Posts Tagged ‘Foil Cards’

Greetings Fellow Dice Fans!

I’ve been super excited about drafting this new Batman set and I was not disappointed.

You can check out our featured matches from this event on my YouTube channel, Dice Dice Kitty.

You can find the videos for the featured matches in the May 27, 2017 Batman Dice Masters Draft playlist. The footage from round one was somehow corrupted by my editing software.

I did a live stream on my Facebook page of my draft picks. You can find the video, here.

My Team

MyBatmanDraftTeam1

I started with what I thought was solid strategy, but ended up having to change it after seeing the spread of dice on the table. I never intended to draft any Parademon cards, but I opened a total of three! I got the uncommon in the first pile of packs and two commons in the second pile. I knew I could guarantee myself two Parademon dice and I didn’t want to let someone else grab them.

I really wanted to try the common Batgirl. I thought she might be decent for a draft, but I forgot all about grabbing another Batman Family character. I waited way too late in the draft picks to start grabbing Ace cards, leaving me with fewer dice than I liked. I’m glad I got at least two dice for Ace because I didn’t want to rely on the Trusted Friend Global to make Batman Family characters.

I really wanted to get more Red Hood dice, but there were only three total. I couldn’t let him get slide by me because someone would certainly take him. Even if I wasn’t going to use him, I didn’t want him used against me – especially if the other Red Hood cards weren’t commons. There was only one Rip Hunter in our five person pod, so when I saw the opportunity to take him, I did. Hawk, Firefly, and Two-Face’s Coin were all picked because I wanted to try them or I didn’t want someone else to have too many of those dice.

I only used Rip Hunter’s ability twice in the entire event, but I like him for drafts. He’s a great way to speed up a team – you just need to buy him and use him. I never bought him in my first match, forgot about his ability almost every turn in my second match, and never fielded him in my third match. I only used Firefly and Two-Face’s coin one time each and only bought them in my second match.

For my Basic Action Cards, I chose Cloudkill and Haymaker. I knew I would need a way to help my Batgirl and Ace dice get past any defenses my opponent had and the Haymaker Global would help boost their attacks.

Round One

In my first match, Batgirl and Ace were definitely my MVPs. I was a little worried when I saw Catwoman (Common), Batgirl (Common), and Nightwing (Rare) all on the same team across the table from me. That’s a ton of cheap characters with mostly decent stats for a draft. I purchased both Ace dice and all three of my Batgirl dice in hopes of racing my opponent. I purchased a Cloudkill as well to help my chances of getting those characters through. Parademon actually came in handy a few times, giving me that one extra die a few times. My opponent would blast him out of the Field when she had a chance to keep me from getting the full benefit from him.

Round Two

My opponent was using the common Rip Hunter with Unstable Canister, in hopes of taking his opponents out with direct damage. If he had rolled his Canisters on Action faces every time he rolled them, I would have lost the match really, really fast. I got extremely lucky in that he only rolled them a third of the time.

Hawk helped me win my second match before he burned me down. His seven attack on level three with the addition of attack boosters is just nasty when your opponent can’t block. Hawk softened up my opponent and then I went in for lethal damage with a field of Batgirl and Ace dice.

Round Three

In round three, I lost rather quickly to the uncommon Hawkgirl (spins up a level when a Sidekick attacks) and common Ace the Bat Hound (Ally) combo. My opponent used the Globals on his Invulnerability and Anger Issues to increase their attack stats and deal lots of damage, rather quickly. I made the mistake of going for Rip Hunter first when I should have been going for Batgirl and my Ace. I didn’t have time to fix it before he got lethal damage in.

Final Thoughts

I ended the night with a record of 2-1-0, which is not bad at all. My Strength of Schedule (SOS), or tiebreakers as they’re often called, boosted me to second place. My only loss was to Joey, who took first place. His Hawkgirl and Ace combo was just too fast to deal with!

While I was drafting, I was looking at the cards and trying to decide if I wanted a card to use it, or wanted it so someone else couldn’t use it against me. This set is a really good draft set. It forces players to make difficult decisions on the fly, without having all the information they want.

“Do I take this character with beefy stats, or do I take the character with weaker stats but decent ability and try to build off of it?”

“This card has a really good ability but doesn’t go with my current strategy. Do I pass it to someone else that can potentially use it against me, or do I take it just so they can’t?”

“I don’t see anymore cards for my current strategy and we’re almost done with the first pack. Can I afford to swap to something else?”

“I really want this rare/foil for my set, but I think I could use this common that I already have ten of. Which do I take?”

In the gravity feed that Mr. DDK and I opened, we actually pulled a foil rare Big Barda. I really wanted to draft the foil rare Big Barda that I saw, but I couldn’t bring myself to do it. She could have been a great addition instead of Two-Face’s Coin. I just couldn’t take her. If you watch the draft video, I think it shows where I almost take her, but I chose a different card. I didn’t think it would be fair to the other players to take a card I knew I wouldn’t need for my collection even though I fully intended on using her for my draft team. Even though she would have been better for my team, she wouldn’t have changed the outcome of the one match I lost.

I will sometimes draft for my collection (rare/foil-drafting) and sometimes I draft to win. I don’t have any issues with other players rare-drafting or foil-drafting, even if that’s what I’m doing in the same pod. In this particular draft, I wanted to win because there were additional packs as prizes and I wanted to win some of those!

The feedback I got from all the players in our draft was that they love the set for all levels of play and they all had a lot of fun drafting. I can easily echo their feedback. I’m really digging this set and I can’t wait to draft it more!

How do you draft – Aggro, Control, etc?
Do you like to draft to win, or draft to collect?
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!

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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

round-4-michaela-kuba

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

round-5-josh-kerner

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

round-3-craig-richards

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!

 

I’m sure many of you have already seen this announcement from WizKids today. I’m excited to see the prizing for Nationals and the surrounding events announced so early. I’m digging some of those prizes!

The following quotes are taken from the announcement:

DICE MASTERS NATIONAL CHAMPIONSHIP

Entry Fee: Free for qualified participants

Format: Unlimited Constructed

Pairing Structure: Multiple Swiss Rounds followed by a Single Elimination Top 8 Cut

Prize Structure* (All prizing is cumulative):

  • Winner
    • Most Recent Dice Masters Factory Set Available at the Time of the Event
    • 2017-2018 Dice Masters National Championship Qualification
  • Top 2
    • Most Recent Dice Masters Super Rare Set Available at the Time of the Event
  • Top 4
    • DC Comics Dice Masters Constantine: Hellblazer Foil Card
    • Marvel Dice Masters Green Goblin: “Gobby” Foil Card
    • DC Comics Dice Masters Constantine: Antihero Foil Card
    • Marvel Dice Masters Captain America: Super Soldier Foil Card
  • Top 8
    • DC Comics Dice Masters Scarecrow: Hallucinogenic Vapors Foil Card
    • Marvel Dice Masters Punisher: War Journal Foil Card
    • DC Comics Dice Masters Wonder Girl: Cassie Sandsmark Foil Card
    • Marvel Dice Masters Ronin: Lone Warrior Foil Card
  • World Championship Qualifications
    • For every eight players entered into the event (rounded up), one player earns a 2016-2017 Dice Masters World Championship Qualification. If a player is already qualified, their qualification passes down to the next highest ranked player who does not already have a qualification.

CONSTRUCTED DICE MASTERS QUALIFIER

Format: Unlimited Constructed

Pairing Structure: Multiple Swiss Rounds

Prize Structure* (All prizing is cumulative):

  • Winner
    • Most Recent Dice Masters Super Rare Set Available at the Time of the Event
  • Top 2
    • DC Comics Dice Masters Constantine: Hellblazer Foil Card
    • Marvel Dice Masters Green Goblin: “Gobby” Foil Card
    • DC Comics Dice Masters Constantine: Antihero Foil Card
    • Marvel Dice Masters Captain America: Super Soldier Foil Card
  • Top 4
    • DC Comics Dice Masters Scarecrow: Hallucinogenic Vapors Foil Card
    • Marvel Dice Masters Punisher: War Journal Foil Card
    • DC Comics Dice Masters Wonder Girl: Cassie Sandsmark Foil Card
    • Marvel Dice Masters Ronin: Lone Warrior Foil Card
  • Top 8
    • DC Comics Dice Masters Two Face: Double Deal Foil Card
    • Marvel Dice Masters Rocket Raccoon: Not a Raccoon Foil Card
    • DC Comics Dice Masters Big Entrance Basic Action Foil Card
    • Marvel Dice Masters The Front Line Basic Action Foil Card
  • Participation Prize**
    • DC Comics Dice Masters Green Arrow: Robin Hood Sketch Variant Card
    • Marvel Dice Masters Hulk Out Basic Action Sketch Variant Card
    • DC Comics Dice Masters Beast Boy: Gar Sketch Variant Card
    • Marvel Dice Masters Vibranium Shield: One of a Kind Sketch Variant Card
  • National Championship Qualifications
    • For every four players entered into the event (rounded up), one player earns a 2016-2017 Dice Masters National Championship Qualification. If a player already earned a 2016-2017 Dice Masters National Championship Qualification in the country in which the event is being held, their qualification passes down to the next highest ranked player who has not already earned a 2016-2017 Dice Masters National Championship Qualification in the country in which the event is being held.

DICE MASTERS QUICK PLAY

Minimum Players/Maximum Players:  4/8

Format: Unlimited Constructed

Pairing Structure: Players are paired against each other randomly. Then, players play a single one-game match. The winner of the each of the matches receives a prize.

Prize Structure*:

  • Winner – Random prize from the following group:
    • Marvel Dice Masters Venom: Symbiotic Organism Foil Card
    • DC Comics Dice Masters Constantine: Con Artist Foil Card
    • Dice Masters Faerun Under Siege Half-Elf Bard: Master Lords’ Alliance Foil Card
    • Marvel Dice Masters Slander Basic Action Foil Card
    • DC Comics Dice Masters Kryptonite: Green Death Foil Card
    • Dice Masters Battle for Faerun Prismatic Spray: Lesser Spell Foil Card
DICE MASTERS RAINBOW DRAFT

Minimum Players/Maximum Players:  4/8

Format: Rainbow Draft

Pairing Structure: Players are paired against each other randomly. Then, players play a single one-game match. The winner of the each of the matches receives a prize.

Prize Structure*:

  • Winner – Random prize from the following group:
    • Marvel Dice Masters Venom: Symbiotic Organism Foil Card
    • DC Comics Dice Masters Constantine: Con Artist Foil Card
    • Dice Masters Faerun Under Siege Half-Elf Bard: Master Lords’ Alliance Foil Card
    • Marvel Dice Masters Slander Basic Action Foil Card
    • DC Comics Dice Masters Kryptonite: Green Death Foil Card
    • Dice Masters Battle for Faerun Prismatic Spray: Lesser Spell Foil Card

So here are all the prize cards that will be offered at Nats/Nats Qualifiers/Side Events by set, in order of set release:

Avengers vs X-Men
Green Goblin: “Gobby”
Vibranium Shield: One of a Kind

Battle for Faerun
Prismatic Spray: Lesser Spell

Justice League
Constantine: Hellblazer
Constantine: Con Artist
Constantine: Antihero

Age of Ultron
Captain America: Super Soldier

War of Light
Big Entrance: Basic Action Card
Beast Boy: Gar
Wonder Girl: Cassie Sandsmark

Amazing Spider-Man
Slander: Basic Action Card
Hulk Out: Basic Action Card

Faerun Under Siege
Half-Elf Bard: Master Lords’ Alliance

World’s Finest
Scarecrow: Hallucinogenic Vapors
Two-Face: Double Deal
Kryptonite: Green Death

Civil War
The Front Line: Basic Action Card
Punisher: War Journal
Rocket Raccoon: Not a Raccoon
Ronin: Lone Warrior
Venom: Symbiotic Organism

Green Arrow and The Flash
Green Arrow: Robin Hood

Like many of you out there, I’ve been patiently awaiting the announcement of a rotation from WizKids. It looked like we were inching ever closer when the spoilers of the Iron Man & War Machine Starter and the TMNT Heroes in a Half-Shell Box were released. But now, with several cards from sets as old as Avengers vs X-Men getting a foil or blank sketch treatment, I’m left wondering if WizKids is still considering a rotation at all. One thing that this announcement confirms for me is that we probably won’t hear any rotation talk from WizKids, at least until after Nats and Worlds.

My only concern in regards to the prizing choices are how they will be affected by a rotation, if WizKids decides to do it. WizKids has ignored (not declined) all my requests for an interview in regards to several topics including rotation.

And for those of you wondering when the everything is going down, you can find it on the WizKids Road to Worlds Page. Here is the tentative schedule for all events at Origins Game Fair 2017:

  • WEDNESDAY
    • 11:00 A.M.
      • Registration Starts
    • 12:00 P.M.
      • Side Events Start
    • 1:00 P.M.
      • HeroClix Golden Age Deadpool Scenario
  • THURSDAY
    • 9:00 A.M.
      • Registration Starts
    • 10:00 A.M.
      • HeroClix U.S. National Championship
      • HeroClix World Championship Qualifiers Start
      • Side Events Start
    • 11:00 A.M.
      • HeroClix Teenage Mutant Ninja Turtles Scenario
    • 3:00 P.M.
      • HeroClix Modern Age Power Outage Scenario
    • 8:00 P.M.
      • HeroClix World Championship Qualifiers End
      • Side Events End
  • FRIDAY
    • 9:00 A.M.
      • Registration Starts
    • 10:00 A.M.
      • HeroClix World Championship
      • Dice Masters U.S. National Championship
      • Dice Masters World Championship Qualifiers Start
      • Star Trek: Attack Wing U.S. National Championship
      • Side Events Start
    • 11:00 A.M.
      • HeroClix Golden Age Lil’ Clix Scenario
    • 3:00 P.M.
      • HeroClix Modern Age Theme Team Scenario
    • 8:00 P.M.
      • Dice Masters World Championship Qualifiers End
      • Side Events End
  • SATURDAY
    • 9:00 A.M.
      • Registration Starts
    • 10:00 A.M.
      • HeroClix Team World Championship
      • Dice Masters World Championship
      • Star Trek: Attack Wing World Championship
      • Side Events Start
    • 11:00 A.M.
      • HeroClix Modern Age Meteor Shower Scenario
    • 3:00 P.M.
      • HeroClix Golden Age Joker’s Wild Scenario
    • 8:00 P.M.
      • Side Events End
  • SUNDAY
    • 9:00 A.M.
      • Registration Starts
    • 10:00 A.M.
      • Side Events Start
    • 11:00 A.M.
      • HeroClix Modern Age Traitor Scenario
    • 4:00 P.M.
      • Side Events End

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

This new set does not have a starter or collector’s box. It only has a gravity feed. There are new affiliations and new abilities that I will cover in this article. Here’s my review and pull list from the new Marvel Deadpool set!

01-gravity-feed

I like having a checklist for all of my sets and unfortunately, there hasn’t been a checklist released online yet. You can find a complete card list on The Reserve Pool, here.

UPDATE! The official Checklist has been released! You can find it here.

Promo Card and Pack Insert

01-promo

WizKids has offered a blank sketch card with their Gravity Feeds. The promo for this set is Deadpool: My Set. My Rules. I really like that they’re offering an incentive for sealed product purchases.

01-rules-insert

I’m really happy that WizKids decided to put this rules insert in the packs again instead of the WIN promotional card. The only major issue I have with the rules insert is that not all of the wording is consistent with the current wording on the WizKids Official Keywords page. You can find the insert online, here. Make sure to check the Official Keywords page to see the current and updated wording on Keyword Abilities.

Gravity Feed
Commons

We pulled 111 common cards; 9 of our commons were foil. We didn’t get any duplicate foil commons. I highlighted the ones we pulled foils of with red text, and the total includes the foil version.

x3     #01     Agent Carter
x3     #02     Agent X
x2     #03     Angel Dust
x3     #04     Angela
x3     #05     Black Bolt
x3     #06     Black Tom Cassidy
x2     #07     Blind Al
x3     #08     Bob, Agent of Hydra
x2     #09     Colossus
x3     #10     Deadpool
x2     #11     Dogpool
x4     #12     Domino
x2     #13     Elektra
x2     #14     Evil Deadpool
x2     #15     Fantomex
x3     #16     Flying Car
x4     #17     Free Chimichangas
x2     #18     Hit-Monkey
x3     #19     Kidpool
x3     #20     Lady Bullseye
x3     #21     Lady Deadpool
x3     #22     Lockjaw
x2     #23     M.O.D.O.K.
x5     #24     Madame Hydra
x2     #25     Medusa
x3     #26     Miguel O’Hara
x3     #27     Mister Sinister
x3     #28     Motorcycle
x3     #29     Multiple Man
x3     #30     Negasonic Teenage Warhead
x3     #31     Outlaw
x2     #32     Sandi Brandenberg
x3     #33     Satchel of Unlimited Weaponry
x3     #34     Scarlet Witch
x2     #35     Shiklah
x4     #36     Stepford Cuckoos
x1     #37     Storm
x3     #38     Taskmaster
x3     #39     Wolverine
x3     #40     X-23

Uncommons

We pulled 51 uncommon cards; 10 of our uncommons were foil. We pulled all but two of the uncommons and none of our foils were duplicate.

x0     #41     Agent Carter
x1     #42     Agent X
x2     #43     Angel Dust
x2     #44     Angela
x2     #45     Black Bolt
x1     #46     Black Tom Cassidy
x1     #47     Blind Al
x1     #48     Bob, Agent of Hydra
x2     #49     Colossus
x2     #50    Deadpool
x1     #51     Dogpool
x2     #52     Domino
x1     #53     Elektra
x1     #54     Evil Deadpool
x3     #55     Fantomex
x2     #56     Flying Car
x2     #57     Free Chimichangas
x1     #58     Hit-Monkey
x1     #59     Kidpool
x1     #60     Lady Bullseye
x2     #61     Lady Deadpool
x1     #62     Lockjaw
x0     #63     M.O.D.O.K.
x1     #64    Madame Hydra
x1     #65     Medusa
x1     #66     Miguel O’Hara
x1     #67     Mister Sinister
x1     #68     Motorcycle
x1     #69     Multiple Man
x1     #70     Negasonic Teenage Warhead
x1     #71     Outlaw
x1     #72     Sandi Brandenberg
x1     #73     Satchel of Unlimited Weaponry
x1     #74     Scarlet Witch
x1     #75     Shiklah
x3     #76     Stepford Cuckoos
x1     #77     Storm
x1     #78     Taskmaster
x1     #79     Wolverine
x1     #80     X-23

Rares and Super Rares

You won’t get all the rares in one feed, but you get a good amount of them. We pulled 17 rares and none of them were duplicates; 5 of our rares were foil. We also pulled one Super Rare, which was foil.

#81     Agent Carter
#83     Angel Dust
#86     Black Tom Cassidy
#87     Blind Al
#88     Bob, Agent of Hydra
#90     Dogpool
#92     Elektra
#93     Evil Deadpool
#97     Hit-Monkey
#102     Madame Hydra
#103     Medusa
#104     Miguel O’Hara
#105     Minster Sinister
#106     Motorcycle
#110     Satchel of Unlimited Weaponry
#111     Scarlet Witch
#112     Shiklah

#123     Phoenix Force Magneto (Super Rare)

New Ability Keywords

Back for More – When a die with Back for More begins the turn in your Prep Area, and is rolled during the Roll and Reroll Step, use its Back for More effect (this isn’t optional).

This wording is straight from the WizKids Official Keyword page. The text on the rules insert left out ‘begins the turn in your Prep Area‘ and had caused a great amount of confusion. Most of the players believed it was intended to work the way described on the Keywords page, and we’re all thankful that WizKids corrected this wording issue quickly!

Back for More triggers when you roll the die and not when you roll and reroll the die. If you compare the Back for More ability’s wording to the wording of a card like Static: Virgil Hawkins, it appears that Back for more would only trigger a single time for each die and not each time the die is rolled in a single Roll and Reroll Step. Parallax‘s Global does not have any effect on this ability since it only triggers during the Roll and Reroll Step.

*UPDATE*

I seem to be slightly outnumbered on the interpretation of how many times you can trigger Back for More during the Roll and Reroll Step. At any time you roll a Back for More die during the Roll and Reroll step, you must trigger the Back for More ability.

Example:

dogpool-woof

~ I have a Deadpool Affiliated character active, and three Dogpool dice in my Prep Area. I draw my four dice for the turn (four Sidekicks).
~ (Roll and Reroll) I roll the four Sidekicks I drew, plus the three Dogpool dice. Each Dogpool’s Back for More ability triggers when I roll them.
~ (Roll and Reroll) My Deadpool affiliated character gets +1A and +1D for each of the Dogpool dice I rolled, for a total of +3A and +3D.

Here is where the disagreement comes in.

What I think happens:
~ (Roll and Reroll) I decide to reroll my three Dogpool dice. Back for More does not trigger again, because they have each triggered that ability for the turn.

What the slight majority thinks happens:
~ (Roll and Reroll) I decide to reroll my three Dogpool dice. Back for More triggers on each die a second time, giving my Deadpool affiliated character an additional +1A and +1D each, for a total of +6A and +6D (counting the bonus from the first roll).

My Reasoning

If you treat Back for More like a When Fielded or When Attacks ability, which it has similar wording to, then you only get to activate it once per die. You do not have a second Roll and Reroll Step in order to trigger it an additional time.

The Majority’s Reasoning

These players that believe you are able to trigger it multiple times have been using the Manticore’s ruling as a basis for their belief in how many times this ability triggers for each die with the ability in a single Roll and Reroll Step.

There has already been much debate about this ability in my local scene and I’ve gone over every bit of information and looked at the wording. Personally, and for my local events, I will not be going along with the majority. I do see both sides to this discussion, but since there is an actual debate and a divide over how this ability functions, I will invoke the Judge Guidance on this and go with the weaker interpretation until WizKids responds either on WORF or by some other means.

******

Deadly – Character dice that are engaged with a character die that has Deadly are KO’d at the end of the turn (even if the character with Deadly has been KO’d or leaves the Field Zone).

I love this ability! All you need to do with a Deadly character is declare it as a blocker or have it blocked and it becomes ‘engaged’ with the defending character. It’s as simple as that. Just imagine, forcing a nasty character to block with a Global like Wasp: Fashionista, attacking with a Deadly character, then Blink/Distraction Global your attacker back. The blocker would be KO’d because it had been engaged with the Deadly character, but your character would remain unharmed. Such a great ability! This is exactly what we needed to combat against Hulk: Green Goliath or other characters that can be a nuisance when dealt damage. Deadly doesn’t need to do damage the character, they just need to have been engaged.

Returning Keywords

Ally
Fast
Impulse
Regenerate

Swarm
Underdog

New Affiliations

There are several returning affiliations, like Villains and X-Men, but these are brand new affiliations!

01-affiliation-deadpool
Deadpool

01-affiliation-inhumans
Inhumans

Favorites

Here are several of my favorite cards from my Gravity Feed. I wish I could show all the cards I got, but until I get a scanner, I can only do a few favorites.

02-favorites-1Domino: Neena Thurman (left) – Anytime I can get some rerolls for free, I’m happy! I like her ability, but I also like her fielding costs (TFC 2) and her attack stats. Her purchase cost is only three and she would make a great aggressive character by making her unblockable or giving her Overcrush. I really do like this character and even though her defense isn’t great, I think she’ll make a great character for a casual Overcrush team.

Lady Bullseye: Attack on Two Fronts (center) – Lady Bullseye has the potential be a very lethal character. Her ability does not say that she must be the source of damage nor does it specify that it must be a specific kind of damage. You could field her and then Magic Missile a character for two damage instead of one – for a single Bolt energy. You can force a character to block and then attack with her to do a minimum of six damage to the blocker. With such a low defense, you can almost guarantee that a blocker will KO her so you could possibly get to use her ability all over again on your next turn. Her purchase cost of three and a TFC of two is amazing in itself, and when you consider that with her ability, I think she could possibly find her way onto a competitive team somewhere.

Lockjaw: Fiercely Loyal (right) – This card can be extremely powerful. His text says: “While Lockjaw is active, before your opponent’s Clear and Draw Step, name a non-Sidekick die. If your opponent draws that die, deal 2 damage to all of that opponent’s character dice and each of your Lockjaw dice get +2A.” If I name Deadpool, and my opponent draws at least one Deadpool die during their Clear and Draw Step, Lockjaw deals two damage to all their character dice and all of my Lockjaw dice get +2A. That’s how I interpret his ability to work which is pretty powerful. He’s got a near perfect TFC of one and his defense stats aren’t bad. I could see him being played quite a bit in casual play, and maybe squeaking onto a rogue competitive team.

02-favorites-2Madame Hydra: Viper (left) – There aren’t many card abilities in the game that move dice out of an opponent’s Prep Area. I like this ability because it can mess up your opponent’s bag flow a little bit which could be all you need to help you make a comeback or pull ahead in a game. Her purchase cost, fielding costs, and attack stats are decent. But for her ability to be effective, she needs to damage an opponent. That would most likely require the use of another card, like Silver Sable: Hero for Hire or Stealth Ops to help her get damage in to your opponent. You could give her Overcrush, but with an attack of 2/3/4, you’d need her on level two or three or use an ability to boost her attack to make it worthwhile. I really like this ability, but I feel like she needs a team that’s partially built around her.

Medusa: Tangled Up (center) – Oh my, how I love this card! Not only is Medusa’s die pretty, but her art is gorgeous too. She’s got Deadly, which seems fitting, and she has an additional ability that allows her to block up to two character dice. If you know anything about the comic character, you’ll agree that this ability seems perfect for her. When you look at her for a team, she’s an awesome blocker. If your opponent doesn’t want their attackers KO’d, they are not going to attack while Medusa is in your Field. She only cost four energy to purchase and she’s a Mask character. She’s got a TFC of four, so once you get her active, you probably won’t want to have to field her again. He lowest defense is four which is really good for a defensive character. She doesn’t necessarily need a high attack stat, but her attack isn’t bad with it being a 2/3/4. She will most likely see casual play and possibly be a consideration for a few competitive teams, though I don’t think she’ll make the big lists.

Free Chimichangas: Aged to Perfection (right) – If something that only costs three energy could possibly give one of my characters Deadly and +2D, I’m totally down to try it on a team! Not only is the ability pretty good, but it’s chimichangas… that are free… and age to perfection. But seriously, adding this to a team with the common Domino, seems like a fun team. If you like to use PXG, this die is a win-win since it’s a Mask die. The defense boost could keep her alive if she’s blocked while attacking, and it gives her Deadly so anyone that’s engaged with her will get KO’d. I think that’s the part I like best. I’d totally pay three energy for a die that could give any of my characters the Deadly ability. The boost to defense is just cheese on the chimichanga.

02-favorites-3Medusa: Bad Hair Day (left) – Here she is again – Medusa with her Deadly ability. But this Medusa has a different ability from her common counterpart. When she KO’s a character die with combat damage, you can send it to the Used Pile instead of the Prep Area. It’s that extra little jab – not only did she knock out the character, but they don’t get to reroll it next turn. Her attack stats aren’t bad but if you needed a higher attack, you could easily use Ant-Man: Pym Particles Global to fix that. Just to make sure this is clear – Deadly does not work for her other ability. She would need to deal damage with her attack in order for you to gain the benefits of her second ability. I think she’ll possibly see lots of casual play, but again, she falls just short of competitive play. Part of the reason is her purchase cost of five. I still really like her ability and it looks like it could be fun to play around with.

Mister Sinister: Gene Splicer (center) – The one thing that I don’t like about this card is that he cost six to purchase. His TFC of five is kinda high, but once you field him, you will do what you can to keep him there. I just really like his ability to force your opponents into choosing to pay life for a reroll, or just to deal with the initial roll results. I don’t see this guy making competitive play, or even much in the way of casual play. I just wanted to feature him for his ability.

Negasonic Teenage Warhead: Bored in School (right) – This character is probably the only character with an Underdog ability that I actually like. I’ve played around with Underdog and I have had a hard time trying to get it to work for me. But Negasonic Teenage Warhead’s ability seems like it’s totally worth the work. If you have less characters in the Field when she attacks, she gets to spin up to level three and she gains Fast. That’s so good! She only cost three to purchase, her TFC is two, and her attack on level three is six! You pair her with Overcrush and she’s a force to be reckoned with! To help yourself achieve Underdog, you can use Blue-Eyes Global or Fabricate to reduce the number of your characters in the Field Zone. I can’t wait to give this character a go in our casual scene. Not sure she’ll see competitive play, but I bet she’ll be super fun to play around with in casual play.

02-favorites-4Agent Carter: Answered the Call (left) – This is a card that could see a decent amount of competitive play. She only cost two to purchase, has a TFC of one, and also has a decent defense. Her ability is pretty good for both competitive and casual play. Adding onto the fielding cost of Sidekicks could definitely throw a wrench into someone’s plans. She wouldn’t affect Ally dice though, since they wouldn’t be considered a Sidekick until after they enter the Field Zone, and by then you’ve already paid their fielding cost. I still think she’s an excellent card and I would not be surprised to see her on competitive and casual teams.

Medusa: Queen of Attilan (center) – It’s not often that all three versions of a card make it into my favorites, but Medusa did. Again, she has Deadly and another ability. Her second ability works only with combat damage, like her uncommon version. But if she KO’s an opposing character die with combat damage, you gain one life. Life gain is not a big deal right now, but every point of life counts! Her purchase cost could prevent her from seeing the competitive scene, but she could be the most desired version for casual play. If I had to choose one right now to try, I would definitely take the rare. You can always force characters to attack or block and then use her to counter that character. You can boost her attack or even swap it with her defense to help KO a character. She has great potential and I’d love to see her make it out of casual play and into the competitive arena.

Miguel O’Hara: Lyrate Lifeform Approximation (right) – I began collecting comics with Spider-Man. Later, I branched out into the other Spider-Comics like Spider-Man 2099, which is Miguel O’Hara. I’m not disappointed with this version of Miguel O’Hara. His Back for More ability is a nice paper cut, but his purchase cost of four and Fast ability is what I really like. I do not like expensive Fast characters, because they don’t seem ‘fast’ to me. I like his attack stats, but I’m not a fan of his level three fielding cost. I’d probably reroll a level three Miguel O’Hara if I wasn’t in dire need of a character for that turn. His level one and level two stats are just fine though. I’m thrilled that he has the Spider-Friends affiliation, because I feel like I can possibly build a decent casual Spider-Friends team now! I really love his die too. It’s one that you need to see in person – pictures would not do it justice.

Final Thoughts

Normally I have several dice that I like to showcase because they’re really pretty or really nice looking. I wasn’t overly impressed with the dice in this set. Miguel O’Hara and Medusa are cool, and Lady Deadpool is neat, but not ones I feel the need to show. I would actually put up a picture of Miguel O’Hara’s die, but none of the pictures I’ve tried do his die justice. There are dice of all kinds in this set from plain opaque ones to sparkly glittery and two toned colors.

Every card in this set has a foil version, just like the Green Arrow and The Flash set. It’s safe to assume that all the Super Rares are foil only, just like GATF. I would hate to have to chase regular and foil Super Rare cards. Like the previous set, the foils have a watermark in the shape of their die symbol in their text box.

From all the cards I pulled in my feed and from other reports I’ve heard, there is only one card with a Global Ability in the entire set. I’m totally okay with this! Lots of the previous sets are loaded with Globals and having a set that’s light in Globals in kind of refreshing. This should be a fantastic slugfest of a draft set! I can’t wait to draft on Saturday, and I have no clue what two Basic Actions to bring.

What are some of your favorite cards in the set?
How do you think the meta will shift, if at all?
What cards are you excited to try in a casual setting?
Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

It’s nice to have so much excitement over the set after all the chaos from yesterday! But everything has been straightened out with the release dates (as far as I know), and folks are getting their product.

This new set does not have a starter or collector’s box. It only has a gravity feed. There are new affiliations and new abilities that I will cover in this article. Here’s my review and pull list from the new DC Dice Masters Green Arrow and The Flash set!

01-box

If you like having a checklist for your sets, you’re in luck! A Reddit user shared a link to this Checklist. I had a buddy of mine at a local print shop make some checklists for me. They’re printed on card stock and actually really nice.

checklist

Promo Card and Pack Insert

01-promo

WizKids has been really awesome and given out promo cards with starter pre-orders lately. This set doesn’t have a starter, but they have offered these blank sketch variants of Barry Allen, Super-Sonic Punch with each sealed gravity feed. I really like that they’re offering an incentive for sealed product purchases. I made the comment earlier that Barry was so fast, they didn’t even get  picture of him for the promo.

02-insert-card

I’m really impressed that WizKids decided to put this insert in the packs instead of the WIN promotional card. This was a great move and it’s handy!

Gravity Feed
Commons

We pulled 112 common cards; 9 of our commons were foil. We didn’t get any duplicate foil commons. I highlighted the ones we pulled a foil version of in red text, and the total includes the foil version.

x3     #01     Amanda Waller
x4     #02     Barry Allen
x3     #03     Batgirl
x2     #04     Black Adam
x3     #05     Black Canary
x3     #06     Captain Cold
x3     #07     Captain Cold’s Cold Gun
x3     #08     Clay Face
x2     #09     Cosmic Treadmill
x3     #10     Cyborg
x2     #11     Deadshot
x4     #12     Deathstroke
x2     #13     Diggle
x4     #14     Doctor Light
x4     #15     Felicity Smoak
x3     #16     Firestorm
x3     #17     Giganta
x3     #18     Gorilla Grodd
x3     #19     Green Arrow
x3     #20     Hal Jordan
x3     #21     Huntress
x3     #22     Jay Garrick
x3     #23     Katana
x4     #24     Killer Frost
x2     #25     King Shark
x1     #26     Martian Manhunter
x3     #27     Merlyn
x3     #28     Power Ring
x2     #29     Professor Zoom
x3     #30     Ra’s Al Ghul
x2     #31     Rip Hunter’s Chalkboard
x3     #32     Roy Harper
x3     #33     S.T.A.R. Labs
x3     #34     Speedy
x3     #35     Static
x1     #36     Superman
x2     #37     The Atom
x3     #38     Weather Wizard
x3     #39     Wonder Girl
x2     #40     Zatanna

Uncommons

We pulled 50 uncommon cards; 9 of our uncommon were foil. We pulled all but two of the uncommons and no of our foils were duplicate.

x1     #41     Amanda Waller
x1     #42     Barry Allen
x2     #43     Batgirl
x2     #44     Black Adam
x1     #45     Black Canary
x1     #46     Captain Cold
x1     #47     Captain Cold’s Cold Gun
x1     #48     Clayface
x2     #49     Cosmic Treadmill
x0     #50     Cyborg
x1     #51     Deadshot
x1     #52     Deathstroke
x2     #53     Diggle
x1     #54     Doctor Light
x1     #55     Felicity Smoak
x0     #56     Firestorm
x1     #57     Giganta
x1     #58     Gorilla Grodd
x2     #59     Green Arrow
x1     #60     Hal Jordan
x1     #61     Huntress
x2     #62     Jay Garrick
x2     #63     Katana
x1     #64    Killer Frost
x2     #65     King Shark
x1     #66     Martian Manhunter
x1     #67     Merlyn
x2     #68     Power Ring
x2     #69     Professor Zoom
x1     #70     Ra’s Al Ghul
x1     #71     Rip Hunter’s Chalkboard
x2     #72     Roy Harper
x1     #73     S.T.A.R. Labs
x1     #74     Speedy
x2     #75     Static
x1     #76     Superman
x1     #77     The Atom
x1     #78     Weather Wizard
x1     #79     Wonder Girl
x1     #80     Zatanna

Rares and Super Rares

You won’t get all the rares in one feed, but you get a decent amount of them. We pulled 16 rares and none of them were duplicates; 4 of our rares were foil. We also pulled two Super Rares, which are both foil.

#81     Amanda Waller
#82     Batgirl
#83     Black Adam
#84     Black Canary
#85     Captain Cold
#86     Captain Cold’s Cold Gun
#90     Deadshot
#91     Deathstroke
#94     Felicity Smoak
#97     Gorilla Grodd
#103     Martian Manhunter
#107     Ra’s Al Ghul
#111     Speedy
#114     The Atom
#115     Weather Wizard
#116     Wonder Girl

#118     Green Arrow (Super Rare)
#119     Katana (Super Rare)

New Ability Keywords

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 dice.

I love the idea of Crossover characters. I can’t wait to try some out. If a Crossover character has all four energy symbols in the cost, you must spend at least one of each to purchase that character’s die. Most of the Crossover characters I’ve seen are only two types. A point I wanted to mention about the Crossover characters is that Lantern Ring, Limited Only By Imagination will count the character as whatever types are in its cost. So let’s say you have Hal Jordan, Green Lantern’s Light and a Lantern Ring in the Field Zone. When you attack, Lantern Ring is going to look for both Bolt and Mask energy and count them both for Hal Jordan.

Crossover dice have special energy sides as well. You can choose to spend one of the energy types on a double energy face and spin the die down, but which ever one you don’t spend will become a generic.

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In the picture above, the top is Captain Cold’s Cold Gun which is a non-basic action and the bottom is Green Arrow which is a character. You could use a Bolt on on Captain Cold’s Cold Gun and spin the die down to the generic side. It can no longer be spent as a Fist. Same for Green Arrow – if you spend a Shield energy and spin the die down, you lose the Mask energy as it would become one generic energy. There are ways to spend energy collectively so that you don’t have to spin the die down, but it all depends on how you want to play out your turn and what you can do with the energy you have!

Impulse – When you purchase a character die with Impulse, you may immediately use their Impulse ability.

I love these new abilities! Impulse is really interesting on some of the cards. Black Canary, Volatile says “Impulse – Target Crossover character die gets +2A and +2D (until end of turn).” When you buy a Black Canary die, you get to use her Impulse ability and give one of your Crossover characters (like Green Arrow or Hal Jordan) an a bonus to attack an defense. There isn’t anything written on the card or the Impulse description to indicate that you can only do it once each turn. I would assume that if you have enough energy to purchase two Black Canary dice, you would get to use her Impulse ability twice.

Synergy – While a character with Synergy is active, you can pay the cost of their Synergy ability to use it. Synergy abilities can be used while the character is active, any time you could use a Global Ability.

Synergy reminds me of a Global Ability, but one that only you can use. Venom, Abandoned the Stinger is a character from a previous set that I assume to have Synergy. They may not have had a name for this type of ability at the time Venom was set loose on the Dice Masters community. The reason I think this is because of the wording on Synergy characters. Barry Allen, Super-Sonic Punch says, “Synergy – While Barry Allen is active, you may pay Bolt Fist to give a Barry Allen character dice +2A and +4D (until end of turn).” If you have three Barry Allen dice in your Field Zone, you can pay one Bolt and one Fist and one of your Barry Allen dice will get +2A and +4D. You could even wait until after blockers are declared in the Attack Step and then use his Synergy ability because it can be used any time you could use a Global Ability. I’m so glad they put a name to this type of ability!

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 heir Crosspulse ability.

Crosspulse is just like Impulse, but you must use only the character’s energy types when purchasing the dice to gain the Crosspulse ability. Like Impulse, I assume you can use this multiple times in a turn, so long as you can purchase more than one of the Crossover character’s dice using only their energy type. Zatanna, Hex Appeal says “Crosspulse – When you purchase this die, add up to two Sidekicks from your Used Pile to your Prep Area.” She cost four energy to purchase and she’s a Fist and Mask character. If you purchase her using three Fist and a Mask, you get to use her ability. The same is true for using three Mask and one Fist or two Mask and two Fist. So long as you only use her energy type to purchase her, you get to add up to Sidekick dice to your Prep Area from your Used Pile. Some Crosspulse abilities grant active characters Fast or KO all opposing Sidekicks, so those Crosspulse abilities may not be beneficial to use more than once in a turn.

New Affiliations

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Team Arrow

03-suicide-squad
Suicide Squad

03-white-lantern-corps
White Lantern Corps

03-team-mystic
This one is a bit more ‘mysterious’ as it’s not on the rules insert. The community that’s a little more familiar with comics and Heroclix has been calling it Mystic or Mystics. I’ve asked WizKids if they can give us the official name for the affiliation. If they reply or announce the affiliation’s name, I will update the article.

Update!

WizKids responded to me on Twitter and confirmed that this is the Mystics affiliation. Thanks to WizKids for the response – it’s super appreciated!

mystics-confirmation

Favorites

I can’t possibly show you all the cards I like, because I like tons of them. But I can show you some and talk a little about why I like them.

04-favorites-0Deadshot, Villains United (left) – The reason I like Deadshot is for his Villain cost reduction – every little bit helps! He only cost four energy to purchase and his fielding cost isn’t horrible. He’s got a terrible defense though, but if you’re only using him the one time on your turn. Then you can feed him to Blue-Eyes or use him for a Golem’s fabricate. I’m not impressed with the Suicide Squad cards overall, and this version of Deadshot doesn’t have the affiliation at all – he’s only a Villain. But I love Villains and cost reduction, so it’s possible that he could make his way onto one of my Villain teams.

Jay Garrick, Leadfoot (center) – What can I say about this card that it doesn’t say on its own. This is a great ability, but it requires you keep specific energy, which can be stolen by Elf Thieves. Being able to stop your opponent from using a Global is HUGE! This ability won’t stop Synergy though, just Global Abilities. I think this card has a potential to find itself a spot in the meta, but only time and testing will tell!

Rip Hunter’s Chalkboard, “Only Zatara Can Reach The POINT” (right) – I feel like this Global is going to either speed up some teams that desperately need it – and/or – break an already broken meta. I’m not looking forward to Vicious Struggle teams using the Chalkboard because that just helps them get damage in faster. I like the ability on the card but I highly doubt folks would use it solely for the ability. The Global is just too good. I really like this card for casual play though and can’t wait to try it out on my teams.

04-favorites-1

Felicity Smoak, Hacker For Hire (left) – Felicity is super handy for changing those pesky Sidekicks to energy that you can utilize. She’s a cheap character and her fielding cost is perfect! She also makes for a great blocker and she’s not an Ally, so she doesn’t get the negative side effects that plague Sidekicks from time to time.

Zatanna, Hex Appeal (center) – Despite the potential difficulty in using this ability multiple times in a turn, I still really like her. I see great potential with this card, but not sure she’ll make a showing in the current meta. She’s got decent fielding costs and she makes for a great blocker. She also has the Crossover double energy which gives her great diversity in being a utility die for purchasing other dice.

S.T.A.R. Labs, Advanced Research (right) – I absolutely love this Global! Sure, it costs a Shield and a Bolt, but you can get a Sidekick die in your Prep Area and a Sidekick character into the Field Zone. I see great potential with this Global and each version of this card has the Global on it. I have plans to test this card on several teams, including some more competitive team builds.

04-favorites-2Captain Cold’s Cold Gun, Frozen “Firearm” (left) – This non-basic action die only cost three to purchase and even though it’s a Crossover die, it’s not a big deal. The Cold Gun is a Continuous Action Die, so you can use it and it will stay in the Field Zone. At anytime you could use a Global, you can send it to the Used Pile to deal three damage to a character. If the die is on any burst side, you can ignore the character’s text until end of turn. This helps against Bard – but only against one die, unless you have enough Cold Guns for each of the Bard dice. You can use it on your turn to get around those annoying Oracles too!

Captain Cold’s Cold Gun, Beautifully Designed (center) – I don’t normally pick two of the same named cards for my favorite list, but I couldn’t pass up this version or the rare. This is another great example of a card that can shut down big attackers or attackers that have abilities like Bard. You just need it on one of the burst sides.

Doctor Light, Blinding Bright (right) – Such a great character to help you get around those Sidekick walls. I don’t think I need to say much about this character as she speaks for herself! She’s only a four cost character, she has great fielding costs, and he attacks aren’t horrible. If you have a way to increase her attack, she’s even better.

04-favorites-3Katana, Bushi (left) – There isn’t one thing I don’t like about this card. She’s going straight to my Girl Power! team. I like that I can purchase her for three energy and then field her for free at level one. All I need to do that is have a Wild to purchase her with. She’s a nasty addition to any aggro team as well because of how quick you can get her in the Field Zone. There are plenty of ways to spin her up but not sure it would be all that beneficial for the one point of damage. She’s such a great card and I fully expect to see her in the meta at some point – especially on Ring Teams.

Black Adam, Ruler of Khandaq (center) – This was in the first pack I opened. I read this card and then saw his purchase cost. Normally cards with abilities like this have a cost of five or six and are not even good to consider for competitive play. I could see this card finding his way onto a few meta teams that use Golems – as PK pointed out to me, he’s perfect for Golems and potentially endless Fabricating. I’ve got some great ideas for him and he’s one of the first cards I’ll be trying to build with.

Batgirl, Eidetic Memory (right) – Oh my goodness – I love this card!!! I can use her and use Blink or Distraction and not have to worry about my opponent using it against me! I’ve got several casual team ideas and hopefully I can get around to trying all of them. Not only do I love the card, but I love the dice too – they’re so pretty! I like the art they chose as well.

Final Thoughts

I’m really digging this set, and for the first time since Battle for Faerûn, I feel like buying more than one or even two gravity feeds would be super beneficial. I’m super excited to chase the foil versions of cards, especially since the Super Rares appear to be only foil – which is the best decision ever! Thanks so much for that WizKids! I love the character choices and I’m always happy to see the color swirl dice. Another die that caught my eye is Killer Frost. This picture doesn’t do it justice at all, but if you can see it – there are rainbow sparkles in the transparent (frosty) blue die.

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Every card in this set has a foil version, which is really cool for collector’s like me! This is the first set to feature foil cards in the booster packs. I also love that the foils have a watermark in the text box and each one depicts the symbol on the card’s dice. I really love that bit of creativity added to the foil cards. Also, it’s worth noting that every Super Rare I’ve seen pulled (in person or via video) has been foil. Until someone comes forward or WizKids confirms by messaging me back, I’m going to assume that the Super Rares in this set are only foil.

black-canary-like-mother-like-daughter

I think that a few cards have the potential to shake up the meta and some are probably going to make a few cards worse to deal with than they already are. I don’t think the meta will change much, as far as top teams go. Rip Hunter’s Chalkboard is going to make several fast teams even faster and it will also make some lethal teams more lethal. As for the casual and local metas, I think this set has a lot of interesting things to offer players and I look forward to drafting this set! I think this has the potential to be one of the most fun and entertaining sets to draft with.

What are some of your favorite cards in the set?
How do you think the meta will shift, if at all?
What cards are you excited to try in a casual setting?
Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!