Posts Tagged ‘Combat Damage’

Greetings Fellow Dice Fans!

 

WizKids has released its second Team Pack, The Defenders. I hope they plan to release some DC Team Packs at some point, but so far there have only been the two Marvel ones, and another Marvel one scheduled for release later this year.

Logo

I did an unboxing video for The Defenders Team Pack and you can find it on YouTube, here. I goofed toward the end of the video though. I meant to say, “check out my review article” – not “check out my review video” – Oops!

Team Pack

02 Team Pack

Pack Contents

~ 24 Character Cards
~ 16 Dice

Keywords

There is one returning keyword in this set, and no new ones.

Returning Keywords:
Overcrush

Affiliations

There is a new affiliation and a returning affiliation.

New!
Defenders

Returning

Villains

Characters

Clea

Star Crossed has a ruling on WORF in regards to Overcrush – which is important to mention here. A character with Overcrush that is ‘blocked’ with Clea’s ability will deal it’s full damage to the defending player. Don’t use Clea’s ability to ‘block’ a character with Overcrush unless you want to take the full amount of damage. Since that character is declared blocked, it would also remain in the Field Zone. Not sure I like Star Crossed much and I don’t like Mistress of the Dark Dimension‘s ability that much either. On Stranger Tides is the only version of Clea I like, but at a cost of six, I don’t think she’ll be making any of my casual teams – especially since every version of Doctor Strange is also expensive to purchase.

Doctor Strange

I was desperately hoping for a cheaper Doctor Strange. There are now nine versions of Doctor Strange in Dice Masters. Three of them have a purchase cost of six and the the remaining six have a purchase cost of seven. Why can’t I have a five cost Doctor Strange. Hulk has a five cost version! I mean, is that too much to ask? He doesn’t need to have the incredible stats that both dice versions have. He’s a powerful character, sure, but there can be versions with less attack and defense if it means a cheaper purchase cost.

As for the abilities, Book of the Vishanti – thank you WizKids for the wording clarification! I would like the ability if we didn’t already have Lady Deadpool that’s cheaper (by two!) and does almost the same thing for a Bolt. The Doctor is In feels like an ability that belongs in AvX or Uncanny X-Men. But not every card should have a super awesome ability. Shields of the Seraphim would have been cool, if we didn’t already have a three cost Scarlet Witch (purchase cost of FOUR) that puts a die in the Prep Area at the cost of one energy. I do love the art choice for this card though – that’s something at least.

Hellcat

Thank goodness – a character cheaper than five! It’s Patsy! is a lesser version of Lyssa Drak from War of Light. For anyone tinkering with Lyssa Drak, this would be her replacement when WoL eventually rotates to Golden Age. Hell’s Belle – I love this card. I didn’t care for her ability at first, until I realized that I have various ways to get her into my Prep Area. She’s only a purchase cost of three as well, so you could buy multiples of her and keep them cycling – preventing your opponent from potentially purchasing their win condition. Demon Sight for Sore Eyes has a cool ability, but it’s way too conditional for a competitive format, and even more so for casual. I’m not sure she would be worth teching into a team build with the current metas. I like this artwork as well, and I know very little about Hellcat. This card kinda makes me want to check her out books.

Hulk

I just don’t like any of these Hulk cards. If I had to choose one, I’d probably choose All the Rage, but his purchase cost and fielding cost is way too expensive for that. You also want to keep him active, meaning you’re not getting the full benefit of his beefy attack stat. I guess the others have their place on various team builds, but not for me.

Iron Fist

I read Healing Hands first and thought, “Cool. I like this ability, but may be difficult to manage each time I’m ready to attack with him.” I was a little disappointed to see his purchase cost was five, but at least he’s under six! Then I read Pulling Punches and thought, “Now this is unique and interesting. I like this one better.” There are ways to force Sidekicks into your opponent’s Field Zone so you could always get at least one damage on your opponent with this ability. Not too bad for a five cost, but still, he could have had a purchase cost of four and been fine. Then I read Holding Back the Storm. My eyes lit up. It felt like this card was made for me – a DDK kind of card. It’s really easy to not field any characters. His attack stats then become 6, 7, 9. Holy stat increase Batman! Give him Overcrush or make him unblockable and he’s a beast! Sounds like the perfect gimmick combo team for me to build! His purchase cost of five is totally justifiable for his ability and stats – which also makes it a DDK card. I don’t usually build teams with win conditions that have a purchase cost less than five.

Jessica Jones

Mother of the Year Award – not the worst, but no. Not worth it for a character with a purchase cost of five and low defense. She can be blasted out of the Field with an uncommon Cold Gun on any level. No thanks – next. Ladies’ Night – this could be somewhat usable. It doesn’t specify opposing Globals or opposing character abilities and it doesn’t say ‘other’ character dice. You could target her with a stat increasing Global and get double what you pay for. I think I like this one a little. This sounds like another DDK gimmick combo card! Redeemed is okay too. She’s not the best, but not awful. You can give her Overcrush and your opponent can’t Blink her back. They can still Cold Gun her though! That’s why I don’t like her near as much. Ladies’ Night can stand up to a Cold Gun blast on your turn, after you get the use of her ability. She may get blanked, but she keeps those applied bonuses!

Loki

And here we have… a VillainWhat? Why on Earth 616 is there a Villain in the DEFENDERS Team Pack? I’m all for diversifying affiliations in certain releases, but with such a limited number of cards in the Team Pack, don’t do that. I’d rather have had a half-way decent Daredevil or a better Moon Knight! *Sigh*

The only Loki that I feel has a remotely decent ability is Master of Delusion. But because of his purchase cost, and because he needs to be fielded to use his ability, he’s not that great. I’m not impressed at all with any of the Loki cards. I definitely would have rather had a four cost Daredevil or Moon Knight in this spot.

Luke Cage

Harlem Raised – the only card with a bolded Keyword on it. And the funny thing is, he doesn’t just have it. You have to reroll him – if he’s blocked – to give him Overcrush. And if he lands on level one or two, congratulations, he now has a two or three attack and Overcrush! I wish you could see my face right now… I’m very confused and trying to understand WizKids’ choices for many things in this Team Pack.

But there is a glimmer of hope. Always Forward can buff your other Defenders, which is awesome. But he has to be active, and he has a purchase cost of five. The upside to his purchase cost being five is that you probably only need one of him because with a defense line of 5, 6, 6, he’s probably not getting blasted out the Field anytime soon. I look at Street Sweeper and I’m a little happier, but then I see his purchase cost and I’m not happy anymore. If I’m going to buy a cost reducer of any kind, it’s not going to be one that costs the same or one less than a die it’s reducing the cost of. He’s got that additional ability that lets you prep a die when you field a Defender character die, but I’d rather have had a three or four cost Street Sweeper with just the cost reducer on it.

Positive note – I absolutely love the art on this card. At least Daredevil was in this Team Pack somewhere!

Character Thoughts

Oh boy…These characters are all so expensive, except for Hellcat, and most of the abilities on the all the cards are underwhelming. It’s a rare occasion when I can’t find something in a starter or team pack that I really like. I just don’t know what to say about this Team Pack. I don’t think this is the best Team Pack for a beginner and I don’t think many advanced level players are going to find these cards useful or even fun to play with. The overly expensive characters are not fun – they’re frustrating. You typically just waste a spot on your team for them because most games are done, or close to being done, long before you get to purchase those characters.

I’ve heard TRP say this and I agree with them – if a character costs six or seven energy to purchase, it better be winning you the game. None – zero – zip – of these expensive characters do that.

Character Dice

You only get two of each character die in the Team Pack. If you’re wanting to put three or four dice on a particular character, you will need to buy a second Team Pack (or trade, exchange, etc.). It’s never a bad thing to have duplicates of the character cards, but I’d rather just have max dice in one purchase.

03 Dice

I like the image and color choices for the Iron Fist die and the color of the Doctor Strange die. Clea’s die has the ‘shimmer swirl’ look to it, so it’s pretty as well and I love Hellcat’s kitty image. But of all the dice, Loki’s is definitely my favorite. But I want to talk about Luke Cage’s die for a moment.

04 Luke Cage With Markers

After filming the unboxing video, I asked the owner of my FLGS (Jeff), if he knew what the image on Luke Cage’s die might be. He studied it for a minute or two and concluded that he wasn’t sure what it was. We continued looking at this image for the better part of ten minutes, trying to figure out what it was. We didn’t think it was a flexing arm at first because we were both looking at the shoulder as the fist. I’m sure it was a sight to see us both flexing and trying to recreate the backward view we were seeing. We decided it couldn’t be an arm – it had to be a cracked stone or a wonky heart of some kind. We were searching any mental knowledge that we had of Luke Cage for a heart or stone reference and came up empty handed. I was about to leave when it suddenly hit me. We were looking at the arm backward. *Sigh*

WizKids, you have successfully trolled me, and Jeff, whether you meant to or not. Nice one. You’ve apparently claimed a few other victims too as most of the folks that have commented on my social media pictures also thought it was a weird heart of some kind.

It did give me a giggle on my way home from my FLGS last night. When I got home, I showed the die to Mr. DDK and asked what he thought it was. He quickly – without any hesitation – responded, “It’s an arm. It’s flexing, like this. See, here’s the fist.”

I felt even more silly than before. But I see it now!

Final Thoughts

I’m so disappointed in this Team Pack. I know this article probably sounds like one long rant, but I’m not going to sugarcoat how I feel or curb my opinions to appeal to the masses – or WizKids. I love WizKids and Dice Masters, but I want to give an honest opinion on their products. We’re all entitled to our own opinions and if you disagree with me, that’s totally fine. Maybe you see something that I don’t, or maybe most of these cards fit your style of play, but for me, this was a wash. Hellcat is the best character in the Team Pack. Is it worth buying the Team Pack just for her? In my opinion – No. Sorry, WizKids, but I’m not a fan of this Team Pack.

I know this is a broken record type statement, but less than max dice in the Team Pack is still an issue. That’s all I’ll say about it because I’ve complained about this particular topic on more than just a few occasions.

Just because I personally don’t like the Team Pack overall, doesn’t mean I won’t be tinkering with some of the cards. I like Iron Fist: Holding Back the Storm. That’s totally a DDK type of card. I don’t mind that he costs five to purchase because he has great stats and his ability is really nice too. I will most definitely be tinkering and brewing with Holding Back the Storm. I think he’ll be fun to play around with. I need to buy another Team Pack though, just in case I want to use four dice for Iron Fist or Hellcat.

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

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

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 War Machine: “Rhodey”  from the Marvel Iron Man and War Machine starter set.

W 23 War Machine, Rhodey

Ruling Fast Keyword

Fast is a keyword ability that several characters have. Fast gives the character the ability to deal their combat damage before other characters without Fast. Fast characters will all deal their damage at the same time. A blocking character with 2A/2D and Fast with still KO and be KO’d by a Fast attacker with 2A/2D.

If you have an attacker with 2A/1D and Fast that’s blocked by a Sidekick without Fast, the attacker will strike the Sidekick before the Sidekick can strike the attacker. This means the Sidekick will be KO’d and not be able to deal it’s damage to the attacker.

Ruling – Ability

When War Machine KO’s an opposing character die with combat damage, you can deal two damage directly to your opponent. War Machine must KO the character die with combat damage. Using an ability to KO an opposing character die will not trigger his ability.

War Machine’s ability is one that can trigger multiple times in a single turn, with the right conditions. If War Machine is blocked by more than one character die and he has enough attack to KO each blocker, your opponent would take two damage for each KO’d blocker.

Special Note – If you give War Machine the Deadly Keyword, it would not trigger his ability. The character dice must be KO’d by combat damage from War Machine, and not by an ability.

War Machine has a burst ability that only works on his level one character side. The burst ability gives him +1A. The burst ability is a static effect and if his card text is blanked, he will lose his +1A on level one. If you have a level one War Machine and a level two War Machine in the Field Zone, only the level one War Machine die will get the +1A, because that’s the only character side with the burst.

Miscellaneous Card Information

~ War Machine is a Shield type character card.
~ He has the Stark Industries affiliation.
~ He has a max dice of four.
~ This card is a Common and is #23 of 34.

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:
War Machine KO’ing multiple blockers.

~ I have a level two War Machine die (3A/4D) in the Field Zone. My opponent has three Sidekick dice.
~ (Attack Step – Assign Attackers) I assign my War Machine die to attack, moving him into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns all three Sidekicks to block War Machine, moving them into the Attack Zone and placing them in front of the War Machine die.
~ (Attack Step – Actions and Globals) I choose not to use any Action dice or Global abilities. My opponent can now use Globals, but also chooses not to.
~ (Attack Step – Assign and Resolve Damage) War Machine has Fast. He gets to resolve his damage before other characters without Fast. War Machine assigns one damage to each Sidekick die. Each one has a defense of one, and they are all KO’d before they can assign and deal their damage. I deal two damage to my opponent with War Machine’s ability for each of the Sidekicks that War Machine KO’d, for a total of six.

Example Two:
War Machine KO’ing an attacker.

~ I have a level two War Machine die (3A/4D) in the Field Zone. My opponent has a character with 4A and 3D in the Field Zone.
~ (Attack Step – Assign Attackers) My opponent assigns their character to attack, moving it into the Attack Zone.
~ (Attack Step – Assign Blockers) I assign my War Machine die to block, moving him into the Attack Zone in front of the attacking die.
~ (Attack Step – Actions and Globals) My opponent chooses to not use any Action dice or Globals. I also choose to not use any Globals.
~ (Attack Step – Assign and Resolve Damage) War Machine has Fast. He gets to resolve his damage before other characters without Fast. War Machine assigns his three points of damage to the attacker’s three defense. This is enough to KO the attacker and the attacking die is KO’d before it can assign and resolve its damage. I deal two damage to my opponent with War Machine’s ability because the attacker was KO’d with combat damage from War Machine.

Official Sources

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

You can find a relevant ruling about ‘When something happens’ wording, here.

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

Rhodey is a force to reckoned with in Modern Age and Prime. I’m not sure how effective he’d be in Golden Age since there are loads of teams that don’t need characters in the field.

“Rhodey” has never been nice to me! I’ve played with him and played against him. When I use him, his dice never want to roll a character face. When I play against him, I only see characters! Mr. DDK has a team with Rhodey and Wasp: Fashionista and the only way to keep Rhodey from smashing your face in is to not field characters he can easily KO, KO him with an ability or action, or blank him. He’s difficult to play around if you aren’t prepared.

If you’re playing with Rhodey, I would definitely use a force block of some kind, like Wasp or Giant Spider: Greater Beast. I would not recommend using a force attack, like Bane: Professional Criminal, because you’re opponent could easily use that against you and force your Rhodey to attack. They would likely not block him just so he has to make his way back through your bag. If you had a way to protect him from being targeted by your opponent, then Bane is fine, but that’s an awful lot of work just to be able to use Bane on the same team. Bane is a popular meta piece though, so having a backup against Bane is a good idea. If you’re using Wasp or Giant Spider, you can just force one of their characters to block, which helps you keep Rhodey active. If you’re worried about your opponent not fielding many characters, bring White Tiger: Mystical Amulet and force them to field a Sidekick. White Tiger is not legal for Prime, but she is Modern Age legal.

Even though Rhodey is a really good card, I would definitely recommend a backup win condition. Mr. DDK and I like to use She-Hulk: Sensational, because she pairs well with Wasp. If She-Hulk isn’t your style, there are plenty of other options out there.

Summary – I like Rhodey for Prime and Modern Age. I don’t think he’s got what it takes to stand up in Golden Age though. He’s a great win condition, but bring a backup!

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 the Turtle Van: Basic Action Card from the Teenage Mutant Ninja Turtles box set. This is in celebration of the release of the new Teenage Mutant Ninja Turtles: Heroes in a Half-Shell box set that’s due out tomorrow!

w-turtle-van-bac

Ruling – Ability

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

Continuous is a keyword found on Action cards. When you use the action die, it is placed in the Field Zone and will remain in the Field Zone until the ability is activated or triggered. Activating or triggering the ability is not considered ‘using’ the die. Using the die is when you move it from your Reserve Pool into the Field Zone. It can remain in the Field Zone after your turn.

Turtle Van’s ability says that you can send Turtle Van to your Used Pile and prevent all damage to a target blocking character. This ability targets a single character die when you activate it. You may target one of your character dice or one of your opponent’s character dice. When activated, the target blocking character die will take no damage from the character it’s blocking. It will also be protected from any Globals or abilities that would damage it after the activation of Turtle Van.

There is a specific timing window for when you can activate Turtle Van. You can only activate the ability on a Turtle Van die after blockers have been assigned, during the Actions and Globals portion of the Attack Step. If you’re the active player, you will have priority to use Actions and Globals. If you’re not the active player, you will have to wait until your opponent passes you priority before you can activate Turtle Van. That means your character can still take ability damage before you’re passed priority and able to activate Turtle Van.

When you activate Turtle Van, it will go directly to the Used Pile, as per the card text.

Turtle Van has a special interaction with Overcrush. Overcrush will only work if all of the attacking character die’s blockers have been KO’d or removed by an effect. If the blocker is still present, but the damage to the blocker is prevented by an ability like Turtle Van, Overcrush will not work.

Miscellaneous Card Information

~ Turtle Van is a Basic Action with no energy type.
~ It does not have an affiliation.
~ It has a max dice of three.
~ This card is a Common and is #58 of 58.

If you purchase the Teenage Mutant Ninja Turltes Box Set, 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 Turtle Van on your turn.

~ I have one Turtle Van die and a level three Gorilla Grodd: Force of Mind die in the Field Zone. My opponent has a Sidekick die in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Gorilla Grodd as an attacker, moving him into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns their Sidekick to block my Grodd, moving it into the Attack Zone in front of my Grodd die.
~ (Attack Step – Actions and Globals) I activate my Turtle Van, targeting my opponent’s Sidekick die and placing my Turtle Van into the Used Pile. The Sidekick will take no damage for the rest of the turn. I don’t activate/use any other Actions or Globals, and my opponent doesn’t use any Globals.
~ (Attack Step – Assign and Resolve Damage) My Grodd’s seven damage is assigned to the Sidekick, but the Sidekick will take no damage. The Sidekick assigns its one damage to Grodd, but it’s not enough to KO him.
~ (Clean Up Step) Both character dice are returned to the Field Zone. All effects end and all dice Out of Play are moved to the Used Pile.

Example Two:
Turtle Van interaction with Overcrush, on your opponent’s turn.

~ I have one Turtle Van die and two Sidekick dice in the Field Zone. My opponent has a level three Gorilla Grodd die in the Field Zone. My opponent has one Bolt energy in the Reserve Pool and has Magic Missile: Basic Action Card.
~ (Attack Step – Assign Attackers) My opponent assigns Gorilla Grodd as an attacker, moving him into the Attack Zone.
~ (Attack Step – Assign Blockers) I assign both of my Sidekick dice to block Grodd, moving them into the Attack Zone in front of the Grodd die.
~ (Attack Step – Actions and Globals) My opponent has priority on Actions and Globals, so they use their Bolt energy (moving it Out of Play) to activate the Global on Magic Missile and target one of my blocking Sidekick dice. The Sidekick is KO’d and placed in my Prep Area. My opponent passes priority to me and I activate my Turtle Van, targeting my remaining blocking Sidekick and placing my Turtle Van die in the Used Pile.
~ (Attack Step – Assign and Resolve Damage) Grodd’s seven damage is assigned to the Sidekick, but the Sidekick will take no damage. The Sidekick assigns its one damage to Grodd, but it’s not enough to KO him.
~ (Clean Up Step) Both character dice are returned to the Field Zone. All effects end and all dice Out of Play are moved to the Used Pile.

Official Sources

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

Turn Order Summary Reference

turn-order

Unlimited Competitive Play Rating

Overcrush is not a huge deal in the current meta, but as soon as you don’t bring an answer for it, you’ll face off against a rogue Overcrush team. This action isn’t just good for stopping Overcrush, it’s also handy in preventing your opponent’s blocking character from taking damage and getting some crazy effect to go off or even save one of your own blockers from being KO’d. I could see someone adding this to a team if they’re worried about Overcrush and it’s not a terrible card. But since Overcrush isn’t a major meta thing, I can’t give Turtle Van more than a rogue rating. It’s useful for other things besides stopping Overcrush, but there are also tons of other really good BACs out there that someone may want to use instead.

Turtle Van: Basic Action Card gets a rating of three out of five stars.
3 Stars

Prime Play Rating

Turtle Van has been a huge deal in our local Prime meta. Everyone has an Overcrush team of some kind and Turtle Van is a great tech against it. If other meta scenes even slightly resemble ours, then I could see this particular BAC making it onto lots of teams. It’s also great for stopping double damage that a character may be dealing with against Lady Bullseye’s ability. I really like this card and I’d be surprised if it didn’t make at least Prime rogue status, even with the new versions of Polymorph and Magic Missile coming out tomorrow in the new TMNT Box Set.

Turtle Van: Basic Action Card gets a Prime rating of four out of five stars.
4 Stars

Casual Play Rating

I’ve seen this card in lots of casual matches. It’s not a super confusing ability, but the tricks of how to use it against Overcrush are not as apparent to new players. Learning to use the card in that way is something that comes with experience. The one major thing about this card that confuses players is the Continuous part. Even after some explanation, beginners and less experienced players still have a hard time understanding that action dice do not stay in your Reserve Pool – you can’t use action dice on your opponent’s turn. Newer players confuse using an action die with activating an action die’s ability. That’s really the only thing holding Turtle Van back from a five star casual rating. I still recommend this card to our newer players because it’s a great way to learn how to use action dice and how/when to activate Continuous action dice. Don’t discourage new players from Continuous actions just because they can be difficult to understand at first. If you’re a newer player reading this, I encourage you to add at least one Continuous action to your team and play with it. There are lots of great Continuous actions out there, including Turtle Van!

Turtle Van: Basic Action Card 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!

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

With the WKO quickly approaching, I decided to give one of my team considerations a test run in our tournament. If you watch the tournament videos on my YouTube channel, I have to apologize for the excessive amount of background noise. The store is very busy on Saturday nights and it’s really hard for me to play and mitigate the excessive noise at the same time. Hopefully, the regulars will get used to me filming and be a little more aware of their volume and conversation content. My irritation shows a little in the videos and I apologize for that as well. It’s very frustrating when you can’t hear what the person sitting across from you is saying.

You may hear me reference someone named Donatella, but that’s just my life tracker.

donatella-2

My Team

my-team-1-28-17

You can find my team here, on DM Retrobox.

I want Lady Bullseye to work – really bad. But I think she’s too difficult to maneuver in such a fast meta. I do love Overcrush though and it’s almost as if Gorilla Grodd was made for me. Mr. DDK suggested using Tsarina and Guy Gardner with Grodd, which I thought was a good idea so I did it. This has been one of the team ideas I’ve been throwing around for the WKO, so I figured that this would be a perfect chance to test it. I added Elf Thief for Mask energy and little bit of control, which I never used – not in a single game. Cold Gun is there to help me get around nasty characters like Dwarf Wizard or Ronin. Rip, PXG, and Blue-Eyes are all utility cards. I chose Slander as one of my Basic Actions because it works like Cold Gun but doesn’t damage – just in case I need to blank a character without damaging it. It’s also one cheaper and doesn’t require specific energy, but it’s not Continuous like Cold Gun. I chose Invulnerability for it’s Global, and because I might be able to use its ability if I bought the die.

Round One

r1-1-28-17

You can watch my first round match on my YouTube channel, here. I was up against North and the Unlimited version of his Satchel team. My first purchase was probably wrong in this game. I couldn’t decide between Guy and Tsarina and I Ripped a Guy instead of Tsarina. I think I would have been better off with Tsarina instead of Guy because when I rolled him on my next turn, I got stuck with him on a character face. I would rather have had a Tsarina since she doesn’t have to attack each turn. I also got a little purchase happy when I bought Grodd early game and I didn’t reroll any Sidekicks in an attempt to get a Shield to Rip him. I was left with a Bolt and I didn’t really have anything to use it for. I hate when that happens because I feel like I’m wasting resources. I ended up purchasing one of North’s Imprisoned dice to help me get around Ronin and any potential blockers, as well as removing characters he could spin down in order to prevent Tsarina’s ability damage. We did make an error in the game where I had Imprisoned his Ronin, but he didn’t return his Ronin after Tsarina damaged him with her ability. He should have gotten Ronin back and been able to use him as a blocker, since Imprisoned would have left before the Assign Blockers portion of the Attack Step. It happened again later when I was attacking for lethal damage. I didn’t realize that until watching the video and writing this report that we both overlooked that. If I had been paying closer attention to the card abilities, Tsarina would not have been part of the final attack and I would still have been able to claim a victory. I unfortunately won the first round with two unintentional game play errors, but without the video, I wouldn’t have noticed it.

Record after Round One: 1-0-0

Round Two

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You can watch my second round match on my YouTube channel, here. I was facing off against Hannah’s Action Burn team in round two. This match was relatively short, and a bit of a revenge match from last week. The tables were turned this week and I didn’t roll as well as I would have liked, much like the trouble Hannah faced last week when her team wanted to give her issues. We both had a rough start, but Hannah’s team bounced back quickly and there wasn’t much I could do. I probably should have purchased as many of her Magic Missile dice as I could, just to slow down her damage output. I shouldn’t have Ripped my second Grodd, even though it didn’t matter much in this particular game, but I should have purchased more Guy and Tsarina dice instead. Sometimes games just don’t go the way you’d like them to and this was my moment for the bad rolls. Hannah did well with her comeback, and she made the right choice in clearing my field with her Magic Missile Global so that she could attack and secure her victory.

Record after Round Two: 1-1-0

Round Three

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I got to face off against one of my own teams in round three. Olivia wanted to use a variation on my Girl Power team, so I let her borrow it. She fielded lots of Sidekicks early in the match and even purchased a she-Hulk early game. Black Cat was a troublesome character as she made me reroll some of the characters I needed to keep in the Field. Luckily, they all came back up on character faces, but the threat of them leaving the Field scared me a little. I Ripped and purchased a Grodd around mid-game, but I needed to get my Guys back in the Field. They were proving to be very difficult to work with since they are required to attack each turn. When it came time to start attacking, Guy came through for me. She blocked my first big attack of Grodd and Guys, which returned most of them to the Field Zone. I drew what was left of my Guy dice and some Tsarina dice and was attacking for lethal damage on the turn after my first major attack. She had mostly Sidekicks as blockers and no way to avoid the massive amount of Overcrush damage from my Guys.

Record after Round Three: 2-1-0
Final Standing: 3rd

Final Thoughts

I hope that everyone takes something away from this report – especially from my mistakes. We are not defined by our mistakes, but by how we learn from them. I’m so glad that error was caught on video because this gives everyone a chance to review it and make mental notes about it so that they don’t make that mistake later, or have it made against them like North did.

Now, about the team itself. I really love this team. It’s definitely a top contender for what I’ll be playing at the WKO. I do not like Elf Thief though, and I’m probably going to replace him for either Constantine: Hellblazer or Antihero. While I like Cold Gun, I almost feel I don’t need it if I’m using Slander. Sure, it does damage and it possibly blanks a dude, but Slander blanks too. I definitely  don’t think I need both, and I’m probably swapping one of them for something else. I just have to decide which one to take off the team and what to put in its place. I like Tsarina, Grodd, and Guy as the main core of the team, so that won’t be changing. It’s nice to know that I don’t necessarily have to have all of the pieces to win as they’re all great on their own. They’re just really silly together and I love it!

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!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

I apologize for the lack of tournament reports the last few weeks. We’ve hosted events each week, but I was working on videos and neglected to get pictures of my opponents’ teams the last few weeks. I think I have a decent understanding of how to use my camera and software now, at least enough to get some featured matches up on my YouTube channel. Please subscribe to my channel on YouTube so you don’t miss any upcoming review videos or featured tournament matches!

I want to mention that we do not do ties in our local events. All of our players are aware that in larger events such as a WKO or PDC event, if you go into turns and do not defeat your opponent by reducing their life total to zero, the match ends in a tie.

My Team

my-team-1-21-17

You can find my team here, on DM Retrobox.

Ever since the release of the Deadpool set, I’ve been trying my hardest to find a way to make Lady Bullseye work. It’s almost impossible in an unlimited format, because it’s too difficult to get all the proper pieces to align perfect every time. But I thought I’d give it go in a prime format to see if I could make a somewhat functional team with her and Gorilla Grodd. Putting those two together is almost a no-brainer – they’re perfect for each other. I chose Stepford Cuckoos: Celeste for a few reasons. She can target herself or I can use her to target one of my Lady Bullseye or Multiple Man dice that may be stuck in the field. She gives me an opportunity to remove a potential blocker or trouble character from my opponent’s Field Zone as well. Even though my opponent gets to choose which character they move to the Prep Area, it’s still a benefit for me. Multiple Man: Pile On! is an easy choice. He’s got a max dice of six, Swarm, and only cost two. Agent Carter: Answered the Call was another easy choice, for that bit of control. I may not have an Elf Thief to steal energy, but my opponent is going to waste an energy to field a Sidekick or any character with the Ally Keyword. I like my control pieces and Captain Cold’s Cold Gun: Frozen “Firearm” was an easy choice as well. Bane: Professional Criminal and Wasp: Fashionista are both great control pieces for their Globals. I could taunt a character into attacking and either block it to KO it, or let it through to force it back into the bag cycle. The force block Global is key for Lady Bullseye and Grodd. I use it on the character that Lady Bullseye targeted with her ability to ensure I get my double damage Overcrush. I chose Heroes in a Half-Shell and Too Big To Fly for my two Basic Action Cards to help boost my attackers if I needed that extra push. Too Big To Fly’s ability is extremely beneficial in getting rid of troublesome characters.

Round One

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My first round match was the featured match. You can watch the video on my YouTube Channel, here. If you watch the video, you can see that Hannah didn’t have the best rolls and I had pretty decent rolls. I was able to Rip a Grodd in this game, and she didn’t have many ways to stop or counter Overcrush. I’ve seen her team in action before and it’s a really good team, but her dice didn’t want to roll for her this time.

Record after Round One: 1-0-0

Round Two

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Round two I found myself facing off against Mr. DDK. I suspected his team was going to be rather speedy and I was worried that I wouldn’t be able to keep up. I used my Cuckoos to clear some of his characters out of the field, helping me slow down his progress a little. This particular match made me realize that I need to add one more Cuckoos and reduce Agent Carter by one. If I would’ve had a third Cuckoos die, my match may have gone much easier for me. He purchase all of his Rocket dice, but thanks to the Cuckoos I used, it kept many of them in rotation and out of the Field. His Lockjaw helped him regain some of the life I chipped away at early in the game. Agent Carter made it more difficult for him to field his Sidekicks for Justice. He used his Motorcycle Global to great effect during our match. I originally thought that this card was terrible, but that was before PDC announced Prime, and Motorcycle isn’t terrible for Prime. I fielded a Grodd very early against Mr. DDK, which I’m convinced helped me defeat him. Once I was able to get enough characters fielded and several Lady Bullseye dice circulating, I was able to overcome his defenses for my second round victory.

Record after Round Two: 2-0-0

Round Three

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I’ve seen North’s Satchel team in action several times over the last few weeks as he’s worked on fine tuning it. I was thrilled that he played it in our first local Prime event. I know that several folks out there think Satchel is terrible, but this team won our event. It was slow going for both of us in the beginning, but we were both able to pick up speed a few turns in. He was using Oracle: Master Investigator, which slowed me down a little, but not a lot. She made it harder for me to Rip and purchase certain characters, like Grodd. His Ronin absorbed several of my Overcrush hits throughout the match. I tried to cycle my two Cuckoos to the best of my ability, but when I needed both to roll a character face, they didn’t. He did well in keeping a Cold Gun with burst(s) in the Field Zone in order to blank Grodd when I attacked. We went into turns, but even with my final attack, I couldn’t get enough damage through. My biggest mistake in this game was not purchasing my Cold Gun dice. By the time I realized I needed them, it was too late. North defeated me and took first place in our first prime tournament.

Record after Round Three: 2-1-0
Final Standing: 2nd

Final Thoughts

This was our first experience with the prime format in a tournament setting. Lots of things were as I expected, and others were a bit different. I expected the rounds to take a little longer as the games would go many more turns than they do in an unlimited format, and this turned out to be true in our event. I also expected to have a difficult time in buying and fielding Grodd, but this was not as difficult as I originally thought. He is a very expensive character and without ramp or cost reducers, you would think him impossible to obtain. There are several ways I tried to get around the ramp issue, like with Stepford Cuckoos and Multiple Man. They worked amazingly well, but I did realize that I need one more Cuckoos die an one less Agent Carter die. I’ve also considered changing out Heroes in a Half-Shell for Superhero Registration Act. My one concern in doing so is that I won’t have my cheaper action to purchase if my dice don’t roll the energy I want or need. Having that action that only cost two energy is a major plus, especially if my opponent is using Rip, allowing me to Rip it on my first turn for a potential two extra energy on my second turn. I’m not sure I want to make that change, but I’ll be testing it in the future. I was very pleased with how my team performed. I did some minor play testing with Mr. DDK against Bat-Family, but I didn’t test it against the team he played in the tournament. I felt like I should have tested it against other builds, just to get the feel for how it would play against other things that weren’t Bat-Family. But overall, I really like this team and I can’t wait to try it out again!

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!

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 Hit-Monkey: He’s A Hitman. Who’s a Monkey from the Marvel Deadpool set.

w-hit-monkey-hes-a-hitman-whos-a-monkey

Ruling – Ability

Hit-Monkey has an ability that can be activated when he’s blocked. When he’s blocked, you may pay a fist energy to assign Hit-Monkey’s combat damage to the defending player as if he wasn’t blocked, but only for that turn.

His combat damage has no effect on the character or characters that block him, because you are using his ability to redirect his combat damage to a different source other than the blockers. Hit-Monkey would not deal damage to his blockers, but they would deal their combat damage to him, possibly KO’ing him.

If you pay the fist to use Hit-Monkey’s ability and an effect would remove his card text, you would no longer be able to assign his damage to your opponent. This is because his card would have been blanked before the Assign Damage portion of the Attack Step. You would only be able to assign damage to the characters blocking Hit-Monkey. You would not get the fist energy spent for his ability back.

It is also important to remember that even though you’re able to assign his combat damage to your opponent, Hit-Monkey is still considered blocked and would gain no benefit from effects that affect unblocked characters.

If the blockers are not able to KO Hit-Monkey, he would return the Field Zone during the Clean Up Step. This is because he was blocked, but not KO’d. It does not matter that he assigned his combat damage somewhere else, only that he was blocked and not KO’d. If he’s KO’d, then he will go to the Prep Area.

Miscellaneous Card Information

~ Hit-Monkey: He’s A Hitman. Who’s a Monkey is a Fist Character.
~ He has no affiliation.
~ He has a max dice of four.
~ This card is an Uncommon and is #58 of 124.

Examples

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

Example:
Hit-Monkey blocked and not KO’d.

~ I have one level three Hit-Monkey die in the Field Zone and one fist energy in the Reserve Pool. My opponent has one Sidekick in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Hit-Monkey as an attacker, placing his die in the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns their Sidekick to block my Hit-Monkey, placing it in front of his die in the Attack Zone. Since Hit-Monkey has been blocked, I can now activate his ability. I spend the fist energy (placing it Out of Play) to activate Hit-Monkey’s ability. Hit-Monkey will now be able to assign his combat damage to my opponent instead of the Sidekick.
~ (Attack Step – Actions and Globals) I do not use any Action dice or Globals. I pass priority to my opponent and they choose not to use any Globals.
~ (Attack Step – Assign and Resolve Damage) Hit-Monkey assigns his four damage to my opponent. The Sidekick assigns its one damage to Hit-Monkey. Damage resolves simultaneously after it’s been assigned, so my opponent takes four damage and Hit-Monkey takes one damage. Hit-Monkey has a defense of three, so he is not KO’d by the one damage from the Sidekick. The Sidekick is not dealt any damage, so it’s not KO’d.
~ (Clean Up Step) Hit-Monkey is blocked and not KO’d, so he is placed back in the Field Zone. The Sidekick blocked and was not KO’d, so it’s placed back in the Field Zone. All effects end and all dice that are Out of Play are placed in the Used Pile.

Example:
Hit-Monkey blocked and card text is blanked after his ability has been used.

~ I have one level three Hit-Monkey die in the Field Zone. I also have one fist energy and a Flying Car: Buckle Up! action die in the Reserve Pool. My opponent has one Sidekick in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Hit-Monkey as an attacker, placing his die in the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns their Sidekick to block my Hit-Monkey, placing it in front of his die in the Attack Zone. Since Hit-Monkey has been blocked, I can now activate his ability. I spend the fist energy (placing it Out of Play) to activate Hit-Monkey’s ability. Hit-Monkey will now be able to assign his combat damage to my opponent instead of the Sidekick.
~ (Attack Step – Actions and Globals) I use my Flying Car action to give Hit-Monkey a +3A/+3D, but it removes all of Hit-Monkey’s ability text. I pass priority to my opponent and they choose not to use any Globals.
~ (Attack Step – Assign and Resolve Damage) Hit-Monkey assigns his seven damage to Sidekick that’s blocking him. The Sidekick assigns its one damage to Hit-Monkey. Damage resolves simultaneously after it’s been assigned, so the Sidekick takes seven damage and Hit-Monkey takes one damage. Hit-Monkey has a defense of six, so he is not KO’d by the one damage from the Sidekick. The Sidekick has one defense and is KO’d by Hit-Monkey’s seven attack.
~ (Clean Up Step) Hit-Monkey is blocked and not KO’d, so he is placed back in the Field Zone. The Sidekick is placed in the Prep Area because it was KO’d. All effects end and all dice that are Out of Play are placed in the Used Pile.

Official Sources

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

Turn Order Summary Reference

turn-order

Unlimited Competitive Play Rating

As much as I like this card, I think he’s too difficult to work with in an Unlimited format where there are better cards. His ability is good and I think that the right pilot with the right team build might be able to make him work. It takes special care and specific building to make something like this viable though, so I don’t think he’s a card that will see a lot of Unlimited play in the current meta. He’s still a good card, just not the best choice for this particular format. I don’t think he’s fast enough for the current speed of the meta.

Hit-Monkey: He’s A Hitman. Who’s a Monkey gets a rating of one out of five stars.
1 Star

Prime Play Rating

I don’t think this card is getting the recognition it deserves for the Prime format. I think this card may see more play, and even a few top positions in some upcoming PDC events. If it doesn’t, I would be very disappointed, but not surprised since he doesn’t get much love anyway. I could be totally wrong about this card, but it seems like such a good card with the current list of available cards. There are still plenty of build options for using a card like this and not a whole lot of ways around it. I suspect Captain Cold’s Cold Gun: Frozen “Firearm” is going to make every team list, but there are ways to play around those. Hit-Monkey may not be everyone’s style, but I think he has great potential and folks would be remiss to not give this card a shot on a team.

Hit-Monkey: He’s A Hitman. Who’s a Monkey. gets a Prime rating of four out of five stars.
4 Stars

Casual Play Rating

It’s not often that a card receives a five star rating from me, especially for a beginning or casual player. I don’t think a card ability can be written any more clear than how this one is written. It even has reminder text that helps remind the player that the combat damage is not dealt to the blocking character(s). The confusion around this card begins when you get into more advanced level of play, like the examples in the WORF ruling. But for beginners and casual players that don’t see a lot of the competitive type cards, this is probably one of the best cards to start someone off with. This character’s ability is great to play on its own or with some combo cards, which is one of the reasons it’s such a good card for beginners. I can easily recommend this card for a player of any skill level.

Hit-Monkey: He’s A Hitman. Who’s a Monkey gets a casual play rating of five out of five stars.
5 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!

 

During the month of December, I’m featuring a different cold/ice/snow related card each week to celebrate the winter holidays. Today, we’re going to take a look at Killer Frost: Coldsnap from the DC Green Arrow and The Flash set.

killer-frost-coldsnap

Ruling – Ability

Killer Frost’s ability says that when a Non-Villain character die KO’s her, the die that KO’d her is added to its owner bag. The die that KO’s her must not be a Villain, but it can KO her with combat damage or ability damage.

Global Abilities are not considered character abilities and unless the Global specifically states that the character is the source of the damage, Globals will not trigger the ability on Killer Frost. One example of this is Blue-Eye White Dragon: Monstrous Dragon’s Global. That Global KO’s a character you control, but it’s not the character die that’s using the Global, it’s the player.

There are other abilities that KO a character that do not trigger her ability. Fabricate is an example of one of those abilities. When a player KO’s their Killer Frost die for a Fabricate ability, it’s not the character die KO’ing Killer Frost, it’s the player KO’ing her.

Characters that deal damage with an ability, like Green Arrow: Oliver Queen, will trigger her ability. If the damage from his ability is enough to KO Killer Frost, then the Green Arrow die that KO’d her will go it’s owner’s bag.

If Killer Frost is KO’d by a character’s combat damage (either blocking or blocked), that character die will go to the owner’s bag. If the character die that KO’s Killer Frost is also KO’d, that character die would go to the owner’s bag instead of the Prep Area.

Character dice that aren’t KO’d and are sent to their owner’s bag by Killer Frost’s ability are not considered to be KO’d, because the card does not state that those character dice are KO’d by her ability. They are moved to the bag.

Affiliations and Types

Killer Frost: Coldsnap is a Mask Character and has the Villain affiliation. This card also has a Max Dice of four.

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:
Killer Frost KO’d by Combat Damage
.

~ I have a level one Killer Frost and my opponent has a Non-Villain character die with 3A/3D in the Field Zone.
~ (Attack Step – Assign Attackers) My opponent attacks with their character, moving it into the Attack Zone.
~ (Attack Step – Assign Blockers) I assign Killer Frost as a blocker, moving her die in to the Attack Zone and placing it in front of the die she’s blocking.
~ (Attack Step – Actions and Globals) Active player doesn’t use any Action Dice. Neither player uses Globals.
~ (Attack Step – Assign and Resolve Damage) My opponent’s character assigns three damage to Killer Frost. Killer Frost assigns one damage to the character she’s blocking.
~ (Attack Step – Assign and Resolve Damage) Killer Frost will take a total of three damage, which is more than enough to KO her. The character she blocked will take one damage, which would not KO it. Her ability checks that the character die that KO’d her is not a Villain, and then that character is sent to my opponent’s bag.
~ (Clean Up) My Killer Frost die that was KO’d by damage from an attacker is sent to the Prep Area. All dice that are Out of Play are sent to the Used Pile.

Example Two:
Killer Frost KO’d by Ability Damage
.

~ I have a level two Killer Frost in the Field Zone.
~ (Main Step) My opponent has two level one Green Arrow: Oliver Queen characters and two Fist energy in their Reserve Pool.
~ (Main Step) My opponent spends one Fist energy (moving it Out of Play) to field one of the Green Arrow dice, choosing my Killer Frost as the target of that die’s ability. Killer Frost takes two damage, but is not KO’d.
~
(Main Step) My opponent spends one Fist energy (moving it Out of Play) to field the other Green Arrow die, choosing my Killer Frost as the target of that die’s ability. Killer Frost takes two damage and is KO’d by that die’s ability.
~ (Main Step) Killer Frost is moved to the Prep Area and the second Green Arrow die is moved to my opponent’s bag. The first die is not moved because it did not KO Killer Frost.

Example Three:
Using the Global on Blue-Eyes White Dragon to KO Killer Frost.

~ (Main Step) I spend one Bolt energy (moving it Out of Play) and KO Killer Frost to use the Global on Blue-Eyes White Dragon: Monstrous Dragon.
~ (Main Step) Killer Frost’s ability does not do anything because I KO’d her, and not a character die.

Example Four:
Character die that KO’s Killer Frost is also KO’d .

~ I have a level one Killer Frost die and my opponent has a level one Green Arrow: Oliver Queen die in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Killer Frost die as an attacker, moving her into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns Green Arrow to block Killer Frost, moving their Green Arrow die into the Attack Zone and placing it in front of Killer Frost.
~ (Attack Step – Actions and Globals) Active player doesn’t use any Action Dice. Neither player uses Globals.
~ (Attack Step – Assign and Resolve Damage) Killer Frost assigns her one damage to Green Arrow’s one defense. Green Arrow assigns his four damage to Killer Frost’s two defense. Both characters will are KO’d. Killer Frost’s ability triggers and checks that Green Arrow is not a Villain. Green Arrow is moved into my opponent’s bag.
~ (Clean Up Step) My Killer Frost die that was KO’d by her blocker is moved to the Prep Area.

Official Sources

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

You can find a ruling here, stating that Globals are not character abilities.

Page 10-12 of Civil War Rulebook details the Attack Step and Clean Up Step (where dice that are KO’d are then moved to the Prep Area).

Competitive Play Rating

I don’t see this card making it into any major competitive scene. She’s got a cheap TFC of one, decent defense on level two and three, and she’s a cheaper Mask character – but her ability probably isn’t going to be that useful in the current major meta. Bag manipulation is one factor in my rating for her. It’s way too easy to set your bag up or correct a single die error in a split second with the current cards available in the meta. Her ability isn’t terrible, but it’s just not good enough for current competitive meta. Another factor for my rating is that there are cheaper characters with better fielding costs (Elf Thief: Lesser Harper jumps immediately to mind) that make themselves just as useful or more-so in current team builds.

Killer Frost: Coldsnap gets a competitive play rating of one out of five stars.
1 Star

Casual Play Rating

In a casual setting where players use more characters and less competitive shenanigans, Killer Frost could very easily find a home. She can be very confusing for some players that are just starting out and learning how certain abilities like Fabricate work or they become exposed to direct damage Globals. But once a player becomes more familiar with the basics, they could possibly find a use for Killer Frost. In a casual setting, players are less likely to come across some of those more confusing scenarios. Her purchase cost, fielding costs, and stats are fantastic for a beginner. She’s also a perfect teaching tool for those tricky abilities and Globals. I could definitely recommend Killer Frost for any player of any skill level.

Killer Frost: Coldsnap 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!

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

We played a limited event this past Saturday and this type of format is becoming a local favorite. Each player pays a $10.00 entry fee and they are allowed to choose ten boosters from any set that the store has in stock. Players can mix and match if they choose, but the best strategy is usually to choose ten from the same set. We had Battle for Faerûn, World’s Finest, Green Arrow and The Flash, and Deadpool in stock.

My Team

my-team-12-10-16

You can find my team here, on DM Retrobox.

I chose all ten packs from Deadpool. When I opened my packs, the cards I saw that stood out were several Deadpool affiliated characters, and one Lady Bullseye. I was definitely hoping for at least two of her dice, but I only pulled one, so I had to figure out something else. I volunteered to run the store that night so that the owner could spend some time with his family at a Christmas party. When you’re working and trying to build a team, you don’t always get the same amount of time as others to build. I threw a bunch of dudes together and hoped for the best! I picked all the Deadpool folks – without reading them, Free Chimichangas because it gives a defense boost and Deadly, Multiple Man because he has Swarm and I had two dice for him, and Lady Bullseye because – why not? Knowing my time was extremely limited on building, I grabbed Hulk Out and Resurrection for my two Basic Actions. I knew I couldn’t go wrong with a little ramp and Hulk Out to go with Lady Bullseye isn’t a bad idea.

Round One

round-1-12-10-16

My round one opponent had decided to build from the D&D stock. I loved having both Resurrection Globals to use, and that definitely helped me. I was not excited to see that Magic Helmet on my opponent’s team. It was a great counter piece to my Dogpool. I realized I had made a mistake when building my team by adding Outlaw. I only had one die for her, which made her a totally useless character. I could always use her for fodder, but her ability was bunk for me. I also made a huge mistake during this match. I was so focused on buying all of my Deadpool characters (except for Outlaw), that I neglected to buy any of my Hulk Out dice. This gave my opponent an opportunity to use his Big Entrance die and the three energy he rolled to buy all three of my Hulk Out dice at once. I didn’t think I was going to be able to pull off a victory in this match when he started fielding big characters, like his Minotaur, but some well placed blockers and well timed attacks left him practically defenseless. My characters were beefy on defense and heavy on attack stats, helping me find a path to victory. It was a glorious game of agonizing over when to attack and how to block. These are the games that make you feel good, regardless of who won and who lost.

Record after Round One: 1-0-0

Round Two

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I found myself sitting across the table from Mr. DDK in round two. I always have the hardest time defeating him in any game, constructed or otherwise. I was fortunate though, that he missed my Resurrection Global for a turn or two because he didn’t notice it, which I feel slowed him down a little. He hit me pretty hard with a level three Angel Dust, but I blocked most of his other attackers. Letting Angel Dust through was a good choice because she went to the Used Pile and she had to cycle back through his bag. I only needed my Kidpool this game, because my opponent brought that glorious Anger Issues Global. Add a Hulk Out or two into that mix and it was game over for Mr. DDK. I considered myself very lucky that some of his dice didn’t roll for him and most of mine rolled on the side I needed or a side that I could use. He did some major damage though, so it wasn’t a cake walk. I did feel like I could lose the game on any turn if he rolled what he needed. That’s the nature of the game though. It was still a fun match with some back and forth and attacking/blocking strategy.

Record after Round Two: 2-0-0

Round Three

round-3-12-10-16

I apologize for the picture. I totally forgot to snap a picture before we packed up, but he was kind enough to unpack his stuff before he left so that I could at least get a pick of his cards. It was totally my fault that I didn’t get the picture I wanted and I have to thank my opponent again for doing this for me.

This game was incredible. I was fielding characters left and right, and he was constantly attacking me with his Purple Worm. It was pretty intense for several turns, because one misplaced blocker could have put either of us in jeopardy. I took a chance on one of my last turns and attacked when he had several characters. I knew he couldn’t clear my field completely so I’d have some blockers left if he rolled his characters back up. My two Deadly Deadpool dice were very useful this entire match, and even more on this particular attack. I was left with several character dice after the combat was done and my opponent was rolling all of those characters I KO’d on his turn. I was hoping only one or two would roll. He rolled his dice and none were characters. He rerolled the character dice, and luck was on my side – they all came up energy! I will not turn down a victory, but I do not like winning when my opponent has no options and can’t defend themselves – even if it’s because of a bad roll. But aside from how the game ended, the rest of the game was tons of fun. I’m very happy my opponent came to play and he ended up in third place for the event.

Record after Round Three: 3-0-0
Final Standing: 1st

Final Thoughts

We only used ten packs for our first sealed event a while back, and part of me thought that ten packs wasn’t enough. After playing this format a second time with only ten packs, I think ten is probably going to be the magic number. Some players will end up pulling great cards that have wonderful synergy together, and some won’t pull anything that works together at all. It’s not what you pull, but how you use it – with a bit of luck. I definitely had some luck on my side for this event. My team did not have anything that actually worked together for a super cool effect. Lady Deadpool and Kidpool were about all I had, and Lady Deadpool’s ability only made her cheaper to buy – nothing else after you had her. Kidpool worked with any of my Deadpool characters. You don’t have to have a team that functions like a constructed team in an event like this. Everyone is working with what they’ve pulled so everyone is kinda on the same page. Even pulling a Super Rare doesn’t guarantee you win – I had one rare (Dogpool) and I didn’t use his ability a single time. The rest of my team was common and uncommon, and I just threw everything together without really reading most of the cards. In my opinion, the Deadpool set is really good for limited events like sealed and drafts. Everyone is so used to drafting with sets that have cards with crazy good Globals or they play way too much constructed, that they don’t see how much fun this set is. I’m so glad I picked Deadpool to use in the sealed and I would totally do it again.

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!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

We held a special event on the Saturday after Thanksgiving. It was original scheduled for the Saturday before, but since Deadpool released earlier that week, we had our draft that day. Players were limited to what characters they could use by the primary color of their dice. These were the colors that were available to use:

Brown/Tan
Black
White
Grey/Silver
Clear
Yellow
Red (including Cranberry color, like Lady Bullseye/Katana)
Orange
Green

For the dice that are split colored, like Batgirl from Green Arrow and The Flash, as long as one of the colors was on the list, the character was available to use.

My Team

my-team-11-26-16

You can find my team here, on DM Retrobox.

My utility cards for this team were Red Dragon for my Actions and a little extra damage when buying them, PXG, Bane for taunting troublesome characters, and Rip Global. My main goal is to Rip any Lady Bullseye dice or Hulk Out dice when I know I’m drawing the other. Black Bolt is on the team for a little added attack value or to pump up Lockjaw as my backup attacker if I need him. Lockjaw, other than backup, is there to help wipe the little dudes from the Field or get additional damage on the Field. Satchel was there for me to use on Hulk Out dice if I didn’t have anymore to buy and needed that one extra Overcrush ability. This team is built to be aggressive and put pressure on my opponent.

Round One

round-one-11-26-16

I was fortunate enough to face off against Mr. DDK in round one. He blew me up really quick with Ultraman and Kryptonite. It didn’t long for me to meet my demise with him having an Ultraman, Elf Thief, and Dwarf Wizard in the Field. He used his Kryptonite to blank one of my characters, then used my Magic Missile Global directly to me, Imprisoned my Field, Hulk Out didn’t help him but he put it on Ultraman, then used Front Line and that was all she wrote! I was only able to get one Lady Bullseye in for four damage before I was toast.

Record after Round One: 0-1-0

Round Two

Round Two 11-26-16.jpg

My second round opponent and I had fun going back and forth for a few turns. He was trying to use Outlaw, but she didn’t want to cooperate with him at all. It took him an attack or two to realize that he shouldn’t be blocking my Lady Bullseye with the character that she targeted for her double damage ability, especially when she had Overcrush applied to her. It took several turns, but Lady Bullseye finally took down my opponent. Rip Global came in handy this game. I was able to Rip a Hulk Out once and then Rip a Lady Bullseye another time.

Record after Round Two: 1-1-0

Round Three

Round Three 11-26-16.png

Apologies for the lack of an actual picture here. I completely forgot to snap a picture of my opponent’s team before we packed up. This game was another back and forth battle for the entire game. He used Dwarf Wizard on my Lockjaw, which didn’t bother me too much. I didn’t let Lockjaw leave the Field so that Dwarf Wizard would keep his target unless my opponent bought another. I didn’t want my Lady Bullseye becoming Dwarf Wizard’s new target. Magic Missile Global helped me keep Shannon Carter out of my way after she was hit with Lady Bullseye’s double damage ability. A couple of well placed attacks with pumped up Sidekicks took my life down fairly quickly, but several Lady Bullseye dice with Overcrush were more than enough to secure the game for me.

Record after Round Three: 2-1-0
Final Standing: 3rd

Final Thoughts

Something that two of my opponents didn’t do, or forgot to do, was use my Magic Missile Global against my Lady Bullseye. She only has one defense which I didn’t take into consideration when adding Magic Missile to my team. If I were to build a team around her and keep Magic Missile, I would need to increase her defense or just use Elf Thief to steal their energy. Magic Missile came in handy on more than a few occasions. I really like the Lady Bullseye with Overcrush combo and if you add a little control or defensive elements, there could be some potential for a lower tier competitive team. I really want to try and build a team utilizing her with Overcrush.

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!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

Today, we’re going to take a look at Losing Life, Paying Life, and Taking Damage game mechanics, and not any one particular card.

Losing Life

Losing life is one way to decrease the life total of a player. Losing life is not the same as taking damage or even paying life. The loss of life is not something that you typically have an option to do. Typical reduction and redirecting damage methods will not work when you lose life.

Example Card – Spider-Man: The Amazing

spider-man-the-amazing

(Minor note – his Max Dice is four. You can find the info, here.)

This Spider-Man forces your opponent to lose half their life, rounded down. This loss of life is not optional. There are not any abilities that I can find at this time that specifically stop life loss.

Paying Life

When you pay life, it’s typically because an ability is requiring you to pay it for an ability or as part of a cost. This type of payment is not optional if you want to perform the action, unless an ability would allow you to forgo the payment.

Example Card – Jinzo: Trap Destroyer

088-jinzo-trap-destroyer

His ability is an addition to a payment which means you can bypass paying this cost with an ability like the one on Beholder: Lesser Aberration (from Faerûn Under Siege), because he allows you to use two different Global Abilities for free. There is a great debate in the community over Beholder’s ability and we’re still waiting for an official ruling. But regardless of the Beholder’s ruling, paying life is still different from loss of life and damage.

Damage – Combat Damage and Ability Damage

Damage is another way to decrease the life total of a player. Damage is divided into two categories, Combat and Ability. Combat damage is damage that’s done to a player’s life total by a character’s attack. Ability damage is damage that’s done to a player’s life total by an ability that the character (or Action Die) has.

Example Card – Cheetah: Cursed Archeologist

cheetah-cursed-archaeologist

Cheetah has an ability in her text box that says she deals one damage to the defending player when she attacks. This is a perfect example of ability damage. Even though she does the damage when she attacks, her ability is what allows you to do damage to your opponent. If Cheetah is not blocked, she then deals combat damage to the defending player in the amount of her attack value, either two or three depending on her level.

Example Card – Vicious Struggle

Vicious Struggle

Vicious Struggle is an example of a card that only does one type of damage – ability damage. If my opponent has a Vicious Struggle ability active and I attack with a character and it isn’t blocked, the character will do combat damage to my opponent, but Vicious Struggle will do ability damage to me.

Ability damage can be done to characters by Action Dice as well, so long as the text on Action Card says that it can be done to a character.

Characters can deal ability damage and combat damage to each other as well.

Example Card – Hawkeye: Longbow

hawkeye-longbow

Hawkeye’s ability does his attack value in damage to a target opposing character when you field him. Hawkeye’s ability is what’s doing the damage to the character, it’s just using his attack value as the amount. Hawkeye will do either three or four ability damage when he’s fielded to a target opposing character. If this Hawkeye is engaged in combat, either blocking or being blocked, he will do either three or four combat damage (depending on his level) to the character he’s engaged with.

An ability that increases a character’s attack value is not considered ability damage. It’s increasing the amount of combat damage that the character can do. Anger Issues Global, for example, increases a character’s attack by one for a Fist Energy. The use of the ability increases the amount of combat damage that the character can do.

Official Sources

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

Final Thoughts

What type of damage is best for competitive play? What type is best for casual play? There isn’t a solid answer to that. Ability damage, like that from Vicious Struggle, has been fairly popular in competitive scenes. It really comes down to personal preference and player skill. Not every player can pilot a Vicious Struggle team successfully. Not all players like to attack. Try different cards and different teams to help broaden your scope of abilities and possibilities!

This CCW article obviously doesn’t cover every possible example or every card that uses these type of abilities. This article is meant to be a brief, descriptive guide for the different types of damage. If there are card interactions involving losing life, paying life, or damage that you need assistance with, feel free to message me or comment here. You can also find information on The Reserve Pool Forums.

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!