Posts Tagged ‘DC’

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Jay Garrick: The Crimson Comet from the DC Green Arrow and The Flash set.

* Note – There are two other articles that may be beneficial to read prior to this article. One is Dice Masters Confusing Card of the Week #141 – Hal Jordan: Green Lantern’s Light for Crossover character explanation, and the other is Dice Masters Confusing Card of the Week #142 – Free Chimichangas: Delicious for Impulse.

W Jay Garrick, The Crimson Comet

Ruling – Crossover

For a full breakdown of Crossover character dice, see my Confusing Card of the Week article about Hal Jordan: Green Lantern’s Light, here.

Ruling – Keyword Ability: Crosspulse

We’ll discuss this card’s individual Crosspulse ability in the Ruling – Ability section below. This section is focusing on the keyword and not the ability granted by the keyword.

WizKids Keywords Page:

Crosspulse: Crosspulse is a special version of Impulse found only on Crossover Characters. When you only spend the matching type of energy to purchase them, you get to use their Crosspulse ability.

You can read about Impulse, here.

When you purchase a die with the Crosspulse ability, you will be able to activate the bonus listed as the Crosspulse ability. Crosspulse abilities vary from card to card.

All of the energy used to purchase the die must match the energy types of the Crossover die you’re purchasing. You can use Wild energy to purchase a die with Crosspulse and it will count as the required energy and allow you to trigger Crosspulse.

For example: If I were wanting to purchase Jay Garrick, I could purchase him normally with one Bolt, one Shield, and two Fist energy. If I do, his Crosspulse ability will not trigger. If I purchased him with one Bolt, one Shield, and two Wild energy, his Crosspulse will trigger.

You do not need to have a copy of the die active in the Field Zone (which isn’t possible in some cases), you only need to purchase the die to trigger Crosspulse.

You can reduce the purchase cost to the minimum, which would be a Bolt and a Shield energy for Jay Garrick, and still trigger Crosspulse. Crosspulse only requires that you spend specific energy types to purchase the die, not a specific amount.

Ruling – Ability

Crosspulse – When you purchase a Jay Garrick die, all of your character dice in the Field Zone gain Fast (until end of turn). (You can only use a Crosspulse ability if you paid this character’s purchase cost using only their energy types.) (Character dice with Fast deal combat damage before non-Fast characters.)”

When you purchase a Jay Garrick die using only Bolt and Shield energy, his Crosspulse ability will trigger and all of your character dice that are in the Field Zone will gain Fast until the end of the turn. Only your character dice that are in the Field Zone at the time you purchase Jay Garrick will gain Fast. Any character dice you field after purchasing his dice will not benefit from his Crosspulse ability.

Ruling – Keyword Ability: Fast

WizKids Keywords Page:

Fast: Characters with Fast deal combat damage before other characters, all at the same time, instead of at the regular time for combat damage.”

A die with Fast will deal its combat damage before character dice without Fast. If two or more character dice have Fast, they all deal their combat damage simultaneously, but before character dice without Fast.

If an attacker with Fast is blocked by a character die without Fast, the attacker assigns and resolves its damage first and could potentially KO the blocker before it can assign and resolve its combat damage. For example: I’m attacking with a Sidekick die that has Fast from Jay Garrick’s Crosspulse. My opponent blocks my Sidekick with one of their Sidekicks, which doesn’t have Fast. My Sidekick will deal its combat first, which is enough to KO the blocking Sidekick. The blocker was not able to deal damage to my attacking Sidekick because of Fast.

If an attacker with Fast is blocked by a character die with Fast, they assign and resolve their combat damage to each other, like normal, but before the other character dice in that combat.

If an attacker with Fast is blocked by a character die with Fast and another without Fast, it may be possible for the attacker to KO the blocker without Fast before it can deal its combat damage to the attacker. But, the other blocker with Fast would also assign and resolve its combat damage at the same as the attacker.

Miscellaneous Card Information

~ Jay Garrick is a Bolt and a Shield type character card.
~ He has the JSA (Justice Society of America) affiliation.
~ He has a Max Dice of four.
~ This card is a Uncommon and is #62 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 think Fast is an underappreciated keyword. I love using characters with Fast, and I actually used this Jay Garrick more than a few times. This particular card is a great card for casual play and draft, but he’s not going to see much Golden Age competitive play.

I like that he’s not really expensive to purchase, and you can use Blue-Eyes White Dragon Global to reduce his cost so you only need a Bolt and a Shield to purchase him and still get his Crosspulse trigger. Fast characters are very useful as attackers and blockers, especially since there are Globals that force dice to attack and Globals that force dice to block.

For the next casual event that comes your way, give some consideration to Fast and test play with it – especially if you haven’t before!

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!

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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 Hal Jordan: Green Lantern’s Light  from the DC Green Arrow and The Flash set.

W Hal Jordan, Green Lantern's Light

Ruling – Crossover Cards

Crossover: Crossover characters have two or more types of energy. To purchase them you’ll need to spend at least one of each type of energy they require. You won’t be able to reduce their cost to avoid paying each type of energy to purchase their dice. They count as every type of energy you must spend to purchase their die.

Crossover cards are cards (characters or non-basic actions) that have two or more energy types included in their purchase requirements. Hal Jordan cost a total of two energy to purchase and his energy requirements are one Mask and one Bolt. You can use Wild energy to pay the purchase cost if you don’t have a Mask and/or Bolt. For example: I have two Wild energy in my Reserve Pool. I can spend both Wild energy to purchase one Hal Jordan die.

Some Crossover cards have purchase restrictions on them, such as: “You may not use Wild energy to purchase this die, this text may not be ignored.This only applies to the Crossover cards with the restriction listed in the card’s text box. If this type of restriction is not in the card’s text box, you may use Wild energy to purchase that Crossover die.

Crossover cards are considered to be all energy types listed on their card. A Crossover card with all four energy types is considered to be a Mask, Bolt, Fist, and Shield type character or action card. Hal Jordan is considered to be a Mask character and a Bolt character. Anything that affects a Mask character will effect Hal Jordan. The same is true for Bolt characters, because he is also a Bolt character.

When a Crossover die is on a dual energy face, you may spend one of the energy types and spin the die down to the one generic energy face. Whichever energy type you didn’t use will no longer be available; you will only have the one generic energy remaining. For example: If you have a Hal Jordan die showing a Bolt/Mask energy face, you can spend the Mask energy for the Global on Heimdall and spin your Hal Jordan die to the single generic energy face. You can no longer use the Bolt energy that was previously on the Bolt/Mask face, as a Bolt energy.

If you want to use both energy as their types, you must spend the energy collectively. For example: If you have a Hal Jordan die showing a Bolt/Mask energy face, you can spend the Mask energy for the Global on Heimdall and the Bolt energy for the Global on Unstable Canister, but you must announce that you’re doing that and place both energy Out of Play. You then resolve each Global in the order you announced them and you may not do anything else until you have resolved both Globals.

Miscellaneous Card Information

~ Hal Jordan is a Mask and a Bolt type character card.
~ He has the Green Lantern affiliation.
~ He has a Max Dice of four.
~ This card is a Common and is #20 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 am literally at the convention hall for Origins at the time this article is posting! I scheduled this article to post so that those who didn’t attend the convention would still have something to read. I get lots of questions about how to purchase Crossover cards and how to use their energy faces. Like the Troll from last week, I wanted to feature a card that focused solely on that aspect without the distraction of an additional ability. What better Crossover card to pick that Hal Jordan?!

I’ve seen that there is still much disagreement over how to use the energy from a Crossover character, but I have always ruled it the way I’ve described in this article and will continue to rule it that way until WORF states otherwise. You are able to collectively spend generic energy from basic action dice to purchase a character die and use a Global, so there is no reason it shouldn’t work for Crossover dice.

Crossover cards can definitely come in handy, but they can be difficult to utilize depending on the card. There are definitely some Crossover cards that are better than others, but there are lots of great cards too that fit better on some teams than others. It really all comes down to how you build your team and what your play style is.

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!

I want to wish much luck to all of the players that are participating in Nationals Qualifiers this year at Origins! I hope everyone has fun and I’m sorry that I won’t be playing Dice Masters with any of you this year, but I have lots of work to do this year at Origins – and I’m probably doing it right now!

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

Roll on, Dice Masters!

Greetings Fellow Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! For this month’s article, I chose one of the Bombshells, Batgirl (037) from Harley Quinn and the Gotham Girls!

Batgirl 037

Figure Information

Point Value: 75 points
Dial Depth: 6 Clicks
Keywords: Bombshells, Suicide Squad, Monster

Team Ability
None

Standard Powers/Abilities
They will be listed as Power: Click Number(s). This list does not include traited powers and abilities.

Movement
Charge: 1-2
Hypersonic Speed: 3-6

Attack
Blades/Claws/Fangs: 1-2
Precision Strike: 3-6

Defense
Impervious: 1-2
Super Senses: 4-6 (part of a special ability)

Damage
Exploit Weakness: 1-2
Perplex: 5-6

Improved Abilities, Traits, and Special Powers
Batgirl has two Traits.

Trait:
Bombshell
When Batgirl makes an attack targeting an opposing character, give her a Bombshell token. FREE: If she has two action tokens, remove two Bombshell tokens, then make a close attack.

Trait:
Bloody Belle of the Bog
Steal Energy, Stealth. Batgirl starts the game on click #3. When Batgirl uses Steal Energy, she may heal past her starting line.

Special Defense Power:
WWI Flying Ace: 3-6
Super Senses. When attacked by a character with [FLIGHT], modify Batgirl’s defense +3.

Opinion and Strategy

Batgirl is a fun and powerful Bombshell character. She’s always the first character I choose when putting together a 300 or 400 point Bombshell team. Zatanna is usually my second choice, and then I fill out the rest of the team around those two. Batgirl is not Indomitable, but I think she’d be a little too powerful if she was. You have to play her with caution until you get her past her starting line, because as great as Super Senses is, it doesn’t always roll! Once she reaches her second click after healing, she can charge in, and use Exploit Weakness to hit them for a whopping four damage! She also has Blades/Claws/Fangs, but with a printed damage of four, I don’t usually go with BCF unless they’ve used Outwit to get rid of her Exploit Weakness. When they try to hit her, they have to get around her Impervious on her top two clicks. She can be a very formidable opponent once she’s healed into click one or two.

I also like using her with a generic Monster team. One of my all time favorite builds for 400 points is:

(75) Batgirl
(100) Rat King #24 Rare TMNT2
(80) Death #16 Rare Undead
(125) Monsterex #22 Rare TMNT1
(5) Professor X ID for Professor X #37a Xavier’s School (75 point call in)
Total: 385

I know I’m playing 15 points under, but I like the team and it plays well for me in a casual setting. I also can’t find a 15 point Monster that I like. Rat King helps me beat on their own team while Batgirl is trying to heal up into her top two clicks. Monsterex makes for a terrific, versatile distraction. Death has helped me KO characters in the past with his Trait: Harbinger of Death. It’s handy when you’re one damage shy of KO’ing a dude. He’s also got traited Blades/Claws/Fangs with Giant Reach of 2.

When I play a 300 point Monster team, I like using this build:

(75) Batgirl
(100) Horta #35 Rare ST:TOS
(125) Monsterex #22 Rare TMNT1
Total: 300

I’m a sucker for a full point Horta and I love Monsterex’s versatility. This team really depends on map choice and if I win, I typically choose the Horta’s home turf – Underground Cavern (ST:TOS). This map gives my Horta an advantage and also helps Batgirl and Monsterex position themselves safely. With cavern walls as cover, this team can be lethal if you’re not paying attention and Batgirl is the deadliest!

What do you think of this figure?
Do you have a figure you would use in place of this one?
Is there a figure you would like me to Spotlight?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and remember to like, follow, and sub for more HeroClix content!

     LLAPLive long, and Prob it!

Greetings Fellow Dice Fans!

 

There are some new products that appeared on the WizKids Solicits page! I’ve compiled the info on each one in this article.

DC Justice Campaign Box
DCDM6-BoxSet-PKG-Mock

Image from WizKids

The DC Comics Dice Masters: Justice Campaign Box is the latest Dice Masters launch to roll into your FLGS. Quarriors! and Dice Masters are global hits from WizKids using the same proprietary Dice Building Game platform developed by Mike Elliott and Eric M. Lang.

Justice features iconic characters from the Justice League and Legion of Doom like Superman, Wonder Woman, Metallo, Lex Luthor, and more! With multiple versions of each, select the one that fits your team the best!

Players can pit the Justice League against the Legion of Doom or mix them together. Whether players are interested in a game or two between comics or building the perfect team, this is a release that can’t be missed!

This release is perfect for new and seasoned gamers alike. Even if you haven’t read Justice, this is an exciting entry point to an awesome spin on the Justice League with breathtaking art.

Featuring more than a fifteen characters (and their dice!), the DC Comics Dice Masters: Justice Campaign Box will be sure to deliver a page turning experience!

What’s a Campaign Box? A Campaign Box is fixed content in a large box, and has everything 2 players need to start playing Dice Masters like Sidekick dice, Basic Action Dice, rules, and dice bags.

Tentative Release: September 2018
MSRP: $39.99

Metallo is confirmed as a new character in the text above, and it sounds like we’re likely going to get a few more new characters that haven’t been in Dice Masters yet.

DC Doom Patrol Team Pack
DCDM6-TeamPack-Mock-FLAT2

Image from WizKids

Are you ready for the World’s Strangest Superheroes? Dice Masters is a global hit from WizKids that uses the proprietary Dice Building Game platform developed by Mike Elliott and Eric M. Lang. The DC Comics Dice Masters: Doom Patrol Team Pack is going to uncover new ways to win!

Even if they started out as misfits, the Doom Patrol is ready to fit right into your Dice Masters collection and team! Featuring classic members of the Doom Patrol like Elasti-Girl and Robotman, along with some of their fan-favorite allies like Plastic Man, the possibilities feel endless!

The DC Comics Dice Masters: Doom Patrol Team Pack will let players build their own Doom Patrol or help them team up with their allies from the Justice League! This team pack is perfect for Dice Masters veterans or someone looking to jump into the game fresh! A Team Pack can be paired with any Campaign Box or Starter Set to give a player everything they need to build a highly focused team for thematic play!

With 24 cards and 16 dice, you’ll enjoy bringing the World’s Strangest Superheroes to the tabletop in your next game of Dice Masters!

Tentative Release: September 2018
MSRP: $9.99

The DC Comics Dice Masters: Doom Patrol Team Pack is going to uncover new ways to win!

I may be reading too much into that statement, but it sounds like they’re going to introduce a new game mechanic or ability that allows you to win the game outside of the standard method. Or maybe they’re just talking about winning with new characters that haven’t been in the game yet.

DC Mystics Team Pack
DCDM6-TeamPack-Mock-FLAT1

Image from WizKids

With the DC Comics Dice Masters: Mystics Team Pack, you’ll be rolling dice with the power of Zeus! Dice Masters is a global hit from WizKids that uses the proprietary Dice Building Game platform developed by Mike Elliott and Eric M. Lang. The DC Comics Dice Masters: Mystics Team Pack is ready to enchant your opponents!

The DC Comics Dice Masters: Mystics Team Pack features both Shazam! and his foe, the tyrannical Black Adam! Shazam! isn’t without help though, since both Captain Marvel Jr. and Mary Marvel are in the mix. Who knows what will happen when you add these to your team – it’s practically an entire house-worth of mystery!

The DC Comics Dice Masters: Mystics Team Pack will let players build their own team of heroes or villains! The DC Comics Dice Masters: Mystics Team Pack is perfect for the Dice Masters veteran or someone looking to jump into the game fresh! A Team Pack can be paired with any Campaign Box or Starter Set to give a player everything they need to build a highly focused team for thematic play!

With 24 cards and 16 dice, this release will bring untold mysticism directly to your Dice Masters games!

Tentative Release: September 2018
MSRP: $9.99

Captain Marvel Jr. and Mary Marvel are confirmed in the text above as new characters. I can’t wait to see what other characters this Team Pack could add.

Current Release Schedule

This is the current, tentative release schedule. This information is always subject to change. You can find my previous article about some of these releases, here.

February 28, 2018
~ Brotherhood Monthly OP

April 2018
~ DC Harley Quinn Team Pack

May 2018
~ Marvel Avengers Infinity Campaign Box
~ Marvel Kree Invasion Team Pack
~ Marvel Justice Like Lightning Team Pack

July 2018
~ Warhammer 40K: Battle for Ultramar Campaign Box
~ Warhammer 40K: Orks – WAAAGH! Team Pack
~ Warhammer 40K: Space Wolves – Sons of Russ Team Pack

September 2018
~ DC Justice Campaign Box
~ DC Doom Patrol Team Pack
~ DC Mystics Team Pack

Final Thoughts

It’s nice to see WizKids scheduling product this far in advance. There is still an absence of blind product on the schedule, but that doesn’t mean they’ve completely closed that door yet. I would like to see them continue with Draft Packs if they’re wanting to move away from gravity feeds. I’m not a fan of Draft Packs, but having one or two sets a year in the Draft Pack style would be okay with me since they’re focusing more on fixed product.

There is also an absence of OP Kits, which makes me super sad. I’m hoping that they’re making them and they just haven’t put them on the solicits page yet.

I like a lot of DC content, though I’ve not read Justice, and I probably should. I’m not familiar with the art used on the box in relation to that series, so it’s likely I could have mixed up one series with another. I love the art on that box though, and I am looking forward to seeing the art on the cards if they’re all Alex Ross art! That Batman looks amazing!

I’m not familiar with Doom Patrol at all, but I know a few locals that enjoy the series. I’m familiar with a few of the characters listed and I hope they have some fun versions. The same goes for the Mystics Team Pack. I know very little about Black Adam and Shazam! within the continuity of the comics, and I know practically nothing about Mary Marvel and Captain Marvel Jr. I look forward to learning more about these characters and having a chance to use them!

What do you think of these products?
Which one are you most excited for?
What characters do you hope to see?

Thanks for reading! Please remember to like, follow, and subscribe for more Dice Masters, HeroClix, and Board Game content.

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 Wonder Woman: Reflections from the DC Superman Wonder Woman set.

W 24 Wonder Woman, Reflections

 

Ruling – Ability

“While Wonder Woman is active, “When fielded” and “When attacks” abilities are ignored.”

Wonder Woman’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 there is at least one Wonder Woman die in the Field Zone, all When Fielded and When Attacks abilities will be ignored. This ability will apply to both your opponent’s characters and your own characters and this ability is not optional.

Wonder Woman’s ability will not affect keyword abilities that have a When Fielded or When Attacks effect. For example, Wonder Woman’s ability will not affect Intimidate or Call Out.

Wonder Woman’s ability does not blank the text from the card. Her ability ignores the effects of the ability without blanking the text.

Miscellaneous Card Information

~ Wonder Woman is a Mask type character card.
~ She has the Justice League affiliation.
~ She has a max dice of four.
~ This card is an Common and is #24 of 34.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a ruling for this card, here and here.

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 fell in love with this card the moment I saw it. I knew she was the answer to many of the more troublesome cards, like Half-Elf Bard: Master Lords’ Alliance and Green Goblin: “Gobby”. She’s an absolute treasure in Golden Age events and very likely in future Modern Age events as well. with the release of Norman Osborn: Don’t Call Me “Gobby”! from the Guardians of the Galaxy set, she’s already a card that should be considered for your teams. She’s not too difficult to purchase even for a five cost and her stats are very good for a character that needs to stay in the Field Zone. Most folks worry about Shriek hitting her card before they can buy and field her, but a well placed Captain Cold’s Cold Gun (uncommon or rare) will dispose of Shriek dice and then she won’t be able to blank Wonder Woman again without help. I think she’s worth heavy consideration for any team, and she could be a very valuable asset.

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 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 Dice Fans!

 

It’s time for another Top List article! It’s been a while since I’ve done one of these, and this one was suggested by John P. on Facebook.

To celebrate my 100th Confusing Card of the Week article, all of the cards on this list have a collector number of 100 from their respective sets. I was really surprised to see how many good cards were on this list. There is a mix of uncommon and rare cards from ten different sets. But wait, there are currently fourteen sets released that have a #100 card, so what about those other four? Well, they just missed the mark and will end up on the ‘Honorable Mentions’ list.

Now, remember, I’m only comparing the card abilities, stats, etc. of these cards with each other. I am not comparing their other versions.

I based my list off of several different criteria:
~ Is the purchase cost even with the stats and ability?
~ Are the stats in line with the ability?
~ Is the ability useful or is it too situational?
~ Would I play this card today?
~ Can I use this on any team or does it require a specific build?
~ Are the dice pretty? Just kidding! I do like pretty dice, but it’s not necessary.

And by the way, thank you RetroBox. I love using your website. It makes my research go so much faster! I think your site is one the most visited sites on my computer.

Let’s kick this off with the four cards that just missed that tenth place spot.

Honorable Mentions

14. Captain America: Superhero from Uncanny X-Men

W Captain America, Superhero

Heroic: When fielded, Captain America may pair up with a different Heroic character until the start of your next turn. While Captain America is paired up, he and his partner each gain +4A and +4D.

So, not the worst Heroic ability, but it’s Heroic…

13. Rhino: Persistent Vengeance from Amazing Spider-Man

W Rhino, Persistent Vengeance

When fielded, you may KO target Sidekick. Send it to the Used Pile. If your opponent’s Spider-Man is active, you may do this twice instead.

This guy costs too much for his ability.

12. Drow Assassin: Paragon Humanoid from Battle for Faerûn

W Drow Assassin, Paragon Humanoid

At the end of the attack step, knock out all adventurers engaged with this character.

His ability is too conditional for most games where there are very few Adventurers used. Though, he is great for in set games. But that’s not enough to make my top ten list.

11. Black Widow: Killer Instinct from Avengers VS X-Men

W Black Widow, Killer Instinct

When fielded, spin one target opponent’s character down to level 1.

Back in the day when all we had was AvX to use, she was great if you didn’t have Tsarina. I even used her instead of Tsarina on several occasions, but now, she seems a little lack-luster compared to the rest of these cards. She does make the top of the ‘Honorable Mentions’ list though!

Top Ten of the 100’s
10. Spectre: Blinded By Sin from War of Light

W Spectre, Blinded By Sin

While Spectre is active, all character dice except Spectre must attack each turn.

So if you’re using this card, you’re likely only buying and fielding this guy. His ability keeps all of those nuisance characters out of the field, unless he’s blanked by a DWiz or the Shriek that’s coming in the Maximum Carnage Team Pack. But, if they’re blanking him, they aren’t going to be able to blank your other dudes! He could be a great decoy, or a great back up win condition. I would say that your team needs to be built around this card and the contingencies that come with him in order to make the team viable. That’s one of the main reasons he’s sitting at the number ten spot. But I still feel like he’s more fun to use than the cards on the Honorable Mentions list.

~ Is the purchase cost even with the stats and ability?
They’re about average.
~ Are the stats in line with the ability?
Sure.
~ Is the ability useful or is it too situational?
I would say it can be useful.
~ Would I play this card today?
Maybe.
~ Can I use this on any team or does it require a specific build?
I would definitely say that he needs a specific team.
~ Are the dice pretty?
They’re okay. They’re easy to read, which is good.

9. Jay Garrick: Guardian of Keystone City from Green Arrow and The Flash

Jay Garrick, Guardian of Keystone City

While Jay Garrick is active, the first time you field a BOLT or SHIELD character die each turn, you may take 1 damage and move a die from your Used Pile to your Prep Area (2 dice if the character is BOLT and SHIELD).

Why is this guy better than the many that came before him? Because he’s cheaper to purchase and field, and his ability works with lots of characters in the game. I don’t like that I have to take damage to move the die from my Used Pile to my Prep Area, because life is a very important resource and if I were going to spend it on something, it’s gotta be good. I could see someone pairing this card with Vicious Struggle, but there are better methods for making that Action lethal. I think he’s a good alternative to Reclaim, if you really need your BAC slots, but you need a way to mitigate that damage. I don’t see this card on any Rush/Blitz type teams because if you’re buying a four cost Jay Garrick, you’re not buying your two and three cost rush characters.

I think this card has some potential, but it’s not overflowing with it. I think he’s a good casual play card, but I don’t see him making any competitive lists anytime soon. Maybe a pilot out there can find a good use for him.

~ Is the purchase cost even with the stats and ability?
I think his purchase cost is okay, but since he’s a crossover character, I think his level three fielding cost could have been a one instead of a two.
~ Are the stats in line with the ability?
Since you want him to stay active, his defense is great.
~ Is the ability useful or is it too situational?
It’s useful for what it does.
~ Would I play this card today?
Better than a maybe – possibly.
~ Can I use this on any team or does it require a specific build?
I don’t think I’d slap Jay on any team of mine, but I think he needs a more fine-tuned build. I don’t think he needs a team dedicated to his ability though.
~ Are the dice pretty?
They’re one of my favorites from Green Arrow and The Flash. I love them!

8. Taskmaster: Mimic Anyone from Civil War

W Taskmaster, Mimic Anyone

When Taskmaster blocks or is blocked, change Taskmaster’s A and D to match that of any target character die in the Field Zone until end of turn. (Each Taskmaster die may target a different die.)

I think this ability is interesting for various levels of play. You could change his stats to help keep him alive, or change them so he’s KO’d. Putting him on a team with dice that have stats like Hulk or Thanos is great, but you want to use a force block Global like Wasp: Fashionista or Giant Spider: Greater Beast to get the use of his ability. Then you want to give him Overcrush so he can deal damage over the blockers.

The more I look at the card, the more unusual he becomes. I would love to see a team build with him that makes the most of his ability. Feel free to share one in the comments if you’ve played him and like him!

~ Is the purchase cost even with the stats and ability?
Stats – yes. Ability – depends.
~ Are the stats in line with the ability?
Hard to determine that really.
~ Is the ability useful or is it too situational?
It’s useful, but also situational. I don’t think it’s too situational, because you can manipulate the conditions of his ability on that card with a Global.
~ Would I play this card today?
Maybe, it’s not really my kind of card.
~ Can I use this on any team or does it require a specific build?
He could be added to any team really. His ability is reliant on other card abilities.
~ Are the dice pretty?
Definitely not. I don’t like the color and his die image is just, okay.

7. Solomon Grundy: Died on a Saturday from Justice League

W Solomon Grundy, Died on a Sunday

KO any character of a lower level engaged with Solomon Grundy after damage is dealt.

I like his ability, but I don’t like that I feel I need him on level three all the time. I would not recommend using a Global like Mutation/Polymorph or Giganta because then your opponent can just spin their dudes up to save them from Grundy’s ability. His ability is great if you pair it with Wasp: Fashionista or Giant Spider: Greater Beast.

Those Globals help you get specific characters dice out the field wither through combat damage or Grundy’s ability. And I guess if he’s KO’d while level one or two, it’s not so bad because he could come back next turn at level three.

He also makes for a great blocker, because his stats are good and if he blocks a character with bigger stats on a lower level than his, he can still take them out. He’s not a far reach with his purchase cost either, which is a plus.

~ Is the purchase cost even with the stats and ability?
I think it is for the most part.
~ Are the stats in line with the ability?
I would like to have seen maybe one more point of defense on all his levels for better survival against multiple blockers, but overall I think it’s fine for single blockers.
~ Is the ability useful or is it too situational?
It’s definitely useful, espicially when paired with a force block card. It’s situational only in that it affects lower level character dice, so you want him on level three if at all possible.
~ Would I play this card today?
Most likely.
~ Can I use this on any team or does it require a specific build?
You could actually put this card on any team with a force block and he would do well. You definitely don’t need the force block, but it helps.
~ Are the dice pretty?
Yuck – no way. But they fit his character, so no real complaints. I think a pink sparkly die would look out of place with him. I like his image though!

6. Killer Croc: Out of the Depths from Batman

W Killer Croc, Out of the Depths

When fielded, KO all level 1 and 2 character dice with A less than Killer Croc.

So why did this guy beat out the other four cards and make my top ten? His ability paired with his stats could wipe an opponent’s entire Field Zone. His purchase cost is expensive, but I would pay that price to wipe their Field, leaving them open for an attack. This card is easily paired with Small Step for Man from the Superman Wonder Woman Starter.

W Small Step For Man, BAC

This puts all characters in the Field Zone at level one, but when you field your Killer Croc, you’re likely taking out all of their characters. You can use a Global like the one on Giganta: Standing Tall to spin your surviving character dice back up. This card has potential and possibilities – it only needs the right pilot and the right build to make it happen.

~ Is the purchase cost even with the stats and ability?
Absolutely. If he was a six cost – he’d be too good.
~ Are the stats in line with the ability?
Totally. At level one, you’re KO’ing all opposing level one and two dice with an attack of three or less. Seems good to me!
~ Is the ability useful or is it too situational?
I’d say it’s very useful, but slightly situational – which there are ways of fixing.
~ Would I play this card today?
I would love to play this card – TODAY!
~ Can I use this on any team or does it require a specific build?
I don’t think he requires a team built around him, but he may need a team with cost reduction or ramp/churn because he is expensive. But he’ll potentially win you the game if you get him!
~ Are the dice pretty?
Totally not. I am not a fan of the color of these dice, but I get why they chose the colors. I do really like his dice image though.

5. Superwoman: Amazonian from World’s Finest

W Superwoman, Amazonian

If you spend at least BOLT BOLT BOLT to purchase a Superwoman die, immediately roll that die and place it into your Reserve Pool.
Global: Pay 1. You may convert any amount of your energy to BOLT this turn.

So, the only thing holding this card back from making it any higher on the list is her level three fielding cost. I think a two would have been fine because her defense is low. Killer Croc is a two to field on his level three side and his stats are 7A/7D. I definitely don’t think a two fielding cost would break this card at all. I do like her ability, especially if I’m hoping for energy to buy more of her or other dice.

Her Global is the shining point of her card though. This Global allows you to keep your energy on it’s current face and spend it as that energy, or spend it as a Bolt. The Global cost one generic energy too, making it a very handy energy fixing tool for Bolt-centered teams.

~ Is the purchase cost even with the stats and ability?
Yes, but her level two and three fielding cost are high.
~ Are the stats in line with the ability?
They aren’t as good as I’d like them to be. I’m not asking for zero and one fielding costs across all levels, but a three is a little steep for this type of ability. Her Global is what shines the most.
~ Is the ability useful or is it too situational?
The ability is useful, but too situational.
~ Would I play this card today?
I have definitely played this card and her other versions. I would play it on the right team.
~ Can I use this on any team or does it require a specific build?
She doesn’t need a specific build, but building around her is helpful.
~ Are the dice pretty?
They’re colored thematically and they have a pretty shimmering swirl. I also like her die image.

4. Sangan: Sacrificial Fiend from Yu-Gi-Oh!

W Sangan, Sacrificial Fiend

When this monster gets knocked out, you may pull two dice from your bag. If both are monsters, put them into your prep area; otherwise return them to your bag.

I like this guy a lot in Golden Age. There are so many ways to manipulate the dice in your bag, not mention, KO a character. He’s got low enough defense numbers on all levels that your opponent may not want to attack into him or block him. You can easily KO him with Magic Missile/Unstable Canister, Fabricate, or Blue-Eyes.

I’ve used this card in the past and I like him. There are other ways to prep dice, but this could be more attuned to someone’s play style than the other cards.

~ Is the purchase cost even with the stats and ability?
Yes, he’s easy to KO and you can manipulate your bag to increase the chances of drawing character dice.
~ Are the stats in line with the ability?
Definitely.
~ Is the ability useful or is it too situational?
It’s definitely useful, but may require the right timing.
~ Would I play this card today?
I have used him before and would use him today.
~ Can I use this on any team or does it require a specific build?
~ Are the dice pretty?

3. Spider-Woman: Playing Both Sides from Age of Ultron

W Spider-Woman, Playing Both Sides

When fielded, deal 2 damage to one opposing character with a printed fielding cost of 0.

I like cheap characters with good stats and good abilities. She can easily take out nuisance characters like a low level Dwarf Wizard or Oracle, or just clear some Sidekicks out of the way for your attack. Even though her fielding costs are not the best, as long as she’s level one or two, it’s manageable.

She also has a great defense for those times you really need her to stay in the Field Zone as a blocker. The higher the defense, the less damage that gets through from dice with Overcrush! And even though she’s not the kind of card I would use, I can’t bump her down on the list because of her overall potential. She’s got a great ability for those annoying Oracles and DWiz’s and I like her for that.

~ Is the purchase cost even with the stats and ability?
Definitely for her ability, and I guess the higher fielding cost on level three evens this card out some.
~ Are the stats in line with the ability?
Level one and two are fine. Seeing as how she’s not expensive to purchase, I can’t complain too much about her level three fielding cost.
~ Is the ability useful or is it too situational?
There are lots of zero fielding characters that are really good and used often. I would say she’s more useful than situational, but her ability requires a specific condition.
~ Would I play this card today?
Probably, but she’s not really my play style – I just see her overall potential.
~ Can I use this on any team or does it require a specific build?
She can fit on any team without having to build around her directly.
~ Are the dice pretty?
They aren’t ugly, but they aren’t my favorite.

2. Oni: Greater Giant from Faerûn Under Siege

W Oni, Greater Giant

When fielded, you may put target Action die from target opponent’s Field Zone, Prep Area, or Reserve Pool into the Used Pile. Cancel any effect of that die.

I just covered this guy for my 100th Confusing Card of the Week article. I absolutely love this card. There is not near enough Action removal or Action hindering in the game and I think this card is probably one of the best for Modern Age. He was almost number one on this list because of how much I like him, but his situational ability is what held him back. If your opponent isn’t using Action dice much, he’s just a big hitting character die for four energy.

Even though his situational ability has held him out of the top spot, it’s what propelled him to the number two spot. That’s because for every player that doesn’t use Actions regularly, there are almost twice as many that do. And with Unstable Miracle growing in popularity in my area, Oni could be a great response to it. It won’t stop it completely, but it helps stifle some of that Boomerang action. There just aren’t enough Action-reliant teams out there for him to steal that first place spot.

~ Is the purchase cost even with the stats and ability?
Yes.
~ Are the stats in line with the ability?
Yes, but level three might have been able to get away with a fielding cost of one.
~ Is the ability useful or is it too situational?
His ability is situational, but it’s a common situation to come across, making his ability very useful.
~ Would I play this card today?
I wouldn’t hesitate if I thought the meta would include half or more Action-based teams.
~ Can I use this on any team or does it require a specific build?
He can find a spot on any team without needing his own support.
~ Are the dice pretty?
They are gorgeous! I love the color and his die image is perfect.

1. Lockjaw: King’s Best Friend from Deadpool

W Lockjaw, King's Best Friend

While Lockjaw is active, before your Clear and Draw Step, name a non-Sidekick die. If you draw that die, gain 1 life and each of your Lockjaw dice gets +1A and +1D.

Lots of folks love the common Lockjaw, but this Lockjaw can actually get some use from his attack and defense bonus, because it happens on your turn and not your opponent’s turn. There are plenty of ways to manipulate a bag to increase your chances of drawing the right die. You are always allowed to look in your bag before you draw too, but you have to shuffle those dice up really well before you draw.

I love that he has life gain and a stat buff with his ability. Life gain is definitely useful later in the game, as is a stat buff if you’re hoping to get some damage in. Lockjaw makes for a great blocker too, which is good since you need him active before your turn starts to get the use of his ability. I feel like this card is a little underrated because everyone focuses too heavily on the common version. This guy has a place on a team out there and I hope more folks try using him.

~ Is the purchase cost even with the stats and ability?
I think they’re generous.
~ Are the stats in line with the ability?
More than generous.
~ Is the ability useful or is it too situational?
Highly useful, but may need some bag manipulation to increase the odds of calling the right die.
~ Would I play this card today?
I would put this card on any team that had room for him.
~ Can I use this on any team or does it require a specific build?
He’s a great card that doesn’t need any support.
~ Are the dice pretty?
Not really. I don’t dig the colors, but they’re thematic and the die image is cute.

Final Thoughts

While most of these cards are just good in casual play, there are a few gems for competitive play hidden away. One being that great Oni card! I’ve gotten a few ideas for teams from the cards on this list and I intend to build one of them for our Modern Age event this Saturday. I’m really happy that John P. suggested this article. This was a lot of fun to write and research and I look forward to doing another Top List article in the future.

What are your favorites on the list?
Would you place a card differently?
Let me know what you think!
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and thanks again to RetroBox 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 Huntress: Cry for Blood from the DC Batman set.

W Huntress, Cry for Blood

Huntress has two abilities. One is the Flip Keyword and the other says that she can’t be blocked by Sidekicks. I want to go over the second ability first.

Ruling – Ability

Both sides of Huntress’s card says that Sidekicks can’t block her. Regardless of which side she’s showing, Sidekicks will not be able to block her when she attacks. This include characters that have the Ally Keyword, because while those dice are in the Field Zone, they are considered to be Sidekicks. Ally characters are only considered Sidekicks in the Field Zone and nowhere else.

The Attack Zone is still considered to be part of the Field Zone, so while an die that has the Ally Keyword is attacking or blocking, they are still considered to be a Sidekick.

Ruling – Flip Mechanic and Flip Keyword

The Flip keyword allows you to flip that character’s card to it’s other side at the start of your turn. Only cards that have the Flip keyword can be flipped at the beginning of your turn.

The Flip Icon shows that the cards has two sides. Some cards have the Flip Icon but not the Keyword. These cards have a specific trigger or specific timing that they can be flipped. Below is a picture of the Flip Icon, which can be found on the left top corner of the text box on Flip cards.

Flip Icon

Dice will reference the card’s current side, even if it was flipped by another game effect during the turn. The card face that is currently showing will reflect how the die works.

Some characters have different affiliations and different abilities on each side of their card. It’s very important to check your Flip cards at the start of your turn, before your Clear and Draw Step. Once you clear your Reserve Pool and draw your four dice for the turn, it’s too late to flip any of your cards with the Flip keyword.

Miscellaneous Card Information

~ Huntress is a Bolt type character card.
~ She has the Batman Family affiliation on Side A and the Villain affiliation on Side B.
~ She has a max dice of four.
~ This card is a Rare and is #97a and #97b 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:
Flipping Huntress.

Game State
~ I have one level three Huntress (4A/3D) die in the Field Zone and her card is on Side A. I also have a level three Batwoman: Code of Honor (5A/4D) die in the Field Zone and her card in on Side A (Common Ground – Batwoman can’t be blocked if she attacks with at least one Villain character die.).
~ My opponent has one Sidekick die in the Field Zone.
~ It’s the very beginning of my turn, before my Clear and Draw Step.
(Beginning of Turn)
~ I look at my characters with the Flip keyword and decide if I want to flip any of them.
~ I decide to Flip my Huntress to Side B where she has the Villain affiliation, because I can attack with her and Batwoman later in my turn and my opponent won’t be able to block either of them.
(Clear and Draw)
~ I now clear dice from my Reserve Pool and draw four dice from my bag.
~ The rest of the turn proceeds as normal.

Official Sources

WizKids Official Rules Forum (WORF)
WORF doesn’t have an official ruling on this card yet.

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 really like this Huntress with the uncommon Batwoman because they can get through those Sidekick walls fairly easily. It limits your opponent’s blocking options too and gives you a better idea of how they’ll block. The flip cards are definitely more interesting and more useful than I had anticipated. I like that Huntress isn’t expensive and can potentially be a turn one purchase if you don’t have any other options. She’s cheap enough to buy multiples of her die too, making her a force to reckoned with if your opponent is relying on Sidekicks and Ally characters to be blockers. Huntress is really great in drafts and casual play. I think she might have a place on some teams out there, but I don’t think she’s a must have for the competitive meta. If you see her across the table from you, be sure you keep something else besides a Sidekick or Ally to block with – or she’s most likely going to hit you. She may not hit hard on her own, but add them up and throw in another character like Batwoman and you might be in trouble!

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 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!

 

I’m going to keep it short today. You can find all of the featured matches on my YouTube channel in the July 15, 2017 playlist.

You can even my draft pick video there! This video was streamed live to Facebook from my phone. Sorry about the terrible skinny view on YouTube, but I can’t change that.

I was not drafting to win this event. I was drafting mainly for cards that I need for my collection, as were several other folks. Here is the team I put together from my draft picks.

My Team 71517

I chose Unstable Canister and Cloudkill as my Basic Actions. Unstable Canister was a huge help in all of my games, mainly for its Global. Using the Global helped me get attackers through to hit my opponent’s life total. I was able to get a partial flow with Rip Hunter in one game where I cycled the dice I drew in hopes of pulling my Unstable Canister dice. The primary focus of the team was Red Hood and Cloudkill with a bunch of cheap dudes, but I never got that work for me.

I ended up taking second place, missing first place due to tiebreakers. I had fun, but I think Rip Hunter with Unstable Canister is a really silly way to earn your victories. I wanted to try it for myself just to see how silly it was. While it’s a viable strategy, it really is no fun being on the receiving end. You can try to buy up all of their Canister dice, but in doing so, you put your own strategy in jeopardy – which is how I won my second match. This is not a draft strategy I plan to use in the future because it’s not really my style.

What’s your favorite Batman draft combo?
Have a suggestion for a ‘must-pick’ card?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and watching and please remember to subscribe, like, and follow my social media pages. I cherish all my fellow Dice Masters and want to stay connected!

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.

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Roll on, Dice Masters!