Posts Tagged ‘D&D’

Greetings Fellow Dice Fans!

 

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

W Kobold Trap, Greater Trap

Ruling – Keywords and Ability

Trap (Place in your Field Zone when used. Send to your Used Pile when triggered.)
Trigger: Your opponent fields an Adventurer character die.
Effect: Purchase one of your character dice with Swarm for free and place it into your bag.”

Keyword Definitions

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

The definition for Adventurer can be found on the Keywords page:
Adventurer: Any character with the Experience ability.

How To Use/Trigger This Trap

When you use a Trap die, you place it into the Field Zone. This is considered ‘using’ it for card abilities that reference using an action die. It will only leave the Field Zone if its effect is triggered or another card ability can remove an action die.

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

When an opponent fields any Adventurer character die, you will trigger all of your Kobold Traps in the Field Zone. For each of your Kobold Traps that are triggered, you can purchase a character die for free, so long as it has the Swarm keyword.

The die you purchase must be from one of your cards, and the die is free, meaning you do not need to spend any energy.

After you purchase the character die, you must put that die into your bag.

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

Miscellaneous Card Information

~ Kobold Trap is a Fist type non-basic action card.
~ It has no affiliation, but has the Neutral alignment.
~ It has a max dice of four.
~ This card is an Uncommon and is #74 of 136.

Official Sources

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

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

I think this card is great if you use it within the set, or even in a limited Dungeons and Dragons event. All three D&D sets are loaded with great Adventurer cards so it’s likely you would get some use from this card within the D&D IP. I’m not certain it’ll be used much outside of limited constructed or sealed/draft type events though. The major meta doesn’t have any highly used Adventurers except for Dwarf Wizard: Paragon Zhentarim and I’ve seen less of him with the emergence of Shriek: Sonic Beam. I wouldn’t write this card off yet, especially if we see the increase use of an Adventurer card.

We have a limited constructed event coming up this Saturday and the only legal cards for the event are ones from the D&D sets. I’ve been looking at this card for my team so I can use some of the more expensive Swarm characters, like my Stirge: Epic Beast.

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

Is there a combo that seems too good to be true?
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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!

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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 Yuan-Ti Pureblood: Epic Humanoid from the Dungeons and Dragons: Tomb of Annihilation set.

W Yuan-Ti Pureblood, Epic Humanoid

Ruling – Attune Ability

WizKids Keywords Page:

Attune: While a character you control with Attune is active, when you use an action die, that character deals 1 damage to target player or character die (no matter how many of that character’s dice are active).”

Attune 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

Attune triggers when you use any kind of action die, whether it’s a basic action die or a non-basic action die. Using a Continuous type action die requires you to place the die in the Field Zone from the Reserve Pool. If you activate a Continuous die’s ability from the Field Zone, this is not considered using it. For example, activating a Captain Cold’s Cold Gun: Frozen “Firearm” after it’s in the Field Zone is not considered to be the same as using it. Using it would be placing the Cold Gun die into the Field Zone from the Reserve Pool.

While a character die with Attune is active, when you use an action die, the character die with Attune will deal one damage to a target character die or player. For example, if you have three Yuan-ti Pureblood dice in the Field Zone when you use an action die, your Yuan-ti Pureblood will deal only one damage total (not three damage) to a target character die or player.

Attune abilities are mandatory and not optional. When you have an active character with Attune and you use an action die, you must deal one damage to target player or character die, even if you would be forced to target one of your character dice or yourself.

Ruling – Ability

“While Yuan-ti Pureblood is active, when you purchase an action die, trigger the Attune ability of all active character dice.”

Yuan-ti Pureblood’s ability is a While Active ability. While you have at least one Yuan-ti Pureblood die in the Field Zone, you will trigger her ability when you purchase an action die. Her ability triggers when you purchase any kind of action die, whether it’s a basic action die or a non-basic action die.

When you purchase an action die while you have an active Yuan-ti Pureblood character die, you will trigger each character die’s Attune ability. Attune abilities will only trigger once for each character, regardless of how many of that character’s dice are in the Field Zone, because Attune is a While Active ability.

For example, if you have three Yuan-ti Pureblood dice in the Field Zone, and purchase an action die, you will trigger the Attune ability of your Yuan-ti Pureblood. You will deal one damage (not three damage) to target player or character die. This is because all three dice are from the same character – your Yuan-ti Pureblood. Her Attune ability can only be triggered once, per instance, while there are any of her dice active in the Field Zone. If you were to purchase another action die, you would trigger her Attune ability a second time and deal one damage again.

This ability will also trigger the Attune ability on your opponent’s character dice. If your opponent has the same Yuan-ti Pureblood dice in the Field Zone, you still trigger her Attune ability as well as yours, because the two character cards are considered to be different characters. One is your Yuan-ti Pureblood, and the other is your opponent’s Yuan-ti Pureblood, making them different characters for game effects such as this ability.

If you trigger an opponent’s Attune ability, you do not get to choose the target of that ability because you are not in control of the ability. Triggering an ability is not the same as controlling or using the ability.

Yuan-ti Pureblood’s ability is mandatory. If you purchase an action die while she’s active, you must trigger the Attune abilities on all active character dice with Attune.

Miscellaneous Card Information

~ Yuan-ti Pureblood is a Bolt type character card.
~ She has the Monster affiliation and the Evil alignment.
~ She has a max dice of four.
~ This card is an Super Rare and is #132 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
You can find an official ruling for Yuan-ti Pureblood: Epic Humanoid, 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

Yuan-ti Pureblood is great for action centered teams, but if your opponent is using characters with Attune, her ability could become a nuisance for you. Her ability is still great and definitely worth trying out. She only cost two energy to purchase, but she can be blasted out of the Field Zone very easily. She’s got a defense of one on level one and level two, making her an easy target for Unstable Canister‘s Global. Her level three side is slightly safer with a defense of three, but she still falls victim to uncommon and rare Cold Guns.

I think she’ll be fun in casual play with the Satchel teams I’ve seen floating around, and she might even have a place in the major competitive meta, even though she could be troublesome against a similar team. I’m not sure I’d recommend using her as a main win condition in a draft, only because there are plenty of other characters out there with Attune and her ability could cost you in the end. But at the same time, because she’s so inexpensive, she could allow you to race your opponent to victory!

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!

 

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

W Poison Dart Trap, Lesser Trap

Ruling – Ability

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

Poison Dart Trap has the Trap keyword.

WizKids Keywords Page:

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

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

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

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

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

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

Miscellaneous Card Information

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

Official Sources

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

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

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

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

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

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!

 

For this week’s confusing card of the week article, we’re going to take a look at Bronze Dragon: Apprentice Dragon from the Dungeons and Dragons Faerûn Under Siege Starter set.

W 02 Bronze Dragon, Apprentice Dragon

Ruling – Anti-Breath Weapon Ability

“When a character die with Breath Weapon X attacks, you may pay X energy to prevent that damage.”

Breath Weapon:
“When a character die with Breath Weapon X attacks, you may pay X energy. Deal X damage to your opponent and all of their character dice. You may use multiple Breath Weapons in a turn, but only one per character (no matter how many copies of that die are attacking).”

This ability is a reactive type ability, meaning it can only be used if the triggering effect has been used. Anti-Breath Weapons will only work if a Breath Weapon has been activated by a player. You can use an Anti-Breath Weapon on your own Breath Weapon attack.

The energy used to pay for the Anti-Breath Weapon does not need to be a specific type. You can use any energy to activate this ability, unless a card effect would state otherwise.

You can use this ability as many times as you have the energy to pay for it. Unlike Breath Weapon, Anti-Breath Weapon does not state that it can’t be used more than once from a single character die.

When a character die with Breath Weapon attacks, you must be able to match the amount of energy to prevent that damage. For example, if my opponent attacks with a character die that has Breath Weapon 2 and activates it, I must be able to pay two energy to activate my Anti-Breath Weapon. If I only have one energy, I can’t activate my character die’s Anti-Breath Weapon against a Breath Weapon 2.

You can’t spend more than the amount spent on the Breath Weapon for Anti-Breath Weapon. For example, if I have two mask energy in my Reserve Pool and my opponent activates a Breath Weapon 1, I can only spend one of my mask energy for Anti-Breath Weapon. The only exception to this are dice that are not able to spin down to a single energy face, such as a basic action die’s generic energy face. You would use one of that energy for the Anti-Breath Weapon and the other energy would be lost because the die can’t spin down. However, you could use both of the energy for multiple Anti-Breath Weapon abilities if there are multiple Breath Weapon abilities activated. For example, I have a basic action die showing two generic energy in my Reserve Pool. My opponent attacks and activates two different Breath Weapon 1 abilities. I can spend the two generic energy to activate my Anti-Breath Weapon ability twice.

Ruling – Ability

Bronze Dragon has an additional ability that could affect the amount of energy you have to spend to activate Anti-Breath Weapon for your Bronze Dragon die. The ability is a burst ability, and it’s only found on the level three face of Bronze Dragon’s die.

Any level three Bronze Dragon die will allow you to pay one less energy to activate their Anti-Breath Weapon ability. For example, A Bronze Dragon with the burst showing, will allow you to spend one energy instead of two to activate their Anti-Breath Weapon 2.

If the Breath Weapon is a Breath Weapon 1 and you have a Bronze Dragon die on a burst face, you do not need to pay to activate that die’s Anti-Breath Weapon.

This ability is not optional and will automatically reduce the amount of the Anti-Breath Weapon.

Miscellaneous Card Information

~ Bronze Dragon is a Mask type character card.
~ It has the Monster affiliation.
~ It has a max dice of four.
~ This card is an Common and is #2 of 142.

Official Sources

WizKids Official Rules Forum (WORF)
There isn’t a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

I don’t think Anti-Breath Weapon gets the love it deserves and that’s likely because Breath Weapon is not widely used. If there were meta teams that actively used Breath Weapon, we would see an increase in the use of Anti-Breath Weapon. Maybe the upcoming D&D set will feature some nastier Breath Weapon dudes, or more versatile Anti-Breath Weapon dudes.

Overall, the die stats for Bronze Dragon aren’t the terrible and the purchase cost is average for a character with beefy defense. This particular version is from the FUS Starter, but there is another version in the set. That cost one more, but in a D&D draft, he’s almost a must have. There are too many viable dragons with Breath Weapon in both sets to pass up the Bronze Dragon from the set.

If you’re playing a D&D only type format, I would highly recommend adding this card to your team, for all the reasons stated above.

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!

 

Wow! 100 Confusing Card of the Week articles! I’m proud of myself for making it this far and I can’t wait to reach article #200! John P. gave me a great idea for an article and I’m definitely going to work on it. He suggested that I do an article about all the cards with a collector number of 100 and rank them. Turns out, there are 14 cards with the collector number 100 and many of them are actually really good. Then there’s that one… But, what a great idea! So in honor of that idea, I chose a card from that list for this week’s CCW article. Be on the lookout for my Top 100’s article – coming soon!

For this week’s confusing card of the week article, we’re going to take a look at Oni: Greater Giant from the Dungeons and Dragons: Faerûn Under Siege set.

W Oni, Greater Giant

Ruling – Ability

Oni has a When Fielded ability. A When Fielded ability can only be used when the character’s die is placed into the field from the Reserve Pool by paying it’s fielding cost, or by an ability that specifically states that the die is ‘fielded’ and not moved, swapped, placed, etc.

Oni’s ability says that when his die is fielded, you may put a target Action die from your opponent’s Field Zone, Prep Area, or Reserve Pool in their Used Pile and cancel any effect that particular die may have had.

This ability targets Action dice and opponents.

This ability is optional, so if you forget to use the ability when you field an Oni die and you begin another game action, you cannot back up.

When you move the die to the Used Pile with Oni’s ability, any effect that the die had is cancelled. If your opponent were to activate a second copy of the same die, that effect is not cancelled. For example: You remove a Lantern Ring from your opponent’s Field Zone. They have a second Lantern Ring active. The effect of the second Lantern Ring die is not cancelled.

His affiliation is Monster – Evil. He is not considered to be a Villain. This is important for cards that reference Villains. Monsters and Villains are not interchangeable affiliations.

Miscellaneous Card Information

~ Oni is a Bolt type character card.
~ He has the Monster-Evil affiliation.
~ He has a max dice of four.
~ This card is a Uncommon and is #100 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:
Using Oni for an Action die in the Field Zone and one in the Prep Area on the same turn.

Game State
~ I have two level one Oni dice and two fist energy in my Reserve Pool.
~ My opponent has a Lantern Ring action die in the Field Zone and a Big Entrance action die in their Prep Area.
~ It’s during my main step.
(Main Step)
~ I spend one fist energy (moving it Out of Play) to pay the fielding cost for one of my Oni dice, moving it into the Field Zone.
~ I can now trigger Oni’s ability if I choose to do so. I choose to use his ability and I target my opponent’s Lantern Ring that’s in the Field Zone. The Lantern Ring die is moved to the Used Pile and any effect it would have had is cancelled.
~ I spend my last fist energy (moving it Out of Play) to pay the fielding cost for my second Oni die, moving it into the Field Zone.
~ I can now trigger Oni’s ability if I choose to do so. I choose to use his ability and I target my opponent’s Big Entrance that’s in my opponent’s Prep Area. The Big Entrance die is moved to the Used Pile and any current effects of that die are cancelled (which there aren’t any effects for Big Entrance while it’s my turn).
~ 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’ve been an advocate for this card as an anti-action card for a long time. I think the only downside is his fielding cost, but with such a good ability, it’s worth it. You can use him to remove one of the most used Action dice in the game – Lantern Ring: Limited Only By Imagination. It goes away! It leaves the Field Zone and goes directly into the Used Pile. That means your opponent needs to work it back through their bag and roll it on an action face again. Do I think Oni is worth adding to teams? Absolutely – if you’re concerned about Action dice. If your local meta isn’t heavy on Action dice, don’t worry with him.

His purchase cost is good and his stats aren’t terrible overall, but that level three fielding cost can be painful if it hits you at the wrong time. But I do love his die – the light blue and the dark mauve/purple-ish color is a really pretty color combo.

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!

 

This is week six of six for our Lockout League season. If you aren’t familiar with the Lockout League format, it’s a really fun format that allows for more creativity as the weeks progress. Each week, the first place player will have their entire team added to a Lockout List. Players cannot use any card on the Lockout List while building a team for that week. We tried something different this time (suggested by Brett). We started this Lockout League with a pre-Locked List. Players voted on cards from the previous season’s final list and the cards with the most votes started our Lockout List. Pre-Locked List is Italicized.

Characters
Half-Elf Bard: Master Lords’ Alliance
Elf Thief: Lesser Harper
Lantern Ring: Limited Only By Imagination
Oracle: Master Investigator
Constantine: Hellblazer
Black Widow: Tsarina
Guy Gardner: Blinding Rage
Zatanna: Inverted Incantations
Blue-Eyes White Dragon: Monstrous Dragon
Professor X: Trainer
Rip Hunter’s Chalkboard: “Only Zatara Can Reach The POINT”
Ring: Lesser Gear
White Tiger: Mystical Amulet
Green Goblin: “Gobby”
Dwarf Wizard: Paragon Zhentarim
Red Dragon: Lesser Dragon
Captain Cold™’s Cold Gun: Frozen “Firearm”
Constantine: Antihero
Lyssa Drak: Future Sight
Wasp: Fashionista
Lady Bullseye: Attack on Two Fronts
She-Hulk: Sensational
Professor X: Recruiting Young Mutants
War Machine: “Rhodey”
Donatello: Technologic
Raphael: Second Son
Michelangelo: Booyakasha!
Leonardo: Fearless Leader
April: No Mere Damsel
Metalhead: Dissociative Identity
Rip Hunter’s Chalkboard: WHEN AM I?
Casey Jones: Mutant Hunter
Falcon: Recon
Alfred Pennyworth: MI-5
April: Channel 6 Reporter
Aunt May: Independent
Elektra: Way of the Stick
Parallax: Source of Terror
Felicity Smoak: Manipulating Technology
Foot Ninja: Ninja Syndicate
S.T.A.R. Labs: Advanced Research
Goblin: Lesser Humanoid
Giant Spider: Greater Beast
Rip Hunter: Navigate the Sands of Time
Multiple Man: Pile On!
Jessica Jones: Ladies’ Night
Goliath: Bill Foster

BAC
Cloudkill
Vicious Struggle
Resurrection
Magic Missile
Cone of Cold
Hypervelocity
Mutation
Villainous Pact
Reclaim
Big Entrance
Superhero Registration Act
Upgrade – Proton Cannon

You can check out our featured matches from this event on my YouTube channel, Dice Dice Kitty. You can find the videos in the July 8, 2017 playlist.

My TeamMy Team 7-8-17

You can find my team here, on DM Retrobox.

I wanted to give this Hawk-Dove combo a shot in this week’s Lockout League. I got to use my beloved Nasty Plot for some churn, and I put Haymaker on the team to pump up Hawk’s attack. Rocket was supposed to help me spin my Doves to level three and Captain America was supposed to help me gain a little bit of life and give me a blocker too. Flesh Golem was the KO engine for Dove, which works perfect if you can get Doves in the Field. S.T.A.R. Labs, Red Dragon, and Goblin Attack Force were my utility cards used primarily for their Globals.

Round One – Bailee R.

Bailee's Team 7817

Bailee and I test played our teams to prepare for the tournament and I already knew I was at a serious disadvantage going in. Using Harley Quinn, Batwoman, and Huntress together is so nasty! Once Botwoman gets cycling, there isn’t much you can do to defend yourself against her. We were the featured match for round one, so you can see the teams in action on my YouTube channel.

Bailee went on to win the event, which would have gotten her list added to the Lockout List, but this was the final week.

Record: 0-1-0

Round Two – J. North

North's Team 7817

Here I was, sitting across from a very similar themed team to what I just played against. We both had awful rolls to start the game and we both struggled to get our momentum going. North got his team up and running long before I could even get my team to stabilize, which ultimately ended in my defeat. North used the uncommon Harley instead of the rare version that Bailee used. Both are highly effective and Carmine Falcone is a great choice in a format where players are fielding Sidekicks to get them out of their bags.

Record: 0-2-0

Round Three – Bye!

bye-player-pony

Spectator time! I got to dance around and watch all the other matches in the third round.

Record: 1-2-0
Final Standing: 5th

I know I speak for many of the locals when I say that I’m relieved this Lockout Season is over. We won’t be planning another anytime in the foreseeable future. We were playing Lockout Leagues to help with the stale Unlimited meta prior to the announcement of rotation. We are just now getting around to the final week of that series of events. Most of us want to Draft and play Modern Age and maybe do some special events around the holidays instead of worrying about ban lists like this.

I still had fun and I definitely enjoy the Hawk-Dove combo when it works. I plan to build a Modern Age version of this team and hopefully I can get it to work a little better than this one. We all enjoyed the Lockout League and it may be a format we revisit in the distant future. But for now, our focus is going to be on Modern Age and drafting, and maybe a little Prime too.

What are some changes you’d make without changing the spirit of the team?
Have a build you like better?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

You can find videos from this event and many other events on my YouTube channel.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

I’ve just had the greatest weekend of Dice Masters! I went to this WKO with the intention of playing a non-meta win condition and just having fun with it. I wanted to focus mainly on chatting with old friends, making new ones, and trying to make the experience fun for everyone. I hope that everyone else had as much fun as I did!

I also want to wish everyone a Happy Valentine’s Day! Spread the love!

turtle-hug

My Team

my-team

You can find my team here, on DM Retrobox.

I changed my mind about Grodd – I’m a woman, and therefore change my mind frequently and for no reason at all sometimes. I had been test playing this team as well as Grodd and was really liking Grodd, but in the end, I’m glad I decided to play my competitive version of Gandhi instead.

This team earned a new nickname from a friend this weekend – Hugs. My win condition is Colossus. His ability allows each character die of level two or higher to deal two damage my opponent at the end of my turn. The idea was to field dudes and keep them there if possible and spin them with the Poly Global when I needed to. Poly was there as a potential purchase to help me get dudes into the field or get opposing dudes out of the field. Blink was a crucial piece to help me survive unblocked attackers or bring my taunted level 2-3 characters back to the field.

The rest of the pieces are either utility to help me get to Colossus or meta control pieces. Blue-Eyes and PXG were a must for Colossus to even get going. Elf Thief was an easy pick for the team because he costs two and if my opponent was using Rip Hunter’s Chalkboard Global, I could Rip a Thief on turn one for some early game momentum. Oracle was another easy choice. She is supposed to chill in the field and tax my opponent when they use a Global. Scarecrow was a card I added through test playing. I test played against Bard variants and decided that this Scarecrow was the best piece to add for what I thought would be a predominant piece on other teams. Cold Gun was a really easy choice over Dwarf Wizard. I’m so sorry, my poor DWiz… I loved you so, but in all my test playing with Mr. DDK, I ran into many problems with losing my DWiz to his Cold Gun and Imprisoned. I ultimately decided that an action die would give me more versatility than a character.

For my final card, I had a difficult time choosing. I didn’t know what to add to my team to help it or what I could add to slow my opponent to more my speed. There were a few options that I ran through. One of the options was RareCrow (Scarecrow: Hallucinogenic Vapors), but that would mean I would have to take off Scarecrow: Legion of Doom and I wasn’t willing to sacrifice him. Another option was Rip, just on the off chance my opponent didn’t bring it. There were loads of other options, but none of them seemed better than Rip. I don’t like Bard so he wasn’t even considered. I’m not a fan of Hellblazer, but I did consider him at one point. I decided to test play what I had, with Rip as my eighth card, against some Ring variants. I had way too much trouble with them, so I started digging for a possible response. Ronin came up as an option and I just wasn’t feeling the flow with him on my team. Then, like a glorious ray of sunshine, beaming through the clouds onto a field of pink and purple flowers, I remembered Lex Luthor.

I love my Grodd team and I want to play it in something big, but when the universe tells me to play something else, I listen. I always go with what I feel is right and Colossus just seemed right. I had test played both teams for a while and did all my adjusting to both teams while mulling over which to play. Grodd was a shiny new toy for me, but I’m glad I went with the team I first started working on.

Round One

round-1-lauren-hack

Lauren H. was my first round opponent. Apologies for the glare on that gorgeous full art Joker. When I sat down across from Lauren, I was so happy to see her playing a team with a rogue win condition. I have so much fun against fellow players that use something outside the box. Her team was really fast compared to mine, and before I knew it, Angels with Helicarriers were smacking me in the face for double their attack. I think the highlight of the match was seeing two unblockable level two-three Angels with Helicarriers flying at my face while Nick Fury was active. Each of those Angels would have hit me for twelve damage. And seeing her team function like that was amazing, and absolutely a highlight.

I only survived the aerial onslaught because of Blink, which allowed me to push both of her attackers back. I had an Oracle and a Scarecrow in the Field Zone with Colossus, and Scarecrow was stopping her lower level Angel from attacking. She had her Invulnerability Global to increase their attacks in order to get around Scarecrow, but I kept energy handy each turn for Blink. She had hit me for quite a bit with a couple of Angels before I got my Scarecrow in the Field, and if not for Blink, she would have very likely defeated me. She played an excellent game and I couldn’t have asked for a better opponent for my first round. Lauren is a beautiful person and really fun to play against. I hope to see her again at a future event! Many hugs to my new friend!

Record after Round One: 1-0-0

Round Two

round-2-dennis-beard

I got to play against Dennis B. in round two. I’ve seen him in the Facebook groups plenty and was excited to be playing against him! He was playing some characters that I’ve been tinkering with as well, Katana being one of them. I loved that he was using Superhero Registration Act – I think it’s a highly underrated card. But then I saw his Betrayal and Iron Fist. Both are not nice against my team. I wasn’t sure which way this match was going to go, but I was determined to have fun either way. Playing against someone as nice as Dennis, it’s easy to have fun and enjoy the match. I got super lucky and had really good rolls, while Mr. Dennis was not as lucky. He attacked me with Tsarina and Iron Fist, knocking my life down quite a bit, but then his characters weren’t being nice to him. I was able to get set up before he could get anything going for him. He needed to get a Hulk, or at the very least a Nightwing, to help clear my dudes out of my field.

I had fun, but it would have been more fun if his dice had been nice and rolled halfway decent for him. I get that it’s a dice game, but Tsarina is the meanest die out there. When she’s on a two fist side and I reroll her hoping for a character, she always comes back up as energy – usually a single fist. I watched that very thing happen to Mr. Dennis and I was heartbroken for him. I still enjoyed chatting with Mr. Dennis, who is super nice and a very good sport. I almost cry when Tsarina does that to me, but he took it in stride and pushed on in our match. He did the best he could with what his dice gave him. I really want to play against Mr. Dennis again one day because he’s such a pleasant person to chat and play with, which makes the game that much more fun.

Record after Round Two: 2-0-0

Round Three

round-3-craig-richards

I faced off against Craig R. in round three. He was playing a Bard variant, which I knew I would have some trouble against. We both had average rolls, with the exception of his Imprisoned die. It did not want to roll up an action face for most of the game. I was able to slowly chip away at his life total with Colossus until he finally got his die to roll on the side he wanted. He then scooped up most of my field, leaving me with only two blockers against a Bard army. When he attacked, he wasn’t able to deal lethal damage to me, which returned my characters to me from Imprisoned. I was able to get my Colossus, Oracle, and Scarecrow back into the field and all of them were level two or higher. This put his life total at six. I realized I didn’t have enough Cold Gun dice to stop all the Bards he had and I thought I was done for because of the massive army that was going to be attacking me next turn. I had forgotten my Scarecrow had returned to the field which would prevent all of his characters from attacking. He had a Dwarf Wizard in the field that had my Oracle blanked. We were about to sign match slips when a spectator pointed out that he couldn’t legally attack and KO me if my Scarecrow wasn’t blanked. We realized our mistake and continued our match.

I felt like the most horrible person in the world at this point, and I told Craig that if he didn’t win, I was going to feel even worse. He used the energy he had in his Reserve Pool and KO’d his Wizard in an attempt to roll and blank Scarecrow on his next turn. He also had an Imprisoned die to roll that turn too. He had to get his Imprisoned die in order to secure his victory, but it didn’t roll for him. He could have used his Wizard, but I could use my Cold Gun when priority was passed to me and KO or blank the Wizard. I was not happy about this victory at all. I felt so awful about it, and I still feel a little bad about it – even now. Craig was a real gentleman and very polite about the situation which I know couldn’t have been easy for someone that was trying very hard to qualify for Nationals. We did get to play again later – which definitely was more fun.

round-3-craigs-army

This was the army that was staring me in the face. It’s missing the Dwarf Wizard because this was taken after the match was officially over. I will discuss my opinion on Bard’s ability later, but all of these characters would have had a +12 to their attack and defense if those Bards had been able to attack.

I’m just glad that Craig did well and made it into the semi finals. He was a great player and I’m happy to have had the opportunity to play against him multiple times in this event.

Record after Round Three: 3-0-0

Round Four

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I was so very excited to play against my fourth round opponent and she tried to make me feel better about what happened in my previous round. I’ve had plenty of conversations in Facebook groups with Michaela K. I loved the episode of TRP’s podcast where she was interviewed and was also a guest host. I heard she was making the trek to Owensboro and I couldn’t wait to meet her! I was lucky enough to get to play against her, even though I knew exactly what was going to happen when I saw that she was playing Beholder. Beholder was the biggest weakness for both Colossus and my Grodd team because I couldn’t tech for Beholder on either team without compromising my team. But Michaela is a great player and pretty much as nice as I expected! Our match didn’t go very long before she blew me up with Beholder and Front Lined Kobolds and Sidekicks. I did what I could, but it wasn’t much. A slow control team like mine does not stand a chance without RareCrow or an action tech like End of Days or Oppression Begins. But I couldn’t risk swapping one Scarecrow for another and even though I lost to Michaela, I think I made the right call in the end. My Scarecrow was way more beneficial in my other matches than RareCrow would have been. I don’t mind losing to a player like Michaela, especially since she was playing such a strong team. I’m still super excited to have met her and I definitely can’t wait to meet up with her again at a future event. Even if we don’t get to play against each other at the next event we’re at, it’ll be awesome just to chat with her again!

Congratulations to Michaela on her Top Eight finish!

She has her tournament report up on The Reserve Pool, which you can find, here. I love seeing multiple reports from the same event because it gives players a multi-perspective view of a single event. Please be sure to check out her article as well. I always enjoy reading her work.

Record after Round Three: 3-1-0

Round Five

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Something pretty amazing happened in the fifth round. I got paired against the same fifth round opponent that I had last year! Josh K. is a super cool guy with a really nifty playmat. Josh and I had fun last year and this year was more fun. I was happy to see him playing another rogue team this year, and that Bard is not the nasty Bard, it’s Half-Elf Bard: Apprentice Order of the Gauntlet. Travis (Mr. DDK) and I like this particular version of Bard, so to see someone playing it at an event of this level made me very happy. It was even more awesome that Josh was playing it! He has a way with rogue teams and if you aren’t careful, he can have you KO’d before you know it. I was being careful and he still Magic Missiled me and attacked me Angels enough that before I knew it, I was at three life! Scarecrow saved me a lot in this game by keeping level one Angels from attacking me. I was using Polymorph to swap his level two-three Angels out with other Angel dice, putting them in at level one. He used his Enrage Global to boost their attack so he could attack with them. Poly-Global is great to use with Elf Thief dice and then feed them to Blue-Eyes, or attack with them, just to see if they get through. This was the only match that I remember attacking in, and if I hadn’t attacked those few times, the outcome would have definitely been different. Luck was on my side again in this match. He had rolled all three Magic Missile dice, got two of them on an action face, but he needed all three of them to secure a victory. With me at next-to-no life, and him sitting in single digits as well, I only needed to end my next turn. Using Poly Global on Thief dice and then cycling them is what helped me get my lower level characters up to Colossus range. I even used Poly Global on my level three Colossus to spin another level one character up, just to push that additional two damage. I ran the risk of him being easier to KO by doing that, but it was the right call.

I was so excited to see Josh and the other players from Indianapolis. They are a great bunch of folks and they’re always fun to play with. I look forward to playing against Josh again in the future and I can’t wait to see what uniquely awesome team he brings nest time!

Congratulations to Josh on his Top Eight finish! Josh finished Top Eight last year as well at Owensboro. I’m rooting for him to finish Top Four or better next year!

Record after Round Three: 4-1-0
Top Eight Seed – 3rd

Top Eight

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I couldn’t have been happier to see that Craig and I would be playing each other in our top eight match. I really wanted to play against him again, and we took special care to pay attention to all of our dice in these matches – lesson learned! I had some pretty terrible rolls, but Craig’s Imprisoned die continued to roll bad. His victories were relatively quick, even with the bad rolls on both sides. I couldn’t keep a character in the Field after he got one of his Imprisoned dice to roll an action face, which left me completely vulnerable to attack. His Bards made quick work of me in both games. We had much more fun in these matches. It didn’t feel as stressful and we just cut up with each other most of the time as we were more carefree and just happy to be in top eight. We both earned our foil, alt-art The Front Line and foil Big Entrance from making it to the top eight. The Big Entrance was the one card that I wanted really bad from this event because I use Big Entrance on lots of my teams.

my-spoils

I was so very proud of my team for doing so well for me. I was so very proud of Craig too, because he was trying so hard to get his Nationals qualification. There were going to be three qualifications given out from this event, meaning three of the top four players would qualify. As the matches around us finished, we realized that one of the top four already had his qualification, meaning all of top four would be qualified for Nationals! This was super exciting and I was so very happy for Craig. He fought his way up and earned his qualification.

It was a pleasure to play against Craig, and I’m so glad that he got his qualification from this event. He finished in the Top Four and I know how much it meant to him to achieve that goal. I’m also happy to have made a new friend in Craig as well as the other folks from St. Louis! They’re a great bunch of folks and also really great to play against.

Congratulations again to Craig on his Top Four finish, as well as his Nationals Qualification! He absolutely deserves that qualification.

Final Standing in Top Eight – 8th

Final Thoughts

So, I set out to use a crazy rogue win condition, play some Dice Masters, and write about the folks I played against. I think I accomplished that. I had so much more fun this year than I did last year. It felt like there was no passage of time as my friends were arriving and greeting me. You can’t get that warm, fuzzy feeling in any other competitive gaming community. I’ve been around a lot of those other scenes and none of them can even compare to Dice Masters. I got to play against an old friend from last year and lots of new folks. My opponents are no longer opponents – I call them friends. I’ve never seen a community of players like this and it makes my heart swell with joy. I also feel like I picked the best possible team to play. Colossus is definitely all Hugs. My buddy Joe said that I was playing Ponies without using Pony characters. I didn’t realize it until he pointed it out, but he’s totally right. My team matched that awesome MLP playmat! Lots of folks were commenting on how cool and unique it was and I totally have Mr. Glen to thank for that (Review article, here).

Now the world is not all full of sunshine and rainbows, though I wish it was. I have never been so upset in a match as I was in round three against Craig R. He was a really good sport about it and he was upset as well, but I think for different reasons. It really didn’t make me feel good to win that round and when I realized that I was going to win, I couldn’t hold back the tears. I’m super sensitive and wear my heart on my sleeve. But got to match back up in top eight and that was much more fun. So it all worked out in the end and I felt much better about it all after Craig defeated me in top eight.

As far as the meta goes, I didn’t go there with a meta team. Yes, I had meta control pieces, but my win condition is so far from the meta that lots of folks don’t know that card exists. I play different and unique win conditions in order to give those cards a chance to shine, even if every round is a loss, those cards were used and loved for a time. I didn’t go to win – I went to have fun. I feel like everyone should go with that mindset. We drove about three and a half hours, paid $15 entry fees, and had zero expectations about winning. The focus was completely on the fun for me. But Travis and I have discussed the state of the meta for hours upon hours with each other and our locals. We all dislike Bard, with a great passion. Bard should not have the ability it does for a character that only cost four to purchase. We hope they’ll errata the card to a While Active effect, so it won’t stack, but still be a very viable meta piece. If they don’t then I hope they errata it to something to keep it from being too overpowered. Bard’s ability to stack its buffs is just too much. As you saw in my picture above, Craig R. had a +12A/+12D buff to EACH character die. That was an impressive army he going. I just think Bard has too much power and not enough responsibility and he needs to be taught how to be responsible!

I didn’t have room for a Beholder tech, and if there had been a flood of Beholder teams, I would’ve been losing each match for sure. It was a risk I took, mainly because if I had to face a bunch of Beholder teams, I wanted it to be over quickly and not drawn out. I did put it out there on my Facebook that Beholder was my weak spot, but I honestly thought I’d see more Ring variants. I didn’t play against a single Ring team, but I know there were some there. I put a very specific card on my team to help me against Ring teams. Because of how specific Lex Luthor’s ability is, he was of no use to me the entire tournament. I basically played with a seven card team the entire tournament. But that’s part of the risk you run when you’re building and don’t know what the meta will look like at a particular venue. Cold Gun could have been useful against Beholder, but it’s not always the easiest thing to buy and you need them cycling consistently to keep yourself alive against Beholder.

The top eight at Owensboro consisted of my team, Josh K.’s rogue team with Protection Bard, Beholder/Imprisoned, a Mask Ring team, and four Bard variants. I’m happy that we only had four Bard variants in the top eight, but that quickly became the Bard top four slugfest. I’m totally not disappointed that I didn’t make it further, as I didn’t expect to do anywhere near as well as I did. But I thought at least one of the other non-Bard (I’m including Josh’s team as a non-Bard team) teams would make it. I’m proud of all the players in this event. They all played the best they could and I hope that everyone had fun. I didn’t have to try too hard to have fun because everyone was fun to be around!

I know how much it killed Travis’s soul to play with Poly-Venom Bard. He didn’t want to play it, but he wanted to do well and he felt that his Bard variant would get him at least into top eight. He ended up finishing second, losing to Mr. Craig H., in an epic defeat that made the entire crowd erupt into a huge uproar of excitement! They each had won one game and time had been called after they finished their second game and before they had begun their third game. They had to start their third game in turns. I wasn’t watching the game too closely because I always get so nervous when Travis is playing and I don’t want to make him nervous! I did watch the final turns of the match and saw where Travis had a lead on life (by one!) and Mr. Craig H. needed at least two Sidekicks to secure a victory. He rerolled three of his Sidekicks that were showing energy and two of them hit a Sidekick face! Travis jumped up cheering along with all the spectators! Mr. Craig has visited us in Dyersburg before and so Travis and I were thrilled that he won the event! Travis said that it wasn’t really a loss a for him because a friend won, and I couldn’t agree more. There were many hugs between the two of them, cheers, and lots of congratulations going around to everyone for a well-played tournament. Travis and Mr. Craig H. earned their Nationals qualifications in the top four alongside Craig R.

Travis did tell me that RareCrow was his MVP for most of the event, so I bet the KO King from Double Burst will be tickled to hear that!

Big Bang is a stand up venue with the most amazing Tournament Organizer, Mr. Jason A. Cory C. was a wonderful judge and they deserve some super kudos for rocking this event like pros. The event ran smoothly and quickly with a break after round three for lunch. All the players were prompt in finding their seats and everyone seemed to be having a great time. We had 22 players and most of the teams were either rogue or variants of meta teams with a personal tweak. The other employees at Big Bang are always helpful and very patient with folks. Thank you Big Bang for having a copy of IvX #1 for me to pick up! Our store is still waiting for our copies that were short from our order… One of the employees got down into the comic boxes with me, trying to help me find a copy of Uncanny Inhumans #6 (I still can’t seem to find it anywhere – besides online). Great store and great tournament location!

Congratulations again to all those that got their Nationals qualifications!

What have you built or seen that looked like fun to play?
What was one of your highlights from a match?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at the Turtle Van: Basic Action Card from the Teenage Mutant Ninja Turtles box set. This is in celebration of the release of the new Teenage Mutant Ninja Turtles: Heroes in a Half-Shell box set that’s due out tomorrow!

w-turtle-van-bac

Ruling – Ability

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

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

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

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

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

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

Miscellaneous Card Information

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

If you purchase the Teenage Mutant Ninja Turltes Box Set, you will have one copy of each card in the entire set, as well as the maximum number of dice for each card.

Examples

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

Example One:
Using Turtle Van on your turn.

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

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

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

Official Sources

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

Turn Order Summary Reference

turn-order

Unlimited Competitive Play Rating

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

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

Prime Play Rating

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

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

Casual Play Rating

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

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

Opinions on this card? Leave a comment!
Is there a card your confused on?
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Special thanks to The Reserve Pool for the use of their site.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

This was our last opportunity to play test with our locals before the WKO. Unfortunately, many of our players were either out sick or working, leaving us with only four total players. Mr. DDK volunteered to sit on camera each round so that everyone else had a chance to be on it at least once. I don’t think any of us are ever excited about playing under the eye of the camera every round. You can find the videos on my YouTube channel.

My Team

my-team-2-4-17

You can find my team here, on DM Retrobox.

Same concept as last week, except the one minor change I made. I replaced Elf Thief for Constantine: Antihero. I intended to use Hellblazer, but completely forgot I had Antihero in my bag. At least this helped me make up my mind on which Constantine to use.

Round One

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You can see my first round match on YouTube, here. I purchased a Slander really early because he Ripped an Oracle and I wanted to be able to use my PXG or other Globals without having Oracle tax me. I would have purchased Cold Gun instead if I had the right energy, but this is the exact reason that I added Slander. It’s helpful at times when you can’t get your Cold Gun. Oracle is a huge problem for me, but I can’t add her to my team because I really don’t have room for her. I instead use control pieces that help reduce or eliminate her effect but can also be used for other troublesome cards as well. But she’s still an issue, as she was in this match. Near the 7 minute mark in the video, I keep a Cold Gun with no bursts so I could KO Oracle. I was so focused on getting her out of the Field that I probably should have just rerolled the Cold Gun in hopes of energy. I would have had enough to purchase Grodd with the Bolt/Fist energy side of Cold Gun. I don’t think it would have made that much of a difference in the end result of this match, but it’s something for me to keep in mind for future games where it could make a difference. I took a massive beating from this team, but Mask Ring is my ultimate weakness.

Record after Round One: 0-1-0

Round Two

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I faced off against Craig in the second round. I knew that if he was able to get a few good hits in with Hit-Monkey before I could get Grodd up and going, I would be done for. He purchased a Flying Car early to put it on Hit-Monkey’s card. He also purchased a few Hit-Monkey dice, but wasn’t able to get them to go off. I purchased Grodd as early as I could, with the help of some Tsarina and Guy dice that decided to roll double energy instead of characters. He couldn’t get his team going and my team performed much better than in my first match, enabling me to secure my first victory.

Record after Round Two: 1-1-0

Round Three

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I had to face off against Olivia’s Vicious Struggle team in round three. This is not your standard VS team, so playing against it is a little different. You not only have to worry about her VS dice, but you also have to pay attention to her characters. I completely forgot about her VS dice and went right for my win condition. I was afraid I had made a huge error by doing this, since you need to play the VS Mini-Game against VS teams. I knew if I could get some Tsarina dice in the Field and put her life low enough, she would have a more difficult time against me. I purchased Grodd very early in the match and with the help of Tsarina and Guy, was able to pull off a victory before her VS destroyed me. I had to time my attacks carefully, so as not to conflict with any active VS abilities. Watching life totals is crucial in matches like this as well. If you watch the video where Olivia faced off against Travis, you’ll see why Vicious Struggle is such a risky team to play. Olivia ended up in third place and won a Scarecrow: Legion of Doom.

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

Final Thoughts

While Antihero is somewhat helpful against a team that relies on Action Dice, I don’t find him to be as useful as I’d like. I can make them reroll one action die, once. If they’re using Parallax and playing the Lottery, there is a really good chance that they’re going to get that die back on the face they want. Playing with Antihero in this event just confirmed that I need to use Hellblazer instead. I think that final change should round out my team to how I want it. I am at a huge disadvantage against Mask Ring teams with this team. I’ll be sure to get some more testing in during the week with Mr. DDK, and anyone that ventures up to our FLGS throughout the week.

Thoughts on the WKO

I’m super excited to see all of my old friends from last year that are able to venture out again. I’m even more excited to meet all the new friends that I’m going to make this year, because I know of lots of folks that are planning on going that I haven’t met yet – and I can’t wait!!! I don’t think I can express my excitement adequately in words, so I’ll let this picture of Pinkie do it for me.

super-excited-pinkie-pie

I’m not expecting to win any matches this year – at all. Last year was just pure luck. I know some of you may be thinking, ‘why drive four hours and pay $15 to play a rogue team that you’re convinced will lose?’

Because I can, and because it’s not about winning. I’m strictly focusing on having fun with my rogue team, meeting folks, and just the overall experience of it. It’s not a defeatist outlook. As long as I’m happy playing my team and walk away with at least one new friend, I’ll feel like a winner!

I had so much more fun hanging out with folks than I did winning my matches last year. Sure, winning is awesome, but it’s not what the game is about for me. I want to find fun combos or different team builds and run with those – win or lose. I don’t expect to see any Grodd teams or many other rogue teams. I do expect a flood of Ring, Vicious Struggle, and Bard. I refuse to play VS because I don’t think it’s a healthy card for the game, but don’t think I won’t play the mini-game. I also won’t play Bard because I don’t like Bard. I won last year with a Ring team – Nova Ring. I will not play another Ring team regardless of how good it is, because I want to play something different from last time. I do not and I will not criticize anyone for playing what they want to play. If you’re wanting to play VS, then play it. I won’t ignore you or be rude to you just because I don’t like the card. I want everyone to play the team they want to play and have fun!

I hope to meet lots of new friends and have lots of fun this year! If you don’t know me, you can find me pretty easy – I’ll be in the Teenage Mutant Ninja Turtle shirt, and TMNT pajama pants (if Mr. DDK lets me out of the house in them). Don’t be shy – because I’m super shy around folks I don’t know. Safe travels to all my fellow Dice Masters out there!

What are some changes you’d make without changing the spirit of the team?
Have a build you like better?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

Greetings Fellow Dice Fans!

 

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

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

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My Team

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You can find my team here, on DM Retrobox.

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

Round One

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

Record after Round One: 1-0-0

Round Two

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

Record after Round Two: 1-1-0

Round Three

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

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

Final Thoughts

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

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

What are some changes you’d make without changing the spirit of the team?
Have a build you like better?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!