Posts Tagged ‘Confusing Card of the Week’

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Batarang: What Goes Around Comes Around from the DC Batman set.

W Batarang, What Goes Around Comes Around

Ruling – Ability

When you use this action die, you deal three damage to one target Villain character die. If you use a second Batarang die, you can choose to target the same die again if it’s still active in the Field Zone, or you can choose a new Villain to target.

You can target opposing Villains or your own Villains with Batarang action dice.

A Sidekick die or character die that does not have a printed Villain affiliation on their card can be legal targets if they have been given the Villain affiliation through a game effect. For example: Superman is not a Villain. I can pay a Mask energy and a Fist energy for the Global on the Monument to Evil: Basic Action Card, and target Superman so he gains the Villain affiliation. This makes him a legal target for Batarang.

A character with a printed Villain affiliation can have the Villain affiliation removed by a card effect and no longer be a legal target for Batarang. Removing the Villain affiliation will not affect Batarang dice that have been used prior to the removal of the affiliation. For example: My Joker (Villain), with a defense of six, has been hit with a Batarang for three damage. In the same turn, I can remove his affiliation with Ra’s al Ghul‘s Global and he will still have three damage on him until the Clean Up Step. He can no longer be targeted by Batarang dice this turn, unless he regains the Villain affiliation.

What is considered ‘using’ an Action Die?
~ When you have a non-Continuous action die showing an action face in your Reserve Pool and you use it for it’s effect, moving it Out of Play, that is considered using it.
~ When you have a Continuous action die showing an action face in your Reserve Pool, using it means putting it into the Field Zone. When you activate a Continuous action die for it’s effect, that is not the same as using the action die because the die was used by fielding it.
~ Abilities that say ‘use an action die’ or ‘use the effect of an action die’ are all considered to be using an action die.

Ruling – Boomerang Keyword

From the WizKids Keywords page:

Boomerang: Action dice with boomerang are re-rolled after they’re used. If they reveal an action face, add them to your Prep Area.

 

After you roll the action die, if it shows an action face (non-energy face), you get to add it to your Prep Area. If it shows an energy face, the die will move Out of Play as normal. The image below shows where you can find the different faces on the Die Face Reference part of the card.

Boomerang is mandatory. If you use an Action Die with Boomerang, you must reroll it.

Action and Energy Faces 2

 

Miscellaneous Card Information

~ Batarang is a Bolt type non-Basic Action card.
~ It does not have an affiliation.
~ It has a max dice of four.
~ This card is a Common and is #4 of 124.

Batarang is a special Action called a non-Basic Action. You place this card in a character slot on your team. Your opponent can not purchase your non-Basic Action dice.

Examples

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

Example One:
Using Batarang during the Main Step and the Attack Step.

Game State
~ I have two Batarang dice showing action faces in my Reserve Pool. I have a level three Huntress (4A/3D) die and a level three Hawkgirl (4A/4D) die in the Field Zone.
~ My opponent has a level three Killer Croc (7A/7D) die in the Field Zone.
~ It is currently during my Main Step.
(Main Step)
~ I use one of my Batarang dice, targeting my Huntress die. Huntress takes three damage, KO’ing her and sending her to my Prep Area. I must use the Boomerang ability on my Batarang die, rerolling Batarang. It lands on an energy face and is placed Out of Play.
~ I pass priority to my opponent and they choose to not use any Globals, passing priority back to me.
~ We now move into the Attack Step – or – Skip the Attack Step and go straight to Clean Up. I decide that I want to attack, so we move into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign my Hawkgirl to attack, moving her into the Attack Zone.
(Attack Step – Assign Blockers)
~ My opponent assigns their Killer Croc to block Hawkgirl, moving Killer Croc into the Attack Zone and placing him in front of Hawkgirl.
(Attack Step – Actions and Globals)
~ I use my second Batarang die and target Killer Croc. Killer Croc takes three damage and since it wasn’t enough to KO him, he remains in the Attack Zone blocking Hawkgirl. I must use the Boomerang ability on my Batarang die, rerolling Batarang. It lands on an action face and is added in my Prep Area.
(Attack Step – Assign and Resolve Damage)
~ Hawkgirl deals her four attack to Killer Croc’s seven defense, but he already has three damage on him. This will be enough to KO him. Killer Croc deals his seven attack to Hawkgirl’s four defense, which is enough to KO her. They will both go their respective Prep Areas during Clean Up.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area. Killer Croc is placed in my opponent’s Prep Area and Hawkgirl is placed in my Prep Area.
~ Characters blocked, but not KO’d are removed from the Attack Zone, but stay in the Field Zone. The Attack Zone is part of the Field Zone, but only attacking and blocking characters can be in the Attack Zone.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability).
~ All damage is cleared.
~ End of turn abilities will resolve.
~ My turn is now over and my opponent’s turn will begin.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling about similar text for using an action die, here.
You can find a relevant ruling about Continuous actions and abilities, here.
You can find a relevant ruling about While Active text being missing from the card, 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

I think Boomerang is a really neat ability, but I have yet to play it. I’ve seen plenty of Unstable Miracle teams floating around, but I want to use a die that already has Boomerang, like Batarang. I’ll have to use Batarang if I want to play with Boomerang because it’s the only action card with the Keyword and all three versions have Boomerang.

I am definitely looking forward to adding this to my “FREEZE!” team. While useful against opposing Villains, I think it’ll be much more of an asset when it comes to KO’ing your own Villains that have When Fielded abilities. Mr. Freeze: Dr. Victor Fries has a cool When Fielded ability that puts Stun Tokens on your opponent’s character cards. Sometimes, it’s hard to get those type of character dice back into your Prep Area to reuse quickly. Batarang definitely provides a viable option that your opponent won’t have access to, like Unstable Canister. Mr. Freeze has a defense line of 2/3/4, making him a prime target for Batarang. The only level that would give you trouble is level three.

Some other characters that I would love to pair this Batarang with are Huntress: No Rest for the Wicked and Firefly: Ted Carson. I absolutely love the idea of using Huntress to potentially KO their dudes and then field Firefly to blast them for some damage. Batarang would help cycle those two in the early game because they’re both Villains and make for great targets for Batarang.

And if blasting your own Villains into the Prep Area for next turn wasn’t good enough, Batarang has the potential to come back too, thanks to Boomerang!

I think all versions are great for casual level play and especially for drafting. I’m not sure it has what it takes to stand alone in the Modern Age competitive meta, but I’m holding out hope that someone finds a creative way to use this card.

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 and WizKids for the use of their sites.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at The Question: Find the Answers from the DC Batman set.

W The Question, Find the Answers

Ruling – Gadgeteer Keyword

From the WizKids Keywords page:

Gadgeteer: When a character die with Gadgeteer attacks, you may roll a gear die or an action die with the Continuous keyword in your Used Pile.  If you roll a non-energy face, you may move it unto your Field Zone.  Otherwise, return it to your Used Pile.

I think there is a typo in on the WizKids Keywords page. Where it says ‘you may move it unto your Field Zone’, I think it’s supposed to say into and not unto. But I’m certain we all know what they mean.

Gadgeteer is a new Keyword in the Batman set. This ability only works when the character with Gadgeteer attacks and only if you have a Gear or Continuous action die in your Used Pile. Gear dice will have the Equip Keyword on their card.

You cannot use the Gadgeteer ability for a non-Continuous action die.

When your Gadgeteer character attacks, you get to choose a qualifying action die from your Used Pile and roll it. It can be a Basic Action die or a Non-Basic Action die, so long as it’s Gear or has the Continuous keyword.

After you roll the action die, if it shows an Action face (non-energy face), you get to move it into your Field Zone. Moving a die is not the same as using it, much like moving a character die is not the same as fielding it. If it shows an energy face, you must return it to the Used Pile. The image below shows where you can find the different faces on the Die Face Reference part of the card.

Action and Energy Faces

This ability is optional and not mandatory because it uses ‘may’ in the text. If your Gadgeteer character attacks and you have a Continuous die in your Used Pile, you are not required to use the Gadgeteer ability. If you forget to use it and the Attack Step has moved into the Assign Blockers portion, you have missed your opportunity to use Gadgeteer.

Ruling – Ability

The Question’s other ability works like a While Active ability even though it doesn’t say While Active. 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

Whenever you use an action die, The Question gains +1A and +1D until the end of the turn. You can use multiple action dice on the same turn and his ability will trigger for each one.

What is considered ‘using’ an Action Die?
~ When you have a non-Continuous action die showing an action face in your Reserve Pool and you use it for it’s effect, moving it Out of Play, that is considered using it.
~ When you have a Continuous action die showing an action face in your Reserve Pool, using it means putting it into the Field Zone. When you activate a Continuous action die for it’s effect, that is not the same as using the action die because the die was used by fielding it.
~ Abilities that say ‘use an action die’ or ‘use the effect of an action die’ are all considered to be using an action die.

Miscellaneous Card Information

~ The Question is a Mask type character card.
~ He has the Justice League affiliation.
~ He has a max dice of four.
~ This card is a Uncommon and is #75 of 124.

Examples

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

Example One:
Gadgeteer and Using Action Dice.

Game State
~ I have one level three Question (2A/4D) die in the Field Zone. I also have two Kryptonite: Green Death dice, one Unstable Canister die, and one Captain Cold’s Cold Gun: Frozen “Firearm” die, all showing action faces, in my Reserve Pool.
~ My opponent has two Sidekick die in the Field Zone.
~ It is currently during my Main Step.
(Main Step)
~ I use one of my Kryptonite dice, moving it Out of Play, and target one of my opponent’s Sidekick dice. The Question’s ability triggers and he gains +1A and +1D.
~ I use my other Kryptonite die, moving it Out of Play, and target my opponent’s Sidekick die again. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +2A and +2D.
~ I use my Unstable Canister die, moving it Out of Play, and target that same Sidekick die which KO’s it. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +3A and +3D.
~ I use my Cold Gun die, moving it to the Field Zone. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +4A and +4D.
~ I activate my Cold Gun die, moving it Out of Play, to target my opponent’s second Sidekick die which KO’s it. This does not trigger Question’s ability.
(Attack Step – Assign Attackers)
~ I assign my Question (6A/8D) to attack, moving him to the Attack Zone.
~ The Question’s Gadgeteer ability triggers when he attacks and I check my Used Pile for Continuous action dice. I have one Turtle Van and one Bat-Signal die in my Used Pile and I choose the Turtle Van Basic Action and roll it. It lands on an Action face and I move it into my Field Zone.
(Attack Step – Assign Blockers)
~ My opponent does not have any blockers to assign.
(Attack Step – Actions and Globals)
~ I do not use any Action Dice or Globals.
~ My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ The Question assigns all six of his attack to my opponent and my opponent loses six life. The Question die is immediately moved Out of Play because he attacked and was not blocked.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area.
~ Characters blocked, but not KO’d are removed from the Attack Zone, but stay in the Field Zone. The Attack Zone is part of the Field Zone, but only attacking and blocking characters can be in the Attack Zone.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability). The Question will lose all of the +1A and +1D bonuses he gained this turn.
~ All damage is cleared.
~ End of turn abilities will resolve.
~ My turn is now over and my opponent’s turn will begin.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling about similar text for using an action die, here.
You can find a relevant ruling about Continuous actions and abilities, here.
You can find a relevant ruling about While Active text being missing from the card, 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

I like this version of Question better than the other two versions. It’s easy to build up lots of action dice for a single turn with Boomerang or even Scarlet Witch: Hex Bolts from the Doctor Strange Team Pack. Since I love Overcrush so much, using Proton Cannon just makes sense, because his stats can become massive! I love that he has Gadgeteer too, which can help you get your Continuous action die back in play. He’s got a great purchase cost and while his attack stats are not the best, his stats can get a boost and even be swapped with Kal-L’s Global. I think this card is great for casual play and possibly good for a rogue team in Modern Age competitive play 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!

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

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

04 Captain America, Anti-Reg

Ruling – Resistance Ability

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

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

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

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

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

while-active-light

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

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

Ruling – Ability

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

Dice Levels

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

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

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

Miscellaneous Card Information

~ Captain America is a Shield type character card.
~ He has the Avengers affiliation.
~ He has a max dice of four.
~ This card is a Common and is #4 of 142.

Examples

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

Example One:
Triggering Captain America’s abilities.

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

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

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

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

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Mr. Freeze: Dr. Victor Fries from the DC Batman set.

W Mr. Freeze, Dr. Victor Fries

Ruling – Ability

Mr. Freeze has a When Fielded ability. A When Fielded ability will trigger when that character die is ‘fielded’ either by paying its fielding cost and placing it into the Field Zone from the Reserve Pool, or when an ability allows you to ‘field’ that character die. An ability that swaps, moves, places, etc. will not trigger a When Fielded ability.

Mr. Freeze’s ability allows you to put a Stun Token on an opposing character card. That character does not need to be active in order to use his When Fielded ability on a character card.

Ruling – Stun Tokens

Stun Tokens prevent a character’s dice from attacking or blocking. If a character card has any number Stun Tokens on it, none of those character dice can attack or block.

A character card can have more than one Stun Token on it. Stun Tokens can be removed, but the owner of the character card must pay two generic energy each. Removing a Stun Token can be done at any time the player could use a Global.

Removing a Stun Token during the Attack Step must be done during the Actions and Globals portion of the Attack Step, after the Assign Blockers portion. This means the character that just had all their Stun Tokens removed has missed the opportunity to block that same turn.

Miscellaneous Card Information

~ Mr. Freeze is a Bolt type character card.
~ He has the Villain affiliation.
~ He has a max dice of four.
~ This card is a Common and is #23 of 124.

Examples

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

Example One:
Using Mr. Freeze’s ability.

Game State
~ I have a level one Mr. Freeze die and a Fist energy in my Reserve Pool.
~ My opponent does not have any character dice in the Field Zone.
~ It’s during my Main Step.
(Main Step)
~ I spend my Fist energy, moving it Out of Play, to pay for Mr. Freeze’s fielding cost.
~ I then field Mr. Freeze’s die by moving it from the Reserve Pool to the Field Zone and his When Fielded ability triggers.
~ I choose any character card on my opponent’s team and place a Stun Token on that card.
~ The rest of the turn proceeds as normal.

Example Two:
Removing multiple Stun Tokens.

Game State
~ I have a level one character die in my Field Zone and that character’s card has two Stun Tokens on it.
~ I have two Bolt energy, one Mask energy, and one Fist energy in my Reserve Pool.
~ It’s the end of my opponent’s Main Step and they have passed me priority.
(Main Step)
~ I spend one Mask and one Fist energy, moving them to the Used Pile, to remove one of the Stun Tokens on my character’s card.
~ I spend my two Bolt energy, moving them to the Used Pile, to remove the second Stun Token from my character’s card.
~ The rest of the turn proceeds as normal.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

The more I read this card, the more I really like him. Using him with Parallax and Fabricate could be a great way to get multiple Stun Tokens on several character cards, forcing your opponent to waste precious resources to free up those characters. I really love the idea of Stun Tokens too, and I think it’s really silly that they can stack! It’s not over powered though because Mr. Freeze is a five cost character (the cheapest one too) and his fielding cost is one on all levels. It balances out a little and makes you work for those Stun Tokens, but if you can get a good flow going, you could lock down your opponent’s team and then attack with your Mr. Freeze dice for a chilling victory!

Yes, I went there.

How could I not when my favorite Mr. Freeze of all time is the Arnold Schwarzenegger?! I know… everyone hates him except for me, but I don’t care! I want an alt art Arnold Freeze card!

Arnold Freeze

Arnold aside – This Mr. Freeze card has lots of potential in Modern Age and casual play, but I think it may be just a bit too slow for Golden Age. I could be surprised though and someone could find a team build that works. As far as drafts go, this guy is ridiculous. I’ve not had the opportunity to use him, but I’ve seen him in action, and folks that use him have an easier time against those troublesome Red Hoods.

I have a Modern Age team build that I want to test with this particular version of Freeze, and I’m itching to try it. I’ve been too busy trying to make my Jessica Jones/Goliath/Proton Canon work and I need to move on to something else. I would totally recommend this card for other players to test in Modern Age and play around with in casual settings.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Hawkgirl: Princess of Thanagar from the DC Batman set.

W Hawkgirl, Princess of Thanagar

Ruling – Ability

Hawkgirl has multiple parts to her ability. The first part of Hawkgirl’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

The second part of Hawkgirl’s ability will only apply to characters that are not Villains, and only when they attack. While Hawkgirl is active, when a non-Villain character die attacks (yours or your opponent’s), you may to spin that character die up one level.

This is an optional ability because it says may. This means you do not have to spin your opponent’s non-Villain character die up a level, but you could if you wanted to.

Hawkgirl does not have to attack for you to use her ability on other characters. So long as she’s active, and the attacking character is not a Villain, you can spin that die up one level. You can spin Hawkgirl dice up one level when they attack because her ability says non-Villain character dice, and she’s not a Villain.

If you can remove the Villain affiliation (Ra’s al Ghul Global), you must do so before you attack. Once the character is already assigned to attack, the window to use Hawkgirl’s ability has passed.

Miscellaneous Card Information

~ Hawkgirl is a Mask type character card.
~ She has the Justice League affiliation.
~ She has a max dice of four.
~ This card is a Rare and is #96 of 124.

Examples

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

Example One:
How Hawkgirl’s ability triggers.

Game State
~
I have one level two Hawkgirl die, one level two Conner Kent: Project Cadmus (3A/3D) dice, and one level one Krypto: Super Dog (2A/2D) die in the Field Zone.
~ It’s the beginning of my Attack Step.
(Attack Step – Assign Attackers)
~ I assign Conner Kent and Krypto to attack, moving them into the Attack Zone.
~ Hawgirl’s ability will trigger and check both dice for the Villain affiliation. Since neither of them are Villains, I may spin each die up one level. Conner Kent spins to level three (5A/5D) and Krypto spins to level two (3A/3D).
~ The rest of the turn proceeds as normal.

Example Two:
Removing the Villain affiliation before attacking.

Game State
~
I have one level two Hawkgirl die, one level two Conner Kent: Project Cadmus (3A/3D) dice, and one level one The Riddler: Prince of Puzzles (1A/5D) die in the Field Zone.
~ I also have one Mask energy in my Reserve Pool and Ra’s al Ghul: Mystery and Power is on my team, but he is not active.
~ It’s during my Main Step.
(Main Step)
~ I spend the Mask, moving it Out of Play, to pay for Ra’s al Ghul’s Global and target my Riddler die. His Villain affiliation is now gone until the end of turn.
~ I pass priority to my opponent and they do not use any Globals. They pass priority back and we move into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign Conner Kent and The Riddler to attack, moving them into the Attack Zone.
~ Hawgirl’s ability will trigger and check both dice for the Villain affiliation. Since neither of them are Villains, they will each get to spin up one level. Conner Kent spins to level three (5A/5D) and The Riddler spins to level two (2A/6D).
~ The Riddler’s ability will also trigger and his attack and defense values are now swapped, making him a 6A and 2D.
~ The rest of the turn proceeds as normal.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling that applies to the wording of Hawkgirl’s ability, 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

What I wouldn’t have given to have this card with my Colossus during the WKO this year in Owensboro! Using her and Blink – Transmutation with Colossus is like a dream team, and that also makes room for a different BAC in place of Polymorph/Mutation. I love Mutation, but there were other BACs I could have used for that particular event.

In a draft, this card is a beast! Using her with Batgirl + Ace, Conner Kent, The Riddler or any other beefy attacker is great, but she is a rare. The chances of getting her are not high, but if you open her, take her and build around her!

For Modern Age, I think she has some potential, especially with the aggressive teams that are shaping the current meta. She’s definitely affordable at a cost of three, and she’s a Mask character which she should fit nicely on some of those more aggressive Mask Ring teams. Her TFC of two isn’t bad at all, and her attack and defense stats are about what you’d expect. She’s a really good card to consider for a competitive team.

I really like her for casual play too. She’s not too overpowered and she’s got stats that are appropriate. She also has the Justice League affiliation which means she can beef up those Golden Age JL teams!

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Rip Hunter: Navigate the Sands of Time  from the DC Batman set.

Rip Hunter, Navigate the Sands of Time

 

Ruling – Ability

Rip Hunter’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

Rip Hunter’s ability can only be used once during your turn and only during the Clear and Draw Step. Rip Hunter must be active at the start of your turn to be able to use his ability that same turn. To use Rip Hunter’s ability, you draw dice for your Clear and Draw Step, and then you can send any number of those dice to the Used Pile and draw that many dice. You may choose any number of the dice you’ve drawn to go the Used Pile. You do not have to send them all.

The dice that you send to the Used Pile, go directly to the Used Pile and not Out of Play. This is because those dice have not entered the Reserve Pool.

If a card ability would allow you to draw extra dice during the Clear and Draw Step, you can use Rip Hunter’s ability for those dice as well. For example, if you have a Swarm trigger that allowed you to draw an extra die, for a total of five dice, you can send all five dice to the Used Pile and then draw five more dice using Rip Hunter’s ability. If any of those dice have the Swarm keyword and match an active character of the same name, you get to trigger Swarm again.

Miscellaneous Card Information

~ Rip Hunter is a Shield type character card.
~ He does not have any affiliation.
~ He has a max dice of four.
~ This card is a Common and is #30 of 124.

Examples

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

Example One:
Using Rip Hunter’s ability.

Game State
~
I have two Rip Hunter dice and a Sidekick die active. I have seven Sidekick dice and one Batman die in my bag.
~ It’s the beginning of my turn.
(Clear and Draw)
~ I don’t have any dice to clear.
~ I draw four Sidekick dice.
~ I use Rip Hunter’s ability, sending three of my Sidekick dice to the Used Pile and I draw three more dice.
~ I draw two Sidekick dice and my Batman die.

Example Two:
Rip Hunter’s ability with Swarm.

Game State
~ I have one Multiple Man: Pile On! die, one Goblin: Lesser Humanoid die, and two Sidekick dice active in the Field Zone.
~ I have a Goblin, Multiple Man, and four Sidekick dice in my bag, and two Sidekick dice in my Use Pile.
~ It’s the beginning of my turn.
(Clear and Draw)
~ I draw four dice: one Multiple Man, one Goblin, two Sidekick dice.
~ I trigger the Swarm ability on Multiple Man and Goblin and draw two more dice: two Sidekicks.
~ I use Rip Hunter’s ability and send Multiple Man and Goblin to the Used Pile.
~ I now draw two more dice, but my bag is empty, so I refill it with the Used Pile (two Sidekicks, Multiple Man, and Goblin). I draw a Goblin and a Sidekick.
~ I trigger Swarm on the Goblin die, drawing one more die – Multiple Man.
~ I trigger Swarm on the Multiple Man die and draw my last die, which is a Sidekick.
(Roll and Reroll)
~ I roll all eight dice and proceed with the rest of my turn.

 

Official Sources

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

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I will continue to stand by my opinion that the dice moved by Rip Hunter need to go Out of Play. I’ve seen Ultraman abuse this to devastating results, as well as Parademon Swarm Burn. However, I will never rule against anything that’s been officially ruled on by WORF and I completely understand the reasoning behind their ruling. I just think it’s absolutely silly.

That being said, Parademon’s Burning Swarm is a team that Mr. DDK and I have been discussing since before they officially ruled Rip Hunter. I really want to use Darkseid: Force of Entropy with Parademon: Strength in Numbers and a cheap Swarm dude, like Multiple Man: Pile On!, because that’s just too silly. Rip Hunter’s ability can make a team like that more lethal. I’ve already played against someone that’s headed that direction with their team anyway, and the Parademon with Goblin Swarm is bad enough.

Rip Hunter has his benefits outside of breaking things. He’s exceptionally handy in drafts and he makes for a great addition to many teams that are desperately missing their PXG Global. He’s obviously not as good as PXG, but it’s totally better than nothing! I’ve been using the Uncommon Rip Hunter with my New Gods, but I might have to swap him for this version, unless I can speed the team up some other way.

I think that Rip Hunter is a good card in the competitive scene, but he does cost four to purchase. It’s not too much, but it could be too slow to use against some teams. Be sure you’re not adding him to your team as a necessary purchase, because if you’re buying him, you’re not buying your win condition (unless he contributes to that win condition). Your team shouldn’t be relying on him to function. If you’re using the rare Dwarf Wizard, this is probably going to be the character you want to target, unless of course there is a much larger threat at the time. But using DWiz to slow their churn is a really good idea early in the game.

If you’re playing casual, he’s a great addition and I don’t think he should be overlooked. He could help some of those casual teams churn through their dice a little faster to get to the good stuff!

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Dove: Danger!  from the DC Batman set.

Dove, Danger

 

Ruling – Ability

Dove has a special ability that does not require her to be active to use. Dove’s ability says that if she’s in your Used Pile and you take damage, you move her die to your Prep Area. Most of the abilities in the game require that the character be active to use their abilities, but her ability does not say While Active.

Dove’s ability is not optional. If you take damage, you must move Dove to your Prep Area.

Dove’s ability will trigger from any kind of damage, like ability or combat. Any ability or effect that makes you lose a life or pay life will not trigger her ability.

Ruling – Global

To use the Global on a card, you only need to pay the cost. The die does not need to be active to use the Global, unless it specifically says so.

Dove’s Global says that an attacking character die will get -1A when you pay a Shield. You can pay for her Global as many times as you have the energy to do so. Each time that you use her Global, the target attacking character die will get a -1 to their attack.

You do not have to target the same character die if you use her Global more than once.

You cannot use her Global during the Main Step, because there aren’t any attacking characters to target.   Her Global can only be used during the Actions and Globals portion of the Attack Step, and only to target an attacking character die. A character that is not attacking cannot be targeted.

Miscellaneous Card Information

~ Dove is a Shield type character card.
~ She has the Teen Titans affiliation.
~ She has a max dice of four.
~ This card is a Uncommon and is #53 of 124.

Examples

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

Example One:
Dove’s ability used during the Attack Step.

Game State
~
I have one Dove die in my Used Pile and no character dice in the Field Zone.
~
My opponent has a Sidekick in the Field Zone.
(Attack Step – Assign Attackers)
~ My opponent assigns their Sidekick die to attack, moving it into the Attack Zone.
(Attack Step – Assign Blockers)
~ I do not have any character dice to assign as blockers.
(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)
~ Because the Sidekick is unblocked, it deals one damage to me and goes Out of Play.
~ Dove’s ability will trigger, allowing me to move her die from the Used Pile to the Prep Area.

Example Two:
Dove’s ability used during the Main Step.

Game State
~ I have one Dove die in my Used Pile, a Fist energy in my Reserve Pool, and Luke Cage: Bulletproof is on my opponent’s team.
~ It’s during my Main Step.
(Main Step)
~ I pay a Fist energy (placing it Out of Play) to use Luke Cage’s Global, dealing one damage to both players.
~ Dove’s ability triggers, allowing me to move her die from the Used Pile to the Prep Area.

Example Three:
Dove’s Global Timing.

Game State
~ I have a Sidekick in the Field Zone. I have Dove: Danger! on my team, but have not purchased any of her dice yet.
~ My opponent has a Sidekick in the Field Zone and a Shield energy in their Reserve Pool.
~ It’s my turn and we’re headed into the Attack Step.
(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 into the Attack Zone and placing it in front of my Sidekick.
(Attack Step – Actions and Globals)
~ I do not use any Actions or Globals.
~ My opponent spends their Shield energy (moving it to their Used Pile) to pay for Dove’s Global and targets my Sidekick. My Sidekick now has a -1 to its attack, making its attack a 0.

Official Sources

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

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

So, I’m brewing a new Teen Titans team and this is one of the Dove cards that I’m considering. I want to pair her with Hawk: Might Makes Right. My only concern in using this particular version of Dove is that my opponent can use her Global against me when I attack with Hawk. I’ve been thinking about adding Raven: Azrath, Metrion, Zinthos! to the team to protect my Teen Titans from Dove’s Global, but I’m not completely sure if want another character that I need to purchase on the team. Using this Dove won’t backfire on me that much though, because my main damage is done during the Main Step – with Hawk’s ability. I use Dove and a Sidekick to Fabricate a Golem and because Dove is KO’d for the Fabricate ability, Hawk’s ability triggers. Dove’s Global is only usable during the Attack Step, and even if it wasn’t, my opponent would still have to wait for me to pass them priority.

I’m just so torn between this Dove and the rare version of her. I like being able to spin her up, but I think I like being able to move her from my Used Pile to my Prep Area better. That makes my opponent think a little harder about swinging with a Sidekick while I have Dove in my Used Pile.

I’m also thinking about ways to utilize her ability that won’t necessarily be accessible to my opponent. For example, Luke Cage is not the character I want to use. I don’t want my opponent having access to a Global like that. I’ve thought about Rocket Raccoon: Not a Raccoon. I think he might be more useful and help me control when I trigger her ability without giving my opponent full access to a burn Global.

I like this Dove and the more I think about it, the more I like her. I don’t think she’ll see much play in the major competitive metas, but for casual play, she’s definitely a great Teen Titan to consider. I can’t wait to finish brewing this team and put it together!

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Luke Cage: Harlem Raised  from the Marvel Defenders Team Pack.

22 Luke Cage, Harlem Raised

Ruling – Ability

Luke Cage’s ability triggers only when he is blocked. When he’s blocked, you may reroll him and if he rerolls into a character face, he gains Overcrush. If he rerolls into energy, you put him on his level one face and place him into the Field Zone and he will no longer be attacking.

Luke Cage’s ability says that you may reroll him if he’s blocked. This ability is optional, meaning if he’s blocked, you aren’t required to reroll him. If he’s blocked and you decide to reroll him, he will remain on the character face that you rerolled him on and gain Overcrush.

If you choose to reroll a blocked Luke Cage die and it lands on an energy face, you will have to place his die back into the Field Zone at level one. This will remove him from the Attack Zone and he will no longer be considered attacking. Characters that blocked him will not take damage from him and he will not take damage from the blocking character dice.

It’s worth noting that the normal rules for rerolling a character from the Field/Attack Zone into energy, would move that die to the Reserve Pool. Luke Cage has a special part to his ability that allows him to be placed on his level one side in the Field Zone instead.

Ruling – Overcrush

Overcrush is an ability that allows a blocked attacking character to deal damage to the defending player, so long as it’s attack value is higher than the blocking character’s defense value. If an attacking character has an attack of five and the blocking character has a defense of three, the defending player would take damage equal to the difference. In this example, the defending player would take two damage.

A character with Overcrush that’s blocked can deal damage to the defending player only if all of their blockers are KO’d or REMOVED as blockers by other means. An example of removing the blocker would be the attacking player using an Imprisoned die on blocking characters during the Actions and Globals portion of the Attack Step.

If a blocking character is removed or KO’d before the Assign and Resolve Damage portion of the Attack Step, the attacking character with Overcrush would deal their full attack value to the defending player.

Another important aspect about Overcrush that needs to be noted is how the damage is assigned and resolved. The blocking character is assigned the attacker’s full attack value. Overcrush is a special ability that allows the excess damage, the amount greater than the blockers defense, to be dealt to the opponent. For example: I’m attacking with a character that has a seven attack and Overcrush. My opponent blocks with a Sidekick that only has one defense. The Sidekick is assigned seven damage, but Overcrush will allow me to deal six of that to my opponent.

Miscellaneous Card Information

~ Luke Cage is a Fist type character card.
~ He has the Defenders affiliation.
~ He has a max dice of four.
~ This card is a Common and is #22 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:
Rerolling Luke Cage and he lands on a character face.

Game State
I have a level one Luke Cage die and my opponent has two Sidekick dice in the Field Zone.
– We are moving into the Attack Step.
(Attack Step – Assign Attackers)
– I assign my Luke Cage die as an attacker, moving him into the Attack Zone.
(Attack Step – Assign Blockers)
– My opponent decides to assign both of his Sidekick dice to block Luke Cage, moving them into the Attack Zone in front of my Luke Cage die.
– Luke Cage is blocked, so I can now activate his ability if I choose to do so, which I do, and reroll Luke Cage.
– He lands on his level two character face and now has Overcrush.
– He is still attacking and still blocked by the two Sidekicks because he never left the Field Zone.
(Attack Step – Actions and Globals)
– I do not use any Actions or Globals.
– My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
– Luke Cage must KO all of his blockers in order to deal damage to my opponent.
– Luke Cage assigns one damage to one Sidekick and two damage to the other.
– Both Sidekicks assign their one damage to Luke Cage.
– Both the Sidekicks are KO’d by Luke Cage’s combat damage and will go to the Prep Area.
– Because Luke Cage has Overcrush, the excess damage (greater than the Sidekick’s defense) will be dealt to the defending player.
– My opponent will take one damage.
– Luke Cage will take two damage total from the blockers, but it’s not enough to KO him.
– Luke Cage will return to Field Zone. He does not go Out of Play because he was blocked and not KO’d.

Example Two:
Rerolling Luke Cage and he lands on an energy face.

Game State
I have a level one Luke Cage die and my opponent has two Sidekick dice in the Field Zone.
– We are moving into the Attack Step.
(Attack Step – Assign Attackers)
– I assign my Luke Cage die as an attacker, moving him into the Attack Zone.
(Attack Step – Assign Blockers)
– My opponent decides to assign both of his Sidekick dice to block Luke Cage, moving them into the Attack Zone in front of my Luke Cage die.
– Luke Cage is blocked, so I can now activate his ability if I choose to do so, which I do, and reroll Luke Cage.
– He lands on the single energy face.
– Luke Cage’s die is now placed in the Field Zone on his level face. He is no longer attacking or blocked.
– The two Sidekick dice return the Field Zone as well, because the blocked character is no longer attacking.
(Attack Step – Actions and Globals)
– I do not use any Actions or Globals.
– My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
– There isn’t any damage to assign or resolve.

Official Sources

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

Here are all the relevant Overcrush rulings:
Removed Blockers
Assigning Damage and Damage Dealt
Overcrush Clarifications

You can find a relevant rerolling ruling, here.

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I’m definitely not a fan of this card, but I can see why he appeals some players. There is that possibility of a rolling him onto his level three side with a six attack and Overcrush. But honestly, there are far better characters that just have Overcrush and better level one and level two attack stats. She-Hulk: Sensational is a perfect example. I think Carnage: Sinister and even Hill Giant: Apprentice Giant are better than this Luke Cage. All those example cost the same or less than this Luke Cage. Hill Giant is the only one with really low defense but for a purchase cost of three, he’s still better in my opinion. Folks have mentioned that you can pump his attack with a Global, or spin him up after the reroll with Mutation’s Global, but those are far too unreliable. I think this Luke Cage has a purchase cost that’s too high for his stats and ability, when there are characters that are better with the same purchase cost.

 The image choice for the die is a little odd. There are plenty of folks out there that had no clue it was a flexing arm – including me. I thought it was a wonky heart or a cracked stone of some kind. While a flexing arm is perfect for Luke Cage, I think it could have been executed a little better. The art choice for this card is awesome! I like when they occasionally choose art that shows the more casual side of the characters.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Bob, Agent of Hydra: The H Stands For Hopeless  from the Marvel Deadpool set.

W Bob, Agent of Hydra, The H Stands For Hopeless

Ruling – Ability

Bob’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

While Bob is active, Deadpool affiliated character dice can’t be targeted by opposing actions. Bob’s ability applies to Basic Action dice and Non-Basic Action dice.

An opposing action is an action die that the opponent uses, regardless of which player’s Basic Action card it was purchased from. For example, if I have Unstable Canister as one of my Basic Actions and my opponent buys one of those dice, that action die is considered to be my opponent’s action die for game effects.

As long as Bob is active, an opponent can’t target any Deadpool affiliated characters with any action die. If you have Bob active on your side of the Field and your opponent has a Deadpool affiliated character on their side of the Field, you can’t target their character with any action die. Bob does not only protect your Deadpool affiliated characters; he protects all Deadpool affiliated characters from opposing actions.

Bob’s ability will protect his own dice from being targeting by opposing action dice because he has the Deadpool affiliation and his ability does not say ‘other’ Deadpool character dice’.

Miscellaneous Card Information

~ Bob, Agent of Hydra is a Fist type character card.
~ He has the Deadpool affiliation.
~ He has a max dice of four.
~ This card is a Rare and is #88 of 124.

Examples

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

Example One:
Opponent using a Basic Action purchased from my card.

~ My Basic Actions are Unstable Canister and Reclaim.
~ My opponent’s Basic Actions are Shocking Grasp and Superhero Registration Act.
~ My opponent has an Unstable Canister die showing an action face in their Reserve Pool.
~ I have Bob and Dogpool active.
~ My opponent cannot target Bob or Dogpool with the Unstable Canister die that they purchased from my card because the die is considered to be an opposing action die while my opponent is using it.

Example Two:
Opponent has an active Deadpool affiliated character, I have Bob.

~ My Basic Actions are Unstable Canister and Reclaim.
~ My opponent’s Basic Actions are Shocking Grasp and Superhero Registration Act.
~ I have a Shocking Grasp die showing an action face in my Reserve Pool.
~ I have Bob active.
~ My opponent has Dogpool active.
~ I cannot target Dogpool with the Shocking Grasp die. I can target Bob because the action die is not considered an opposing action die since I control Bob and I’m using the action die.

Official Sources

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

Opposing Globals relevant ruling, here.

Abilities benefiting or affecting opponent’s characters relevant rulings, here and here.

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

Turn Order Summary Reference

turn-order

Opinion and Strategy
I want to take this opportunity to thank a fellow Dice Master for reaching out to me with their question about Bob. They were unclear as to what would qualify as an opposing action. This was an excellent question to ask and I also wanted to mention that the same ruling applies for the use of Globals. The game state only cares about who is using the Action or Global. Thanks for reaching out with your question, because it gave me the perfect card to use for today’s article! I love having inspiration for my articles as opposed to just hitting the random card button in Retrobox, because then I know someone out there is getting some benefit from my article.
I’m not a huge fan of using characters that potential benefit my opponent unless it’s part of my strategy. So far, I haven’t found a good use for this version of Bob. I know there are a few other players out there looking at working with this particular version and I hope that they find a way to make him work for them. In a casual setting, I could see where this version of Bob would make for some interesting games. He’s not an expensive character to purchase and his fielding costs are very good, but his attack and defense are not the best. He’s not a character you’d necessarily want to attack with since his ability requires that he be active, so low attack isn’t really an issue. His defense is lower than what I like for a character with a While Active ability. It makes him an easy target for burn Globals like the one on Unstable Canister. That’s a huge downside if you’re wanting to use Canister and Bob on the same team. It only takes one or two Bolts to be rid of Bob! He’s probably not a character I would choose for one of my teams, and not likely one I’d draft either.
That is just my personal opinion on this version of Bob and just because he’s not my type of card, doesn’t mean he’s bad. Everyone has a different play style and someone out there may have a build using him that works great for them! If you have a team build using him, feel free to share it! It’s fun to see what everyone else is playing with and how other folks build their teams.
Opinions on this card? Leave a comment!

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Storm: Extra Lightning  from the Marvel Deadpool set.

W Storm, Extra Lightning

Ruling Ability

Storm has 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

Storm’s ability will deal one damage to an opponent or a character die when you use an action die. This will only happen while Storm is active in the Field Zone.

Using an action die is different from activating an ability on a Continuous action die. Continuous action dice are ‘used’ when they are moved from the Reserve Pool to the Field Zone. A Continuous action die that has a second ability, like Captain Cold’s Cold Gun: Frozen “Firearm” will not trigger Storm’s ability when you activate the second ability. For example, placing the Cold Gun in the Field from the Reserve Pool is considered ‘using’ the action die. That will allow you to use Storm’s ability. If you move the die to your Used Pile to deal three damage to a character, you will not be allowed to use Storm’s ability. You are activating an ability and not using the die.

You can use this ability as many times in a single turn as you have action dice to use. You can use this ability each time you use an action die, even if you’ve used one of the same action dice previously in the turn. For example, I use Reclaim in my Main Step. I get to use Storm’s ability. I use a second Reclaim die in the same Main Step. I get to use Storm’s ability.

Storm’s ability is considered a targeting ability. Cards that prevent targeting or redirect abilities, can be used against Storm’s ability.

The damage from Storm’s ability is considered ‘ability damage’ and not combat damage. This type of damage is sometimes called direct damage or burn.

Miscellaneous Card Information

~ Storm is a Bolt type character card.
~ She has the X-Men affiliation.
~ She has a max dice of four.
~ This card is a Rare and is #114 of 124.

Examples

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

Example One:
Using Storm’s ability.

~ I have two Storm dice in my Field Zone. I also have one Captain Cold’s Cold Gun die and one Reclaim die, both showing an action face, in my Reserve Pool.
~ (Main Step) I use my Cold Gun die and place it into the Field Zone. I choose to have Storm deal one damage to my opponent.
~ (Main Step) I use my Reclaim die, moving it Out of Play, to move a Sidekick die from my Used Pile to my Prep Area. I choose to have Storm deal one damage to my opponent.
~ (Main Step) I activate my Cold Gun, dealing three damage to my opponent’s Sidekick die. Storm does get to deal damage because I’m not ‘using’ the die, only activating the ability on it.

Official Sources

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

Turn Order Summary Reference

turn-order

Ratings

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