Posts Tagged ‘Gadgeteer’

Greetings Fellow Dice Fans!

 

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

W The Question, Find the Answers

Ruling – Gadgeteer Keyword

From the WizKids Keywords page:

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

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

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

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

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

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

Action and Energy Faces

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

Ruling – Ability

The Question’s other ability works like a While Active ability even though it doesn’t say While Active. A While Active ability is one that works regardless of how many of the character’s dice are in the Field Zone. While Active abilities are like a light – it’s either on, or it’s off.

 

while-active-light

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

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

Miscellaneous Card Information

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

Examples

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

Example One:
Gadgeteer and Using Action Dice.

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

Official Sources

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

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

Logo

The Batman is here! I was excited for this set because of the characters that it could potentially bring. I wanted a Batwoman card, really bad, and we have her in this set! The Batman set does not have a starter or collector’s box – only a gravity feed. Here’s my review and pull list from the new DC Batman set!

You can find a checklist for the set, here. I like printing mine so I have them handy during drafts.

Batman Box

Promo Card and Pack Insert

W Batgirl, Carrying the Mantle

WizKids has been offering a blank sketch card with their Gravity Feeds recently. The promo for this set is Batgirl: Carrying the Mantle. I really like that they’re offering a variant incentive for large sealed product purchases. Since it’s only a variant, players that only want functional copies of cards won’t feel like they’re missing something. For collectors, this is a great incentive for them to make a larger purchase.

They chose a card that’s also the participation prize in The Animated Series OP Kit, which I thought was a little disappointing. But, it is a free ‘thank you’ incentive for buying a whole feed and I don’t want to seem ungrateful, so it’s the most minor of complaints.

Rules Insert

I much prefer the rules insert to the WIN promotional card. You can find the insert online, here. Make sure to check the WizKids Keywords page to see the current and updated wording on Keyword Abilities. My only real issue with this particular insert is that they put Swarm on the card and not Boomerang. Swarm has already been featured outside of the D&D sets and I didn’t think it needed to be on the insert, but Boomerang definitely does!

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 foils of with red text, and the total includes the foil version.

x2     #01     Ace the Bat Hound
x2     #02     Bane
x3     #03     Bat Signal
x2     #04     Batarang
x3     #05     Batgirl
x3     #06     Batman
x4     #07     Batwoman
x4     #08     Big Barda
x3     #09     Catwoman
x3     #10     Commissioner Gordon
x3     #11     Conner Kent
x3     #12     Darkseid
x1     #13     Dove
x3     #14     Firefly
x3     #15     Harley Quinn
x3     #16     Hawk
x3     #17     Hawkgirl
x3     #18     Huntress
x3     #19     Hush
x3     #20     Jervis Tetch
x3     #21     Killer Croc
x2     #22     Mister Miracle
x3     #23     Mr. Freeze
x3     #24     Nightwing
x2     #25     Orion
x3     #26     Owlman
x3     #27     Parademon
x3     #28     Ra’s al Ghul
x3     #29     Red Hood
x2     #30     Rip Hunter
x3     #31     Robin
x3     #32     Talia al Ghul
x2     #33     The Joker
x4     #34     The Penguin
x3     #35     The Question
x2     #36     The Riddler
x2     #37     Thomas Wayne
x3     #38     Two-Face’s Coin
x3     #39     Two-Face
x3     #40     Utility Belt

Uncommons

We pulled 50 uncommon cards; 9 of our uncommons were foil. We pulled all but three of the uncommons and none of our foils were duplicates.

x2     #41     Ace the Bat Hound
x1     #42     Bane
x2     #43     Bat Signal
x0     #44     Batarang
x1     #45     Batgirl
x2     #46     Batman
x0     #47     Batwoman
x1     #48     Big Barda
x1     #49     Catwoman
x2     #50     Commissioner Gordon
x1     #51     Conner Kent
x2     #52     Darkseid
x1     #53     Dove
x1     #54     Firefly
x2     #55     Harley Quinn
x1     #56     Hawk
x2     #57     Hawkgirl
x1     #58     Huntress
x1     #59     Hush
x1     #60     Jervis Tetch
x1     #61     Killer Croc
x1     #62     Mister Miracle
x1     #63     Mr. Freeze
x1     #64     Nightwing
x1     #65     Orion
x1     #66     Owlman
x3     #67     Parademon
x1     #68     Ra’s al Ghul
x0     #69     Red Hood
x1     #70     Rip Hunter
x1     #71     Robin
x1     #72     Talia al Ghul
x1     #73     The Joker
x1     #74     The Penguin
x2     #75     The Question
x1     #76     The Riddler
x1     #77     Thomas Wayne
x2     #78     Two-Face’s Coin
x2     #79     Two-Face
x2     #80     Utility Belt

Rares and Super Rares

You won’t get all the rares in one feed, but you get a good 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 foil.

#84     Batarang
#87     Batwoman
#88     Big Barda
#89     Catwoman
#91     Conner Kent
#92     Dove
#95     Hawk
#96     Hawkgirl
#98     Hush
#99     Jervis Tetch
#100     Killer Croc
#102     Nightwing
#104     Parademon
#109     Talia al Ghul
#113     Thomas Wayne
#116     Utility Belt

#120     The Joker (Super Rare)
#124     White Lantern Superman
(Super Rare)

New Ability Keywords

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

I really like this ability. You have a fifty-fifty chance at getting to add that action you just used to your Prep Area to roll next turn! There is a huge opportunity for this ability to do some pretty cool stuff with other abilities like Back for More from the Deadpool set. It just depends on what Back for More ability you use.

Common Ground – When a character with Common Ground attacks with at least one Villain character die, you get to use their Common Ground ability.

So I think this particular mechanic is going to be a lot of fun in casual settings. I don’t think there will be a huge showing in the competitive metas, but I like how Common Ground works and seems like it might be a lot of fun to use with the Flip cards like the common Catwoman and rare Nightwing.

Flip – Character cards with Flip have two different faces, with different affiliations and abilities. All dice in all zones are represented by the face up side of the card, regardless of which face the card was on when the die was fielded or purchased. At the beginning of each of your turns, you may flip any card with the flip keyword to its other face. There also may be game effects that direct you to flip cards. Only cards with two faces may be flipped.

I think this particular mechanic has huge, and I mean HUGE, potential. We have a good spread of it here in its debut set with lots of casual level cards, but the potential that some of these Flip cards have is so awesome. There are definitely some Flip cards that should be carefully considered for meta teams. I’m excited to see how folks build with them and build around them too!

Gadgeteer – When a character die with Gadgeteer attacks, you may roll an action die with a Continuous effect in your Used Pile. If you roll an action face, you may move it into your Field Zone.

So, I really like Boomerang, but Gadgeteer is super amazing! I would love to be able to get a Cold Gun back into my Field Zone instead of having it cycle through my bag. I think this is a really useful ability and I love that WizKids did two different abilities for Continuous and non-Continuous Actions.

Stun Token – Certain characters let you place Stun tokens on cards. While a card has a Stun Token on it, its dice cannot attack or block. The owner of the card with a Stun Token on it may pay two generic energy at any time they could use a Global Ability to destroy the token.

Now this is super cool and super thematic for Mr. Freeze and he should have had this ability a long time ago! It won’t remove text, but it could compliment the rare Cold Gun on a team. You could Cold Gun a character with troublesome text and put the Stun Token on the character that needs to attack or block to activate their ability. I love control cards and the Stun Token is a new mechanic I will totally be testing with.

Returning Keywords

Ally
Continuous

Fast
Intimidate

Regenerate
Suit Up (Not currently listed in TRP’s Lexicon.)
Swarm

New Affiliations

There are several returning affiliations like Villains, Batman Family, etc, but this is a brand new affiliation!

New Gods Affiliation
New Gods

Favorites

Here are several of my favorite cards from my Gravity Feed. Be sure to check out my Gravity Feed Unboxing video to see all of our pulls! Sorry about that video being backwards though… We didn’t realize that flipping the camera view on the phone would literally flip the image.

Favorites 1

Firefly: Ted Carson (left) – It’s no secret that I like using direct damage (Nova and Colossus rares from AvX) to KO my opponent, so Firefly is definitely high up on my list. There are plenty of good, cheap Bolt type characters over all of the sets to make this card a star on a variety of teams. There are also lots of Bolt characters in this set that would make this particular card a really good draft pick. His purchase cost is only three, meaning you could easily buy him on your first turn. You just need to be sure you grab enough of those other Bolt dudes!

Huntress: No Rest for the Wicked (center) – Here’s another direct damage type card, but I chose this one as a favorite because she deals her damage to a character instead. I really like that she only cost one energy to field on her level two and level three sides. I think she would go well on a draft team with Firefly since she’s a Bolt character and she only cost three to purchase!

Orion: God of War (right) – So this guy – he doesn’t really go away. There aren’t many cards that remove characters without KO’ing them, but there are a few. This dude has got some pretty awesome stats and a decent ability for his purchase cost. I’m not sure how good he’d be in draft, but a casual team would show him the love he deserves! I already have a New Gods team that I’m cooking and this is one of my picks for that team.

Favorites 2

Red Hood: Jason Todd (left) – Wow… this is familiar… where have I seen this before? Oh – Guy Gardner! But what’s this? He doesn’t have to attack each turn! Sure, he costs one more… but that’s just one more and he has better stats on level two and three. This is definitely one to watch for in a draft and also in the Modern Age and Prime metas.

Two-Face: Two Sides of the Same Coin (center, side a; right, side b) – My locals know how much I love my WF Two-Face, but this one actually gives him a run for his money. With Fast showing up on more cards and possibly becoming more popular, Two-Face’s Side A is really good. It even says ‘opposing’ and it’s not limited to an affiliation or lack of one! But if you’re against a team that’s not using Fast or Regenerate, no big deal! You just flip him over to Side B and he has Fast AND Regenerate! Crazy! Something else that’s crazy is that he’s a Bat-Family affiliated character on one side and a Villain on the other. This is such a fun looking card and I really want to try him out. He has the same dice stats as the WF Two-Face and also cost five to purchase, but that’s okay with me! He may get picked up really quick in a draft too – so be on the lookout for him. If you don’t get him, someone might use him against you!

Favorites 3

Utility Belt (left, side a; center, side b) – Here’s another Flip card, but this time it’s a non-basic action card. The Utility Belt has to start the game with Side B down, but when you activate the ability on any burst face, you can flip it from Side A to Side B. It’s a Continuous action on both sides too, so if you don’t have a legal target when you roll it, you can field it and activate it later. I like the Utility Belt for it’s… utility. It’s a great way to boost your Bat-Family character’s stats and it only cost three energy to purchase. For a Continuous stat booster, I think that’s more than fair! You do need to send it to the Used Pile in order to activate it, but that’s why you should think about some Gadgeteer dudes.

Hawk: Might Makes Right (right) – I love this Hawk. Imagine a team with him, Dove, and Fabricate. You can increase Hawk’s attack stat and then Fabricate Dove for a little extra damage. Not that he really needs a stat boost. He’s an attack beast on level two and three. He’s still manageable for someone looking across the table at him, because his defense is only a 2/2/4. A Cold Gun can handle him on two sides, and then a Cold Gun plus a blast from an Unstable Canister Global. He’s not overpowered, but he is really awesome! He’s absolutely my kind of card!

Favorites 4

Parademon: Strength in Numbers (left) – If I didn’t throw this guy in my favorites, then what kind of Swarm lover would I be? This is by far, my favorite Swarm character! I can use a whole team of Swarm dudes and just deal damage to my opponent when I draw a Multiple Man, Parademon, Mindless One, and whatever I can find with Swarm from FUS that’s still Modern Age. Those all have to be Swarm triggered draws, so I need at least one of each in the Field to get the full benefit of this ability. Like most other Swarm dudes, their defense isn’t the best. This poor Parademon only has a 1/2/2, but regardless, I still love him! It’s what’s on the inside that counts!

Ra’s al Ghul: Fighting Death Himself (center) – Ra’s has a pretty good ability, but I like him mainly for his Global. He shuts down those nasty Villain teams by removing what brings harmony to their strategy – their affiliation! This is the first affiliation removing Global and I love it! If Villains are an issue in your meta, throw this guy on your team! His ability works fairly well with his Global and like I mentioned before – it’s pretty good. I like control pieces, but I don’t like paying six energy for them. But he does have some fairly beefy stats too, making that purchase cost more justifiable.

Rip Hunter: Through the Vanishing Point (right) – Oh my Pinkie Pie. What’s happened here!?!!? This guy is ridiculous! He guarantees you the chance at that game winning piece and not just once, but every single time you draw it! No more botched rolls for that die, so long as Rip Hunter is in the Field. This card is absolutely ridiculous, especially for his stats and purchase cost too. It takes some effort to get rid of him and I expect that this dude is possibly going to see some major meta play. Control players like me will most definitely be looking into this guy.

Favorites 5

Dove: The Light of Order (left) – We saw Hawk earlier, so here’s Dove! I absolutely love this Dove. All of her versions cost four so there isn’t a cheaper one that’s better to pair with the uncommon Hawk. This one helps a lot while you’re building up to buying Hawk. When your opponent attacks, they are attacking into an eight defense character. If you take damage from any source, you get to spin all of your Dove dice to level three. You can very easily have a wall of level three Doves by the time you’re able to purchase Hawk. I can’t wait to try this team out! It just seems like loads of fun!

Nightwing: Protector of Blüdhaven (center, side a; right, side b) – This Nightwing is just too good. It’s easy to put an Alfred in the Field so Nightwing can attack, and his stats are really good for a two cost character. While drafting, a common Catwoman is a must have for this particular card. She makes it that much easier to attack with Nightwing on either side. You could get a lot of damage in very early in the game. If you’re drafting and you see this dude – don’t pass him up!

Final Thoughts

With the lingering disappointment of the Defenders Team Pack, I really needed this set to be super awesome amazing fantastic, in order to bring my spirits up. WizKids did not let me down at all! I think it more than makes up for it. I can’t wait to start integrating these cards and begin my prep for Origins. I won’t be playing in Nationals, but I was thinking about playing in the World’s Qualifiers, just for fun. Using newer cards that haven’t been fully tested in a competitive meta is always fun!

This set looks like it will be so much fun to draft! I had loads of fun drafting Deadpool, even though many folks outside of our local meta don’t care for it. But Batman looks to be even more fun and super exciting! There are plenty of low cost characters as well as characters with decent or really good abilities that will make that first pick really difficult.

The foils in this set are absolutely gorgeous! Of the foils I’ve seen so far, the Joker is my favorite. He’s got some cool, crazy eyes! I can’t wait to get more of this set and I’m excited for the upcoming foil hunt for this set.

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!