Posts Tagged ‘Civil War’

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Captain America: Anti-Reg from the Marvel Civil War Starter set. I wanted to go with a patriotic theme since today is Independence Day here in the US, and what better character to choose than Captain America himself!

04 Captain America, Anti-Reg

Ruling – Resistance Ability

Resistance is a keyword that can be found in the Civil War set. A character with Resistance will grant you some kind of benefit if a character you control was KO’d. These benefits from the different Resistance abilities will vary and the keyword can be found on characters, Basic Actions, and non-Basic Actions.

Any game effect that KO’s a character could trigger a Resistance ability. For example, Fabricate – if you have Captain America active and you Fabricate two characters, you will gain the benefit from his Resistance ability and gain one life at the end of your turn. Another example would be if your opponent used the Unstable Canister Global during your turn to KO one of your Sidekick dice while you have Captain America active.

When you Sacrifice a character die, that is not the same as KO’ing them, which will not trigger a Resistance ability.

If a character with Regenerate is successful in regenerating, you will not gain the Resistance ability. Regenerate is a considered a KO replacement effect.

Captain America’s Resistance 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

Captain America’s Resistance ability says that as long as he’s active at the end of your turn, if a character die you control was KO’d this turn, you gain one life. This ability only checks that the requirements were met and not how many times they were met.

This ability is not optional and you must gain life if the Resistance ability was triggered. You cannot go above 20 life, so if you’re already at 20 life, you will not gain life.

Ruling – Ability

Captain America has a second ability on his card and it is also a While Active ability. At the end of your turn, as long as Captain America is active, you spin each of your Captain America dice up one level.

Dice Levels

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

If an ability instructs you to spin a character die to a different level, always reference the character card to confirm the correct level, then spin that character die accordingly. Basic Sidekick dice do not have multiple levels and they cannot spin to a different level.

This ability is not an optional ability. At the end of your turn, you must spin all of your active Captain America dice up one level from their current level. A level two Captain America die will spin up to level three and a level one die will spin up to level two. Any level three Captain America dice will not be affected by this ability because they are at the maximum level for a character die.

Miscellaneous Card Information

~ Captain America is a Shield type character card.
~ He has the Avengers affiliation.
~ He has a max dice of four.
~ This card is a Common and is #4 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:
Triggering Captain America’s abilities.

Game State
~ I have a level one and a level two Captain America die in the Field Zone. I also have a Sidekick die.
~ My opponent has two Sidekick dice in the Field Zone.
~ My Attack Step has just begun.
(Attack Step – Assign Attackers)
~ I assign my Sidekick die and my level one Captain America die to attack, moving them into the Attack Zone.
(Attack Step – Assign Blockers)
~ My opponent decides to block with both of their Sidekick dice.
~ My opponent assigns the first Sidekick to block my attacking Sidekick, moving it into the Attack Zone and placing it in front of my attacking Sidekick.
~ My opponent assigns the second Sidekick to block my attacking Captain America die, moving it into the Attack Zone and placing it in front of my attacking Captain America die.
(Attack Step – Assign and Resolve Damage)
~ My Sidekick deals one damage to the blocking Sidekick and the blocking Sidekick deals one damage to my Sidekick. Both will be KO’d.
~ My Captain America die deals two damage to the Sidekick die that’s blocking him, and that Sidekick deals one damage to Captain America. Captain America has a defense of four, so that one damage will not KO him. The Sidekick will be KO’d because it only has a defense of one.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area. My opponents two Sidekick dice go to their Prep Area and my Sidekick goes to 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, so Captain America will no longer have the one damage from the Sidekick.
~ End of turn abilities will resolve. Captain America’s Resistance ability will trigger and allow me to gain one life if my life total is below 20 because a character that I control was KO’d this turn. His other ability triggers as well and my level one Captain America die spins up to level two and my level two Captain America die spins up to level three. Since both abilities happen at the same time and I control both abilities, I can choose the order in which they 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, 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

This is one of my favorite Captain America cards that is currently legal for Modern Age. I love the art, love the die, and really dig the ability on it. There are plenty of ways to KO your Sidekick dice, like a force block Global, Fabricate, or even a burn Global. Captain America is one of those cards that just dares your opponent to Unstable Canister Global your little dudes. When they do and Cap sees it happen, you gain life back! I have yet to really be able to play with this card outside of Limited constructed events that we held for Civil War. I think I may try to add him onto a current Lockout League build I’m working on for Saturday. I don’t think he’s necessarily worthy of a competitive team spot, but I’ve seen much less deserving cards on highly successful teams in the past. I hope someone sees what a gem this guy can be and tries using him. His major downside is that atrocious fielding cost, but at least he’s not really expensive to purchase. A four cost character that just needs to stay in the Field is not a terrible purchase. I think the best place for this Cap to shine is in the casual and Limited areas.

I also want to take a moment to say Happy Independence Day to all my fellow Dice Masters here in the US. I hope that everyone has a safe and fun holiday!

captain-america-wwii-pose-with-flag-5469

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!

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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 Punisher: War Journal from the Marvel Civil War set.

I’m also adding a new Prime Rating to each of my Confusing Card of the Week articles. They will follow the same rating system as the Unlimited Competitive Rating, since Prime is also a competitive format. You can find a breakdown of how I choose my ratings on my sticky article, Helpful Sites and About this Blog.

w-punisher-war-journal

Ruling – Ability

Punisher has a When Fielded ability. This type of ability only works when you move the character die into field either from your Reserve Pool by paying its fielding cost or by an ability that specifically tells you to field the character die. Swapping the die into the Field Zone or moving/placing the die by other means will not allow you to use the When Fielded ability.

“Field a character at level one from Used Pile.” This type of wording would allow you to use the When Fielded ability.

“Move a character from your Used Pile to the Field Zone at level one.” This type of wording does not allow you to use the When Fielded ability.

Punisher says when you field his die, each non-Sidekick character die that you field for the rest of the turn gains the keyword, Intimidate. Each non-Sidekick character that enters the Field Zone after Punisher will be able to use Intimidate.

Intimidate is a When Fielded ability that allows that character to remove another character die from the Field Zone until end of turn. You can target an opposing character die or one of your own character dice. The removed character die is placed to the side next to your character cards, but do not place it on the character cards. Nothing else can effect the removed dice because they are no longer in the play area.

At the end of turn, the removed character dice will return to the Field Zone at the level they were on when they were removed. These dice do not return until the Clean Up Step, so they will not be eligible as blockers during the Attack Step.

When a character with a When Fielded ability is returned to the Field Zone after being removed by Intimidate, you do not get to activate that ability. The returning character dice are not being fielded.

A character with the Ally keyword would not be able to use the Intimidate granted by Punisher’s ability. When a character with Ally is fielded, they are considered a Sidekick as long as they are in the Field Zone. You are not able to use Intimidate on your characters until they are fielded. If Ally were a triggered ability, like a When Fielded ability, you would be able to choose the order in which they triggered. Ally is a static type effect that happens as soon as the conditions are met. This does not give you a window to use Intimidate.

Miscellaneous Card Information

~ Punisher: War Journal is a Fist Character.
~ He has the Thunderbolts affiliation.
~ He has a max dice of four.
~ This card is an Uncommon and is #92 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:

~ I have a Punisher die, a Sidekick die, an Alfred die, a Wolverine die, an Oracle die, and four fist energy in my Reserve Pool (all my character dice are level one). My opponent has a level three Hulk die and a Sidekick die in the Field Zone.
~ (Main Step) I spend one fist energy (moving it Out of Play) to pay Punisher’s fielding cost, and then field my Punisher die. All non-Sidekick characters that I field for the rest of the turn will gain Intimidate.
~ (Main Step) I spend one fist energy (moving it Out of Play) to use the Global on Anger Issues and target my Punisher die to give him +1A (for a current total of 5A).
~ (Main Step) I field my Sidekick. The Sidekick does not get to use Intimidate.
~ (Main Step) I field my Alfred. He is an Ally as he enters the Field Zone, so he does not get to use Intimidate.
~ (Main Step) I spend one fist energy (moving it Out of Play) to field my Wolverine die. He is not a Sidekick, so he gets to use Intimidate. I target my opponent’s Hulk die and my opponent moves that die next to my character cards, showing that it’s removed from play.
~ (Main Step) I field my Oracle die. She is not a Sidekick, so she gets to use Intimidate. I target my opponent’s Sidekick die and place it next to their Hulk die.
~ (Main Step) I pass priority to my opponent. My opponent does not use any Globals, and passes priority back.
~ (Attack Step – Assign Attackers) I assign my Punisher, Wolverine, and Sidekick as attackers.
~ (Attack Step – Assign Blockers) My opponent does not have any characters to block with.
~ (Attack Step – Actions and Globals) I spend my last fist energy (moving it Out of Play) to use the Global on Anger Issues and target my Punisher die to give him +1A (for a total of 6A). I pass priority to my opponent to give them an opportunity to use Globals. They do not use any and pass priority back to me.
~ (Attack Step – Assign and Resolve Damage) All of my attackers are unblocked and assign their damage to my opponent. Punisher would deal six damage, Wolverine would deal four damage, and the Sidekick would deal one damage, for a total of eleven damage. These unblocked characters are now placed Out of Play.
~ (Clean Up Step) All dice that are Out of Play are moved to the Used Pile. All effects end (unless otherwise stated). The two characters removed from play by Intimidate are placed back in the Field Zone on their previous levels.


Official Sources

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

You can find an official definition for Intimidate on the Keywords Page.

You can find additional information on Intimidate in The Reserve Pool’s Lexicon page, here.

Turn Order Summary Reference

turn-order

Unlimited Competitive Play Rating

I do not see this character making it onto any competitive unlimited team. He cost high, his TFC isn’t good for what his ability does, and he is conditional. I say he’s conditional because there are plenty of competitive teams that don’t need active character dice and not many (if any) of your own characters that benefit from returning to play without being ‘fielded’. Vicious Struggle teams don’t normally field any characters. Other teams would likely not be threatened by the temporary removal of their characters. It might be an annoyance for the one turn, but then you would need to cycle Punisher, and any other characters you’re using with him. If WizKids rules that you can use Allies with Punisher, then that may make him a little better, but still not a card I’d consider for a competitive format.

Punisher: War Journal gets a rating of zero out of five stars.
0 Stars

Prime Play Rating

With the loss of Elf Thief and the lack of cost reduction, this card does not seem very useful in Prime. I will admit, he’s more appealing for a Prime format where you’ll likely see more teams with characters that stay fielded, but you still need to work hard – probably harder – to get this crazy combo to go off. I wouldn’t expect to see him in any top teams in the Prime format either. There are still much better options for crazy combos, and even fun combos that require much less work and are not as frustrating to get functioning.

Punisher: War Journal gets a Prime rating of one out of five stars.
1 Star

Casual Play Rating

I don’t particularly like Punisher for casual play either. His ability can be confusing and difficult to use in a casual setting. A more experienced player could use this card as a teaching tool, but I think there are better alternatives for that. I think the right pilot could run a team with him and cheap fielding characters effectively, but it still would require specific card choices and a really good understanding of the game. If you’re playing in a casual setting and you want to try something different, then maybe this card could give you that. I can’t recommend this card for a brand new player, but more experienced players might be able to build a fun team with him.

Punisher: War Journal gets a casual play rating of two out of five stars.
2 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 Masters!

 

Yesterday, the PDC (Pro Dice Circuit website and Facebook) announced that they will be adding a Draft Championship format and a new constructed format called Prime Championship. The new Prime format is a constructed format that uses a set rotation.

Quotes are excerpts from the PDC article and applications found here.

Draft Championship Format

The PDC Draft Championships will be familiar, as it is the standard Rainbow Draft that we all know and love! This is a popular format across the Dice Masters Community, and the feedback that we received from players and stores was that everyone wanted a friendly, yet competitive component to it. All BAC’s will be legal for this format, so come prepared with all of your cards, or just bring your trusted two that you always play with!

According to the application link in the article, there will be Draft Kits available for stores to purchase. Please speak with your FLGS before signing them up!

2017 Store Draft Championship Kits Include:
– 1 Custom 2017 Draft Store Championship Playmat
– 10 Double-Sided BAC Color Indicator Cards (2 each for the Top 4, 1 for TO and 1 for Fellowship)
– 10 Custom 6-sided Dice (Extras available at $1/per die)
– 1 Free Entry to a 2017 Draft State Championship

I think a Draft Championship is a really cool idea and I’m really pleased to see the PDC doing this. I hope that WizKids will also add a similar format. Drafting in Dice Masters is a lot of fun, and it’s an ever changing game. No two drafts are exactly alike even if you draft a similar team, you won’t come up against the same teams you did before. Drafting is probably one of my favorite Dice Masters formats.

Prime Championship Format

The second format that the PDC is adding is their version of a constructed rotation, called Prime. We’ve all been anxiously awaiting further word from WizKids on a rotation for official WizKids tournaments, but until then we get a taste of what a rotation could look like on a large scale. This new Prime format is not an official WizKids format. For those that plan to play in WKOs and PDC events, you’ll need to test two teams! We are planning to alternate formats at our FLGS to accommodate both formats.

The PDC Prime Championships will focus on constructed play with the newest released sets, similar to the “Modern” format that is found in other CCG’s. For the first year of this format, all sets from World’s Finest forward will be legal including all OP, Team Packs and starters that were released with or after World’s Finest (Alt-Arts and Alt-Art OP’s rotate out with their original card). As additional sets are released, they will become legal for Prime play. Sets will be rotated out annually so that the format stays fresh, engaging, and open to new and seasoned players alike.

I have seen several players speculate about the Alt-Art cards and their legality in a potential WizKids rotation. I think that WizKids is reprinting certain cards, like Focus Power in the Archers OP Kit, so that players can have access to those cards in a rotation format. However, I have no issue or complaint with the PDC for excluding those reprinted cards. If WizKids keeps the reprinted cards in their rotation format, that will give us a different rotation format with different options for play.

The application link for the Prime Store Championship shows what the Prime Kit will contain. It’s very similar to the Draft Kit, except for the playmat wording and the Championship entry. Remember to talk to your FLGS before signing them up!

2017 PDC Prime Store Championship Kits Include:
– 1 Custom 2017 Prime Store Championship Playmat
– 10 Double-Sided BAC Color Indicator Cards (2 each for the Top 4, 1 for TO and 1 for Fellowship)
– 10 Custom 6-sided Dice (Extras available at $1/per die)
– 1 Free Entry to a 2017 Prime State Championship

The dates for the events will vary depending on venue. The date ranges are:

Draft Championships
February 20, 2017 to March 19, 2017

Prime Championships
April 1, 2017 to May 7, 2017

So how does someone prepare and build for an event that’s so very different from an unlimited format?

If I don’t already have an idea of what I want my team to be centered around, I usually start with a win condition, typically using a character ability. I then try to add utility characters to help move the team along to my win condition, and lastly I choose my Basic Action Cards. I usually choose my Basic Actions Cards last because there are several that are practically staples. Most of those Basic Actions are from sets prior to World’s Finest, so for this new Prime format, the first thing I want to do is familiarize myself with which Basic Actions are available. None of the BACs in the currently allowed OP Kits are legal in Prime. Here is a list of the BACs that are currently legal in Prime (which will change between now and April):

World’s Finest BACs

 

Civil War BACs

 

Teenage Mutant Ninja Turtles (Set One) BACs

 

After I’ve familiarized myself with the current list of Prime-Legal BACs, I’ll move into the Character and Non-Basic Action Cards. From there, it’s just like building a regular team. The only difference will be which cards are available. As you’re building, remember that there are key staple cards that will not be available like PXG, Red Dragon, and Blue-Eyes. The Prime format eliminates the use of any Yu-Gi-Oh! or Dungeons and Dragons cards. This is probably the hardest adjustment to make. I’ve already run into that issue where I instinctively want to reach for a D&D card or YGO card and then remember that I can’t use those cards. Building a team without the usual staple cards will be a challenge for all of us veteran-competitive players. I can’t wait to start working on a Prime team for April!

There are still sets and starters that will be added into the Prime format. I would definitely suggest players begin familiarizing themselves with all the current Prime-Legal cards and maybe even practice team building before April.

Players should keep in mind that this is not an official WizKids announcement. For local play, TOs should continue to do what works for their scene. Talk to the players about the PDC’s Prime format and gauge their level of interest. Try not to alienate players that may not be able to afford to purchase newer starters for BACs. If someone wants to play in local Prime events but doesn’t have the appropriate BACs, they should ask their fellow players and see if someone would be kind enough to loan them some for the event. With the way WizKids has planned starter releases, most players will be able to keep up with the starters now. I think that was a great move on the part of WizKids, and it’s helping them set up for their own rotation.

I’m really excited to see how this new format changes up the competitive scene because while many of us are prepping for WKOs, we’ll also be prepping for Prime events. This will definitely open up more topics of conversation at WKOs and even local events. Our locals are already buzzing about this and we will be scheduling a mix of Prime and Unlimited events beginning in January 2017.

What do you and your locals think of the new PDC Championship formats?
What do you think the cutoff for a WizKids rotation should be?
Should WizKids rotate reprints with the originals?

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

Today, we’re going to take a look at  Venom: Abandoned the Stinger  from the Marvel Civil War set.

venom-abandoned-the-stinger

Ruling – Ability

Venom’s ability is a While Active ability. While Active abilities work regardless of how many of that character’s dice are in the Field Zone. While Active abilities are like a light – they’re either on, or they’re off.

Venom’s ability says that you may pay a Mask energy to give your Sidekicks either a +1A or a +1D until the end of turn. Allies will benefit from this ability because they count as Sidekicks while in the Field Zone.

There is no limit to how many times this ability can be used, provided you have the resources to do so. You are not required to choose the same bonus each time you use Venom’s ability in a single turn. If you use it once to give an attack bonus, you may use it a second time to give a defense bonus.

This ability can be used anytime you could use a Global Ability because it does not have a required trigger. Abilities like this are similar to the new keyword ability, Synergy. It’s almost like a Global that your opponent doesn’t have access to, but it requires you have the character active in the Field Zone.

Affiliations and Types

Venom: Abandoned the Stinger is a Mask Character and has the Thunderbolts and Villain affiliations.

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.

Example One:
Ability use in Main Step (either player’s turn).

~  (Main Step) I have one Mask energy and two Wild energy in my Reserve Pool. I have two Venom dice and three Sidekick dice in the Field Zone.
~ (Main Step) I spend one Mask energy (moving it Out of Play) to give all three of my Sidekick dice +1A.
~ (Main Step) I spend one Wild energy as a Mask energy (moving it Out of Play) to give all three of my Sidekick dice +1D.

Example Two:
Ability use in Attack Step (turn player).

~ (Attack Step) I am the turn player, or active player. I have two Mask energy in my Reserve Pool. I have one Venom die and two Sidekick dice in the Field Zone.
~ (Attack Step – Assign Attackers) I decide to attack with my two Sidekick dice, moving them into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent doesn’t have any characters to block with.
~ (Attack Step – Actions and Globals) I can now use Action Dice, but I don’t have any that I want to use. I then look at Globals and abilities that can be used as Globals. I choose to use Venom’s ability.
~ (Attack Step – Actions and Globals) I spend one Mask energy (moving it Out of Play) to use Venom’s ability and give my two Sidekick dice +1A.
~ (Attack Step – Actions and Globals) I spend one Mask energy (moving it Out of Play) to use Venom’s ability a second time and give my two Sidekick dice another +1A. This gives my Sidekick dice a total of 3A.
~ (Attack Step – Actions and Globals) I pass priority to my opponent. They do not use any Globals.
~ (Attack Step – Assign and Resolve Damage) My opponent will take a total of six damage from their life and my Sidekicks go Out of Play.
~ (Clean Up Step) All of the dice that are Out of Play move to the Used Pile. All effects end unless otherwise stated.

Example Three:
Ability use in Attack Step (non-turn player).

~ (Attack Step) I am the non-turn player, or inactive player. I have two Mask energy in my Reserve Pool. I have one Venom die and two Sidekick dice in the Field Zone.
~ (Attack Step – Assign Attackers) My opponent attacks with a character that has two attack and one defense (2A/1D).
~ (Attack Step – Assign Blockers) I decide to block with one of my Sidekick dice.
~ (Attack Step – Actions and Globals) My opponent can now use Action Dice, but doesn’t have any to use. My opponent does not use any Globals. My opponent passes priority to me.
~ (Attack Step – Actions and Globals) I spend one Mask energy (moving it Out of Play) to use Venom’s ability and give my two Sidekick dice +1D.
~ (Attack Step – Actions and Globals) I spend one Mask energy (moving it Out of Play) to use Venom’s ability a second time and give my two Sidekick dice another +1D. This gives my Sidekick dice a total of 3D.
~ (Attack Step – Assign and Resolve Damage) The attacking character is 2A and 1D. My Sidekicks both have 1A and 3D. The attacker will assign its one damage to my blocking Sidekick’s three defense and my Sidekick will assign its one damage to the attacker’s one defense.
~ (Clean Up Step) My Sidekick is not KO’d so it returns to the Field Zone. My opponent’s attacking character is KO’d and goes to the Prep Area.

Official Sources

UPDATE!
There has been a ruling added to WORF for abilities like Venom’s. You can find it, here.

Unfortunately, there aren’t any official sources regarding abilities that don’t have specific triggers. I hope that WizKids will either answer my question or another submitted by someone else about this on WORF. I recently had a discussion on Reddit in regards to these type of abilities. This is the argument I made for my ruling on these type of abilities (edited the card example and some grammar):

Without official guidance, we’re left to deduce when these abilities can be used. It doesn’t make sense that they would function at an odd place in the turn order without explicit instruction. That narrows down where they can be used to the Main Step and the Attack Step. Most logically, it should be available during the Main Step. That means that the turn player could use Venom’s ability at any time during the Main Step. That shouldn’t be a dispute at all for this type of ability. The dispute is over the Attack Step and non-turn player turn.

Venom does not say that you must use his ability during the Main Step. This is enough to make me believe that they turn player can use it during the Attack Step after blockers are assigned, which is when most other abilities and Globals would be used. It doesn’t make sense that you could use it before blockers or after assigning damage.

Venom does not say that he can only be used on your turn. He doesn’t say that he can be used on your opponent’s turn either. But based off of other card abilities, I would say that there would be stipulations in the text saying that you can’t use it on your opponent’s turn. The only time a non-turn player can do anything on the turn player’s turn is after being passed priority during either the Main Step or after blockers are assigned in the Attack Step.

One could argue that because it doesn’t say you can use it on your opponent’s turn that it’s not an option. At this moment, the only argument I have against this is that there are other abilities that can be used on your opponent’s turn that aren’t Globals and they don’t say anything about what turn you can use them. Most of these type of abilities have a specific trigger, but there is evidence of the option to use an ability on an opponent’s turn.

This reasoning is why I’ve ruled abilities like Venom’s as usable anytime you could use a Global Ability, or as though it was a Synergy ability. Always check with you TO ahead of a tournament and see how they wish to rule the card. Until we have an official ruling on WORF, it is possible that these type of abilities could be ruled differently at other venues.

As a general etiquette rule, you should always ask your TO about cards that don’t have official rulings. You are always free to share my rulings with your TO, but remember that my rulings are not official as I am not affiliated with WizKids.

I absolutely believe that abilities like this are the exact reason WizKids created the Synergy keyword. Another Reddit user mentioned this as well. I am very happy that they created the keyword and I hope that they make an errata for cards like Venom that help clarify when these abilities can be used. There isn’t a huge list of cards with abilities that don’t have specified triggers, so making a list of them and giving them Synergy in an official errata would clear up so much confusion.

Competitive Play Rating

Venom totally has potential to be a beast in competitive play, but what hinders him is his purchase cost. There are great Ally characters that could benefit from Venom, but the meta still moves a little too fast for Venom to gain any decent momentum. I could see someone using him as a rogue card or on a rogue team that could catch opponents off guard and slide into a top cut somewhere. If he was a four cost character, he’d be awesome! His fielding costs and stats are on point and the new Swarm Multiple Man (Deadpool set) would be great with Venom! I hope that this card finds its place in competitive play someday.

I also think the confusion over his ability may deter some players from trying to use him. The inconsistent rulings in different locations would be a huge problem for anyone trying to use this card on a regular basis.

Venom: Abandoned the Stinger gets a competitive play rating of three out of five stars.
3 Stars

Casual Play Rating

I’m not a fan of this card for casual play. The biggest reason is the lack of an official source for the use of his ability. You can explain how a card is supposed to work (or how you believe it’s supposed to work), but newer players benefit from being able to see and refer back to the source if need be. This causes lots of confusion and earns him low marks for casual play. If your locals have a good understanding of the rules and how the turn order works, I see no issue with players using Venom. The problem will start when a new player joins the group. As a TO, be consistent with your local rulings and if you decide to change a ruling, make sure all your players are clear on the change and why you made it. If you’re a casual player reading this and your TO has ruled differently than I have in my article, you can show them the article, but don’t be combative over their ruling. TO’s have the final say in their local venues, unless they can see an official ruling states differently. Not everyone will interpret card text the same and as I mentioned before, I’m not affiliated with WizKids.

Venom: Abandoned the Stinger gets a casual play rating of one out of five stars.
1 Star

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!

Today, we’re going to take a look at Ronin: Between Employers from the Marvel Civil War set.

ronin-between-employers

Ruling – Ability

While Ronin is active, you may redirect all damage from one source to one of your Ronin dice, but you can only do this once per turn.

Ronin’s ability is a While Active ability. While Active abilities work regardless of how many of that character’s dice are in the Field Zone. I’ve heard it compared to a light switch – it’s either on, or it’s off.

This ability also says may, which means you do not have to use the ability unless you choose to use it. This also means that if you forget to use the ability, you do not get backtrack to use it.

Ronin’s ability to redirect damage does not change the damage type or alter the damage in any way. If the source is dealing ability damage, then Ronin’s ability is redirecting ability damage. If the source is dealing combat damage, then Ronin’s ability is redirecting combat damage.

If you only have one Ronin die active and he is the target of damage, he may not redirect the damage from that source to himself. I do not have an official ruling on this, but I base it off of the wording in the Rulebook on page 21-22. It says:

Other powers redirect a game effect (usually damage). When an effect is redirected, the target of the effect changes from its original target to the new one as described in the game text, even if the new target is your opponent’s character. The source of the effect remains unchanged from the original.

If Ronin is already the target of the damage, he can’t make himself the ‘new’ target. If you have more than one Ronin active and one is being targeted by damage, you can redirect the damage to the Ronin die that isn’t being targeted.

If a character has an ability that can be triggered or activated multiple times in a turn, each trigger or activation is considered a separate source of damage. This means that an ability that can be used more than once each turn can not be fully redirected by Ronin, only one source or instance can be redirected. A character with an ability that does damage can have that damage redirected, but if that same character attacks, the combat damage cannot be redirected because the combat damage is a different source.

Ronin can only redirect damage and cannot redirect life payment or life loss, such as the one associated with the Global on The Front Line: Basic Action Card.

Ronin’s ability is a reactive ability.

Affiliations and Types

Ronin: Between Employers is a Mask Character and has the Avengers affiliation.

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.

Example One:
Ronin redirecting ability damage.

~ I have one level two Ronin (2A/4D) die active and my opponent has one level one Cheetah: Cursed Archeologist (2A/2D) die active.
~ (Attack Step) My opponent declares Cheetah as an attacker. Her ability triggers and my opponent chooses me as the target.
~ (Attack Step) I tell my opponent that I want to use Ronin’s ability to redirect the damage from Cheetah’s ability to Ronin’s die. Ronin has one damage on him now.
~ (Attack Step) I declare Ronin as a blocker and block Cheetah.
~ (Attack Step – Action Dice and Globals) My opponent doesn’t use any Action Dice or Globals. I decide not to use any Globals.
~ (Attack Step – Assign Damage) Ronin and Cheetah each deal their attack value in damage to each others’ defense. Cheetah is KO’d and placed in the Prep Area. Ronin has three damage on him now but his defense is four, so he isn’t KO’d and stays in the Field Zone.

Example Two:
Ronin redirecting combat damage.

~ I have one level three Ronin (3A/5D) die and one Sidekick die active in the Field Zone. My opponent has a level two Blue Beetle: Jamie Reyes (4A/1D) active in the Field Zone.
~ (Main Step) My opponent spends one Fist energy for the Global on The Front Line: Basic Action Card and targets my Ronin die.
~ (Attack Step) My opponent declares Blue Beetle as an attacker.
~ (Attack Step) I declare my Sidekick as a blocker.
~ (Attack Step – Action Dice and Globals) My opponent doesn’t use any Action Dice or Globals. I decide not to use any Globals.
~ (Attack Step – Assign Damage) I tell my opponent that I want to use Ronin’s ability to redirect the damage from Blue Beetle’s attack to my Ronin die. The damage that Blue Beetle would have done to the Sidekick is now done to Ronin. Ronin is not KO’d because he has a defense of five and has taken no other damage this turn. Blue Beetle takes one damage from the Sidekick that’s blocking him. Blue Beetle is KO’d and sent to the Prep Area because he only has a defense of one. The Sidekick and Ronin remain in the Field Zone.

Example Three:
One Ronin die vs a character with Overcrush.

~ I have one level one Ronin (1A/2D) die in the Field Zone. My opponent has one level two Martian Manhunter: Green Martian (6A/2D) die in the Field Zone.
~ (Attack Step) My opponent declares an attack with Martian Manhunter.
~ (Attack Step) I declare Ronin as a blocker and block the Martian Manhunter.
~ (Attack Step – Action Dice and Globals) My opponent doesn’t use any Action Dice or Globals. I decide not to use any Globals.
~ (Attack Step – Assign Damage) Ronin takes six damage from Martian Manhunter. Martian Manhunter takes one damage from Ronin. Ronin is KO’d and sent to the Prep Area. Martian Manhunter will remain in the Field Zone.
~ (Attack Step – Assign Damage) Because Martian Manhunter has Overcrush, I will take the difference in damage between Martian Manhunter’s attack and Ronin’s defense. I take four damage. I cannot use Ronin to redirect the damage because Ronin is already being damaged by the source.

Example Four:
Two blocking characters (one Ronin) vs a character with Overcrush.

~ I have one level one Ronin (1A/2D) die and a Sidekick die in the Field Zone. My opponent has one level two Martian Manhunter: Green Martian (6A/2D) die in the Field Zone.
~ (Attack Step) My opponent declares an attack with Martian Manhunter.
~ (Attack Step) I declare Ronin and the Sidekick as blockers and block the Martian Manhunter.
~ (Attack Step – Action Dice and Globals) My opponent doesn’t use any Action Dice or Globals. I decide not to use any Globals.
~ (Attack Step – Assign Damage) I tell my opponent that I want to use Ronin’s ability to redirect all Martian Manhunter’s damage to Ronin so the Sidekick doesn’t take any damage.
~ (Attack Step – Assign Damage) Ronin takes all six of Martian Manhunter’s damage and the Sidekick takes zero damage. Because there is still a blocker, Martian Manhunter’s Overcrush does not hit my life total.

Example Five:
One Ronin blocking and one Ronin not blocking vs a character with Overcrush.

~ I have two level one Ronin (1A/2D) dice in the Field Zone. My opponent has one level two Martian Manhunter: Green Martian (6A/2D) die in the Field Zone.
~ (Attack Step) My opponent declares an attack with Martian Manhunter.
~ (Attack Step) I declare one Ronin as a blocker and block the Martian Manhunter.
~ (Attack Step – Action Dice and Globals) My opponent doesn’t use any Action Dice or Globals. I decide not to use any Globals.
~ (Attack Step – Assign Damage) I tell my opponent that I want to use Ronin’s ability to redirect all Martian Manhunter’s damage to the Ronin die that isn’t blocking.
~ (Attack Step – Assign Damage) The Ronin die that isn’t blocking takes all six of Martian Manhunter’s damage and the Ronin that is blocking takes zero damage. Because there is still a blocker, Martian Manhunter’s Overcrush does not hit my life total.

Example Six:
Two Ronin dice blocking two characters with Overcrush.

~ I have two level one Ronin (1A/2D) dice in the Field Zone. My opponent has two level two Martian Manhunter: Green Martian (6A/2D) dice in the Field Zone.
~ (Attack Step) My opponent declares an attack with both Martian Manhunter dice.
~ (Attack Step) I declare each Ronin as a blocker and block each Martian Manhunter die with a Ronin die.
(Ronin 1 blocking Martian Manhunter 1, Ronin 2 blocking Martian Manhunter 2)
~ (Attack Step – Action Dice and Globals) My opponent doesn’t use any Action Dice or Globals. I decide not to use any Globals.
~ (Attack Step – Assign Damage) I tell my opponent that I want to use my Ronin 1’s ability to redirect all of the Martian Manhunter 2’s damage to Ronin 1’s die.
~ (Attack Step – Assign Damage) Ronin 1 is KO’d and Martian Manhuter 1 hits my life total for six because his blocker was KO’d. Ronin 2 is not KO’d and Martian Manhunter 2 doesn’t deal any damage to my life total.

Example Seven:
Ronin vs multiple triggers from one character.

~ I have a level two Ronin (2A/4D) die in the Field Zone. My opponent has a level two Nova: The Human Rocket (5A/6D) die in the Field Zone.
~ (Attack Step) My opponent declares an attack with Nova.
~ (Attack Step) I declare Ronin as a blocker and block Nova.
~ (Attack Step – Action Dice and Globals) My opponent doesn’t use any Action Dice, but does use the Global on the Magic Missile: Basic Action Card to do one damage to Nova.
~ (Attack Step – Action Dice and Globals) I tell my opponent that I want to use Ronin’s ability to redirect the ability damage from Nova to my Ronin die.
~ (Attack Step – Action Dice and Globals) My opponent chooses to use the Global on Magic Missile a second time. I cannot redirect the damage this time because this is a new source of damage. I take two damage.
~ (Attack Step – Assign Damage) Nova takes two damage from Ronin, and Ronin takes five damage from Nova. Nova ended up taking a total of four damage, one from each Magic Missile Global and two from Ronin. Ronin has already taken two damage from Nova’s ability and now takes five from his attack for a total of seven. Nova is not KO’d and remains in the Field Zone. Ronin is KO’d and sent to the Prep Area. Because Ronin dealt damage to Nova, I will take two damage from Nova’s ability.

Official Sources

You can find an official ruling referencing Ronin: Between Employers, here.

Page 21-22 of the Civil War Rulebook Preventing and Redirecting can be found towards the bottom of the page.
Page 21 of the Civil War Rulebook – Active and Fielded explains how While Active abilities work.

Competitive Play Rating

Ronin is a very powerful card and can easily turn the tides in your favor. His ability can be super complicated and even ruled differently in different venues, so I would recommend you clarify rulings about him with the TO beforehand. I’ve seen first hand how much Ronin can change the outcome of a game. His purchase cost is so good for such a powerful ability and since he’s a Mask character, you could easily benefit from his energy faces if he doesn’t roll a character face. His fielding costs are near perfect and his level two and three defenses are decent enough that he can survive most individual sources of damage. He’s definitely a card to consider on almost any team for competitive play.

Ronin: Between Employers gets a competitive play rating of four out of five stars.
4 Stars

Casual Play Rating

Ronin is very powerful for competitive play, but I wouldn’t recommend him for casual play. His ability is very complicated to use and could be very intimidating for a beginner to play against. If you want to use Ronin because you like the character, I would suggest either Ronin: Continuing the Name or Ronin: Lone Warrior when you play in a casual setting. Save the big nasty for the competitive scene. The ability of Lone Warrior is close to the ability of Between Employers, but it’s less intimidating. If the casual players in your scene play on a more competitive level, then Between Employers might not be a big deal. But I always look at my casual ratings as though the card is being used around a group of beginners. Use your best judgement when it comes to your local casual scene and always remember that casual settings should be about enjoying the game play and not have so much focus on always winning.

Ronin: Between Employers gets a casual play rating of one out of five stars.
1 Star

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 Masters!

 

Here is my next installment of my Top List articles, Top 10 Bolt Characters! And once again, Travis and Aaron have contributed their lists, so a huge thanks to them for their help!

The cards I chose are cards that are either very important to the major competitive meta, cards that make for extremely fun combos, or cards that help to shape the game.

Each card has a link to their TRP Wiki page. If you’d like a closer look at the card, follow the link. A huge thanks to TRP for their Wiki. It’s an extremely valuable tool for many players and folks like myself.

Honorable Mentions

I’ve decided to kick this list off with my honorable mentions before doing the countdown to my number one – top Bolt Character.

These cards either have great Globals or very useful abilities and maybe are not used as much as they should be. Here are my honorable mentions:

~ Captain Marvel, Kree-Powered
~ Cheetah, Cursed Archaeologist
~ Cyclops, If Looks Could Kill
~ Fatality, Bounty Hunter
~ Wasp, Founding Avenger

DDK’s Top 10 Bolt Characters
Number 10

Human Torch, Johnny Storm
Avengers vs X-Men, Uncommon

I really like Johnny Storm’s ability and it was one of the earliest ‘burn’ abilities. His ability is great because it damages your opponent and a character. You can easily target one of your own characters with a brutal ability, like Hulk, Green Goliath, and wreck your opponent’s field. That combo is still being used to this day. That’s one of the reasons Johnny Storm squeaked into my list at number ten. He’s very effective with a combo character, but he can be used alone as well.

Number 9

Kryptonite, Green Death
World’s Finest, Common

I love this Non-Basic Action Card and I know it’s not technically a character, but it uses a character slot on your team. It blanks a character during your turn, so it helps you get around Oracle while leaving other potentially useful characters untouched. There are times that I don’t want to Prismatic Spray my opponent’s entire side, because I may want to use one of their Globals during my Attack Step. I will always choose Kryptonite over Spray.

Number 8

Red Dragon, Lesser Dragon
Battle for Faerûn, Common

Red Dragon has a decent ability if you want to purchase him, but he’s really just on my list because of his Global. The reason he’s not higher is because he needs to be on a team that is going to use Action Dice as their important/main purchases. I would use him over Blue-Eyes, I would if Actions were my main thing. He does a little damage to your opponent and then reduced the Action Die’s cost. You can’t get much better than that for Actions!

Number 7

Foot Ninja, Ninja Syndicate
Teenage Mutant Ninja Turtles Box, Common

Foot Ninja is going to become a key card for Flying Sidekicks, or Sidekick heavy teams. He’s too good to pass up! He can plug into other teams fairly easily, but he won’t work as well as he would on a Sidekick specific team. This is one of my favorite cards from my favorite set, but because he works primarily best on a specific team, he only makes number seven on my list.

Number 6

Lantern Ring, Limited Only By Imagination
War of Light, Rare

And I know this isn’t a character, but it does use a character slot. I can’t put this higher on my list than number six, even though it’s a meta card and it’s really good. I’ve put it on teams as a miscellaneous card and found that I didn’t want to buy it because it clogged my bag on teams that didn’t need it. It can theoretically work on any team, but I wouldn’t recommend it for any team that has more than two energy types as main attackers. I find myself using my energy and not holding it for the Attack Step.

Number 5

Miri Riam, Beacon In the Dark
War of Light, Common

Miri is a great character to help you field one cost characters really fast. She works for Swarm Kobolds or Morphing Jars, and if you’re using a Guy Gardner team – she gets more Guys out for you. She’s a key component for Rush teams.

Number 4

Nova, The Human Rocket
Avengers vs X-Men, Rare

I’m sure most folks thought that Nova would be number one, but he’s not! Surprise! He’s my number four because he does have a higher purchasing cost and higher fielding cost on level three. But his ability is what ‘rockets’ him to number four instead of just an honorable mention. You don’t need to attack with him to use his ability. You can attack with any character and then use a Global like the one on Magic Missile, and do damage to Nova to damage your opponent. Then your Nova is still in the Field for your opponent’s turn. He’s got great stats and a very unique ability.

Number 3

Green Goblin, “Gobby”
Avengers vs X-Men, Super Rare

Gobby was a meta shaping character at one point and that’s the main reason he’s number three on my list. He works great with cards that have abilities or Globals that help you get Sidekicks out, like Ring, Lesser Gear or White Tiger, Mystical Amulet. When you pair Gobby with Parallax‘s Global, he can be brutal. But playing the lottery is always a risk.

Number 2

Dwarf Wizard, Paragon Zhentarim
Faerûn Under Siege, Rare

This card is really good and is hard to get around at times. He works well on any team and even better on a Bolt Ring Team. He’s a favorite card of mine and he doesn’t need much explanation on why he’s number two on my list.

Number 1

Blue-Eyes White Dragon, Monstrous Dragon
Yu-Gi-Oh!, Rare

And what should be no surprise to anyone at all – Blue-Eyes tops my list! This card changed the meta is such a huge way that he’s played on about 80% of teams. He’s got such a great Global that is very dynamic for many teams. There are lots of characters that have KO abilities and his Global helps you move those along. Solomon Grundy, Buried on a Sunday is one such character. There isn’t much that needs to be said about how good this card is, and he even has a decent ability, not just an amazing Global!

Breakdown of rarity on my list:

Super Rare = 1
Rare = 4
Uncommon = 1
Common/Starter = 4

Travis and Aaron’s Top Ten Lists

I only added links in their lists for cards not mentioned above.

Travis is my husband and can play almost any team you put in his hands. He’s very knowledgeable and creative when it comes to competitive teams. His list is based off of cards he actually plays, wants to play, or cards he really likes. He didn’t pick cards just because they’re in the major competitive meta.

Travis’s List:

10. Green Goblin, “Gobby”
9.  Green Goblin, Goblin Lord
8.  Red Dragon, Epic Dragon
7.  Starfire, Koriand’r
6.  Cyclops, If Looks Could Kill
5.  Dwarf Wizard, Paragon Zhentarim
4.  Human Torch, Johnny Storm
3.  Miri Riam, Beacon In the Dark
2.  Foot Ninja, Ninja Syndicate
1.  Blue-Eyes White Dragon, Monstrous Dragon

Aaron is the son of our FLGS’s owner. He’s got the skill to be competitive, but prefers to play different teams with quirky mechanics, or teams that aren’t what you’d expect. He’s practically grown up in the store and played just about every collectible game out there.

Aaron’s List:

10. Cyclops, If Looks Could Kill
9.  Foot Ninja, Shredder’s Army
8.  Cockatrice, Minion Monstrosity
7.  Human Torch, Johnny Storm
6.  Kryptonite, Green Death
5.  Miri Riam, Beacon In the Dark
4.  Dwarf Wizard, Paragon Zhentarim
3.  Green Goblin, “Gobby”
2.  Lantern Ring, Limited Only By Imagination
1.  Blue-Eyes White Dragon, Monstrous Dragon

Thanks for checking out our lists!

Is my list close to yours?
What are some cards on your Top List?
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 Masters!

 

I’m back this week with an article similar to TRP’s recent Podcast with my Top 10 Shield Character List. Travis and Aaron have also contributed again this week with their lists.

The cards I chose are cards that are either very important to the major competitive meta, cards that make for extremely fun combos, or cards that help to shape the game.

Each card has a link to their TRP Wiki page. If you’d like a closer look at the card, follow the link. A huge thanks to TRP for their Wiki. It’s an extremely valuable tool for many players and folks like myself.

Honorable Mentions

I’ve decided to kick this list off with my honorable mentions before doing the countdown to my number one – top Shield Character. These cards either have great Globals or very useful abilities and maybe are not used as much as they should be. Here are my honorable mentions:

~ Lord of D., Dragon Protector
~ April, Channel 6 Reporter
~ Angel, Inspiring
~ Songbird, Sonic Constructs

DDK’s Top 10 Shield Characters
Number 10

Constantine, Antihero
Justice League, Common

The reason Antihero squeaked into my list at number ten is because of how popular a few Continuous Action Dice are, like Lantern Ring, Limited Only By Imagination. His purchase cost is not expensive and if you can’t use his ability, he makes for an inexpensive chump blocker. If Continuous Action Dice weren’t as prevalent in the meta, this card would not have made it onto my list. He was used against me several times at the WKO2 I played in, but luckily I was able roll my Lantern Ring on an Action Side almost every time.

Number 9

Groot, We Are Groot
Age of Ultron, Super Rare

I love how versatile this card is. You don’t have to run a single affiliation to get his defense bonus, and if that’s what you’re lacking on your team, check this guy out! He is kinda pricey, but there are plenty of cost reducers and his benefits definitely outweigh the con of his purchase cost. His level one side is very weak, but his other sides have great stats. He only needs to be active to give your characters the defense bonus.

Number 8

Giant Spider, Greater Beast
Faerûn Under Siege, Uncommon

This character has a Global that elevates him to my number eight spot. His ability is great and his purchase cost is fantastic, but it really is the Global that makes this card that much better. He helps you get around a nuisance character because you can force that character to block, then attack with only one character that has the power to take it out. There are plenty of attack pumping Globals to help increase your attackers damage as well.

Number 7

Ring, Lesser Gear
Faerûn Under Siege, Common

This card is a big part of several teams and this card’s Global is the reason it’s made it to number seven on my list. If not for this Global, this card would not have even made it to my honorable mentions. Using this Global to bring a Sidekick die into your Reserve Pool on any side you want is extremely good! This could make or break a turn for some teams, and luckily, it doesn’t have to be paid with an energy from a Sidekick die.

Number 6

Alfred Pennyworth, Mi-5
World’s Finest, Uncommon

Alfred is a key component to most Bat-Bomb teams, but he’s useful to other teams as well. His overall usefulness is why he made it all the way to my number six spot. He makes for a great blocker as well, because he could just come right back without you having to reroll him. He’s a great card for beginners too and that’s one thing I take into consideration. He makes for a fantastic draft pick if you’re lucky enough to grab one.

Number 5

Constantine, Hellblazer
Justice League, Super Rare

There is not much need for explanation on this card or why he’s at number five on my list. He’s cheap to buy, he’s easy to field, and his ability is amazing. He’s a very popular card and used by many players, but he’s not one that is why he’s not a little higher on my list.

Number 4

Nick Fury, Patch
Avengers vs X-Men, Rare

I love Avengers teams and Patch is a character that every Avengers team should consider adding. He allows your unblocked Avengers to deal their attack damage to your opponent twice. With Patch active, if you’re able to get an unblocked Avenger with an attack of ten through to your opponent, that’s 20 damage. Even an attack of four can be very painful because Patch makes it eight damage instead. Patch is almost a must have for Avengers and they can be devastating if the team is built well.

Number 3

Jinzo, Trap Destroyer
Yu-Gi-Oh!, Rare

Jinzo is such a pain to players that use lots of Globals or use a particular Global a lot. He slowly kills your opponent while you’re setting up for the finishing blow. The only reason he’s not higher on my list is because of his purchase cost. You can reduce his cost with one of the cost reducers, but you need him active as early as possible. He’s usually the biggest target in the Field Zone for cards like Dwarf Wizard, Prismatic Spray, and Kryptonite. He’s still a really good character and he’s used a lot.

Number 2

The Joker, Clown Prince of Crime
Justice League, Uncommon

I love control cards – as most of you know. Clown Prince is probably one of my favorite control cards, aside from Oracle. He keeps your opponent from fielding that nuisance character as long as Joker is active. I haven’t used him as much as I should because there are other local players that used him and I don’t like using the same cards as other locals. He hasn’t seen much activity in our local scene lately so I may have to build a new control team with him. I like to pair him with Oracle and Cerebro, Supercomputer and a heavy hitter for win condition.

Number 1

Half-Elf Bard, Master Lords’ Alliance
Faerûn Under Siege (Starter), Common

I’m not sure this comes as a surprise to anyone, but Bard is my number one pick. He’s not number one because I like him or play him, he’s number one because he’s shaped the current meta. He’s got such an amazing ability, and it’s too good. I personally feel that this card is one that needs an errata or a ban, because there aren’t many answers that work well enough to stop or slow this card. Bard comes from the Faerûn Under Siege starter, which is so great for newer players.

Breakdown of rarity on my list:

Super Rare = 2
Rare = 2
Uncommon = 3
Common/Starter = 3

Travis and Aaron’s Top Ten Lists

I only added links in their lists for cards not mentioned above.

Travis is my husband and can play almost any team you put in his hands. He’s very knowledgeable and creative when it comes to competitive teams. His list is based off of cards he actually plays, wants to play, or cards he really likes. He didn’t pick cards just because they’re in the major competitive meta.

Travis’s List:

10. Half-Elf Bard, Master Lords’ Alliance
9.  Nick Fury, Patch
8.  Sangan, Zealous Supporter
7.  The Joker, Clown Prince of Crime
6.  Wonder Girl, Cassie Sandsmark
5.  Jinzo, Trap Destroyer
4.  Human Paladin, Lesser Emerald Enclave
3.  Captain America, Natural Leader
2.  Constantine, Hellblazer
1.  Constantine, Antihero

Aaron is the son of our FLGS’s owner. He’s got the skill to be competitive, but prefers to play different teams with quirky mechanics, or teams that aren’t what you’d expect. He’s practically grown up in the store and played just about every collectible game out there.

Aaron’s List:

10. Songbird, Sonic Constructs
9.  Angel, Inspiring
8.  Lord of D., Dragon Protector
7.  Aquaman, Orin
6.  Giant Spider, Greater Beast
5.  Jinzo, Trap Destroyer
4.  Millennium Puzzle, The Eternal Dungeon
3.  Constantine, Antihero
2.  Alfred Pennyworth, MI-5
1.  Half-Elf Bard, Master Lords’ Alliance

Thanks for checking out our lists!

Is my list close to yours?
What are some cards on your Top List?
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!

 

Today, we’re going to take a look at Superhero Registration Act, Basic Action Card from the Marvel Civil War Starter Set.

Superhero Registration Act

Ruling – Ability

This Basic Action Card has the Enlistment ability that allows you to draw and roll three dice unless your opponent KOs one of their character dice. If your opponent KOs one of their dice, you only get to draw and roll two dice. Any dice that are showing a character face in the Field Zone are eligible to be chosen for this ability, including Sidekicks.

Example One:

~ I roll a Superhero Registration Act on an action side.
~ I use it and my opponent chooses to not use the Enlistment ability.
~ I draw three dice from my bag and roll them.

Example Two:

~ I roll a Superhero Registration Act on an action side.
~ I use it and my opponent chooses to KO one of their Sidekicks for the Enlistment ability.
~ I draw two dice from my bag and roll them.

If you need to draw two dice and only have one in your bag, you draw the one die, refill your bag from your Used Pile, and then draw your second die.

You must complete your initial roll and reroll step before using this Action Die. When you draw and roll your dice, you only roll them one time. You do not automatically get a reroll, but these dice can be rerolled with other card effects, like the Global on Parallax, Source of Terror.

Official Sources

There currently are not any official sources referencing this specific card.
Here is the Gearing Up Ruling on drawing dice.

Competitive Play Rating

I remember the days of Gearing Up and how good that card used to be. Superhero Registration Act is just a little better because you could get three dice instead of just two. But, with Professor X dominating fields across the world, cards like this fall short of the meta list. If I were going to build a team and not bring Professor X, I would definitely add Superhero Registration Act. The one disadvantage to using this card is the Enlistment. If your opponent was using characters that need to be KO’d or that would benefit them if they were KO’d, they would use Enlistment every chance they had.

Superhero Registration Act, Basic Action Card gets a competitive play rating of two out of five stars.
2 Stars

Casual Play Rating

Superhero Registration Act is a great card for casual play. It helps players learn to manage their bag and Used Pile as well as game state awareness for abilities like Enlistment. I gives new players a chance to ramp energy without trying to chase down a Professor X if their area didn’t get a surplus of Uncanny X-Men. This card is much easier to get, since it comes in the Civil War starter (the newest Marvel starter at time of writing). Most players don’t take into account what their opponent may be bringing for their Basic Actions. This card also helps to show new players that even though you have a plan on what you’re supposed to buy, sometimes you have to improvise.

Superhero Registration Act, Basic Action Card gets a casual play rating of four out of five stars.
4 Stars

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Roll on, Dice Masters!

Greetings Fellow Dice Masters!

 

I’ve been wanting to do ‘Top List’ articles for a while, but I haven’t felt inspired to do any. This week, The Reserve Pool’s podcast episode is a Top 10 Mask Character list (based off of the episode description). I haven’t listened to it, because I don’t want any subconscious influences on my list. Being that I admire TRP so much, it would be hard to make my own list without thinking of theirs. I also wanted to add the lists of two other players, just to see how other folks ranked cards. You can find them toward the end of the article.

I started the process by writing down all the Mask Characters that I liked and ended up with a list of twenty characters. I looked over the list and tried to find the best way to break it down. I ended up with my top ten cards, and five honorable mentions. The cards I chose are cards that are either very important to the major competitive meta, cards that make for extremely fun combos, or cards that help to shape the game.

Each card has a link to their TRP Wiki page. If you’d like a closer look at the card, follow the link. A huge thanks to TRP for their Wiki. It’s an extremely valuable tool for many players and folks like myself.

Honorable Mentions

I’ve decided to kick this list off with my honorable mentions before doing the countdown to my number one – top Mask Character.

These cards either have great Globals or very useful abilities and maybe are not used as much as they should be. Here are my honorable mentions:

~ Lyssa Drak, Future Sight
~ Parallax, Source of Terror
~ Raven, Azarath Metrion Zinthos!
~ Scarecrow, Legion of Doom
~ Storm, Wind Rider

And because I haven’t listened to the Podcast, I was unsure if they included Non-Basic Actions in their lists. I felt that two deserve to be mentioned:

~ Cerebro, Supercomputer
~ Ring of Magnetism, Action Attraction

DDK’s Top 10 Mask Characters
Number 10

Black Cat, Party Hardy
The Amazing Spider-Man, Super Rare

Black Cat squeaked into my tenth place spot, just beating out Storm. I know that Storm does damage, but Black Cat can potentially clear an entire wall from the Field Zone. Black Cat does not target characters either, like Storm does, she targets the opponent. This is also an interesting mechanic that you don’t see much – targeting an opponent for effect as opposed to targeting for damage. That’s why she made the cut and Storm only made it to honorable mentions. Black Cat has decent stats on level one and two for the fielding cost, while her level three fielding cost is mediocre. She can pack a punch on an opponent that doesn’t have any blockers and if you’re using Blue-Eyes White Dragon, she can be practically devastating.

Number 9

Loki, Gem-Keeper
Avengers vs X-Men, Rare

Loki has been a favorite of mine since the early days of AvX. He’s one of the earliest versions of direct control and he’s got a super beefy defense. Back in AvX days, he was very difficult to buy, like all characters with a cost of five of more, but now we have shenanigans to help with that. Characters that have high defense stats are usually difficult to get around through damaging him. If you’re facing off against a Loki, you almost need a Kryptonite or Prismatic Spray to get around him. He’s not a character you want to see across the table from you. I love using this card even though I haven’t used him in a while. I like playing aggressive control teams, but I’m usually lacking in the defense department, and he brings that defensive side too.

Number 8

Dick Grayson, Brand New Bat
World’s Finest, Rare

I love my Bat-Bomb team so much, but it’s about to go under construction. It’s so much fun to play, but it can sometimes crash and burn. I’ve written a CCW about this card before, because there are so many facets to the mechanics of his ability. He can literally KO your opponent with one attack, by himself – if you build a team around him. He takes my number eight spot because of how unique and unusual his ability is, but also because of how powerful he can be when paired with the right cards. He also has a Global that works well with many other cards in the World’s Finest set.

Number 7

Venom, Symbiotic Organism
Civil War, Uncommon

This Venom is totally going on my Sidekick/Ally team with Foot Ninja and Falcon. This card is brutal! Not only do you have a little control on this card, but you have that ‘burn’ or direct damage on it too. This card is right perfect for my play style and I’m personally shocked that I haven’t built a team with him yet. I will most definitely remedy that soon! I know his purchase cost is five and folks cringe at that, but his stats and fielding costs are great! You don’t normally see control paired with direct damage on the same card like this, and since Allies count as Sidekicks when in the Field Zone, they will trigger his ability. I can’t wait to put this team together.

Number 6

Two-Face, Double Deal
World’s Finest, Uncommon

This card… oh my goodness! Block him if you want to, but he’s hitting you too! I currently use this card on my Villain team and I also featured him in a CCW. But just imagine this guy having Overcrush and pumping his attack up. His fielding costs and stats seem good, especially for his ability. Using a Global, like the one on Polymorph, can help you level him up for maximum damage. There are so many things you can do with this card, and he’s not limited to a team of only Villains, but he works well with other Villains.

Number 5

Beholder, Lesser Aberration
Fearûn Under Siege, Common

Who doesn’t like free stuff? This character’s ability is so good. When you field him, you get two different Globals for free. This helps you get around that pesky Jinzo and Oracle too – free is free. The only thing is, you have to use two different cards. You can’t use your Professor X two times, but you could use yours and your opponent’s because they’re two ‘different’ cards. He’s great fodder for Blue-Eyes too because of his fielding costs. Not only does he have some of the best fielding costs, but his he has stats that are amazing too!

Number 4

Morphing Jar, Canopic Jar
Yu-Gi-Oh!, Common

This card took my fourth place spot because it was a minor game changing card when it released. This was the first card with a purchase cost of one. It’s also a Mask character… so when Yu-Gi-Oh! released and we pulled our first Morphing Jar, we were stunned. We couldn’t believe there was a one cost Mask Character. We realized just how fast the game was going to speed up at that point – mainly because you could buy them quickly and use them for PXG. This card doesn’t need text, primarily because of it’s purchase cost. It’s okay if you don’t roll energy with this die because the stats are pretty good and the fielding costs are great!

Number 3

Oracle, Master Investigator
World’s Finest (Starter), Common

#OracleHypeIsReal
I’ve loved this character since the first time I actually used her. I love control stuff, like I mentioned earlier and Oracle is very much a control card. She taxes your opponent an energy when they try to use a Global, which doesn’t seem like much, but it makes you change the way you play. Instead of spending an energy for a Polymorph Global, you gotta save it so you can PXG. She’s very difficult to play around if you’re not prepared! She a four cost character that also provides a decent defense, but you don’t have to worry about her getting KO’d. Why is that, you ask? Her fielding costs on all sides are zero – that’s right – 0, 0, 0. What more could you want?

Number 2

Elf Thief, Lesser Harper
Faerûn Under Siege, Common

This is probably one of the most devastating cards that can be easily manipulated. You only need Parallax’s Global and some lucky rolls and your opponent will not have any energy left in their Reserve Pool. As long as you have an energy in your Reserve Pool, you can field the Elf Thief for free – yay free stuff! You could use the energy you steal to use Parallax’s Global and then reroll that Elf Thief again. While Parallax is used to help this card become such a force of nature, this card can stand on it’s own. That’s why it’s so high on my list and why Parallax only made an honorable mention. This card makes for perfect Blue-Eyes fodder too. You do not want to see this card across from you, because it’s hard to play around – more so than Oracle. You really need a backup plan in place on your team, just in case you come across this card, which is likely since it’s a common.

Number 1

Professor X, Recruiting Young Mutants
Uncanny X-Men, Common

And here it is – my number one pick on Mask characters! I know that many folks like the rare version, Professor X, Trainer, over the common, but I prefer the common. I could see myself using the common to more advantage than just being able to give a static buff to my Sidekicks – that is, if I had to purchase him. But that’s not why either of them would have made this top spot. The reason I picked Professor X as my top Mask character is because of his Global. PXG literally changed the game, and it has shaped the game since the release of Uncanny X-Men in October of 2014. We really only had Beast, Mutate #666 and Gambit, Ace in the Hole for ramp and churn, so when we saw this Global, we all knew this card would be a complete game changer. This card is a staple on almost every team and if you can build a team that can function on a high level of play without PXG, then you have something special! We saw that it can be done with the rise of the Bard Blitz team. I hate to think of what the game would be like without this Global, but at least it won’t be as bad as it was in AvX days.

Breakdown of rarity on my list:

Super Rare = 1
Rare = 2
Uncommon = 2
Common/Starter = 5

Travis and Aaron’s Top Ten Lists

I only added links in their lists for cards not mentioned above.

Travis is my husband and can play almost any team you put in his hands. He’s very knowledgeable and creative when it comes to competitive teams. I hope that he’ll write guest articles for for blog someday! Also – his list is based off of cards he actually plays, wants to play, or cards he really likes. He didn’t pick cards just because they’re in the major competitive meta.

Travis’s List:

10. Morphing Jar, Canopic Jar
9.  The Penguin, Bully
8.  Two-Face, Double Deal
7.  Wasp, Fashionista
6.  Loki, Gem-Keeper
5.  Batman, Cowardly and Superstitious Lot
4.  Dick Grayson, Brand New Bat
3.  Scarecrow, Legion of Doom
2.  Oracle, Master Investigator
1.  Professor X, Trainer

Aaron is the son of our FLGS’s owner. He’s got the skill to be competitive, but prefers to play different teams with quirky mechanics, or teams that aren’t what you’d expect. He’s practically grown up in the store and played just about every collectible game out there.

Aaron’s List:

10. Lyssa Drak, Future Sight
9.  Storm, Wind Rider
8.  Black Cat, Party Hardy
7.  Beholder, Lesser Aberration
6.  Elf Thief, Lesser Harper
5.  Ronin, Between Employers
4.  Scarecrow, Legion of Doom
3.  Oracle, Master Investigator
2.  Professor X, Recruiting Young Mutants
1.  Morphing Jar, Canopic Jar

Thanks for checking out our lists!

Is my list close to yours?
What are some cards on your Top List?
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!

 

Today, we’re going to take a look at Falcon, Aviary from the Marvel Civil War set.

        Falcon, Aviary.png

Ruling – Ability

Falcon has the Enlistment ability. Enlistment allows you to gain a benefit based on the card text, but your opponent may prevent the ability if they KO one of their characters. Falcon’s Enlistment is also a ‘While Active’ ability. ‘While Active’ abilities will only check that you have at least one of the character dice in the Field Zone. The ability will not trigger for each active Falcon die.

Falcon says that while he’s active, you gain one life when your opponent fields a Sidekick. Your opponent may prevent this from happening if they KO one of their character dice. They may choose any character that they have in the Field Zone, including the Sidekick they just fielded. The Sidekick is eligible to be KO’d because it has to completely enter the Field Zone to trigger the Enlistment ability.

A character with the keyword Ally will trigger Falcon’s Enlistment because Falcon checks to see if you put a Sidekick in the Field Zone and Allies count as Sidekicks while in the Field Zone.

Note – Your life total can not go above 20.

Example 1:

~ I have two Falcon dice in my Field Zone.
~ My opponent fields a Sidekick die.
~ I announce my Enlistment ability and give my opponent an opportunity to react.
~ My opponent chooses to not KO a character die.
~ I gain one life. If I’m at 20 life already, then my life total remains 20.

Example 2:

~ I have two Falcon dice in my Field Zone.
~ My opponent fields a Sidekick die.
~ I announce my Enlistment ability and give my opponent an opportunity to react.
~ My opponent chooses to KO the Sidekick they just fielded.
~ I do not gain any life.

Official Sources

Here is the official Ruling for Half-Elf Bard, Master Lords’ Alliance, which can be used to clarify whether Sidekicks count as character dice in the Field Zone.

Here is the official Ruling for Save Civilians which can be used to clarify about Allies.

Competitive Play Rating

I really like this card for both competitive and casual play. While I don’t see this card making top lists in many major events, it’s possible a rogue team could get him into a Top Cut somewhere. By the way – he’s an awesome draft pick! He has a total fielding cost (TFC) of four, which is a little on the pricey side for competitive play. His level one and two are both a cost of one which isn’t too bad, so unless you’re rolling him on level three consistently, you’ll be paying one energy to field him. He has a great purchase cost of three energy. He also makes your opponent think twice about fielding their Sidekicks and Allies the later the game goes. Depending on the team your facing, Falcon could help them too as an alternative to KO something for an ability. Falcon’s Enlistment would be like throwing gasoline on a fire for my Alfred/Dick Grayson BatBomb team. I still really like this card but with Falcon, Recon in the meta, I just don’t see Aviary getting much action outside of rogue teams or just simply casual play.

Falcon, Aviary gets a competitive play rating of two out of five stars.
2 Stars

Casual Play Rating

For casual play, this card is fantastic! In a meta practically void of Bards and Vicious Struggle, this card can shine. His ability is not difficult to explain or execute, so beginners can play this character with little trouble. He’s a great character for a beginner team with his purchase cost of three and total fielding cost of four. Keeping him alive may be a bit of trouble, but with a Global like the one on Ant-Man, Pym Particles, he should be okay. I’m totally planning on building a team utilizing these two and maybe even Nick Fury, Patch!

 Falcon, Aviary gets a casual play rating of four out of five stars.
4 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!

Roll on, Dice Masters!