Posts Tagged ‘Basic Action Card’

Greetings Fellow Dice Fans!

 

I was thrilled to have a player return this week after a long absence, as well as a brand new player! I want to welcome Craig M. back and Jacob W. into the mix. Jacob is in our first round video from this week and he built the very best team he could from a couple of starters and some miscellaneous Deadpool packs.

My Team

My Team.png

I really wanted to try Iron Fist: Holding Back the Storm from the new Defenders Team Pack. I mentioned in my review article that this was my kinda card – and it totally is! I love using a win condition that cost more than four energy to purchase because then it feels like I earned the victory. I also added Hellcat: Hell’s Belle to the team, just to try her out. But her ability and Stepford Cuckoos: Celeste are both hindering to my win condition. I put Alfred Pennyworth: MI-5 on the team so that I wouldn’t have to worry too much about fielding blockers each turn. Parallax, Rip, and Cold Gun are all staple cards and all are beneficial, except for maybe Parallax. I used him a little and he didn’t work so well for me. He may be replaced with something else in the near future.

Gorilla Grodd: Force of Mind is my win condition assistant. Giving Iron Fist Overcrush and a +1A is definitely what I want to do. I love using Grodd and this Iron Fist card is just what I’ve been looking for to pair with Grodd. The problem that comes up is that both are expensive. I really wish Iron Fist cost four, but honestly, five is right for his stats and ability. I used Superhero Registration Act and Reclaim to help with my churn. I love this combination of Basic Action Cards and Hannah was the one that showed me how well it worked. I will definitely be tinkering with this team to find a way to make it work a little faster. The build is totally my style though – Control until the big guns get warmed up!

Matches
Round One

I apologize for the lack of pictures – I have to get used to having a reliable phone again.

You can find a video for my first round, here.

Jacob is brand new to the game, but his prior experience with other collectible games has helped speed up his learning curve. I taught him how to play less than a week ago and he put a team together and decided to give the tournament a try. I think he did very well for a new player. I feel bad for playing Grodd against him, but he held his own for a while – and he had the right idea with the Smash! Global. I think he’s got great potential to become an excellent player.

Record: 1-0-0

Round Two

You can find a video of my second round, here.

Travis (Mr. DDK) always seems to have the upper hand against me. I just always assume I’m going down in a great ball of fire when I have to play against him. I actually wasn’t defeated that easily by his Guy+Squirrel team. Hellcat: Hell’s Belle is who I have to thank for that! This is the match that I realized I needed a Fabricate ability. We had a really good match, and I tried my hardest, but in the end – it was the Squirrels… they got me. Squirrel Girl is a super cute card and she seems like lots of fun. I love the tokens that WizKids gave out for her too.

I was really proud of myself for not dying in three or four turns to Guy. That is a major accomplishment for me because Guy has always given me trouble.

Record: 1-1-0

Round Three

I got to face off against Craig M. in round three and there was a video, but for some reason, it won’t import to my computer from my GoPro. I’ve tried all the fixes mentioned in the forums and nothing has worked. I am so very sad about this. This match was a great teaching tool. It was the perfect example of how you should check, double check, and triple check your math. Craig and I had a great match of back and forth slugging, but I made a fatal error. I counted the potential damage on my character dice and thought I had exactly enough to take him out. He was at 19 and I had 18 damage. I didn’t realize the error until after I assigned my attackers, which there is no going back from. Well, there is, if you ask your opponent for a take back – but I do not usually do that in tournaments. That attack left my Field wide open and he was rolling lots of character dice. He got lots of characters fielded and attacked for lethal. This was a great learning experience for me and would have made a great video. I’m sorry I couldn’t find a fix for it.

Record: 1-2-0

Final Thoughts

Oh my goodness! I love Overcrushing Iron Fist! I thought about using Proton Canon, which I super love, but that means my opponent could grab it too. I don’t mind them grabbing a Reclaim or an SRA, but not my Canon. Mary Jane would not work well at all. Iron Fist would not get his +3A at the same time he has Overcrush. Grodd feels like my best choice and I know there are better combo cards for Grodd (like Lady Bullseye: Attack on Two Fronts) but they’re not for me. I like Iron Fist and Grodd and I’m determined to find a way to play them more effectively. Cuckoos are definitely coming off the team. I’m not sure about Hellcat yet. I like her, but she’s a When Fielded ability. She could help stem the tide early in the game, hopefully until I can get Iron Fist and/or Grodd, so she may stay for now. In my review article for the Defenders Team Pack, I made mention that she alone is not worth buying the Team Pack for. While I think she has potential, I stand by that. Not only would you need the $10 Team Pack, but you would need a second one to get max dice for her. She’s totally not worth $20 for her card and four dice.

I really do like this team and I will probably be working on it a lot in the near future. I may not play it in every event though, because it’s not nice to new players. I hope Batman has something new that can improve this team!

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!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Great Responsibility: Basic Action Card  from the Marvel Amazing Spider-Man Starter set. This week’s selection is courtesy of the random button from DM Retrobox.

W Great Responsibility, BAC

Ruling – Ability

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

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

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

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

Miscellaneous Card Information

~ Great Responsibility is a Basic Action Card with no energy type.
~ It does not have an affiliation.
~ It has a max dice of three.
~ This card is a Common and is #29 of 142.

Examples

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

Example One:
Using Great Responsibility during the Main Step.

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

Example Two:
Using Great Responsibility during the Attack Step.

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

Official Sources

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

You can find a ruling about Sacrifice, here.

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

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

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

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

Is there a combo that seems too good to be true?
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 Ready to Rocket!: Basic Action Card  from the Marvel Age of Ultron Starter set.

W Ready to Rocket, BAC

Ruling – Ability

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

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

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

Ruling – Teamwork

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

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

Miscellaneous Card Information

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

Examples

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

Example One:
Using Ready to Rocket! during the Main Step.

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

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

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

Official Sources

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

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

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

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

RtR Close Up

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

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

Opinions on this card? Leave a comment!

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Nefarious Broadcast: Basic Action Card  from the Teenage Mutant Ninja Turtles: Heroes in a Half Shell Box set.

w-nefarious-broadcast-bac

Ruling Ability

Nefarious Broadcast is a Basic Action. If a card ability would affect an Action Die, Nefarious Broadcast could be chosen for the effect. One such example is Constantine: Antihero.

When you use a Nefarious Broadcast action die, it will cancel any Global effect that is currently still in effect and prevent the use of any Global ability after its use. Global abilities that have a lingering active effect are the only ones that will be affected by Nefarious Broadcast. Examples include the Globals on Transfer Power and Bane.

Certain Globals that are used before Nefarious Broadcast will not be reversed by its use. This is because the effect is not an ongoing or active effect. Examples include the Globals on Professor X and Unstable Canister.

As soon as a player uses Nefarious Broadcast, neither player will be able to use any Global abilities until the next turn.

Nefarious Broadcast can be used in the Main Step or during the Actions and Globals portion of the Attack Step.

Miscellaneous Card Information

~ Nefarious Braodcast is a Basic Action Card with no energy type.
~ It does not have any affiliations.
~ It has a max dice of three.
~ This card is a Common and is #54 of 58.

If you purchase either of the Teenage Mutant Ninja Turtles Box Sets, you will have one copy of each card in the entire set, as well as the maximum number of dice for each card.

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 Nefarious Broadcast during your Main Step.

~ I have a Nefarious Broadcast die in my Reserve Pool and a Sidekick in my Field Zone. My opponent has one Fist energy in their Reserve Pool.
~ (Main Step) After completing all the game actions I want to do at this time in the Main Step, I pass priority to my opponent so that they can use Global Abilities. They spend their Fist energy to use the Global on Bane. They target my Sidekick with the Global, which will make my Sidekick attack this turn.
~ (Main Step) My opponent passes priority back to me and I use my Nefarious Broadcast die. This will remove the active effect from Bane’s Global that would force my Sidekick to attack. My Sidekick no longer has to attack. Neither player can play Globals until the next turn.

Example Two:
Using Nefarious Broadcast during your Attack Step.

~ I have a Nefarious Broadcast die and two Fist energy in my Reserve Pool. I also have a Sidekick in my Field Zone. My opponent has one Fist energy in their Reserve Pool.
~ (Main Step) After completing all the game actions I want to do at this time in the Main Step, I pass priority to my opponent so that they can use Global Abilities. They spend their Fist energy to use the Global on Bane. They target my Sidekick with the Global, which will make my Sidekick attack this turn. My opponent passes priority back to me, and I decline to do any further game actions in the Main Step.
~ (Attack Step – Assign Attackers) I must assign my Sidekick as an attacker. I move my Sidekick die into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent doesn’t have any characters to assign as blockers.
~ (Attack Step – Actions and Globals) I am able to use Action Dice and Globals at this time. I decide to use my Nefarious Broadcast die (sending it Out of Play). This removes all active effects of Globals, but there currently aren’t any. Neither player can use Globals until the next turn. I was saving my two Fist energy for the Global on Anger Issues, but now I can’t use it.
~ (Attack Step – Assign and Resolve Damage) My Sidekick will deal one damage to my opponent. My Sidekick is moved Out of Play.
~ (Clean Up) All dice Out of Play are moved to the Used Pile. All effects end unless otherwise stated.

Official Sources

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

Turn Order Summary Reference

turn-order

Ratings

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

Golden Age Rating

Nefarious Broadcast is definitely not a plug-and-play type of card. It needs a team built specifically around not using Globals, or using a minimal amount of Globals. You also need to time the use of this die just right or you could make some serious misplays. I think I might be a little generous with the rogue rating in Golden Age, but I bet there are enough talented pilots out there that they may be able to find a way to make this card useful in format dominated by Globals.

Nefarious Broadcast: Basic Action Card gets a rating of three out of five stars.
3 Stars

Modern Age Rating

Modern Age isn’t as Global heavy as Golden Age, but it has its fair share of decent Globals. Nefarious Broadcast still needs to have a team built around it to be most effective. I think Nefarious Broadcast will see more use in Modern Age than Golden Age, but because of its need for a particular team build, it’s still just a rogue card.

Nefarious Broadcast: Basic Action Card gets a rating of three out of five stars.
3 Stars

Prime Rating

Prime’s lack of dominating Globals leaves Nefarious Broadcast in the collector box for me. There are definitely good Globals, but none that would warrant putting Nefarious Broadcast on your team instead of another critical BAC. I’ve stopped using Oracle: Master Investigator in Prime, because she’s not that useful in this format. I don’t think Global-hate is very useful at this particular time in Prime.

Nefarious Broadcast: Basic Action Card gets a rating of one out of five stars.
1 Star

Casual Play Rating

I think this card is a little more confusing than it needs to be. I’m not sure if it’s because folks are overthinking how it works or if WizKids needs to clarify the wording a little more. Trying to explain Globals to a new player can be challenging in itself, and then when you throw in the active effects and instant effects, it could leave their head spinning. But once a player has a better understanding of the game, I don’t think this card would be a big issue. I wouldn’t recommend a beginner use this card, but players at the advanced skill level and higher shouldn’t have too much trouble with understanding this card. This card is a great teaching tool to teach players about active effects and instant effects.

Nefarious Broadcast: Basic Action Card gets a rating of three out of five stars.
3 Stars

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 Shocking Grasp: Basic Action Card  from the Faerûn Under Siege Starter set.

W Shocking Grasp, BAC

Ruling Ability

Shocking Grasp is a Basic Action. If a card ability would affect an Action Die, Shocking Grasp could be chosen for the effect. One such example is Constantine: Antihero.

When you use Shocking Grasp, it deals one damage to a target character die. If the damage that Shocking Grasp does would KO that character, you can place the Shocking Grasp die in your Prep Area instead of Out of Play. If the character is not KO’d by the damage from Shocking Grasp, you must place the Shocking Grasp die Out of Play.

Shocking Grasp can target one of your opponent’s character dice or one of your own character dice. Players will sometimes target one of their own Sidekick dice or a character that has a When Fielded ability and KO that character with their own Shocking Grasp. This will enable them to reroll their character die next turn, as well as the Shocking Grasp die.

You can use other means to deal damage to a character with a defense larger than one, and then use the Shocking Grasp die to deal the final point of damage, allowing you to put Shocking Grasp into your Prep Area. Shocking Grasp must do the damage that KO’s the character in order for you to place the Shocking Grasp die in your Prep Area.

If you use Shocking Grasp and the damage KO’s a character, you are not required to put the Shocking Grasp die in your Prep Area. Putting the Shocking Grasp die in your Prep Area after KO’ing a character with it is optional because it says that you ‘may’ put this die in your Prep Area.

Miscellaneous Card Information

~ Shocking Grasp is a Basic Action Card with no energy type.
~ It does not have any affiliations, but it does have the Neutral type symbol.
~ It has a max dice of three.
~ This card is a Common and is #34 of 142.

Examples

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

Example One:
Using Shocking Grasp during your Main Step.

~ I have a Shocking Grasp die in my Reserve Pool. My opponent has a Sidekick in the Field Zone.
~ (Main Step) I use my Shocking Grasp die to deal one damage to my opponent’s Sidekick. This KO’s the Sidekick, which allows me to place the Shocking Grasp die in my Prep Area instead of sending it Out of Play.

Example Two:
Using Shocking Grasp during your Attack Step.

~ I have a Shocking Grasp die in my Reserve Pool and a Sidekick in my Field Zone. My opponent has a Sidekick in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Sidekick as an attacker, moving it into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns their Sidekick to block mine by moving their die into the Attack Zone and placing it in front of my Sidekick die (to show that it’s blocking that die).
~ (Attack Step – Actions and Globals) I use my Shocking Grasp die to deal one damage to my opponent’s Sidekick. This KO’s the Sidekick, which allows me to place the Shocking Grasp die in my Prep Area instead of sending it Out of Play. My opponent declines to use any Globals.
~ (Attack Step – Assign and Resolve Damage) My Sidekick was blocked by my opponent’s Sidekick. Even though I KO’d that Sidekick, my Sidekick will not deal any damage to my opponent.
~ (Clean Up) My Sidekick returns to the Field Zone because it was blocked and not KO’d. All dice Out of Play are moved into the Used Pile. All effects end unless otherwise stated.

Example Three:
Using Shocking Grasp on one of your own characters.

~ I have a Shocking Grasp die in my Reserve Pool and a Sidekick in the Field Zone.
~ (Main Step) I use my Shocking Grasp die to deal one damage to my Sidekick. This KO’s the Sidekick (sending it to the Prep Area), which allows me to place the Shocking Grasp die in my Prep Area instead of sending it Out of Play.

Example Four:
Using Shocking Grasp on a character with more than one defense.

~ I have a Shocking Grasp die and one Bolt energy in my Reserve Pool. I also have a level two Storm die in the Field Zone.
~ (Main Step) I spend one Bolt energy (moving it Out of Play) to use the Global on Magic Missile, dealing one damage to my Storm’s two defense. This means she can only take one more damage this turn before she’s KO’d.
~ (Main Step) I use my Shocking Grasp die to deal one damage to Storm. This KO’s Storm (sending her to the Prep Area), which allows me to place the Shocking Grasp die in my Prep Area instead of sending it Out of Play.

Official Sources

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

Turn Order Summary Reference

turn-order

Ratings

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

Golden Age Rating

Shocking Grasp definitely has its uses, but it’s a card that requires a specific team – especially in Golden Age. You could just throw this card on any team, but you likely aren’t going to get the full benefit unless the team has an actual use for it. A good character with a When Fielded ability and a low defense is a good reason to look at Shocking Grasp. It not only helps you churn your character, but it also gives you a bit a churn/ramp by letting you prep the action die if you KO its target. Sometimes it’s better to use an action die than bring a nasty Global. I can easily give this card a rogue rating for Golden Age. It’s a great card in the hands of the right pilot.

Shocking Grasp: Basic Action Card gets a rating of three out of five stars.
3 Stars

Modern Age Rating

I haven’t seen a bunch of teams that would find this card as an easy plug-and-play in Modern Age. I think this is a very useful card for the same reasons that it’s useful in Golden Age. If Bat-Family finds a meta spot in Modern Age, I could see this card potentially finding its way onto a few variants of that team, but probably not with a majority of them. It can be a good way to KO a level one Alfred, but Unstable Canister provides clearer and more effective option. Someone that’s staying away from Globals would be more likely to use this card. Again – great card, but requires the right pilot, which is why it earns another rogue rating.

Shocking Grasp: Basic Action Card gets a rating of three out of five stars.
3 Stars

Prime Rating

At the time of writing, this card was not legal for play in the Prime format.

Casual Play Rating

Shocking Grasp has text that’s very easy to understand for most beginners. I’ve seen several players asking about advanced tactics and strategy with this card so that’s one reason why I thought I would feature it. I’ve also noticed that the text on this card can be slightly confusing for those that do not speak and/or read English very well, which was another reason I chose to feature this card for this week’s article. However, the language barrier issue is not part of my consideration for my casual rating system. I wanted to put this article out there to help my friends in other countries to better understand this card. I know it’s easier for many of my friends to translate my articles than it is to translate card text. I’m here for all players across the world. I hope this article helps shed some light on this card for anyone out there that may be having trouble with it. I also hope it helps newer players with some uses for it that they may not have noticed before. I can easily recommend this card for players of all skill levels.

Shocking Grasp: Basic Action Card gets a rating of five out of five stars.
5 Stars

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