Posts Tagged ‘Combat Stats’

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Jessica Jones: Ladies’ Night  from the Marvel Defenders Team Pack.

17 Jessica Jones, Ladies' Night

Ruling – Ability

Although her ability doesn’t say it, it acts as a While Active ability. You can find that ruling here. 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

Jessica Jones says that whenever one of your character dice are targeted by a Global or character ability, she will get +1A and +1D. Her ability is not limited to opposing Globals and character abilities. If you target one of your own character dice, including a Jessica Jones die, her ability will trigger. Her ability does not target, so she would not get additional bonuses from her ability triggering.

Her ability will trigger each time one of your character dice are targeted by a Global or character ability, and not just once in a turn.

When Jessica Jones’s ability is triggered, it will apply to each of her dice that are active at the time it was triggered.

Action dice abilities can affect Jessica Jones and characters friendly to her without triggering her ability. Targeting her, or a character friendly to her, with a Global on an Action card will trigger her ability.

Miscellaneous Card Information

~ Jessica Jones is a Fist type character card.
~ She has the Defenders affiliation.
~ She has a max dice of four.
~ This card is a Common and is #17 of 24.

Examples

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

Example One:
Jessica Jones and a friendly character targeted during my opponent’s Main Step.

Game State
~
I have a level three Jessica Jones die and a Sidekick die in the Field Zone.
~ My opponent has a level one Shredder: Dining on Turtle Soup in their Reserve Pool and two Bolt energy.
~ It’s during their Main Step.
(Main Step)
~ My opponent pays one energy, sending it Out of Play, to field Shredder.
~ They use Shredder’s ability and target my Sidekick, which is now KO’d and placed in the Prep Area and I lose one life.
~ Because a character die I control was targeted by a character ability, Jessica Jones gets a +1A/+1D.
~ My opponent spends their last Bolt energy, moving it Out of Play, for the Global on my Unstable Canister Basic Action Card. They target my Jessica Jones die.
~ My Jessica Jones die takes one damage from the Global ability, but because a character die that I control was targeted by a Global ability, Jessica Jones gets a +1A/+1D.
~ My Jessica Jones die now has a +2A/+2D, making her attack an 8 and her defense a 5. But because that die has taken one damage this turn, she can only take 4 more damage before she’s KO’d.
~ My opponent passes priority to me, but I choose to not use any Globals. I return priority and we move into the Attack Step.
(Attack Step – Assign Attackers)
~ My opponent assigns Shredder to attack, moving his die to the Attack Zone.
(Attack Step – Assign Blockers)
~ I assign Jessica Jones to block Shredder, moving her die to the Attack Zone in front of Shredder.
(Attack Step – Actions and Globals)
~ My opponent does not use any actions or Globals.
~ I do not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ Shredder assigns his four damage to Jessica Jones’s remaining defense of four.
~ Jessica Jones assigns her eight damage to Shredder’s defense of four.
~ Both characters are KO’d.
(Clean Up Step)
~ Character dice that were KO’d during the Assign and Resolve Damage portion of the Attack Step are moved to the Prep Area.
~ All dice Out of Play are moved to the Used Pile.
~ All damage on character dice is cleared.
~ All effects end unless otherwise stated.

Example Two:
Jessica Jones die targeted during the Attack Step.

Game State
~
I have a level three Jessica Jones die and a Sidekick die in the Field Zone. I also have one Fist energy and one Bolt energy in my Reserve Pool.
~ My opponent doesn’t have any characters in the Field Zone and no energy in the Reserve Pool.
~ None of my characters stats have been altered.
~ We’re moving into my Attack Step.
(Attack Step – Assign Attackers)
~ I assign my Jessica Jones die and my Sidekick die to attack, moving both of them into the Attack Zone.
(Attack Step – Assign Blockers)
~ My opponent does not assign any blockers.
(Attack Step – Actions and Globals)
~ I spend one Bolt energy, moving it Out of Play, to use the Global on my Unstable Canister Basic Action Card and target my Jessica Jones die.
~ Jessica Jones takes one damage and her ability triggers because one of my character dice was the target of Global ability. My Jessica Jones die gets a +1A/+1D.
~ I spend my Fist energy, moving it Out of Play, to use the Global on my opponent’s Haymaker Basic Action Card and target my Jessica Jones die.
~ Jessica Jones gets a +1A from the Haymaker Global and her ability triggers because one of my character dice was the target of a Global ability. My Jessica Jones die gets a +1A/+1D.
~ My Jessica Jones die now has a +3A/+2D making her attack a 9 and her defense a 5.
~ My opponent does not use any actions or Globals.
(Attack Step – Assign and Resolve Damage)
~ Both of my character dice are unblocked. They each deal their attack directly to my opponent.
~ My opponent is dealt 10 damage and both of my character dice are immediately placed Out of Play.
(Clean Up Step)
~ Character dice that were KO’d during the Assign and Resolve Damage portion of the Attack Step are moved to the Prep Area.
~ All dice Out of Play are moved to the Used Pile.
~ All damage on character dice is cleared.
~ All effects end unless otherwise stated.

Official Sources

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

Ruling about abilities that need the character to be active, but the card doesn’t say While Active, 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

Out of all the cards in the Defenders Team Pack, this Jessica Jones and Iron Fist: Holding Back the Storm are the only cards I like. I went straight for Iron Fist instead of test playing Jessica Jones because I loved his ability. But after playing with him a little and trying to make him work, I think Jessica Jones is the route I need to go.

When playing a card like this, you want to bring Globals that tempt your opponent into using them on your dudes, like Unstable Canister. They can target Jessica Jones as much as they want, but unless they have some other way to deal her damage, she won’t get KO’d by Canister Global strikes alone. Using Haymaker isn’t a bad idea either – or Goliath if you want to use a different Basic Action besides Haymaker. You don’t have to rely on your opponent to use Globals/character abilities on your characters. You could just pump her up on your own and then give her Overcrush for those potential blockers. You could make her unblockable with an ability like the on Silver Sable: Hero for Hire. And because it targets, it buffs her stats too.

For the competitive scenes, I think she might fall just short of being a top tier card. It’s not her purchase cost that’s the issue – I think it’s very reasonable for her ability and stats. There is way too many Cold Guns out there that can take her out. Her ability doesn’t trigger off of Action abilities, just Globals and character abilities. But even if it did trigger off of Action abilities, a Cold Gun shuts her down before she attacks. You would need to put pressure on your opponent with multiple Jessica Jones dice, which can be difficult since she cost five to purchase.

I don’t think she’s too overpowered on her own for a casual setting, but I would be mindful of what your other locals are playing.

I like this card and I think she’s probably the best card in the Team Pack. I can’t wait to give her a go this week! I might even pair her with some of this crazy new Batman stuff. And just because I don’t think she’s good enough for meta competitive play, doesn’t mean I won’t try her!

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!

 

It’s been too long since my last Card Comparison article. I love doing these, even though I’ve only done a few. In the Card Comparison articles, I take a look at all the different versions of a character from one set and give the pros and cons of each one. In the end, I reveal my favorite and leave it to you to decide which one you prefer.

Every card has its own strengths and weaknesses. Some cards just have weaknesses, especially compared to their other set versions. But those versions that aren’t as good as the others still come packaged with that character’s die, so they are still good for obtaining those extra dice!

For this article, we’re going to be comparing the common, uncommon, and rare versions of Gorilla Grodd from the DC Green Arrow and The Flash set.

Gorilla Grodd: Supplanting Solovar – Common

I also want to take a look at the character’s subtitles and where they may have come from. Supplanting basically means to supersede or replace, and Solovar is the name of the ruler of Gorilla City. Solovar was a peaceful leader and he was overthrown by Grodd during Flashpoint. Both Grodd and Solovar are supporting characters in The Flash comics, but they also appear in other DC comics from time to time.

W Gorilla Grodd

This version of Grodd has both the Villain and Legion of Doom affiliations. The Legion of Doom is subgroup of villains that work together to accomplish a common goal. There are several Legion of Doom affiliated characters in Dice Masters, but as far as I can find, Lex Luthor: Legion of Doom is the only one with a tribal ability. A tribal ability is one that affects cards that have the same affiliation. There are a few cards that reference card names or subtitles that are considered tribal abilities, but tribal abilities primarily reference affiliations. WizKids does not officially recognize the use of the phrase ‘tribal ability’ for Dice Masters on the Keywords page. It’s primarily used by players.

His affiliations are both pros and cons. There aren’t many cool gimmicks with Legion of Doom characters, but Villains are always finding ways to buff themselves. If you’re using Villains, it could also work against you. There are plenty of anti-Villain cards in the game, but not any anti-Legion of Doom cards.

Another pro for Grodd that really stands out is his fielding costs and his stats. He has a TFC (Total Fielding Cost) of four! With his defense matching his attack on every level, this is one nasty dude. The purchase cost fits in with the pros for his stats too. Characters with large attack stats are usually expensive to purchase and field, but this particular Grodd only cost five energy to purchase and can easily be fielded on any level and is worth the fielding cost.

This Grodd doesn’t have text which is a pro and a con. “Wait a minute…” you might say, “How is that a pro?” Well, with text blanking cards being so popular, it doesn’t hurt to look at these blank cards that have a decent purchase cost and beastly stats. If you’re playing in a casual setting, this dude is actually a really good card! If you’re looking at a more competitive setting, he’s not terrible, but there are better options out there. He could be a great win condition in a draft though.

Gorilla Grodd: Force of Mind – Uncommon

Grodd isn’t just a gorilla – he’s a psionic gorilla that gained his powers by different means in different continuities. Force of Mind is likely a reference to the different psionic abilities that Grodd possesses.

w-gorilla-grodd-force-of-mind

As for the affiliations, they are the same as his common version, with the same pros and cons.

The main differences between the common and uncommon are the purchase cost and the card text. This Grodd has a purchase of seven – wow! That’s a little expensive, until you factor in his fielding costs, stats, and then his ability text.

His ability text is really good, in my opinion. You only need one of his dice in the Field Zone and he grants all of your character dice the Overcrush ability, including himself! If that wasn’t good enough, he can empower your other character dice by giving them a +1A. He doesn’t benefit from the attack buff, but all your other dice do, meaning that Sidekick just got a +1A and Overcrush.

One of the major cons to this version is that he can be blasted with a burst or double burst Cold Gun and lose his text. His ability is not an applied ability so if his text is removed, his static ability goes away too. Not that exciting to think about – seeing your big seven purchase cost character getting blanked and becoming useless for turn by a three cost Continuous Action die.

This card is a powerful card, for sure. The only real negative is his purchase cost, but he kind of deserves it. It just makes him harder to play in the faster metas with any kind of rush or aggro teams. I definitely consider his purchase cost to be a con, because I think a six cost would have been appropriate. I think he’s almost too powerful for a casual setting, but he has a chance to shine in the Modern Age and Prime competitive scenes.

Gorilla Grodd: Brains and Brawn – Rare

I love this subtitle. I’m sure you’ve heard the saying “brains over brawn” which is encouraging folks to think first before using force, or that intelligence is preferred to physical abilities. But with Grodd, it’s brains and brawn, meaning he has the intelligence and physical strength. Why not both, right?

W Gorilla Grodd, Brains and Brawn

This version of Grodd also has the same affiliations as the common and uncommon.

The main differences with this version are, again, the purchase cost and ability text. This version has a purchase cost of six, which is definitely appropriate and not really a pro or a con.

When you look at the ability text on this Grodd, he says that only Crossover character dice can block him. I think that’s a good thematic ability for Grodd as well as a decent character ability in the game. There are not a ton of Crossover characters being played in the major metas, so this guy has a chance to shine. But a huge con is that he falls victim to the same major meta card as the uncommon Grodd – the Cold Gun. If you blank this guy’s text, any non-Crossover character can block him.

This Grodd also has a Global ability on his card. You can spin a Sidekick from your Field Zone to its single fist energy side at a cost of zero! This is a particularly useful Global in any meta, but it is a Global ability, meaning your opponent can use it too. That’s the downside to any Global ability, and one this good could potentially bite you back!

DDK’s Pick!

I like the common and even the rare Grodd for casual play. But those are not my favorites at all.

I absolutely love the uncommon Grodd. His major cons are his purchase cost and that his static ability can be easily blanked by a Cold Gun or other blanking type effect. It’s not easy, but you can work around those blanking cards and effectively take your opponent down with Grodd being the key piece to your win condition. He can easily be paired with cards like Lady Bullseye: Attack on Two Fronts or Guy Gardner: Blinding Rage. He buffs Sidekicks too, so if your opponent blocks your Sidekick with one of theirs, they’re still taking one damage! You can use a force block Global, like the one on Wasp: Fashionista, to help ensure some of your attackers make it back into the Field Zone. One of my favorite things about the uncommon Grodd is that he doesn’t have to attack to buff your other characters. If you attack with him, your opponent is likely to let him through just to get him cycling through your bag and slow you down. But with his ability, you only need to attack with your other characters.

My pick is easily Force of Mind, the uncommon Gorilla Grodd. How about you? Is the choice easy for you or are you torn between different Grodds?

I would love to hear your thoughts on Gorilla Grodd.
Leave me a comment here or on Facebook at Dice Dice Kitty!
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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

round-1-1-21-17

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

round-2-1-21-17

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

round-3-1-21-17

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!

 

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

round-2-12-10-16

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!

 

Today, we’re going to take a look at Motorcycle: Vroom! from the Marvel Deadpool set. I get lots of questions about when a player can use an Action die, so I chose one of the newer Non-Basic Actions for this week’s CCW. This is also the only card with a Global Ability on it in the entire Deadpool set.

2-motorcycle-vroom

Ruling – Ability

Motorcycle will give a blocked character that you control +1A and +1D. This bonus will last until the end of turn.

The only time you can use an Action die is during your turn in the Main Step or after blockers have been assigned in the Attack Step. The timing for this die is specific. You must have a blocked character to be able to use this Action die. You can only use this die during the Attack Step, after blockers have been assigned.

You can only target your blocked character with this die. This ability does not allow you to target an opponent’s character. If you were to take control of an opponent’s character die, it would then be a legal target.

Action dice that are not used during the turn will go to the Used Pile during the Clean Up Step. If the Action dice are on an energy face, they stay in the Reserve Pool.

Ruling – Global

The Global Ability says that you can pay a Fist energy to remove a blocked character die from the Attack Zone. The Attack Zone is part of the Field Zone.

If you do not have a legal target for this Global, you cannot pay the cost for no effect. There must be a blocked attacker in the Attack Zone. The target can be either yours or your opponent’s.

Affiliations and Types

Motorcycle: Vroom! is a Fist Non-Basic Action and does not have an 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:
Regular use of the Action ability.

~ I have one Sidekick in the Field Zone and one Motorcycle on an Action side in my Reserve Pool. My opponent has a Sidekick in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Sidekick to attack, moving it into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns their Sidekick to block, moving it to the Attack Zone and placing it in front of the attacker.
~ (Attack Step – Actions/Globals) I decide to use my Motorcycle Action and target my blocked Sidekick die, giving it a +1A and +1D. I pass priority to my opponent so that they can use Globals if they can or want to do so. They do not use any Globals.
~ (Attack Step – Assign/Resolve Damage) My Sidekick deals two damage to the blocking Sidekick’s one defense and the blocking Sidekick deals one damage to my Sidekick’s two defense.
~ (Attack Step – Assign/Resolve Damage) My opponent’s Sidekick took enough damage for it to be KO’d and it is sent to the Prep Area.
~ (Clean Up Step) My Sidekick did not take enough damage to get KO’d and will move back into the Field Zone. All dice Out of Play are moved to the Used Pile and all effects end (unless otherwise stated).

Example Two:
No legal targets for the Action.

~ I have one Sidekick in the Field Zone and one Motorcycle on an Action side in my Reserve Pool. My opponent has a Sidekick in the Field Zone.
~ (Attack Step – Assign Attackers) I assign a Sidekick to attack, moving it into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent does not assign any blockers.
~ (Attack Step – Actions/Globals) I cannot use my Motorcycle because I do not have a blocked character to target. I do not use any Globals and neither does my opponent.
~ (Attack Step – Assign/Resolve Damage) My Sidekick deals one damage to my opponent’s life total and is moved Out of Play.
~ (Clean Up Step) My Motorcycle die is moved to the Used Pile. All dice that are Out of Play are moved into the Used Pile and all effects end (unless otherwise stated). 

Example Three:
Turn player using Global.

~ I have one Sidekick in the Field Zone and one Fist energy in my Reserve Pool. My opponent has a Sidekick in the Field Zone.
~ (Attack Step – Assign Attackers) I assign a Sidekick to attack, moving it into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns a Sidekick to block, moving it to the Attack Zone and placing it in front of the attacker.
~ (Attack Step – Actions/Globals) I spend my Fist energy (moving it Out of Play) to use the Global on Motorcycle targeting my Sidekick. My Sidekick is moved out of the Attack Zone.
~ (Attack Step – Assign/Resolve Damage) There are no attackers to deal damage to the blocking Sidekick or my opponent. The blocker does not have an attacker to deal damage to. No damage is dealt.
~ (Clean Up Step) The blocking Sidekick is moved back into the Field Zone because it was not KO’d. All dice that are Out of Play are moved to the Used Pile and all effects end (unless otherwise stated).

Example Four:
Non-Turn player using Global.

~ I have one Sidekick in the Field Zone and one Fist energy in my Reserve Pool. My opponent has a Sidekick in the Field Zone.
~ (Attack Step – Assign Attackers) My opponent assigns a Sidekick to attack, moving it into the Attack Zone.
~ (Attack Step – Assign Blockers) I assign a Sidekick to block, moving it to the Attack Zone and placing it in front of the attacker.
~ (Attack Step – Actions/Globals) My opponent has a chance to use Actions. They don’t use any. They now can use Globals, but choose not to and pass priority to me. I spend my Fist energy (moving it Out of Play) to use the Global on Motorcycle targeting my opponent’s Sidekick. Their Sidekick is moved out of the Attack Zone.
~ (Attack Step – Assign/Resolve Damage) There are no attackers to deal damage to the blocking Sidekick or my life total. The blocker does not have an attacker to deal damage to. No damage is dealt.
~ (Clean Up Step) The blocking Sidekick is moved back into the Field Zone because it was not KO’d. All dice that are Out of Play are moved to the Used Pile and all effects end (unless otherwise stated).

Official Sources

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

You can find the ruling about using a Global for no effect, here.

The picture below is the Turn Order Summary from the back of the Civil War Rulebook.

turn-order

Clean Up Step detailed on page 11-12 of the Civil War Rulebook.

Competitive Play Rating

This card seems to be pretty terrible for competitive play. One might think the Global would make it worthwhile, but even the Global seems poor. We have Distraction and Blink – Transmutation which are much better versions of the Motorcycle Global because they don’t require the character to be blocked in order for you to pull them back. The ability on the card isn’t particularly useful. Unless we have a rotation that includes sets all the way up to Faerûn Under Siege, I don’t see this card making it onto any serious competitive team.

Motorcycle: Vroom! gets a competitive play rating of zero out of five stars.
0 Stars

Casual Play Rating

Motorcycle may not have the most useful ability or Global for the competitive scene, but I could see someone trying to use it on a casual team with the Deadly Keyword. This is great teaching tool for timing, but I can’t recommend this card for a beginner. A player with a better understanding of the turn order could probably find a fun use for this card. I still don’t feel like the card itself is particularly useful with other cards that do similar things or have better versions of the abilities.

Motorcycle: Vroom! 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 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!

 

WizKids recently spoiled eight of the super rare cards from the Marvel Deadpool set. The Reserve Pool has done a two part review (Part 1 and Part 2) of the super rares and discussed them on their Podcast as well. I thought I’d write up a Preview/Review article for these cards as well. Most of the recent sets have only had eight super rare cards, so it’s safe to assume that these are all the super rare cards in the Deadpool set. But, WizKids could surprise us and throw in a few more.

I do not have pictures for any of the cards, but you can see all the cards in TRP’s Part 1 Review and TRP’s Part 2 Review articles. I haven’t read their articles yet, because I don’t want subliminal influences for this article. I fully intend to read both of their articles as soon as I’ve finished and published this article.

Standard Super Rares

These super rares all have one energy type and a purchase cost of five, except for Multiple Man. Most of the cards have a maximum of four Max Dice, with the exception of Multiple Man.

Deadpool: Why Isn’t There A Hero Affiliation?

Deadpool is a five cost, Fist character with the Deadpool affiliation and his text reads:

“When Deadpool is KO’d, KO target opposing level 1 character die.”

Deadpool has TFC (Total Fielding Cost) of three (0/1/2) with stats of 2/4, 4/4, 5/5. I don’t see anything spectacular about his fielding costs or stats.

Deadpool’s ability is okay but you need to use him in conjunction with another character or action that spins or makes characters level one to get the most bang for your chimichangas. The best card I can think of (off the top of my head) to pair with Deadpool is Stealth Ops: Basic Action Card. Deadpool can be particularly useful to get rid of a problem character, like an Oracle: Master Investigator. This could take up two card slots on your team for a combo that you may not use, and in a competitive setting, I feel the game is too fast right now for something like this.

As for casual play, this card with Stealth Ops or another similar type card, might be a fun combo to play with. I don’t think it’s overpowered for a casual setting, and this gives Deadpool super fans a chance to use their beloved character with a fun gimmick, befitting of Deadpool.

Overall, I’m not crazy about this card, but he could be fun in casual play.

Lady Deadpool: Earth 3010

Lady Deadpool is a five cost, Shield character with the Deadpool affiliation and her text reads:

“While Lady Deadpool is active, when you use an action die, you may pay BOLT. If you do, you may immediately use the ability of that action die a second time with the same number of bursts.”

Lady Deadpool has TFC of three (0/1/2) with stats of 3/3, 4/4, 5/5. Her fielding costs and stats are close in line with Deadpool’s, so they’re about average for a five cost character.

Lady Deadpool’s ability is very powerful for anyone using a team focused on Action Dice. At the cost of a single Bolt energy, you can use the ability of Action Die you just used. We don’t have an official ruling on how abilities like this work with Continuous Action Dice, but this is how I would rule it:

Her ability says that you can use the ability a second time. Effects end at the end of turn, so if you copy the ability of a Continuous Action Die and you don’t actually use the ability, you can’t save it. You need to use the ability immediately and if you can’t or the ability won’t go off until after your turn ends, then the copy of the ability fizzles. Lady Deadpool doesn’t add an additional copy of an Action Die. She only allows you to use the ability of an Action Die that you’ve just played.

Lady Deadpool would be very useful with Polymorph, Vicious Struggle, Kryptonite: Green Death, or any other Action Die that could be useful multiple times. Actions like Delayed Blast Fireball wouldn’t be beneficial because the effect would clear at the end of turn. I think Lady Deadpool has the potential to see some competitive play, even with her purchase cost of five, but she could be a little too confusing for beginners in casual play.

Multiple Man: Pile On!

Multiple Man is a two cost, Mask character with the X-Men affiliation and his text reads:

Swarm (While this character is active, if you draw this die during your Clear and Draw Step, draw and roll an extra die.)”

Multiple Man has TFC of four (1/1/2) with stats of 1/1, 2/2, 4/4. His fielding costs are not perfect, but for a character that only costs two energy, his stats aren’t terrible.

Multiple Man is definitely my favorite super rare of this set. He’s also the only one to have a max dice count of SIX! That’s right – a Swarm character with six dice!!! And he’s a Mask character on top of it. All of my locals know how much I absolutely love Swarm and I’m super excited for this super rare. I’m not crazy about his fielding costs, but you only need to get one of him in the Field Zone anyway. I think he’s got great potential for competitive play and I don’t think he’ll be an issue with casual play. He’s not overpowered and he helps ramping with or without PXG. I do like that his level three side is a 4A and 4D. Swarm characters are typically victims of Magic Missile, but on level three, Multiple Man won’t fall easily!

One important note about Swarm – it works as a While Active ability, which is like a light (it’s either on, or off). You only need one Multiple Man in the Field Zone to get the full benefit of his Swarm ability.

X-23: Blades of Rage

X-23 is a five cost, Bolt character with no affiliation and her text reads:

“When X-23 attacks, roll all dice in all players’ Prep Areas. For each energy rolled, X-23 gets +2A. (Count energy symbols, not faces that show energy.) Return all rolled dice to their respective Prep Areas.”

X-23 has TFC of six (1/2/3) with stats of 4/2, 5/3, 7/4. Her fielding costs are high and her defense is low. Even with her attack of five and seven on her level two and three sides, I’m not a fan of her stats at all.

I don’t know that her ability is good enough to get her into top tier play. I could definitely see her on some rogue teams in competitive play though. She’s a Bolt character, which is really good with Bolt/Ring as an additional win condition. I may try to experiment with her and Stealth Ops on a Bolt/Ring variant. There are usually always dice in the Prep Area and she has the potential to be a beefy attacker.

I think she could be fun for some casual play as well. Her ability isn’t all that confusing since they clarified that she counts energy symbols and not faces in the card text. Her costs and stats are decent for casual play, and it’s pretty clear that she’s an aggressive type character with her attack being high and defense being low on all faces.

Crossover Super Rares

All four of these super rares cost six energy and require you spend at least one of each energy type to purchase them. You can use Wild energy to purchase these, unlike the White Lantern characters that specifically state on the cards that you can’t use Wild energy to purchase them. None of these characters have an affiliation. All of the Crossover super rare cards have a maximum of one die. Their dice are unique to their cards, so if you get your hands on one of these, make sure you keep up with the die!

Captain America with Mjolnir: Worthy

Captain America with Mjolnir has a TFC of five (1/2/2) with stats of 4/5, 5/6, 7/7.

“While Captain America with Mjolnir is active, the first time you use a Global Ability each turn, deal 1 damage to target opponent.
While Captain America with Mjolnir is active, the first time you use an action die each turn, deal 1 damage to target opponent.”

I really like this ability and his combat stats. What I’m not a fan of is his purchase cost being six and fielding costs. I almost wish they had kept with the White Lantern restriction of not being able to use Wild energy for the purchase cost and left the purchase cost at four. It looks like the best options of reducing the costs of these cards would be Blue-Eyes White Dragon: Monstrous Dragon or Big Entrance: Basic Action Card.

But if you can get this Captain America in the Field Zone, he is a force to be reckoned with. Using Polymorph could help you get him into the Field Zone without paying his fielding cost. He doesn’t have to be spun up from level one necessarily, because his level one stats aren’t bad. His defense of five will help keep him safe from most direct damage, which is great since he only has one die. Overall, I like this card and think he’s good for casual, and has potential for competitive.

Charles Xavier, Juggernaut: Brains and Brawn

Charles Xavier, Juggernaut has a TFC of four (1/1/2) with stats of 2/4, 5/4, 7/4.

“When Charles Xavier, Juggernaut, attacks, name a die and draw a die from your bag. If it is the named die, add it to your Prep Area and spin this die up 1 level. Otherwise, add it to your Used Pile.”

I think others have mentioned this, but I’m going to say it as well – Charles Xavier, Juggernaut does not have Overcrush…  I don’t think any of the Juggernaut characters have a built in Overcrush. His stats are great for Overcrush on his level two and three sides, and his fielding costs for these stats aren’t terrible. If you build a team and use this character, you probably will want to add something like the Hulk Out: Basic Action Card to give this character Overcrush. His actual ability isn’t something I’m crazy about and would only be useful if you could almost guarantee what you would draw. There are far better ways to Prep dice and I really don’t feel like this card is worth adding to any team, casual or competitive.

Phoenix Force Magneto: Nowhere Is Safe Anymore

Phoenix Force Magneto has a TFC of six (1/2/3) with stats of 6/6, 7/7, 9/9.

“When fielded, reroll X active character dice you control. After you do so, target opponent must reroll X active character dice they control. (Your opponent chooses which dice.)”

I like being able to control things and this ability is almost more valuable to me than Storm: Wind-Rider, even though he doesn’t do damage like she does. He could help clear the Field Zone better than Storm does. His biggest drawback is his purchase cost of six, but those combat stats are pretty amazing. But if you combo this card with Parallax‘s Global, you could get your characters back into the Field Zone if they rolled up as energy from his ability. I could see this card sneaking onto a few competitive teams, especially since a lot of teams use Parallax. And even the Elf Thief: Lesser Harper could be beneficial to help get rid of energy your opponent rolled, thanks to Magneto’s ability. I don’t like playing the Lottery and the Lottery hates me… Every time I use Parallax’s Global, I feel like I get ripped off, just like buying a lottery ticket. That’s why I don’t play either Lottery, usually…

But for a casual setting, not sure I’d recommend this guy. He’s expensive and his ability is a When Fielded ability, meaning it may be harder to use him multiple times. You could always Fabricate with him, but even that’s limited to four if you bring four dice for the Golem. You could attack with him, but if they have a blocker, they’re going to block him for sure. And then, when you do cycle him, you need to pay to field him again. In a casual setting, that’s a brutal fielding cost on level three. Most casual teams don’t get more than four or five dice per turn, so spending all the energy on fielding him could hurt a casual team. It also hurts a ton when you roll too many Sidekick faces and not enough energy to field that level three Phoenix Force Magneto die.

Wolverine Lord of Vampires: The X-Vampires Will Feed

Wolverine Lord of Vampires has a TFC of six (1/2/3) with stats of 4/4, 6/6, 8/8.

“While Wolverine Lord of Vampires is active, when an opposing character die is KO’d, he deals 1 damage to target opponent and you gain 1 life.”

The first cards that come to mind, as combo cards, when I read this ability are Delayed Blast Fireball: Basic Action Card, Hulk: Green Goliath and Magic Missile: Basic Action Card. Any of those cards could form a great combo with Wolverine Lord of Vampires, especially later in the game when you’re down on life. Effective life gain could be a huge game changer! I don’t like that I need one of every type of energy to purchase him, but at least I can reduce his cost and use Wild energy too. I could see someone trying to sneak this guy onto a competitive team, but I don’t think he’s fast enough for the current meta to be the focus of a team. I could definitely see someone using him as an alternative win condition.

 For casual play, I think this guy could be fun to play around with, but I would be cautious in building around him. If you’re playing casual, you don’t want to run combos that could hurt your local casual scene. I think this card falls into that danger category because when paired with the right cards, he could potentially devastate an opponent.

Final Thoughts

So, I’m most excited about Lady Deadpool and Multiple Man. I’m not super excited about any of the Crossover super rare characters. I’m fairly confident that these are all of the super rares for the Deadpool set and I hope they don’t add anymore. I also hope they don’t add chase cards like the full art Black Lanterns and full art Zombies. While those cards are cool, I’ve never personally seen one pulled from a pack and we opened tons of those two sets. I only have one full art chase card, and I got that in a trade with a friend.

Overall, I think there are several playable super rares. And even if they may not make top tier, I think that they could still make their way into the competitive scene.

What is your favorite super rare from this set?
Do you think any could change the meta?
Leave me a comment here or on Facebook at Dice Dice Kitty and thank you for reading!

Roll on, Dice Masters!