigger for each one.

What is considered ‘using’ an Action Die?
~ When you have a non-Continuous action die showing an action face in your Reserve Pool and you use it for it’s effect, moving it Out of Play, that is considered using it.
~ When you have a Continuous action die showing an action face in your Reserve Pool, using it means putting it into the Field Zone. When you activate a Continuous action die for it’s effect, that is not the same as using the action die because the die was used by fielding it.
~ Abilities that say ‘use an action die’ or ‘use the effect of an action die’ are all considered to be using an action die.

Miscellaneous Card Information

~ The Question is a Mask type character card.
~ He has the Justice League affiliation.
~ He has a max dice of four.
~ This card is a Uncommon and is #75 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:
Gadgeteer and Using Action Dice.

Game State
~ I have one level three Question (2A/4D) die in the Field Zone. I also have two Kryptonite: Green Death dice, one Unstable Canister die, and one Captain Cold’s Cold Gun: Frozen “Firearm” die, all showing action faces, in my Reserve Pool.
~ My opponent has two Sidekick die in the Field Zone.
~ It is currently during my Main Step.
(Main Step)
~ I use one of my Kryptonite dice, moving it Out of Play, and target one of my opponent’s Sidekick dice. The Question’s ability triggers and he gains +1A and +1D.
~ I use my other Kryptonite die, moving it Out of Play, and target my opponent’s Sidekick die again. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +2A and +2D.
~ I use my Unstable Canister die, moving it Out of Play, and target that same Sidekick die which KO’s it. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +3A and +3D.
~ I use my Cold Gun die, moving it to the Field Zone. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +4A and +4D.
~ I activate my Cold Gun die, moving it Out of Play, to target my opponent’s second Sidekick die which KO’s it. This does not trigger Question’s ability.
(Attack Step – Assign Attackers)
~ I assign my Question (6A/8D) to attack, moving him to the Attack Zone.
~ The Question’s Gadgeteer ability triggers when he attacks and I check my Used Pile for Continuous action dice. I have one Turtle Van and one Bat-Signal die in my Used Pile and I choose the Turtle Van Basic Action and roll it. It lands on an Action face and I move it into my Field Zone.
(Attack Step – Assign Blockers)
~ My opponent does not have any blockers to assign.
(Attack Step – Actions and Globals)
~ I do not use any Action Dice or Globals.
~ My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ The Question assigns all six of his attack to my opponent and my opponent loses six life. The Question die is immediately moved Out of Play because he attacked and was not blocked.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the 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.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability). The Question will lose all of the +1A and +1D bonuses he gained this turn.
~ 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)
You can find a relevant ruling about similar text for using an action die, here.
You can find a relevant ruling about Continuous actions and abilities, here.
You can find a relevant ruling about While Active text being missing from the card, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I like this version of Question better than the other two versions. It’s easy to build up lots of action dice for a single turn with Boomerang or even Scarlet Witch: Hex Bolts from the Doctor Strange Team Pack. Since I love Overcrush so much, using Proton Cannon just makes sense, because his stats can become massive! I love that he has Gadgeteer too, which can help you get your Continuous action die back in play. He’s got a great purchase cost and while his attack stats are not the best, his stats can get a boost and even be swapped with Kal-L’s Global. I think this card is great for casual play and possibly good for a rogue team in Modern Age competitive play too.

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

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

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

Roll on, Dice Masters!