Posts Tagged ‘Common’

Greetings Fellow Dice Fans!

 

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

*Note*

There are contradictory and conflicting rulings on WORF in regards to how this character card is supposed to work. I’ve decided to put an article out showing how I believe the card should be ruled. Please, check with your TO before any event to see how they’re ruling it. This is not how a ruling should be handled for any competitive game. There should be a definitive and unquestionable ruling for any effect or card that causes confusion. WizKids and WORF are falling short in this area and have since the game began.

W Doppelganger, Lesser Monstrosity

Ruling – Ability

When fielded, you may select a target character die you control. If you do, your Doppelganger character dice become copies of that target character die. (The copy has all of the names, subtitles, affiliations, abilities, and stats of the original in place of its own.) They remain copies until another character die is selected or you no longer have any active Doppelganger character dice.

The first part of Doppelganger’s ability is a When Fielded ability. A When Fielded ability will trigger when the character’s die is fielded by either paying the fielding cost and moving it from your Reserve Pool to the Field Zone, or by using an ability that instructs you to ‘field’ the character die. Abilities that move, swap, or place dice will not trigger a When Fielded ability.

Doppelganger’s When Fielded ability is not a mandatory ability. It says that when you field a Doppelganger die, you ‘may’ select a target character die that you control. You are not required to activate this ability when it’s triggered.

The second part of Doppelganger’s ability is a While Active type of ability. It doesn’t say ‘While Doppelganger is active’ on the card, but the ability works the same way as a While Active ability. The ability states that all of your Doppelganger dice will remain copies of the target die as long as you have a Doppelganger active in the Field Zone, or until you select a different target. The only way to select another target character die is to field another Doppelganger die and select another of your character dice to be the target.

Doppelganger will copy and replace its own name, subtitle, affiliations, and stats with the corresponding text of the copied die’s card. Doppelganger character dice retain their original text and abilities as well as any additional text or abilities in the copied die’s text box on its card. If you copy a die that has text that’s being ignored, your copy would not have any text either. If the text of the original is ignored after Doppelganger copies it, the copies will retain the text.

If Doppelganger is fielded and copies the text of a character with a When Fielded ability, it will not trigger that same turn. This is because the Doppelganger is already in the field when it copies that character’s ability. Any Doppelganger dice fielded after the first one will be able to use the When Fielded ability.

When Doppelganger copies another die, it copies the fielding cost as well. You will not need to pay the new fielding cost for the first Doppelganger die, because the Doppelganger die is already in the field when it copies the stats. Any copied dice that you field after the first would reference the new fielding cost.

After Doppelganger has copied a die, you refer to it’s printed purchase cost and energy requirement to purchase more Doppelganger character dice.

Doppelganger will retain all three of its Mask energy faces. Copying a die does not change the energy faces of a die.

Note – Doppelganger from the Dungeons and Dragons set can not be on the same team as Doppelganger from the Maximum Carnage Team Pack. Even though these two characters are not remotely close to be being the same character (and in different IPs), their names on their cards are identical. Based on team building rules, you can not have two character cards with the same name on one team.

WORF Specifics

So, now that the easy part is out of the way, let’s take a look at some more specific questions and the way they were addressed on WORF (WizKids Official Rules Forum). I’ll then give my input on whether or not I agree and how they should be ruled if I disagree with them. All of these are taken from the rulings listed below in the Official Sources section of my article.

Stats Question from the Guide: If Doppelganger: Lesser Monstrosity is fielded on its own level 3 face, and targets a level 2 Wolverine: Formerly Weapon Ten character die, does it take the stats of a level 3 Wolverine? If so, the stats will change if I spin the Doppelganger up, or down?
WORF Answer: Your Doppelganger would use its own level to reference the level displayed on the card of the die it is copying. As your Doppelganger die spins up or down, it continues to reference back to the card of the die it is copying. If the die it is copying changes, all Doppelganger dice in your Field Zone immediately reference the die stats of the new die (including burst symbols).
Stats Question from Doppelganger Post: If I field a level 1 Doppelganger and copy a level 3 character die, then I field a level 3 Doppelganger, which level’s stats do my Doppelganger dice have (and what level are they considered)?
WORF Answer 2: The level 1 Doppelganger die would have the stats of a level 1 Gold Dragon, and the level 3 Doppelganger die would have the stats of a level 3 Gold Dragon. A Doppelganger die copying a Sidekick die would only have level 1 stats at all times, but could still spin up and down.
Morph Stats Question from the Guide: I have a Morph: Kevin Sidney character die in the field on a burst face. I field a White Tiger: Mystical Amulet character die on Level 3 (4A,5D) and sacrifice a sidekick so she becomes 5A, 6D with Overcrush. Which stats (and abilities) does Morph end up copying?
Morph text for reference: Whenever a non-Sidekick character die is fielded, Morph becomes a copy of that character die but retains this ability (until end of turn).
WORF Answer: Your Morph would have 4 A, 5 D, and White Tiger’s “when fielded” ability, but it would not have Overcrush.
WORF Blanket Answer from the Guide: When an ability copies a “character die” or “character card,” it copies the copied die’s stats, abilities, and everything else printed on the copied die’s card, such as title/name, subtitle, purchase cost, energy type, affiliation, alignment, equip ability, and Global Abilities. As to stats, this die references the card that is copying (so on level 1 it has level 1 stats of the die/card it is copying).
DDK: Okay, so this one has me a bit confused. “If the die it is copying changes, all Doppelganger dice in your Field Zone immediately reference the die stats of the new die (including burst symbols).” So does that mean it gets any bonuses that the copied die gets? Not sure what they mean by this, because it doesn’t make sense unless Doppelganger was only copying the die’s face and not the levels as they state it does. If it copies bonuses, then I’m not sure how Morph is any different from Doppelganger in regards to what they copy, so why wouldn’t Morph be a 5A/6D (assuming Morph is level three as well)? Inconsistent and unclear! Two of the questions and answers are in the exact same rules post! I don’t like that WizKids has said that there is a distinct difference in terminology between Character Die and Character Card and are now throwing that out the window for copying, yet contradicting their contradiction at the same time. So how would I rule this? I guess I’ll have to back the majority ruling on this, even though I strongly disagree with it. So based off their rulings, Doppelganger and Morph would copy the die’s card which includes dice levels. I disagree with copying bonuses applied to the die being copied and I would rule that any bonuses applied before or after copying will not be copied (because you’re copying the card, not the die and bonuses are applied to dice in most cases).

Swarm Question from the Guide: If I copy a character die with Swarm, do Doppelganger: Lesser Monstrosity dice drawn from my bag now have Swarm?
WORF Answer: Yes, but the dice in your bag would only trigger Doppelganger’s Swarm. So Kobold and Doppelganger could each trigger Swarm off of their own dice, but not off of each other’s. The rationale is that if each of these character dice had the same “While active,” ability, you would get 2 copies of it. Thus, for the sake of Swarm, they shouldn’t count one another.
Swarm Question from Doppelganger Post: If I have an active character with Swarm and I copy that die with a Doppelganger, do other Doppelganger dice Swarm?
WORF Answer: If Doppelganger copies a die with Swarm, even though it has the names, subtitles, affiliations, abilities, and stats of the original die in place of its own, it doesn’t work with Swarm, since it’s ultimately not a copy of that die.
DDK: Wait… what?! So this is a complete contradiction. How can one post say that it works and another post say that it doesn’t? Well, folks, this isn’t the first time this has happened and won’t be the last. At least the last ‘accident’ had years between the posts. This was literally a month apart and only five posts apart. Come on WORF! Get it together! I was listening to Double Burst as they discussed these rulings and I agree with them on most of what they said – especially this. This is ridiculous and unacceptable. “If Doppelganger copies a die… …it’s ultimately not a copy of that die.” Folks, that’s the first part and last part of the exact same sentence. There is no basis for the second ruling. It sounds like someone that doesn’t understand the game at all wrote that ruling. I mean, sorry if I hurt your feelings, WORF person (because I’m confident there’s only one person on it), but this is garbage. If a Doppelganger is copying a Kobold with Swarm, it has its own Swarm. They won’t Swarm off each other, but they Swarm off their own dice. It would work the same way as a Kobold and a Goblin. They don’t Swarm off each other, only their own dice. Doppelganger, which is basically Kobold(b) that copied Kobold(a), has the Swarm keyword. If I pull a Doppelganger die, which is now Kobold(b), I will get a Swarm trigger.  Doppelganger dice are copies in all zones/areas, not just the Field Zone (so long as you keep that one Doppelganger in the Field Zone). My official stance is that Doppelganger will Swarm off itself if it has the Keyword – and that’s how it’ll be ruled locally until WORF comes up with a REALLY good reason as to why I’m wrong.

Sidekick Question from Doppelganger Post: If I copy a sidekick die with Doppelganger, can I use Professor X Global to field another Doppelganger die from my used pile?
Global for Reference: Global: Pay mask. Once per turn, field target Sidekick die in your Used Pile.
WORF Answer: Doppelganger can copy a Sidekick die, but doesn’t work with Professor X Global (either, both flavors are great). Doppelganger is treated as if it’s a die with the name “Sidekick” and not a die that is a Sidekick Die for the rules of the game.
DDK: I fully agree with this ruling. Sidekick is not really a ‘name’, it’s a type of die. From page six of the Superman Wonder Woman Rulebook: Sidekick Dice are special dice that each player begins the game with. They can provide any of the energy types, or Wild energy. They’re called Sidekick Dice because of their character face (which displays fielding cost, attack, and defense values). When in the Field Zone as a character die, they can be targeted just like character dice. Unlike Character Dice, Sidekick Dice don’t count as Character Dice in other places. Ally is a keyword that says: Character dice with the Ally ability count as Sidekicks while in the Field Zone in addition to their other designations. They don’t count as Sidekick Dice while in the bag, Prep Area, Used Pile, or anywhere else. If Doppelganger is copying a Sidekick, it’s copying it in name only, not dice type. If Doppelganger is copying a Sidekick die, it’s doesn’t gain the Ally keyword. It would need to copy a die that’s already got the Ally keyword, and even then, it’s still not a Sidekick die unless it’s in the Field Zone. All of this reinforces this ruling and so I’m completely behind WORF on this one. It doesn’t even seem like the same person that wrote this ruling, wrote the first ruling from the Doppelganger post.

Die Name Question from Doppelganger Post: If I copy a dragon die with Doppelganger, can I use Ring of Winter to move another Doppelganger die from my Used Pile to the Field Zone?
WORF Answer: Assuming Doppelganger copies Gold Dragon, it would count as a Dragon for Ring of Winter, since it has the name.
DDK: This ruling is in line with how Doppelganger works. Doppelganger copies the name in place of its own name. So if it copied a Gold Dragon, then it would also be a Gold Dragon. If you look up the ruling about Dragons from a long, long time ago, then it supports the ruling for this as well.

Miscellaneous Card Information

~ Doppelganger is a Mask type character card.
~ It has the Monster affiliation and the Neutral Alignment.
~ It has a Max Dice of four.
~ This card is a Common and is #24 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

You can find the “A Guide On Copying”HERE.

You can find rulings specific to Doppelganger in the “A Guide On Copying” as well as: here.

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

Turn Order Summary Reference

turn-order

Opinion

I already know that there is a lot of disagreement as to how this card is supposed to work and I know there are likely going to be lots of comments about how I’m wrong. But let me explain this – this is my interpretation and my opinion on how the card should work or what rulings are most accurate or should be followed. Your opinion may be different, and that’s fine. I rarely speak out against WizKids, unless they’re just blatantly wrong. There have been a few too many of those instances lately and we won’t go into all that here.

As for Doppelganger, I’m not a fan of the card anyway – even if it’s super clear and easy to understand. I’m not a fan of copying dice or copying cards. I think it’s a mechanic that muddles any game and causes too much confusion when not done properly. But if you’re going to use Doppelganger, he’s a versatile in that you can use him to copy anything you need that’s already on your team and in the Field. He’s a great way to get an additional Swarm dude or more of your win condition. Use him if you must, but always check with your TO in advance for their ruling. And TO’s – Don’t worry about getting this ruling ‘wrong’. You’re the TO and your ruling stands until you find out different from WORF.

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Greetings Fellow Dice Fans!

 

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

W Dragon Statue Trap, Lesser Trap

Ruling Using Action Dice

Dragon Statue Trap is a non-Basic Action Card and it’s dice are non-Basic Action Dice. If an ability or game text refers to an Action Card or an Action Die, then it could affect Dragon Statue Trap. Non-Basic Action Dice can not be purchased by an opposing player.

There are two main ways to use an action die. The first is when the die is in your Reserve Pool, you use the ability that’s on the card and then place the die Out of Play. The die will never enter the Field Zone. The second is to move the action die from the Reserve Pool to the Field Zone, but those dice can only be fielded if they have the Continuous keyword, they’re considered to be Gear or a Trap, or the ability tells you to attach that die to another die that’s in the Field Zone.

Action dice can be used during two different steps, but only on our turn. You can use an action die at any time during your Main Step, or after blockers have been assigned during the Attack Step (referred to as the Actions and Globals portion of the Attack Step).

Action dice cannot be used for no effect. This means, if you can’t legally use the ability of the action die, then you can’t use the die and it remains in your Reserve Pool until the end of your turn. If you do not use an action die, it will go into your Used Pile at the end of your turn.

Ruling – Trap Keyword

From the WizKids Keywords Page:

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

Each Trap has its own Trigger and Effect. A Trap is sent directly to the Used Pile when it’s triggered, and this is not optional. Once the trigger condition is met, the trap will go to the Used Pile, whether you can use the effect or not.

The Gadgeteer keyword works with Traps.

Ruling – Trigger

Trigger: An opponent attacks you.”

The Trigger is a condition that must be met for the trap to activate. As soon as the condition is met, the trap will ‘trigger’ and go to the Used Pile. You can use the effect of the trap only when it’s triggered.

For Dragon Statue Trap, the Trigger is when an opponent attacks you. The moment an opponent finishes assigning their attackers, the Dragon Statue Trap’s trigger is met. Character dice that are attacking are all assigned at the same time, so your opponent will be able to assign all character dice they wish to attack with before your trap triggers. This means all of your opponent’s ‘When Attacks’ abilities will be able to trigger before your Dragon Statue Trap triggers. This is because they are the active player and all active player abilities trigger first.

The trigger on Dragon Statue Trap will grant you the effect before blockers are assigned.

Ruling – Effect

Effect: You may pay X [Energy] to deal X damage to all opposing character die.”

~ I believe there is a typo on the card. Where it says ‘opposing character die‘, I believe it’s supposed to say, ‘opposing character dice‘ instead.

The Effect of a trap is what happens when the Trigger condition is met. The Effect on Dragon Statue Trap is an optional ability because it says ‘you may’.

If you choose to use the effect on your triggered Dragon Statue Trap, you can pay any amount of energy to deal that much damage to all of your opponent’s character dice. You can use any type of energy in any combination for this effect.

The opposing character dice do not need to be attacking, only active in the Field Zone.

If attacking character dice are KO’d by this effect, they are no longer attacking and you will not be able to assign blockers to them.

This effect is not a targeting effect. Characters that are protected from being targeted can be damaged by this effect.

Example

Game State
I have a Dragon Statue Trap and a Sidekick (1A/1D) in my Field Zone. I have one Bolt and one Fist energy in my Reserve Pool. My opponent has two Sidekicks (1A/1D) and character die with 2A/3D in their Field Zone. We are moving into their Attack Step.
Attack Step – Assign Attackers
~ My opponent assigns their 2A/3D character and one Sidekick as their attackers.
~ My opponent does not have any When Attacks abilities.
~ My Dragon Statue Trap triggers and is sent to the Used Pile.
~ I use the Effect of my trap and spend the Bolt and Fist energy (moving them to my Used Pile), to deal two damage to all of my opponent’s character dice.
~ Their two Sidekick dice are KO’d and placed in their Prep Area. Their 2A/3D character die is still attacking, but now it can only take one more damage before it’s KO’d.
Attack Step – Assign Blockers
~ I assign my Sidekick die to block the remaining attacking character die. Doing this will KO the attacker in the Assign and Resolve Damage portion of the Attack Step and my Sidekick will also be KO’d.

Miscellaneous Card Information

~ Dragon Statue Trap is a Shield type non-basic action card.
~ It does not have an affiliation.
~ It has a Neutral Alignment (leaf symbol near the purchase cost).
~ It has a Max Dice of four.
~ This card is a Common and is #25 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

There are no rulings for this specific card.

The ruling for Gadgeteer and Traps can be found, here.

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

Turn Order Summary Reference

turn-order

Opinion

I think the Dragon Statue Trap is incredibly useful against teams that utilize those annoying characters that can’t be targeted. And there are plenty of those pesky characters around in Golden Age and Modern Age. Raven: Azarath, Metrion, Zinthos! is the first one that comes to mind and probably the most used one. Even with her in the field, you can still damage your opponent’s Mask and Teen Titans dice because Dragon Statue Trap’s effect is not targeting them – it’s like a blanket covering their side of the field.

Dragon Statue Trap could also be extremely useful against teams that depend on rushing their opponent with lots of smaller characters, like a Bard Blitz or Guy Rush team. A well placed Dragon Statue Trap and force attack Global and they’re in a world of hurt!

One of the major down sides that I can see to this type of trap is that once it’s triggered, it’s gone until you can get it back through your bag. This leaves you vulnerable and gives your opponent a chance to build up their field if they trigger the trap at the right time. Another issue you could run into is your opponent triggering it when you don’t have any energy to use for the effect. The trap is still triggered when they attack and sent to the Used Pile – regardless if you can activate the effect or not.

Gadgeteer is a nice keyword to pair with Dragon Statue Trap. You could get your traps back much quicker with one of these type of characters. What ever you do, don’t give them Boomerang! That’s not a good idea if you want your traps in the field.

I’ve been looking at building a Trap based team, I just haven’t had the chance to put it together yet. I think it would be fun and interesting for our casual scene.

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Greetings Fellow Dice Fans!

 

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

W 07 Heist, BAC

Ruling Using Action Dice

Heist is a Basic Action Card and it’s dice are Basic Action Dice. If an ability or game text refers to an Action Card or an Action Die, then it could affect Heist. Basic Action Dice can be purchased by either player.

There are two main ways to use an action die. The first is when the die is in your Reserve Pool, you use the ability that’s on the card and then place the die Out of Play. The die will never enter the Field Zone. The second is to move the action die from the Reserve Pool to the Field Zone, but those dice can only be fielded if they have the Continuous keyword, they’re considered to be Gear, or the ability tells you to attach that die to another die that’s in the Field Zone.

Action dice can be used during two different steps, but only on our turn. You can use an action die at any time during your Main Step, or after blockers have been assigned during the Attack Step (referred to as the Actions and Globals portion of the Attack Step).

Action dice cannot be used for no effect. This means, if you can’t legally use the ability of the action die, then you can’t use the die and it remains in your Reserve Pool until the end of your turn. If you do not use an action die, it will go into your Used Pile at the end of your turn.

Ruling – Ability

Target opponent draws 2 dice from their bag. Place one in that opponent’s Prep Area. Roll the other die and place it in your Reserve Pool. At the end of your turn, place the rolled die in your opponent’s Used Pile (regardless of where it is).

You must be able to target an opponent in order to use Heist. If you can’t target an opponent, you will not be able to use Heist because it won’t have any effect. When you use Heist, you place the die Out of Play from your Reserve Pool. The die never enters the Field Zone.

When you use Heist, you target an opponent and they draw two dice from their dice bag. If they can’t draw two dice, they draw as many as they can and then refill their bag from their Used Pile, and finish drawing until they have drawn two dice. If they don’t have any dice in their Used Pile to refill their bag, then they draw as many as they can.

If your opponent can only draw one die and doesn’t have any dice to refill their bag with, they do not take damage. ‘Bag Burn’ is only something that applies during the Clear and Draw Step. Also, if your opponent can only draw one die you complete the remainder of the Heist ability in the order stated on the card. This means you would place that single die in your opponent’s Prep Area and not roll it.

When your opponent draws the two dice, you choose one and it is placed in their Prep Area. You then roll the second die and place it in your Reserve Pool. You now get to use that die on the face it landed on. If you rolled energy, you can use it normally. If you rolled an action face, you use it as intended. For example: A Continuous action die will stay in the Field Zone, but the Heist ability will place it in your opponent’s Used Pile at the end of your turn. You get to use it for that turn. The same would happen with a character die if you rolled a character face. You could field that character and activate any When Fielded abilities, but it would be placed in your opponent’s Used Pile at the end of your turn.

If you have an ability that would allow you to reroll or manipulate the dice in your Reserve Pool after the Roll and Reroll Step, those abilities can be used on the die that was stolen with Heist. For example: If you have Parallax: Source of Terror, you can spend one energy to reroll the die you stole with Heist. You could not use an ability that affects dice during the Roll and Reroll Step for the stolen die because Heist is used after the Roll and Reroll Step has passed.

Miscellaneous Card Information

~ Heist is a Basic Action Card with no energy type.
~ It does not have an affiliation.
~ Heist has a Neutral Alignment (leaf symbol near the purchase cost).
~ It says Use: 3 instead of Max: 3 because you are required to bring exactly three Basic Action Dice for Heist.
~ This card is a Common and is #7 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

There are no rulings for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

This card is definitely about more than just potentially stealing some energy. This card can seriously disrupt the flow of your opponent’s bag and also turn an action or character against them for a brief moment. This could also deny them the opportunity to draw that big nasty they had coming next turn. They do get a prepped die from Heist, but I feel like the risk is worth it.

If you don’t get an action or character, you still come out with at least one energy that you can use to make purchases, field characters, activate Globals, etc. I don’t see a huge downside to this card, other than potentially pulling two really good dice and having to put one in your opponent’s Prep Area for next turn. Thinning their bag of Sidekicks is a downside, but it’s not a huge one. Again, the risk is worth the potential reward as long as you’re cautious when using this die. Don’t use it when they have four Sidekicks in their bag and a lot of characters and actions in their Used Pile. You need to keep track of your opponent’s purchases and where the dice are when you play with Heist.

I don’t see this card as a major competitive card, but it’s great for all levels of casual games, and even competitive-casual. Competitive-casual is a mix of competitive and casual play – like a casual setting were everyone is playing semi-competitive, but they don’t bring out the big nasty dudes (like Cube+Pureblood). You also might see someone with a Shriek or a DWiz, but not both. This type of atmosphere breeds creativity and is definitely more fun for folks that don’t dig the hyper competitive scenes, but they still want to play with some of the competitive cards.

I have not looked at this card since the set released, until it popped up as a question from someone. They asked if they could field a character if the die they stole rolled a character face. It’s a tactic that I didn’t think of when I first read the card, but I love the possibilities this card can bring – as well as the chaos that could ensue! I owe that reader a big thank you!

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

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Jarnborn: And My Axe  from the Marvel The Mighty Thor set.

W Jarnborn, And My Axe

Ruling Using Action Dice

Jarnborn is a Non-Basic Action Card and it’s dice are Non-Basic Action Dice. If an ability or game text refers to an Action Card or an Action Die, then it could affect Jarnborn. If the text refers to a Basic Action Card or Basic Action Die, it will not affect Jarnborn. Non-Basic Action dice can not be purchased by an opponent, unlike Basic Action dice.

There are two main ways to use an action die. The first is when the die is in your Reserve Pool, you use the ability that’s on the card and then place the die Out of Play. The second is to move the action die from the Reserve Pool to the Field Zone, but those dice can only be fielded if they have the Continuous keyword, they’re considered to be Gear, or the ability tells you to attach that die to another die that’s in the Field Zone.

Action dice can be used during two different steps, but only on our turn. You can use an action die at any time during your Main Step, or after blockers have been assigned during the Attack Step (referred to as the Actions and Globals portion of the Attack Step).

Action dice cannot be used for no effect. This means, if you can’t legally use the ability of the action die, then you can’t use the die and it remains in your Reserve Pool until the end of your turn. If you do not use an action die, it will go into your Used Pile at the end of your turn.

Ruling – Ability

“Replace target character die’s A with double its printed A (until end of turn).”

In order to use Jarnborn, you must be able to target a character die that’s active in the Field. If there are no legal targets, you can’t use Jarnborn.

When you use Jarnborn, you can target a character die that belongs to either player.

When used, Jarnborn’s ability will replace the targeted character die’s current attack value with a value equal to double its printed attack value. If a character has applied bonuses to its attack value, those will not be added and will be lost. Static bonuses will still apply. For example, if I have a character in the Field Zone with a printed attack of 4, when I use Jarnborn, that character’s attack value will now be 8 until the end of my turn.

This effect will last until the end of your turn. Jarnborn does not alter the character die’s printed attack value.

You can use this die during your Main Step or wait until after your opponent assigns blockers and then use it during the Actions and Globals portion of the Attack Step. You can use the die for one of your characters that are blocked or one that is unblocked. You can even use this die on one of your opponent’s dice, whether they’re blocking or not.

If you use a second Jarnborn on the same character die, it will replace that character die’s current attack value with double its printed attack value. Even if the value is unchanged, the effect still happens.

Miscellaneous Card Information

~ Jarnborn is a Fist type Non-Basic Action Card.
~ It does not have an affiliation.
~ It has a Max Dice of 4.
~ This card is a Common and is #30 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

There are no rulings for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

I noticed a few players asking about non-basic actions so I thought I’d pick one that I think is a fantastic tactical card. You can wait and use until the Attack Step, after blockers are assigned, to try and maximize your damage against your opponent. Or you can use it on a character die during the Main Step to entice your opponent to block a particular character. You could even use it to help your opponent’s blocker KO one of your attackers with a When KO’d ability.

I love the versatility of this card and I can’t wait to use it more. I’ve been toying around with a few teams and this is a card that might fit nicely on to some of them. One team in particular has the super rare Mister Miracle on it. While he’s active, your action dice gain the Boomerang keyword. I want to use him, Jarnborn, and a heavy hitter or two and I can’t wait to finish that team!

I also love that my opponent can’t buy it, because it’s not a Basic Action. I can bring this card and know that I’m safe from them using it against me – unless they bring it too.

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

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

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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Spidey’s Last Stand: Basic Action Card  from the Marvel Amazing Spider-Man Starter set.

Spidey's last stand BAC

Ruling – Ability

“Sacrifice a character to draw and roll 2 dice (sacrificed characters are placed in the Used Pile).”

WizKids Keywords Page:

Sacrifice: Sacrificed characters are moved from the Field Zone to the Used Pile (often as a cost or penalty).”

When you use this action die, you must sacrifice a character die as part of the cost to using the die. If you can’t sacrifice a character die, you can’t use the action die because you wouldn’t be able to pay the cost to use it. You can’t redirect the cost to a different character die.

When you use this die, you sacrifice a character die, then you draw two dice from your bag and roll them. Those dice are then placed into your Reserve Pool. Dice drawn from this ability are not considered to be drawn during your Roll and Reroll Step, even if you use this action die directly after your Roll and Reroll Step. You do not get to reroll the dice rolled from this ability. Dice are used normally after they’re placed in the Reserve Pool.

If you cannot draw two dice for this ability, you draw as many as you can, then refill your bag and finish drawing until you have drawn two dice.

An ability like Back for More would not trigger if the dice you roll from this ability have the Keyword. The dice drawn and rolled from this ability never enter the Prep Area.

If you have more than one die of the same character in the Field Zone, you do not have to sacrifice all copies of that character. You only need to sacrifice one character die.

When you sacrifice a character die, that die will go to the Used Pile instead of the Prep Area. Sacrificed character dice are not considered to be KO’d and will not trigger When KO’d abilities. If you sacrifice a character die during your turn, that die will go Out of Play first, then to Used Pile during the Clean Up Step.

Miscellaneous Card Information

~ Spidey’s Last Stand is a Basic Action Card.
~ It does not have an affiliation.
~ It says Use: 3 instead of Max: 3 because you are required to use exactly three Basic Action Dice for this card.
~ This card is an Common and is #31 of 142.

Official Sources

WizKids Official Rules Forum (WORF)

Spidey’s Last Stand and Storm: Weather Witch Ruling

There are a few additional Sacrifice rulings:
Used vs Out of Play
Sacrifice for No Effect
Sacrifice and KO Abilities

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

Turn Order Summary Reference

turn-order

Opinion

Well, this card is not terrible, but it’s not good either. I featured it because I’ve seen and heard lots of players asking how the Sacrifice ability works. I had a message about this specific card as well because it says character and not character die. This is one of those older cards with wonky wording is all. No, you don’t have to blow up all five of your Sidekick dice in the Field Zone, just to draw and roll two dice. I say it’s not a good card only because it’s not good for meta play – and it’ll be rotating soon too.

The reason that I say this isn’t a terrible card is because it’s a useful card for a more casual setting or a limited format. I wish it only cost two to buy though. I think I would actually use this card a lot if it only cost two. It’s easy to get a few Sidekicks in the Field that you can use as fodder for this card. And you’re opponent is less likely to buy this die. This card may not see competitive play, but there are plenty of casual options and fun options!

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

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

Need to find a card? Check out The Dice Coalition‘s Team Builder!

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 Polaris: Polar Opposites  from the Marvel X-Men First Class set.

Polaris

Ruling – Ability

While Polaris is active, when an opponent uses a Global Ability or Action die, your character dice gain +2D (until end of turn).

Polaris’s ability is a While Active ability. A While Active ability is one that works regardless of how many of the character’s dice are in the Field Zone. While Active abilities are like a light – it’s either on, or it’s off.

while-active-light

Regardless of how many of her dice are in the field, when her triggering condition is met, the effect from her ability will give your character dice +2D. The While Active on her card is there to show that you would not get +2D for each of her dice in the Field Zone, only that she needs to be active for her ability to work.

When your opponent uses an Action die or a Global, while Polaris is in the Field Zone, your character dice will get +2D until the end of the turn. For example: If your opponent uses an Action die or Global, your active character dice will get +2D until the end of turn. If your opponent uses another Action die or a Global in that same turn, your active character dice will get another +2D. This effect will end at the end of the turn that it was applied.

Character dice that enter the Field Zone after Polaris’s ability has been triggered will not gain the +2D. The character dice must already be in the Field Zone to gain the defense boost.

Polaris’s ability will only trigger if your opponent uses an Action die or Global.

Polaris’s ability will also give her +2D because her ability does specify ‘other’ character dice.

If your opponent uses a Action die or Global ability that would KO one of your character dice, that die could be KO’d, but only if the damage was enough to KO the character die after Polaris’s effect is applied. For example: Your opponent uses the Global on Unstable Canister: Basic Action Card and targets one of your Sidekick dice that has 1D. Polaris’s ability will trigger and grant that Sidekick +2D. If Polaris is KO’d by an Action die or Global, her ability is still in the queue, meaning your other character dice will get the +2D.

If an Action or Global effect, like the one on the non-Basic Action Prismatic Spray: Lesser Spell is used, Polaris will not be able to trigger her ability. Again, this is because the ability on the Action die must fully resolve first. Polaris’s ability would be up next, but because her card text has been lost or blanked, she no longer has an ability to resolve.

Polaris’s ability is not optional. If her ability is triggered (and not blanked), your character dice will be given +2D.

Miscellaneous Card Information

~ Polaris is a Shield type character card.
~ She has the X-Men affiliation.
~ She has a Max Dice of four.
~ This card is an Common and is #25 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
There is not a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

I would like this ability if there was a more reliable trigger. Her ability is way too easy to play around and her fielding costs are too expensive. Her stats are not bad at all, but her fielding costs are not in line with her stats. I really like Polaris as a character, but this version of her is not all that amazing.

In a draft, this card is not terrible. I’ve played with her before and she’s really handy to have when your opponent is using Action dice on their turn and they forget she’s in the field. Her ability boosts the defense of your character dice, making them great blockers. But outside of sealed or limited events, I don’t see her getting much play. Her ability is very conditional and even though Cosmic Cube is a big deal, boosting defense on character dice is not going help against those type of teams. I don’t think she’s got a place in the current competitive meta scene.

I saw some folks asking about this card recently and some of my locals had questions about her ability when we were drafting this set. I thought I should go ahead and feature her card since she’s been turning up in conversations lately.

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!

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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Heimdall: The All-Seeing from the Marvel The Mighty Thor set.

W Heimdall, The All-Seeing

Ruling – Immortal Keyword

WizKids Keywords Page does not have Immortal listed yet. The rule insert has the definition as:
Immortal: When a character die with Immortal would go to the Used Pile (except when it is purchased, swapped, or sent as energy), instead add that character die to its owner’s bag.”

If a character die with Immortal would be placed in the Used Pile, it goes to the player’s bag instead. When a character die with Immortal attacks and is not blocked, it will go Out of Play after damaging the opposing player. But, instead of going to the Used Pile at the end of turn, it will go their owner’s bag instead.

If an ability blanks or removes the Immortal keyword from the character’s card or from the character dice in other areas besides the Field Zone, Immortal will not work.

Immortal is not optional. If a character with Immortal would go to the Used Pile, it will go to the bag instead (except for when it is purchased, swapped, or sent as energy). You cannot choose to leave it in the Used Pile.

Ruling – Ability

“When fielded, draw a die. If it is a character die with Immortal, field it for free at level 1. Otherwise, Prep it.”

Heimdall has a When Fielded ability. A When Fielded ability will only trigger when the die with the ability is considered to have been Fielded and not swapped, placed, moved, etc. There are abilities on cards that will tell you to Field a character die, and those abilities will trigger When Fielded abilities.

Heimdall’s ability says that when his die is fielded, you draw a die from your bag. If the die that you draw is a character die and it has the Immortal keyword, you field it for free at level one. If it doesn’t have the Immortal keyword, you place it in your Prep Area.

If you attempt to draw a die and there are no dice in your bag, you refill your bag from your Used Pile.

If you draw a die and it’s a character die that has the Immortal keyword on its card, or has the keyword granted to it by an ability, you must field that die for free at level one.

If the die you drew is not a character die with the Immortal keyword, you must place it in your Prep Area.

If draw an Immortal character die and it has a When Fielded ability, it will trigger because Heimdall’s ability says to field that die.

These abilities are not optional. When Heimdall is fielded, you must draw a die. If you draw an Immortal character die, it must be fielded at level one. If you draw a die that’s not an Immortal character die, you must place it in your Prep Area.

Ruling – Global

“Global: Pay MASK. Once per turn, on your turn, you may Prep 2 Sidekick dice from your Used Pile.”

A Global is available for both players to use. There is no inherent ability to prevent a player from using a Global, though you may be able to use the ability on a card to prevent the use of a Global. For a player to use a Global on their opponent’s team, they must meet the proper requirements. Globals cannot be used for no effect.

Heimdall’s Global requires that a player spend one Mask energy. A player may only activate this Global one time on their turn, because the Global places those limits on its use. However, if you and your opponent both have the same Heimdall card on your teams, you can use each Heimdall’s Global one time on your turn. This is because each Heimdall is a different card, and each Global belongs to a different player.

During your turn, if you use Heimdall’s Global, you may move two Sidekick dice from your Used Pile to your Prep Area. You can still use this Global even if you only have one Sidekick die in your Used Pile. You cannot use the Global if you don’t have any Sidekick dice in your Used Pile. If you have two or more Sidekick dice in your Used Pile, you must move two of them. You are not permitted to choose one when there are two available, because the Global specifically says ‘Prep 2 Sidekick dice’ and not ‘Prep up to 2 Sidekick dice’.

Character dice with the Ally keyword are not eligible to be selected as Sidekick dice for this Global ability because Ally character dice are only considered Sidekick dice while in the Field Zone.

Sidekick dice that are spent are not available for Heimdall’s Global on that same turn. Spent dice are Out of Play until the end of turn.

You can only use the Global on your turn, and only once for each Heimdall card.

Miscellaneous Card Information

~ Heimdall is a Mask type character card.
~ He does not have an affiliation.
~ He has a Max Dice of four.
~ This card is an Common and is #24 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There is not a ruling for this specific card.

The Immortal ruling can be found, here.

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

Turn Order Summary Reference

turn-order

Opinion

PXG has returned as HXG! Credit to Andy and Chris (True Mister Six) from the Ministry of Dice for their acronym. Those two have an awesome podcast that I highly recommend. It’s fun and I always enjoy hearing Andy’s new aka.

But, it’s nice to have a form of PXG back in the game. I was never on the ‘Ban PXG’ bandwagon, because I didn’t think he needed to be banned. I felt he needed a hefty errata, but didn’t deserve a ban. HXG is what PXG should have been to begin with. A once per turn, on your turn Global is more than appropriate. The Global is quite useful, though I’m not certain the rest of his common card is all that useful outside of casual events. You could probably build a casual Immortal team using him, but he won’t be played in the competitive scenes for his ability. Players will definitely look at all the rarities of Heimdall, mainly for the Global.

I wanted to feature an Immortal character this week, and I couldn’t resist choosing Heimdall for Immortal and his Global.

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

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

Greetings Fellow Dice Fans!

 

The Mighty Thor Dice Masters set has released! I unboxed a Draft Pack Display and thought I’d share the breakdown of my pulls. You can see the video on my YouTube channel, here. I will not be featuring favorite cards in this article – be looking for that article in the future!

Each pack’s contents are listed below. Foil cards are in red text. The boxes are listed from the front of the display, to the back of the display.

Rules Insert

Rules Insert

Draft Pack #1

Basic Action Cards
Investigation
Shockwave

Commons
Absorbing Man
Hulk
Jarnbjorn
Loki
Ragnarok
Thor (Male)

Uncommons
Balder
Hulk
Sif
Thor (Male)

Rares
Mjolnir
Punisher

Draft Pack #2

Basic Action Cards
Big Entrance
Surprise Attack

Commons
Balder
Billy Club
Crystal
Odin
Punisher
SP//dr
Samantha Wilson

Uncommons
Hogun
Samantha Wilson
Wrecker

Rares
Fandral
Odin

Draft Pack #3

Basic Action Cards
Don the Helm
Investigation

Commons
Crystal
Jane Foster
Kate Bishop
Nick Fury
Sif
The Bifrost

Uncommons
Destroyer
Jane Foster
Loki
Samantha Wilson

Rares
Jarnbjorn

Kate Bishop

Draft Pack #4

Basic Action Cards
Big Entrance
Released from the Ice

Commons
Absorbing Man
Balder
Chipmunk Hunk
Hulk
Loki
Samantha Wilson
Thor (Male)

Uncommons
Absorbing Man
Jarnbjorn
Surtur

Rares
Daredevil
US Agent

Draft Pack #5

Basic Action Cards
Released from the Ice
Villainous Pact

Commons
Billy Club
Destroyer
Heimdall
Karnak
Thorbuster Iron Man
Volstagg
Wrecker

Uncommons
Fandral
Nick Fury
Pepper Potts

Rares
Iron Man
Sif

Draft Pack #6

Basic Action Cards
Odin’s Fury
Shockwave

Commons
Beta Ray Bill
Fandral
Hogun
Malekith
Mr. Fixit
Pepper Potts
Surtur

Uncommons
Enchantress
Mr. Fixit

Rares
The Bifrost
The Bifrost (Duplicate Rare – no dice)
Earth X Thor (SUPER RARE)

Draft Pack #7

Basic Action Cards
Archnemesis!
Get Thee Hence

Commons
Blackheart
Enchantress
Mjolnir
Punisher
Ragnarok
SP//dr

Uncommons
Punisher
Kate Bishop
The Bifrost
Thor (Female)

Rares
Crystal
SP//dr

Draft Pack #8

Basic Action Cards
Don the Helm
Shockwave

Commons
Daredevil
Hela
Iron Man
Jarnbjorn
Odin
Thor (Female)
US Agent

Uncommons
Crystal
Daredevil
Pepper Potts

Rares
Balder
Thorbuster Iron Man

Note – Draft Pack #6

In Draft Pack number six, I opened two The Bifrost rare cards, but didn’t get four dice in the pack. I went back and examined the dice more closely and discovered I had Odin dice, but no Odin card in that pack. When you look at the breakdown of the packs, you can almost immediately guess that the missing card was supposed to be an uncommon, non-foil Odin.I don’t believe it was a foil because there was already a foil uncommon card and three foils total in the pack. But, because this pack had the super rare in it, it could throw off the regular formula. But I’m certain it was an uncommon Odin because there were only two uncommon cards in the pack and the minimum I’ve seen is three.

That’s not a huge loss when you look at what I got in it’s place – a rare Bifrost. I’m definitely not upset about it, but I do not like that there was a miss-pack like this. This could mean that someone out there is missing a rare Bifrost and got an extra uncommon Odin. Miss-packs are bound to happen, but it’s not pleasant when it goes the other way.

Basic Action Card Reprint/Revamps

I pulled ten of the twelve BACs. Here is a list with a list of their previous versions. The orange cards are the two I did not pull. It appears that all the BACs are reprints or revamped versions of previous BACs.

#1 – Archnemesis!
~ Archnemesis (Amazing Spider-Man): Reprint

#2 – Big Entrance
~ Big Entrance (War of Light): Reprint
~ Promo(s): Reprint

#3 – Don the Helm
~ Transfer Power (Uncanny X-Men): Don the Helm is a revamp of Transfer Power. Don the Helm loses the Global and has updated wording, but is otherwise functionally the same.

#4 – Flying Hammer
~ Smash! (Avengers vs X-Men): Flying Hammer cost one more to purchase but has updated wording and is functionally the same.
~ Smash! (Iron Man War Machine): Flying Hammer cost one more to purchase but is functionally the same.

#5 – Get Thee Hence
~ Dark Avenger (World’s Finest): but the Batman affiliation is replaced with the Immortal keyword. Get Thee Hence is not a direct reprint.

#6 – Investigation
~ Gearing Up (Avengers vs X-Men): Investigation costs one less to purchase, but is worded the same.
~ Superhero Registration Act (Civil War): Investigation costs one less to purchase, but doesn’t have the Enlistment keyword. Otherwise, worded the same.
~ Special Delivery (TMNT Box 1): Investigation costs one less to purchase, but is worded the same.

#7 – Midgard
~ Save Civilians (Justice League): Midgard is a reprint.
~ Save Civilians (Superman Wonder Woman): Midgard is a reprint.

#8 – Odin’s Fury
~ True Believer (Amazing Spider-Man): Odin’s Fury has clarified wording but is functionally the same.

#9 – Released from the Ice
~ Reclaim (Heroes in a Half Shell): Released from the Ice is reworded but functionally the same.

#10 – Shockwave
~ Shockwave (Justice League): Reprint

#11 – Surprise Attack
~ Surprise Attack (Age of Ultron): Surprise Attack from Mighty Thor has updated wording but functionally the same.
~ Surprise Attack (Iron Man War Machine): The version in Mighty Thor is a direct reprint of this version.

#12 – Villainous Pact
~ Villainous Pact (Justice League): Villainous Pact from Mighty Thor has the updated wording but functionally the same.
~ Promo (M2016): Villainous Pact from Mighty Thor has is a direct reprint of this version.

Final Thoughts

It’s no secret that I’m not a fan of the Draft Packs. I don’t like the extra hoops folks need to jump through in order to get all the Basic Actions. There are a total of sixteen BACs in a display – and there is no reason a sealed display shouldn’t have at least one copy of all twelve BACs. It’s bad enough you need a regular and foil set (if you’re collecting a foil set too), but to open a sealed display and still be missing two to three BACs is just silly.

I also don’t like that I end up missing somewhere around fifteen or sixteen uncommons, especially when I get duplicate uncommons, regardless of them being foil duplicates. I ended up with duplicate rares in the D&D display and that was a little frustrating as well. As a collector, I am greatly displeased with the draft packs and there is no way to convince me that they’re equal or better than a feed (for my collecting) – unless they were $15-$20 cheaper than a feed instead of only $10 cheaper. But if you’re only looking for rare cards, you can guarantee two rares or a rare and a super rare from a $10 pack. For that cost, I’d still rather buy a feed and then buy singles, like I’ve been doing since the dawn of Uncanny X-Men (AvX was a little different and harder to collect).

So, I’m very happy there is a gravity available for Mighty Thor. I wish WizKids would have made a BAC pack for folks that only want the regular BACs from the set and don’t want or have access to the Draft Packs. They could have brought back the Collector’s Box and put foil BACs in it with the cool premium dice. I don’t care about characters, character dice, or boosters – I just want the Collector’s Boxes back with foil BACs and premium dice! That would be awesome to have a Collector’s Box for starters and team packs with foil versions of the cards too.

I like the Draft Pack idea for pre-release events or other special sealed type events, but not as a standard product. I’ve heard several of my locals voice this same opinion.

What do you think of the Draft Packs?
Are you finding it difficult to get a full set of the BACs?
Do you like that they’re all reprints or revamped versions of previous BACs?

Leave me a comment here or on Facebook at Dice Dice Kitty! Thanks for reading and please remember to like, follow, and subscribe!

Need to look up a card? Be sure to check out DM RetroBox! It’s the best searchable card database I’ve found for when I’m at the computer.

Roll on, Dice Masters!

Greetings Fellow Clix Fans!

 

If you know me, then you know how much I love my TMNT Clix and that’s mostly all I play with. There are a few exceptions, like Doctor Strange and the DC Bombshells, but I play with what I like to play with. I have always loved the Tactics sets, but since they aren’t legal for regular events, like Modern Age stuff, I never get to play with them. I’m a huge Star Trek fan, Next Generation being my favorite, but I love the property as a whole. When I saw there was going to be an actual set, with actual dudes, I got super excited! WizKids was really nice to me and sent me the Starter and Dice & Token Pack for a preview article (here). I pre-ordered a brick of the boosters and anxiously awaited its release. Well, that happened yesterday!

I did a very clumsy (but fun!) unboxing video, which you can find on my YouTube channel, here.

Out of my brick, I pulled all of the commons and all but one uncommon. I also got six rares, three super rares, and one chase figure. I got several common and uncommon duplicates but I didn’t get duplicates of anything rare or better.

Scans

I scanned all the individually numbered cards, which you can see below. Just click on the image for a better view.

Favorites

I’m totally a Klingon at heart, so of course the Klingon pieces are going to be some of my favorites, even if they are afflicted with the Qu’Vat virus. I won’t talk about these pieces much since I’ll likely do articles on them later. Kor is probably my favorite piece out of my entire brick. I also really like the Klingon’s team ability, Klingon Empire.

Naked Time Sulu is pretty awesome, and totally playable as a regular team piece or from your Sideline. There are so many great Starfleet pieces and with the team ability, United Federation of Planets, they all get that additional +1 to their speed when they take a move action. One of my other favorite Starfleet pieces is Yeoman Rand. She is unique for good reason! Being able to give her a power action to remove an action token from an adjacent friendly Starfleet dude of 100 points or less is great! She’s only 25 points and has Willpower on her first click.

But aside from those two factions, we also have Romulans who have the team ability Romulan Star Empire. That gives them Stealth, which is very much like a Romulan, to hide and sneak around. I noticed that none of the pieces I pulled have an improved movement though. This makes it very inconvenient to hide them in hindering terrain… unless you’re using the Romulan Lieutenant! His star trait gives all friendly characters that are adjacent or have the Romulan keyword the ability to move unhindered through hindering terrain.

There are lots of generic aliens that look like loads of fun to play with. I love using Mind Control and the Orion Female has Mind Control as a star trait, plus a bonus! The target has to reduce its defense for each Seduction token on its card. They get those from the Orion Female’s other star trait which is a free action to put a Seduction token on a character within four squares and line of fine. I can’t wait to try out this piece! And everyone has likely seen the Tribbles before today. They’re just silly fun, but as a Klingon, I hope I never face them in battle!

Final Thoughts

As a Star Trek fan, this set is very thematic and should be lots of fun to play within itself. I’m not versed well enough in the current meta to know if anything is going to make a splash or not, but I’m not overly concerned with that aspect. I want to play HeroClix and I want to use pieces that are of familiar characters and that I love. Sure, superheroes are cool and I have plenty of those pieces that I like, but I absolutely love these type of sets – the ones that break away from the normal drone of ‘Superhero’ and ‘comic book’. Yes, I’m aware that Star Trek has comics too – I have quite a few Gold Key issues. But these pieces are straight from the TV show and I love that! I really hope we get sets for each of the shows.

While I understand that this set won’t be for everyone, I encourage players to try some of the pieces, even if it’s just in a sealed event. Or maybe sit down with your Trekkie friend(s) and introduce them to Clix. I have a friend that’s never bought a HeroClix product in his life – until yesterday. He bought an entire case, starter, and Dice & Token pack, just so he could learn the game and play Clix with the Star Trek dudes he loves. So, if you aren’t a fan of Star Trek, please, don’t discourage fans from checking it out. Use their love of the property to get them into this amazing world of HeroClix!

Thanks for reading and don’t forget to subscribe, like, and follow!

Live long and Prob it!

Greetings Fellow Dice Fans!

 

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

W Poison Dart Trap, Lesser Trap

Ruling – Ability

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

Poison Dart Trap has the Trap keyword.

WizKids Keywords Page:

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

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

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

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

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

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

Miscellaneous Card Information

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

Official Sources

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

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

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

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

I’m don’t think this card will see major meta play, but some casual scenes probably will – especially if Swarm is big. This card could be useful in drafts as well, but only if players are drafting multiple copies of a character and using three or four of that character’s dice.

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