Posts Tagged ‘Green Arrow and The Flash’

Greetings Fellow Dice Fans!

 

We finally got our Speedsters Organized Play Kit in this week, and just in time for the weekend!

Participation Card

Jay Garrick: Leadfoot Blank Sketch Card is the participation card. I did a CCW article for this particular card and you can find it here. Jay Garrick is a reprint of the Jay Garrick: Leadfoot card from the Green Arrow and The Flash set.

w-jay-garrick-leadfoot

My ratings for this card are the same as the ones in my CCW article. I haven’t changed my mind on those but at the time I wrote my CCW article, the PDC Prime format hadn’t been announced yet.

Jay Garrick: Leadfoot Prime Rating

So, I really like this card for Unlimited. I like it even more for Prime. There are plenty of Globals that players can abuse in Prime and Jay Garrick can help you stop them from using them, or at least force them to pay more of their energy to use them. As previously mentioned in my Unlimited rating, he works great with S.T.A.R. Labs Global. If you don’t use that energy for Jay Garrick, you can potentially use it to shuffle some Sidekicks around. I don’t think he’ll be on every team, but he’s totally worth checking out, especially for those nasty characters that have an ability that only Crossover characters can affect. Do not overlook this character for Prime – he might be the piece you need.

Jay Garrick: Leadfoot gets a rating of three out of five stars.
3 Stars

Fellowship Card

Barry Allen: Fastest Man Alive is the Fellowship card. Lots of venues and TO’s determine who gets Fellowship in different ways. I’ve seen folks draw names, vote, roll dice, or even give it to the last place player. At our venue, we have everyone who is eligible roll a D20. The player that rolls the highest number gets the Fellowship card.

w-barry-allen-fastest-man-alive

Barry Allen is a Bolt and Fist Crossover character with the Justice League affiliation. Crossover characters must be purchased with at least one of each of their energy types. You are allowed to use Wild energy to purchase a Crossover character. For example: If you had three Fist energy, one Shield energy, and one Wild energy, you would be able to purchase Barry Allen because the Wild counts for the Bolt requirement of his purchase cost. He’s also got a max dice of three – worth noting because many OP exclusive cards have different max dice counts. His dice can be found in the Green Arrow and The Flash set.

Barry Allen has the Fast keyword, which allows him to deal his combat damage before other characters that don’t have Fast. If there are multiple characters with Fast, they all deal their combat damage at the same time, before other characters without Fast.

He has another ability that says Villain characters with the Fast keyword deal no damage to Barry Allen dice. This ability does not specify combat damage or ability damage, so any Villain with Fast that can deal ability damage to Barry Allen dice, would not be able to. This also prevents Barry Allen dice from taking combat damage as a blocker or if he’s blocked by a Villain with Fast.

Competitive Rating

For an unlimited setting, this is probably one of the better Barry Allen/Flash characters, but he would require your opponent’s character to have Fast and be a Villain. There are multiple ways to make characters Villains, but only one way that I can find at the moment to give an opponent’s character Fast. This is totally a conditional card. I love that he has Fast built in, his cost can be reduced, his attack stats are really good, his defense isn’t terrible, and his fielding costs aren’t the worst. I don’t see him making it into the meta though.

Barry Allen: Fastest Man Alive gets a rating of one out of five stars.
1 Star

Prime Rating

For Prime, there are way more options for playable characters with Fast and some are even Villains already. As for ways to give a character the Villain affiliation, not so much so. But I think this card may be able to squeak his way out as a heavy attacker since he already has Fast. Another benefit is that he’s a Crossover character. Like I mentioned above with Jay Garrick, this could be useful against certain teams that benefit from their opponent not using Crossover characters. And while cost reducers are far and few between in Prime, Barry Allen only costs five energy, which is very affordable in the Prime format. I wouldn’t overlook this card, but I don’t think he’s the next big OP card.

Barry Allen: Fastest Man Alive gets a rating of two out of five stars.
2 Stars

Casual Rating

Barry Allen’s abilities are not overly complicated for a beginner to understand. He doesn’t have reminder text for Fast, but finding a definition for it is not a problem. WizKids keeps their Keywords Page updated and that’s where I would suggest players go to find information on keywords they aren’t familiar with. The Reserve Pool has an extended Lexicon page in their Wiki, which is the next place I would suggest players go. Both of those sites are extremely useful for players of all skill levels. Barry’s other ability might be slightly confusing at first for a brand new player, but a little explanation about the Villain affiliation should clear it up quickly. The part about damage is fairly clear, since it doesn’t say only combat damage or only ability damage, but a newer player may not realize he prevents ability damage from Fast Villains. I think this is a great card to use for damage type examples and I don’t think he’s too confusing for a newer player, after his abilities are explained. But because he needs to be explained so much, I can only give him a rating of three stars. If WizKids used the same Villain affiliation symbol for all Villains, I may have been able to bump him up to four stars. The different Villain affiliation symbols still cause confusion among new players, especially when an ability uses only one of the symbols, like Barry’s.

Barry Allen: Fastest Man Alive gets a rating of three out of five stars.
3 Stars

First Place Prize Card

Professor Zoom: Thief is the first place prize card. To get this card, you’ll have to place first out of all the players in the tournament. With myself and Mr. DDK, if we win first place, we always forfeit the first place OP card to the next player. Sometimes, our other players that have won the card in a previous event will pass it down if they win a second event.

w-professor-zoom-thief

Professor Zoom is a Fist character with the Villain affiliation. Like Barry Allen, he’s got a max dice of three and his dice can be found in the Green Arrow and The Flash set.

Professor Zoom also has the Fast keyword, like Barry Allen.

Professor Zoom’s second ability says that you can pay two less for the turn, to purchase his dice as long as you use a Cosmic Treadmill die. Cosmic Treadmill is a Non-Basic Action from the Green Arrow and The Flash set and it has a common, uncommon, and rare version. You would need to use the Cosmic Treadmill die before attempting to purchase a Professor Zoom die.

Competitive Rating

I don’t see this card hitting any unlimited competitive team. His purchase cost is too high for his stats and the only beneficial ability he has is Fast. His other ability requires you to bring, purchase, roll, and then use a Non-Basic Action that may not be worth considering for the current unlimited meta. I don’t see this card being a good consideration for any unlimited team, even if the team was built around it – I think it would be way too slow to be effective.

Professor Zoom: Thief gets a rating of zero out of five stars.
0 Stars

Prime Rating

I think that the limited amount of cards in the Prime meta could be beneficial to higher cost cards like this. Sure, he requires the Cosmic Treadmill to be completely useful, but someone out there could possibly build a Prime team around Cosmic Treadmill and Professor Zoom. Cosmic Treadmill: Antique Shop Discovery could be a particularly great card with Multiple Man, while also allowing you to purchase a Professor Zoom die. I wouldn’t completely overlook this card, especially since he’s already got Fast and his cost can be reduced. You could potentially roll up a Fast 5A/5D character that only cost one to field. I like him for Prime and may even play around with him for my Prime team.

Professor Zoom: Thief gets a rating of three out of five stars.
3 Stars

Casual Rating

I like this card for beginners. It points the player directly to another card in a current set and the player gets a benefit from actually purchasing and using that die. I think I love this card! Professor Zoom’s abilities are not hard to understand and don’t need lots of explanation. Even though the reminder text is not present for Fast, it’s not difficult to grab a current rulebook or even check the previously mentioned sites for reference on how Fast works. I could definitely recommend this card for a player of any skill level.

Professor Zoom: Thief gets a rating of four out of five stars.
4 Stars

Final Thoughts

For those without a local scene, are they worth traveling for? It really depends on the individual. If you gotta have every blank sketch variant, then you should be looking for these events in WIN. If you love every Barry Allen/Flash card ever, you better be looking for the events too. If you’re looking for the best meta cards, you may be able to pass on this event – if you would have to travel.

If your local scene is hosting Speedster events, I would definitely encourage every local to try and attend the events. While I don’t think these are meta breaking cards, I think there is some level of playable material in the kit. I like all of the cards for different reasons, and while Barry Allen may be confusing for some new players, you should totally try to get one if you love Barry Allen as a character.

This is a decent kit for Speedster fans with three well-known characters to comic and TV series fans alike. I like the character choices and I love the connecting art on Professor Zoom and Barry Allen. I like that Jay Garrick is the sketch variant, because I’m totally gonna try to get a John Wesley Shipp version done. I liked him much better as Jay Garrick than as the Flash – but that 90’s Flash series was fun to watch!

John Wesley Shipp Comparison.jpg

Which card do you like from this kit?
Which card do you think may see meta play, unlimited or Prime?Leave me a comment here or on Facebook and let me know!

Please be sure to follow me on social media and thanks so much for reading!

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

During the month of December, I’m featuring a different cold/ice/snow related card each week to celebrate the winter holidays. Today, we’re going to take a look at Captain Cold: Rogue Leader from the DC Green Arrow and The Flash set.

I’m also adding a new Prime Rating to each of my Confusing Card of the Week articles. They will follow the same rating system as the Unlimited Competitive Rating, since Prime is also a competitive format. You can find a breakdown of how I choose my ratings on my sticky article, Helpful Sites and About this Blog.

captain-cold-rogue-leader

Ruling – Ability

Captain Cold has a While Active ability. While Active abilities will work regardless of how many of that character’s dice are active in the Field Zone. Think of this ability like a light – it’s either on or it’s off.

while-active-light

Captain Cold’s ability involves the use of Action Dice. Action Dice are any dice that do not have attack and defense stats on them. There are Basic Action Dice that all have a Pow! symbol on them and then there are Non-Basic Action Dice that have symbols related to what the card is. Captain Cold’s ability will trigger when you use any type of Action Die, as long as he’s active. The image below shows the difference between Basic and Non-Basic Action Dice. There are many more Non-Basic Action Dice, but all Basic Action Dice have the same image in different colors.

action-dice-examples

While Captain Cold is active, when you use an Action Die, a target opposing Sidekick will lose the chance to attack or block for that turn. His ability is not optional and if your opponent has a legal target for Captain Cold’s ability, you must target that character.

Any die that is considered a Sidekick is a potential target for Captain Cold’s ability. Ally Characters count as Sidekicks while they’re active in the Field Zone, meaning they can be targeted by Captain Cold’s ability.

Action Dice normally can only be ‘used’ on your turn. When you use an action die, the die is moved from your Reserve Pool and either placed Out of Play or into the Field Zone depending on the type of Action Die you’re using. There are special abilities that allow you to use an Action Die on your opponent’s turn. One such example of this is Mr. Mxyzptlk: 5th Dimension. His ability says:

“While Mr. Mxyzptlk is active, when an opponent uses a Basic Action Die, you may use a copy of that Basic Action Die.”

When you use a copy of a Basic Action Die with Mr. Mxyzptlk’s ability, it satisfies the requirements for Captain Cold’s ability allowing you to target an opposing Sidekick and prevent it from attacking or blocking. This is one way you can benefit from Captain Cold’s ability on your opponent’s turn to stop a Sidekick from attacking you.

As a side note, Mr. Mxyzptlk: 5th Dimension only allows you to use a copy of a Basic Action Die and not a Non-Basic Action Die that your opponent uses. You need to pay very close attention to wording when playing characters like Mr. Mxyzptlk and Captain Cold.

You won’t benefit from using Captain Cold’s ability during the Attack Step because characters are already assigned to attack and block before you’re able to use Action Dice. You can still target the Sidekick, but the ability won’t have any effect on a character that’s already declared as a blocker.

Miscellaneous Card Information

Captain Cold: Rogue Leader is a Bolt Character and has the Villain affiliation. This card also has a Max Dice of four.

Examples

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

Example One:
Using Captain Cold’s ability during your Main Step
.

~ I have two Captain Cold dice active. I have a Kryptonite: Green Death die showing an action face in my Reserve Pool. My opponent has an Oracle: Master Investigator and an Alfred Pennyworth: MI-5 active in the Field Zone.
~ (Main Step) I use my Kryptonite (sending it Out of Play) and target Oracle.
~ (Main Step) I use Captain Cold’s ability to target Alfred, making Alfred unable to block.

Example Two:
Using Captain Cold’s ability during the Attack Step
.

~ I have two Captain Cold dice active. I have a Kryptonite: Green Death die showing an action face in my Reserve Pool. My opponent has an Oracle: Master Investigator and an Alfred Pennyworth: MI-5 active in the Field Zone.
~ (Attack Step – Assign Attackers) I assign one of my Captain Cold dice (3A/3D) as an attacker, moving it into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns Alfred (1A/1D) as a blocker and places him in the Attack Zone in front of my Captain Cold.
~ (Attack Step – Actions and Globals) I use my Kryptonite and target Alfred. I target Alfred with Captain Cold’s ability, but he’s already blocking and can’t be removed as a blocker with Captain Cold’s ability. I don’t use any other Actions or Globals.
~ (Attack Step – Assign and Resolve Damage) Captain Cold assigns his three attack to Alfred and Alfred assigns his one attack to Captain Cold. Alfred is KO’d but since I used Kryptonite on his die, he doesn’t get his ability and will go to the Prep Area.

Example Three:
Using Captain Cold’s ability during your opponent’s Main Step.

~ I have a Mr. Mxyzptlk: 5th Dimension and a Captain Cold active. My opponent has a Sidekick in the Field Zone.
~ (Main Step) My opponent has a Power Bolt Action Die and uses it to deal two damage to me.
~ (Main Step) Mr. Mxyzptlk allows me to use a copy of Power Bolt and I choose to do so, dealing two damage to my opponent. Captain Cold’s ability triggers and I target the Sidekick my opponent has active in the Field Zone, making it unable to attack this turn.

Official Sources

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

You can find a ruling that relates to the interaction between Captain Cold and Mr. Mxyzptlk, here.

You can find a ruling that explains the interaction of abilities like Kryptonite’s on characters already declared as blockers, here.

Unlimited Competitive Play Rating

Captain Cold just doesn’t have what it takes to see major meta play. His ability, with the required use of an Action Die and being limited to only Sidekicks as targets, is definitely not suited for Unlimited. His TFC of six is expensive for what he does and his stats are not worth using this character over another with a more useful ability. There are other ways to accomplish what his ability does, but on a larger scale and more effective as well – Cloudkill. I don’t see this card making it out of any binder or box for a competitive event like WKO.

Captain Cold: Rogue Leader gets a Unlimited rating of zero out of five stars.
0 Stars

PDC Prime Play Rating

I have limited experience with Prime at the moment, so I could very possibly being missing something or have overlooked something. I don’t think Sidekicks – even Allies – will be a huge problem in Prime. If Captain Cold targeted any character, and not just a Sidekick, then he would be much better. Even then, he still wouldn’t hit the rogue team list for me because of his Action Die requirement. I bumped his rating up to a one star instead of zero stars for Prime because there are still many unknowns about the Prime format, but I still can’t recommend this card for Prime play. His TFC for the stats are not impressive and his ability just doesn’t cut it.

Captain Cold: Rogue Leader gets a Prime rating of one out of five stars.
1 Star

Casual Play Rating

While I don’t think this card is particularly useful, it’s not overly complicated. I think if you paired Captain Cold with the right cards, he might be mildly useful. I could see him with Foot Ninja: Ninja Syndicate and White Tiger: Mystical Amulet. You could use White Tiger’s Global to make them add a Sidekick to the Field, which increases Foot Ninja’s attack and defense, then use an Action Die and make that Sidekick unable to block. That’s a lot of things going on, but most casual teams that I play and see played locally have many facets to them. But my casual ratings are based on the complexity of the card and how difficult the card is for a new player to use, and not only how good the card is. Captain Cold has complex uses with cards like Mr. Mxyzptlk, which may not be immediately noticed or even understood by a beginner. That combo is a great way to teach those particular uses to a player and help them to better understand card wording.

Captain Cold: Rogue Leader gets a casual play rating of three out of five stars.
3 Stars

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 Masters!

 

Yesterday, the PDC (Pro Dice Circuit website and Facebook) announced that they will be adding a Draft Championship format and a new constructed format called Prime Championship. The new Prime format is a constructed format that uses a set rotation.

Quotes are excerpts from the PDC article and applications found here.

Draft Championship Format

The PDC Draft Championships will be familiar, as it is the standard Rainbow Draft that we all know and love! This is a popular format across the Dice Masters Community, and the feedback that we received from players and stores was that everyone wanted a friendly, yet competitive component to it. All BAC’s will be legal for this format, so come prepared with all of your cards, or just bring your trusted two that you always play with!

According to the application link in the article, there will be Draft Kits available for stores to purchase. Please speak with your FLGS before signing them up!

2017 Store Draft Championship Kits Include:
– 1 Custom 2017 Draft Store Championship Playmat
– 10 Double-Sided BAC Color Indicator Cards (2 each for the Top 4, 1 for TO and 1 for Fellowship)
– 10 Custom 6-sided Dice (Extras available at $1/per die)
– 1 Free Entry to a 2017 Draft State Championship

I think a Draft Championship is a really cool idea and I’m really pleased to see the PDC doing this. I hope that WizKids will also add a similar format. Drafting in Dice Masters is a lot of fun, and it’s an ever changing game. No two drafts are exactly alike even if you draft a similar team, you won’t come up against the same teams you did before. Drafting is probably one of my favorite Dice Masters formats.

Prime Championship Format

The second format that the PDC is adding is their version of a constructed rotation, called Prime. We’ve all been anxiously awaiting further word from WizKids on a rotation for official WizKids tournaments, but until then we get a taste of what a rotation could look like on a large scale. This new Prime format is not an official WizKids format. For those that plan to play in WKOs and PDC events, you’ll need to test two teams! We are planning to alternate formats at our FLGS to accommodate both formats.

The PDC Prime Championships will focus on constructed play with the newest released sets, similar to the “Modern” format that is found in other CCG’s. For the first year of this format, all sets from World’s Finest forward will be legal including all OP, Team Packs and starters that were released with or after World’s Finest (Alt-Arts and Alt-Art OP’s rotate out with their original card). As additional sets are released, they will become legal for Prime play. Sets will be rotated out annually so that the format stays fresh, engaging, and open to new and seasoned players alike.

I have seen several players speculate about the Alt-Art cards and their legality in a potential WizKids rotation. I think that WizKids is reprinting certain cards, like Focus Power in the Archers OP Kit, so that players can have access to those cards in a rotation format. However, I have no issue or complaint with the PDC for excluding those reprinted cards. If WizKids keeps the reprinted cards in their rotation format, that will give us a different rotation format with different options for play.

The application link for the Prime Store Championship shows what the Prime Kit will contain. It’s very similar to the Draft Kit, except for the playmat wording and the Championship entry. Remember to talk to your FLGS before signing them up!

2017 PDC Prime Store Championship Kits Include:
– 1 Custom 2017 Prime Store Championship Playmat
– 10 Double-Sided BAC Color Indicator Cards (2 each for the Top 4, 1 for TO and 1 for Fellowship)
– 10 Custom 6-sided Dice (Extras available at $1/per die)
– 1 Free Entry to a 2017 Prime State Championship

The dates for the events will vary depending on venue. The date ranges are:

Draft Championships
February 20, 2017 to March 19, 2017

Prime Championships
April 1, 2017 to May 7, 2017

So how does someone prepare and build for an event that’s so very different from an unlimited format?

If I don’t already have an idea of what I want my team to be centered around, I usually start with a win condition, typically using a character ability. I then try to add utility characters to help move the team along to my win condition, and lastly I choose my Basic Action Cards. I usually choose my Basic Actions Cards last because there are several that are practically staples. Most of those Basic Actions are from sets prior to World’s Finest, so for this new Prime format, the first thing I want to do is familiarize myself with which Basic Actions are available. None of the BACs in the currently allowed OP Kits are legal in Prime. Here is a list of the BACs that are currently legal in Prime (which will change between now and April):

World’s Finest BACs

 

Civil War BACs

 

Teenage Mutant Ninja Turtles (Set One) BACs

 

After I’ve familiarized myself with the current list of Prime-Legal BACs, I’ll move into the Character and Non-Basic Action Cards. From there, it’s just like building a regular team. The only difference will be which cards are available. As you’re building, remember that there are key staple cards that will not be available like PXG, Red Dragon, and Blue-Eyes. The Prime format eliminates the use of any Yu-Gi-Oh! or Dungeons and Dragons cards. This is probably the hardest adjustment to make. I’ve already run into that issue where I instinctively want to reach for a D&D card or YGO card and then remember that I can’t use those cards. Building a team without the usual staple cards will be a challenge for all of us veteran-competitive players. I can’t wait to start working on a Prime team for April!

There are still sets and starters that will be added into the Prime format. I would definitely suggest players begin familiarizing themselves with all the current Prime-Legal cards and maybe even practice team building before April.

Players should keep in mind that this is not an official WizKids announcement. For local play, TOs should continue to do what works for their scene. Talk to the players about the PDC’s Prime format and gauge their level of interest. Try not to alienate players that may not be able to afford to purchase newer starters for BACs. If someone wants to play in local Prime events but doesn’t have the appropriate BACs, they should ask their fellow players and see if someone would be kind enough to loan them some for the event. With the way WizKids has planned starter releases, most players will be able to keep up with the starters now. I think that was a great move on the part of WizKids, and it’s helping them set up for their own rotation.

I’m really excited to see how this new format changes up the competitive scene because while many of us are prepping for WKOs, we’ll also be prepping for Prime events. This will definitely open up more topics of conversation at WKOs and even local events. Our locals are already buzzing about this and we will be scheduling a mix of Prime and Unlimited events beginning in January 2017.

What do you and your locals think of the new PDC Championship formats?
What do you think the cutoff for a WizKids rotation should be?
Should WizKids rotate reprints with the originals?

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

We played a limited event this past Saturday and this type of format is becoming a local favorite. Each player pays a $10.00 entry fee and they are allowed to choose ten boosters from any set that the store has in stock. Players can mix and match if they choose, but the best strategy is usually to choose ten from the same set. We had Battle for Faerûn, World’s Finest, Green Arrow and The Flash, and Deadpool in stock.

My Team

my-team-12-10-16

You can find my team here, on DM Retrobox.

I chose all ten packs from Deadpool. When I opened my packs, the cards I saw that stood out were several Deadpool affiliated characters, and one Lady Bullseye. I was definitely hoping for at least two of her dice, but I only pulled one, so I had to figure out something else. I volunteered to run the store that night so that the owner could spend some time with his family at a Christmas party. When you’re working and trying to build a team, you don’t always get the same amount of time as others to build. I threw a bunch of dudes together and hoped for the best! I picked all the Deadpool folks – without reading them, Free Chimichangas because it gives a defense boost and Deadly, Multiple Man because he has Swarm and I had two dice for him, and Lady Bullseye because – why not? Knowing my time was extremely limited on building, I grabbed Hulk Out and Resurrection for my two Basic Actions. I knew I couldn’t go wrong with a little ramp and Hulk Out to go with Lady Bullseye isn’t a bad idea.

Round One

round-1-12-10-16

My round one opponent had decided to build from the D&D stock. I loved having both Resurrection Globals to use, and that definitely helped me. I was not excited to see that Magic Helmet on my opponent’s team. It was a great counter piece to my Dogpool. I realized I had made a mistake when building my team by adding Outlaw. I only had one die for her, which made her a totally useless character. I could always use her for fodder, but her ability was bunk for me. I also made a huge mistake during this match. I was so focused on buying all of my Deadpool characters (except for Outlaw), that I neglected to buy any of my Hulk Out dice. This gave my opponent an opportunity to use his Big Entrance die and the three energy he rolled to buy all three of my Hulk Out dice at once. I didn’t think I was going to be able to pull off a victory in this match when he started fielding big characters, like his Minotaur, but some well placed blockers and well timed attacks left him practically defenseless. My characters were beefy on defense and heavy on attack stats, helping me find a path to victory. It was a glorious game of agonizing over when to attack and how to block. These are the games that make you feel good, regardless of who won and who lost.

Record after Round One: 1-0-0

Round Two

round-2-12-10-16

I found myself sitting across the table from Mr. DDK in round two. I always have the hardest time defeating him in any game, constructed or otherwise. I was fortunate though, that he missed my Resurrection Global for a turn or two because he didn’t notice it, which I feel slowed him down a little. He hit me pretty hard with a level three Angel Dust, but I blocked most of his other attackers. Letting Angel Dust through was a good choice because she went to the Used Pile and she had to cycle back through his bag. I only needed my Kidpool this game, because my opponent brought that glorious Anger Issues Global. Add a Hulk Out or two into that mix and it was game over for Mr. DDK. I considered myself very lucky that some of his dice didn’t roll for him and most of mine rolled on the side I needed or a side that I could use. He did some major damage though, so it wasn’t a cake walk. I did feel like I could lose the game on any turn if he rolled what he needed. That’s the nature of the game though. It was still a fun match with some back and forth and attacking/blocking strategy.

Record after Round Two: 2-0-0

Round Three

round-3-12-10-16

I apologize for the picture. I totally forgot to snap a picture before we packed up, but he was kind enough to unpack his stuff before he left so that I could at least get a pick of his cards. It was totally my fault that I didn’t get the picture I wanted and I have to thank my opponent again for doing this for me.

This game was incredible. I was fielding characters left and right, and he was constantly attacking me with his Purple Worm. It was pretty intense for several turns, because one misplaced blocker could have put either of us in jeopardy. I took a chance on one of my last turns and attacked when he had several characters. I knew he couldn’t clear my field completely so I’d have some blockers left if he rolled his characters back up. My two Deadly Deadpool dice were very useful this entire match, and even more on this particular attack. I was left with several character dice after the combat was done and my opponent was rolling all of those characters I KO’d on his turn. I was hoping only one or two would roll. He rolled his dice and none were characters. He rerolled the character dice, and luck was on my side – they all came up energy! I will not turn down a victory, but I do not like winning when my opponent has no options and can’t defend themselves – even if it’s because of a bad roll. But aside from how the game ended, the rest of the game was tons of fun. I’m very happy my opponent came to play and he ended up in third place for the event.

Record after Round Three: 3-0-0
Final Standing: 1st

Final Thoughts

We only used ten packs for our first sealed event a while back, and part of me thought that ten packs wasn’t enough. After playing this format a second time with only ten packs, I think ten is probably going to be the magic number. Some players will end up pulling great cards that have wonderful synergy together, and some won’t pull anything that works together at all. It’s not what you pull, but how you use it – with a bit of luck. I definitely had some luck on my side for this event. My team did not have anything that actually worked together for a super cool effect. Lady Deadpool and Kidpool were about all I had, and Lady Deadpool’s ability only made her cheaper to buy – nothing else after you had her. Kidpool worked with any of my Deadpool characters. You don’t have to have a team that functions like a constructed team in an event like this. Everyone is working with what they’ve pulled so everyone is kinda on the same page. Even pulling a Super Rare doesn’t guarantee you win – I had one rare (Dogpool) and I didn’t use his ability a single time. The rest of my team was common and uncommon, and I just threw everything together without really reading most of the cards. In my opinion, the Deadpool set is really good for limited events like sealed and drafts. Everyone is so used to drafting with sets that have cards with crazy good Globals or they play way too much constructed, that they don’t see how much fun this set is. I’m so glad I picked Deadpool to use in the sealed and I would totally do it again.

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

Today, we’re going to take a look at Captain Cold’s Cold Gun: Frozen “Firearm” from the DC Green Arrow and The Flash set.

captain-colds-cold-gun-frozen-firearm

Ruling – Continuous and Crossover

Captain Cold’s Cold Gun (shortened to Cold Gun) is a Non-Basic Action Die and has the Continuous keyword. Continuous Action Dice stay in the Field Zone after you use the die. The die only leaves the Field Zone when the text on the card says it does or another effect would remove it. Cold Gun specifically says that you need to send it to the Used Pile in order to use the ability. Others work a little different, like the Lantern Rings from the DC War of Light set. Those are also Continuous Action Dice, but they do not leave the Field in order to grant the benefit of their abilities. A card effect would remove those Action Dice, like one on Constantine: Antihero.

When you use the ability on a Cold Gun die, you are not using the Action Die – you are using the ability on the Action Die. Some abilities will check for the use of an Action Die. For a Continuous Action Die, it’s only considered to be used when it’s placed in the Field Zone. Using the ability on the Action Die is not the same as using the Action Die.

Cold Gun is also a Crossover Action Die. Crossover dice require at least two types of energy to purchase one of the dice. Cold Gun cost three energy, and one must be a Bolt energy and another must be a Fist energy. The third energy can be any type. Wild energy may be used to purchase Crossover dice. If I have a Wild, Fist, and Mask energy, I would be able to purchase a Cold Gun die. If I have a Wild and two Mask energy, I would not be able to purchase a Cold Gun die. You can also reduce the cost of Crossover die, but you must spend the required energy types to purchase the die. If I use the Global on Red Dragon: Lesser Dragon, it reduces the cost of Cold Gun by two energy. Cold Gun only cost a total of three energy, but because it requires a Bolt and Fist, I must spend at least a Bolt and Fist to purchase the die.

Ruling – Ability

Cold Gun’s ability says that you can send that die to the Used Pile to deal three damage to a target character. If the die is on any of its burst sides, you can ignore that die’s text until the end of turn. You can use this die’s ability at any time you could use a Global Ability, during your turn or your opponent’s turn. Ignoring the text on one character’s die does not ignore it on every copy. If there are multiple copies of a character in the Field Zone, only the targeted die’s text will be ignored.

The ability on Cold Gun specifically says that you can use it anytime you could use a Global, so that tells you when your opportunities are. Both players have an opportunity to use Globals during the Main Step and Attack Step. To use the ability on Cold Gun during the Attack Step, you must wait until the Global Window after blockers have been assigned.

Attack Step

  • Assign Attackers
  • Assign Blockers
  • Turn Player can use Actions and Globals
  • Non-Turn Player can use Globals
  • Assign Damage
  • Resolve Damage

 

Affiliations and Types

Captain Cold’s Cold Gun: Frozen “Firearm” is a Bolt and Fist Crossover Action and has no affiliation. This card also has a Max Dice of four.

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.

Example One:
Using a Continuous Action Die and Action Die Ability (Turn Player).

~ My opponent has a level three Scarecrow: Legion of Doom die in the Field Zone.
~ (Main Step) After my Roll and Reroll Step, I have a Sidekick character, one Fist energy, one Mask energy, and a Cold Gun on a burst side in my Reserve Pool.
~ (Main Step) I place my Sidekick in the Field Zone, but as long as Scarecrow is active, my Sidekick can’t attack. I place my Cold Gun die in the Field Zone, which counts as using the Action Die. The Cold Gun ability does not do anything yet.
~ (Main Step) I spend my Fist energy (placing it Out of Play) to use the Global on Anger Issues and give my Sidekick +1A.
~ (Main Step) I send my Cold Gun die to the Used Pile and target Scarecrow. This is considered using the Action Die ability. Scarecrow takes three damage and I can ignore his text until end of turn. I can attack with my Sidekick during the Attack Step since Scarecrow’s text is ignored.

Example Two:
Using a Continuous Action Die Ability (Non-Turn Player).

~ My opponent has a level three Cheetah: Cursed Archaeologist in the Field Zone. I have a Cold Gun on a burst side in the Field Zone.
~ (Main Step) My opponent has played their dice and passed me priority. I can now use Globals, so I send my Cold Gun to the Used Pile and target Cheetah.
~ (Main Step) Cheetah takes three damage and I can now ignore her text until end of turn. I pass priority back to my opponent.
~ (Attack Step – Assign Attackers) My opponent assigns Cheetah as an attacker. Her ability does not trigger because Cold Gun’s ability allows me to ignore that die’s text until end of turn.
~ (Attack Step – Assign Blockers) I do not assign any blockers.
~ (Attack Step – Assign and Resolve Damage) Cheetah assigns her three damage to me and I take three damage.

Example Three:
Using Cold Gun’s Ability with Multiple Copies of a Character Active.

~ My opponent has two level three Scarecrow: Legion of Doom dice in the Field Zone.
~ (Main Step) After my Roll and Reroll Step, I have a Sidekick character, one Fist energy, one Mask energy, and a Cold Gun on a burst side in my Reserve Pool.
~ (Main Step) I place my Sidekick in the Field Zone, but as long as Scarecrow is active, my Sidekick can’t attack. I place my Cold Gun die in the Field Zone, which counts as using the Action Die. The Cold Gun ability does not do anything yet.
~ (Main Step) I spend my Fist energy (placing it Out of Play) to use the Global on Anger Issues and give my Sidekick +1A.
~ (Main Step) I send my Cold Gun die to the Used Pile and target one of the Scarecrow dice. This is considered using the Action Die ability. The targeted Scarecrow die takes three damage and I can ignore the text on that particular die until the end of turn. I still can’t attack with my Sidekick during the Attack Step because the other Scarecrow die’s text is not ignored.

Official Sources

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

You can find Keyword details on the WizKids Dice Masters Keyword Page.

Turn Order Reference – Back Page of the Civil War Rulebook

turn-order

Competitive Play Rating

This is a potentially powerful card for competitive play. This is one that would go on my team in place of Kryptonite: Green Death and Prismatic Spray: Lesser Spell. If the three damage doesn’t KO a character, you potentially get to ignore that particular die’s text until end of turn if you roll one of the two burst sides. If I’ve got an empty slot on a team, this is probably going to be the first card up for consideration and it can find a place on almost any team out there. I know that Spray is sometimes used to get rid of PXG so your opponent can’t use it, but I think there are greater benefits with this card. You can place it in the Field Zone and use it on your opponent’s turn – neither Spray nor Kryptonite can boast that. Being able to easily damage and/or blank a die on your opponent’s turn could turn the tides of a game in your favor.

Captain Cold’s Cold Gun: Frozen “Firearm” gets a competitive play rating of four out of five stars.
4 Stars

Casual Play Rating

This is also a really powerful and useful card for casual play too, and I don’t think it’s too overpowered for a casual scene. It’s also a wonderful teaching tool for beginners, and it’s not overly confusing. The most confusing part is probably the Continuous Keyword, which can be quickly and easily explained. It might take some time for many beginners to get used to the difference between a regular Action Die and a Continuous Action Die. Each Continuous Action Die has its own ability and Cold Gun’s is not overly complex or complicated. Players should pay extra attention to wording here, since it only allows you to ignore the text on a single copy of a character die. Players could easily forget that when there are multiple copies of a character die in the Field Zone, you’d need to zap each of them to ignore them all. This is definitely a good card for players to use and a great teaching tool for TO’s to utilize as well.

Captain Cold’s Cold Gun: Frozen “Firearm” gets a casual play rating of four out of five stars.
4 Stars

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

 

Today, we’re going to take a look at  Giganta: Larger Than Life  from the DC Green Arrow and The Flash set.

giganta-larger-than-life

Ruling – Ability

Gigants’s ability says that you can spin up a Giganta die by one level at the beginning of your Clear and Draw Step. If you use this ability, that Giganta die gains Overcrush until the end of turn.

When you look at the bottom of the character card, you will see the Dice Face Reference. This reference shows you all six sides of the character die, in order. The character faces are shown from level one to level three. If you have a Giganta die active in the Field Zone on level two, her attack and defense are both five. When you use her ability, this die would spin up to level three and her stats would now be six for both her attack and defense.

If Giganta is already level three, you cannot use her ability to spin her die up a level because she is already at her max level, and her die will not gain Overcrush because you were not able to spin her up.

You must use Giganta’s ability before you draw your dice for the turn and you may use this ability for each eligible Giganta die you have active in the Field Zone.

Overcrush

I also want to detail some points about Overcrush. Overcrush is a special ability for attackers that gives them the potential to deal damage to an opponent even if they’re blocked.

Overcrush is the difference in the attacker’s attack value and the blocker’s defense value. If a blocker’s defense is equal to or higher than the attacker’s attack value, there won’t be any Overcrush damage to deal. If the blocker’s defense is lower than the attacker’s attack value, then the difference will be dealt to the opponent during the Assign and Resolve Damage portion of the Attack Step.

The Overcrush damage happens at the same time as all other combat damage. Overcrush damage is still considered to be combat damage and not ability damage. It’s an ability that’s allowing the combat damage to be dealt differently than it normally would be.

Very Important! Recently, there have been folks saying that the blocker has to be KO’d before Overcrush damage will go through, which is not correct. If a blocker is KO’d or removed before the Assign and Resolve Damage portion of the Attack Step, Overcrush damage will still happen. For example: a level three Giganta with Overcrush is attacking and is blocked by a Sidekick. If that Sidekick is removed by the attacking player with Imprisoned during the Actions and Global portion of the Attack Step, Giganta will deal all six of her damage to the opponent.

Attackers with Overcrush that are blocked will return to the Field Zone if they are not KO’d. This is also an overlooked and commonly misunderstood function in regards to Overcrush. Page 11 of the Civil War Rulebook states: “Characters that blocked or were blocked but not KO’d return to the Field Zone.” The Overcrush ability does not have any special stipulation that the character would go to the Used Pile if it is blocked and still damages the opponent.

Ruling – Global

Giganta’s Global says that you can pay one of any energy type and spin one of your character dice down one level. You can only target dice you control, and those dice must be active in the Field Zone.

If a character has been dealt damage and then spun up or down and their defense is equal to or less than the damage previously done, that character will be KO’d. For example: I have a level two Giganta die in the Field Zone. My opponent used the Global on Magic Missile twice and does a total of two damage to Giganta. I pay one energy and spin her to level one. She would then be KO’d since her defense is two and she’s been dealt a total of two damage earlier in the turn.

Affiliations and Types

Giganta: Larger Than Life is a Fist Character and has the Legion of Doom and Villain affiliations. She also has a Max Dice of four.

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.

Example One:
Ability timing.

~  I have a level two Giganta in the Field Zone.
~ (Clear and Draw) I spin Giganta up one level to level three and that die gains Overcrush.
~ (Clear and Draw) I clear any dice from my Reserve Pool into my Used Pile.
~ (Clear and Draw) I draw my four dice from my bag.

Example Two:
Global use Main Step.

~  (Main Step) I have one level two character die in the Field Zone and one Fist energy in the Reserve Pool.
~ (Main Step) I spend one Fist energy (moving it Out of Play) to spin my level two character to level one.

Example Three:
Global use in Attack Step (turn player).

~ (Attack Step) I am the turn player, or active player. I have one Mask energy in my Reserve Pool. I have one level three Hulk: Jade Giant in the Field Zone. My opponent has a level three character and a Sidekick die in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Hulk die to attack.
~ (Attack Step – Assign Blockers) My opponent assigns a Sidekick to block Hulk.
~ (Attack Step – Actions and Globals) I can now use Action Dice, but I don’t have any that I want to use. I then look at Globals and abilities that can be used as Globals. I choose to use Giganta’s Global.
~ (Attack Step – Actions and Globals) I spend one Mask energy (moving it Out of Play) to use Giganta’s Global to spin my Hulk die down one level to level two.
~ (Attack Step – Actions and Globals) I pass priority to my opponent. They do not use any Globals and pass priority back. I choose not to do anything, proceeding to Assign and Resolve Damage.
~ (Attack Step – Assign and Resolve Damage) My level two Hulk takes one damage from the Sidekick and the Sidekick takes seven damage from Hulk and is KO’d (which will send it to the Prep Area). I can trigger Hulk’s ability when he takes damage and because he’s on his level two side with the burst ability, I can KO the level three character my opponent has in their Field Zone, sending it to the Prep Area. Hulk returns to the Field Zone.
~ (Clean Up Step) All of the dice that are Out of Play move to the Used Pile. All effects end unless otherwise stated.

Example Four:
Global use in Attack Step (non-turn player).

~ (Attack Step) I am the non-turn player, or inactive player. I have one Mask energy in my Reserve Pool. I have one level two Beast: Genetic Expert in the Field Zone. My opponent has a character with two attack and two defense in the Field Zone.
~ (Attack Step – Assign Attackers) My opponent attacks with their character.
~ (Attack Step – Assign Blockers) I assign my Beast as a blocker.
~ (Attack Step – Actions and Globals) My opponent does not use any Actions or Globals and passes priority.
~ (Attack Step – Actions and Globals) I spend one Mask energy (moving it Out of Play) to use Giganta’s Global to spin my Beast die down one level to level one. I pass priority back to my opponent.
~ (Attack Step – Actions and Globals) They do not use any Actions or Globals, passing back to me. I choose to not do anything else, proceeding to Assign and Resolve Damage.
~ (Attack Step – Assign and Resolve Damage) My Beast will take two damage from the attacker and deal one damage back to the attacker’s defense of two. Beast is KO’d and his ability triggers, which allows me to gain one life and because he was on his burst side, he also deals two damage to my opponent. Beast will go to the Prep Area and the attacker will return to the Field Zone because it wasn’t KO’d.
~ (Clean Up Step) All of the dice that are Out of Play move to the Used Pile. All effects end unless otherwise stated.

Official Sources

You can find the official ruling for Giganta’s Global on WizKids Official Rules Forum (WORF), here.

Competitive Play Rating

I don’t think Giganta is a bad character for a competitive team. I think she has huge potential, especially with how well her Global works with her ability. There are plenty of other characters that benefit from being on lower levels with bursts and would also benefit from her Global. She definitely has the potential to find herself on a rogue team. Her purchase cost isn’t terrible and is definitely possible in the current meta. Her fielding costs and stats are pretty good too, especially with her ability and Global. She can be a very aggressive character or a utility character and I hope that someone finds a way to sneak her into a competitive scene somewhere!

Giganta: Larger Than Life gets a competitive play rating of three out of five stars.
3 Stars

Casual Play Rating

For a more casual setting, this character is amazing. She has lots of teaching potential as well as being a fun and playable character. She can help teach new players how the turn order works and how they can use abilities effectively in the proper order. I overlooked her in the draft we had and I regret that. She’s not only a great casual character, but she’s a wonderful limited character as well. Her stats are really good for her fielding costs and she has the potential to give herself Overcrush without the use of an additional card. Having that built in mechanic is a huge advantage for a casual team. She’s also a Villain and there are loads of casual Villain teams that are fun. She would make a great addition to almost any Villain team.

Giganta: Larger Than Life gets a casual play rating of four out of five stars.
4 Stars

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

 

Today, we’re going to take a look at Black Canary: Volatile from the DC Green Arrow and The Flash set.

black-canary-volatile

Ruling – Ability

Black Canary has the Impulse keyword ability. Impulse abilities happen when you purchase that character’s die and do not require that the character be active in the Field Zone for the ability to work. These abilities are optional because the definition of Impulse says that you may immediately use the ability when you purchase the character die.

You may also reduce the cost of the Impulse character die (Blue-Eyes White Dragon, Monstrous Dragon) and still gain the benefits of Impulse. You may use Wild energy if you do not have the required energy face to purchase an Impulse character and still gain the benefit of the Impulse ability.

When you purchase a Black Canary die, a target Crossover character gains +2A and +2D until the end of the turn. Crossover characters are special characters that have more than one energy type. Barry Allen is an example of Crossover character. When you purchase a Black Canary die, you may target a Crossover character if one is available. You are not limited to targeting your own characters with Black Canary’s Impulse ability. If your opponent has a Crossover character die in the Field Zone, you may target their die instead.

Black Canary’s ability will only grant the bonus to one die, even if you have several of the same character die in the Field Zone.

Bonuses last until the end of the turn unless otherwise stated. The bonus from Black Canary’s Impulse is a standard bonus that lasts until the end of the turn.

If you purchase an Impulse character die and do not use the Impulse ability, you will not be able to use it later in the turn. You must use it immediately when you purchase the Impulse character die.

Impulse can be used each time you purchase that character’s die. If you purchase more than one of the same Impulse character die in a turn, you get to use the Impulse ability each time, unless otherwise stated. With Black Canary’s Impulse ability, you can give the bonus to the same character or different characters, as long as they’re Crossover characters.

Affiliations and Types

Black Canary: Volatile is a Fist Character and has the Justice League affiliation.

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.

Example One:
Regular Impulse purchase (multiple of the same character active)
.

~ (Main Step) I have one Fist energy and three Bolt energy in my Reserve Pool. I have one level one Barry Allen die and one level two Barry Allen die in the Field Zone.
~ (Main Step)
I spend all four energy (moving the dice Out of Play) and purchase a Black Canary die (which goes to the Used Pile).
~ (Main Step) I must use her Impulse ability as soon as I buy her die. I choose to use it and target my level two Barry Allen die, giving that die a +2A and +2D. The level one Barry Allen remains unchanged.

Example Two:
Reduced cost Impulse purchase.

~ (Main Step) I have one Bolt energy and two Wild energy in my Reserve Pool. I have one Barry Allen die and one Sidekick die active in the Field Zone.
~ (Main Step) I spend the Bolt energy (moving it Out of Play) and KO my Sidekick to use Blue-Eyes White Dragon’s Global.
~ (Main Step) I spend the two Wild energy (moving them Out of Play) to purchase a Black Canary die (which goes to the Used Pile).
~ (Main Step) I must use her Impulse ability as soon as I buy her die. I choose to use it and target my Barry Allen die, giving that die a +2A and +2D.

Example Three:
Unused Impulse purchase.

~ (Main Step) I have a Fist energy and three Shield energy in my Reserve Pool. I do not have any character dice in the Field Zone. My opponent has a Barry Allen die in the Field Zone.
~ (Main Step) I spend all four energy (moving them Out of Play) and purchase a Black Canary die (which goes to the Used Pile).
~ (Main Step) I must use her Impulse ability as soon as I buy her die. I do not want to give my opponent’s Barry Allen the +2A and +2D bonus so I choose to not use Black Canary’s Impulse ability.

Example Four:
Multiple Impulse purchases.

~ (Main Step) I have two Fist energy and six Mask energy in my Reserve Pool. I have one Barry Allen die in the Field Zone.
~ (Main Step) I spend one Fist energy and three Mask energy (moving those four dice Out of Play) and purchase a Black Canary die (which goes to the Used Pile).
~ (Main Step) I must use her Impulse ability as soon as I buy her die. I choose to use it and target my Barry Allen die, giving that die a +2A and +2D.
~ (Main Step) I spend my last Fist energy and my last three Mask energy (moving those four dice Out of Play) and purchase a Black Canary die (which goes to the Used Pile).
~ (Main Step) I must use her Impulse ability as soon as I buy her die. I choose to use it and target my Barry Allen die, giving that die a +2A and +2D.
~ (Main Step) My Barry Allen die now has +4A and +4D because I used Black Canary’s Impulse on his die two times.

Using this same example, if I had two Crossover characters, I could target each one with a Black Canary purchase instead of just targeting one of them.

Official Sources

You can find an official ruling referencing Crosspulse and Wild Energy, here.

Page 20 of the Civil War Rulebook Powers, Abilities, and Card Text talks about when effects end. The section under it, Bonuses and Damage, has information about attack and defense modifiers.

Official Rules Insert for Green Arrow and The Flash:

02-insert-card

Competitive Play Rating

Black Canary is not a card I would expect to see in any competitive constructed format. It’s not that she’s a bad card, I just think she doesn’t have what it takes to make it in competitive constructed. Her purchase cost is okay, but not with those stats. Her ability is exclusively beneficial to Crossover characters, so that’s another downside to using her. You would need to build a team that used her and a Crossover character as a potential focus for the team. Right now, I’m not sure that’s a team that would do well against Vicious Bards. Crossover characters require more precision in purchasing their dice as well, which could slow or stall a competitive team. Sorry Black Canary, you’re not my pick for a competitive team.

Black Canary: Volatile gets a competitive play rating of zero out of five stars.
0 Stars

Casual Play Rating

When you start looking at casual settings, Black Canary could be a fantastic character for a beginner. Her ability can be explained easily, she’s not expensive, and her stats are okay for a more casual environment, all of which earn her high marks for casual play. I think someone could easily make a team with her, Barry Allen: Super-Sonic Punch, and Hulk Out, just for fun. I might even do that – just because it sounds like lots of fun to play. I can easily recommend Black Canary to any player of any skill level – which is another reason she gets a higher casual rating. She isn’t a plug-n-play type card though, which keeps her at a three star rating.

Black Canary: Volatile gets a casual play rating of three out of five stars.
3 Stars

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!

 

Today, we’re going to take a look at Jay Garrick: Leadfoot from the DC Green Arrow and The Flash set.

jay-garrick-leadfoot

Ruling – Ability

Synergy
Jay Garrick has a Synergy ability. Synergy is a keyword ability that you can use anytime you could use a Global ability, but only while the character with Synergy is active. Synergy abilities can only be used by the player that owns the character, unlike a Global that can be used by both players whether the character is active or not. Each Synergy ability could do something different so be sure to read each character’s Synergy ability.

Jay Garrick’s Synergy ability can be used anytime you can use a Global, as long as Jay Garrick is active. While Active abilities work as long as you have at least one of the character’s dice in the Field Zone. I’ve heard While Active abilities compared to a light switch – it’s either on or it’s off.

Jay Garrick’s Synergy says that you can cancel a Global ability an opponent uses by paying a Bolt and a Shield, but only if you have a Jay Garrick die in the Field Zone. This type of ability is a reactive or reactionary ability that has a specific trigger for you to use it. This means that you wouldn’t use Jay Garrick’s Synergy ability until your opponent used a Global ability. When your opponent uses a Global, you can react and use Jay Garrick’s Synergy and cancel the Global they just paid to use. The energy they spent for the Global is not refunded. See Example One.

If you do not have Jay Garrick on a team and you take control of a Jay Garrick die, you will gain access to Jay Garrick’s Synergy ability.

Crossover
Jay Garrick is a Crossover Character. Crossover cards are cards that have two or more different energy types. In order to purchase a Crossover die, you must spend at least one of each of the card’s energy type. Jay Garrick is a Bolt/Shield Crossover card which means you must spend at least a Bolt and a Shield energy in order to purchase one of the dice. You may use Wild Energy to purchase a Crossover die, because Wild energy can be used as any type of energy. A Crossover card’s purchase cost can be reduced by card abilities (Blue-Eyes White Dragon: Monstrous Dragon), but you still must spend the appropriate energy types to purchase the dice. See Example Two and Example Three.

Note – White Lanterns in the Green Arrow and The Flash set are special Crossover cards that do not allow you to use Wild energy to purchase their dice.

Affiliations

Jay Garrick: Leadfoot is a Character Card and has the Justice Society of America affiliation.

Examples

Example One:
Using Jay Garrick’s Synergy (can be used like a Global during either player’s Main Step or during the Attack Step after blockers are declared).

~ I have a Jay Garrick die active and a Bolt energy and shield energy in my Reserve Pool.
~
My opponent pays one Mask to use Professor X’s Global (they send their energy Out of Play or to the Used Pile, depending on when the Global is used).
~ After my opponent pays for the Global but before they use the ability on the Global, I tell my opponent that I’m going to use Jay Garrick’s Synergy ability.
~ I pay the Bolt and Shield to cancel the Global ability that my opponent paid to use, but the ability fizzles and my opponent is not able to complete any part of it.

Example Two:
Normal purchase of a Crossover die.

~ (Main Step) After my Roll and Reroll Step, I have a Fist energy, Bolt energy, Shield energy, and Mask energy.
~ (Main Step) I spend all four energy (goes Out of Play) and purchase a Jay Garrick die (goes to the Used Pile).

Example Three:
Reduced purchase cost of a Crossover die.

~ (Main Step) I have two Bolt energy, one Wild energy, and Sidekick in my Reserve Pool after my Roll and Reroll.
~ (Main Step) I field the Sidekick.
~ (Main Step) I spend one Bolt energy (goes Out of Play) and KO the Sidekick (goes to the Prep Area) to use Blue-Eyes White Dragon’s Global which reduces the cost of the next die I purchase by two energy.
~ (Main Step) I spend my other Bolt energy and a Wild energy (goes Out of Play) and purchase a Jay Garrick die (goes to the Used Pile).

Official Sources

You can find the official ruling on the Jay Garrick: Leadfoot, here.

Page 23 of the World’s Finest Rulebook under Capturing, Controlling, and Copying, explains dice and card relation while being controlled.
Page 9 of the World’s Finest Rulebook under Energy, covers Wildcard Energy.

Competitive Play Rating

Jay Garrick could make his way onto teams as a rogue card. He’s not too difficult to use in the current competitive meta, but I’m not sure he’s fast enough (no pun intended here). To use his ability, he must be active and you must have the Bolt and Shield. Using Jay Garrick on a team that also uses the S.T.A.R. Labs Global isn’t a bad idea, because if you don’t use Jay Garrick’s Synergy, you could still use the S.T.A.R. Labs Global so you aren’t wasting resources. Jay Garrick only costs four, which can be reduced. He doesn’t have bad fielding costs at 0/1/2. His defense is fantastic for those hard hitting characters with Overcrush, but his attack isn’t the best. I could see someone playing around with Jay Garrick and S.T.A.R. Labs Global on a rogue team, even though some meta teams don’t use a ton of Globals.

Jay Garrick: Leadfoot gets a competitive play rating of three out of five stars.
3 Stars

Casual Play Rating

Jay Garrick’s Synergy ability could be a little confusing for newer players that don’t have gaming experience. Even with explanation, Jay Garrick can still cause some confusion. He’s a decent blocking character, but has a low attack on two sides. His fielding costs are great and his purchase cost is really good for casual settings. Jay Garrick’s specific ability could cause him to be a wasted spot on a team too. Not all casual players use Globals the way many competitive players do. I’ve played casual games (and competitive too) where neither team uses Globals. Jay Garrick could be a dead card for some casual players, but he’s still a good card. He’s great for advanced players to use as a teaching tool for reaction abilities.

Jay Garrick: Leadfoot gets a casual play rating of three out of five stars.
3 Stars

 

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!

 

Today, we’re going to take a look at S.T.A.R. Labs: Advanced Research from the DC Green Arrow and The Flash set. WizKids beat me to posting a ruling about this card today. I’m glad they did though, because now I have an official link for it!

s-t-a-r-labs-advanced-research

Ruling – Ability

The ability on S.T.A.R. Labs says that a target Bolt or Shield character die that you control deals its attack value in damage to another target character die. When you use this Action Die, you choose one of your Bolt or Shield character dice in the Field Zone. You then choose another target character, whether it’s one of your opponent’s or one of your own. Your character will deal damage equal to its attack to the other character. You can increase or decrease the attack value before using S.T.A.R. Labs so your character deals more or less damage than its printed value. See Example One and Example Two.

S.T.A.R. Labs is a Crossover Non-Basic Action Card.

Crossover
Crossover cards are cards that have two or more different energy types. In order to purchase a Crossover die, you must spend at least one of each of the card’s energy type. S.T.A.R. Labs is a Bolt/Shield Crossover card which means you must spend at least a Bolt and a Shield energy in order to purchase one of the dice. A Crossover card’s purchase cost can be reduced by card abilities (Blue-Eyes White Dragon: Monstrous Dragon), but you still must spend the appropriate energy types to purchase the dice. See Example Three.

Ruling – Global

S.T.A.R. Labs also has a Global ability that lets you move a Sidekick from your Used Pile to your Prep Area and another Sidekick from your Used Pile to the Field Zone, for the cost of a Bolt and a Shield. You must have at least one Sidekick in your Used Pile to use this Global. If you don’t have two (or more) Sidekick dice in your Used Pile, then you would move one Sidekick to your Prep Area and the rest of the Global would fizzle. You do not get to choose which portion of the Global to use if you only have one Sidekick in the Used Pile. This Global falls under the ‘do as much as you can’ general rule. See Example Four.

This Global can be used during the Attack Step after blockers are assigned. When you use this Global during the Attack Step, you cannot use the Sidekick you just fielded as an attacker or blocker because the Global part of the Attack Step is after assigning attackers and assigning blockers. See Example Five.

You can use this Global as many times as you have the energy to pay for it and as long as you have at least one Sidekick in the Used Pile. All dice used during your turn go Out of Play until the end of your turn, which means any Sidekick dice used on your turn will not be in the Used Pile until the end of your turn. You cannot move any Sidekicks that you just spent as payment for the Global. This Global can also be used on your opponent’s turn. See Example Six.

Affiliations

S.T.A.R. Labs: Advanced Research is a Non-Basic Action Card and it does not have any affiliations. Some Non-Basic Action Cards do have affiliations.

Examples

Example One:
Using S.T.A.R. Labs.

~ (Main Step) After my Roll and Reroll Step, I have three Wild energy and a S.T.A.R. Labs die in my Reserve Pool. I also have a level two Superman die (Shield character, 7A) in the Field Zone and my opponent has a character with a defense of five in the Field Zone.
~ (Main Step) I use my S.T.A.R. Labs Action die and choose my
Superman die and my opponent’s character die.
~ (Main Step) My opponent’s character will take seven damage which is enough to KO it and it goes to the Prep Area.

Example Two:
Increasing attack value before using S.T.A.R. Labs.

~ (Main Step) After my Roll and Reroll Step, I have three Wild energy and a S.T.A.R. Labs die in my Reserve Pool. I also have a level two Superman die (Shield character, 7A) in the Field Zone and my opponent has a character with a defense of eight in the Field Zone.
~ (Main Step) I spend one of the Wild energy to use the Global on Anger Issues to increase my Superman die’s attack value by one for a total of eight.
~ (Main Step) I use my S.T.A.R. Labs Action die and choose my
Superman die and my opponent’s character die.
~ (Main Step) My opponent’s character will take eight damage which is enough to KO it and it goes to the Prep Area.

Example Three:
Reduced purchase cost.

~ (Main Step) I have two Bolt energy, one Wild energy, and Sidekick in my Reserve Pool after my Roll and Reroll.
~ (Main Step) I field the Sidekick.
~ (Main Step) I spend one Bolt energy and KO the Sidekick to use Blue-Eyes White Dragon’s Global which reduces the cost of the next die I purchase by two energy.
~ (Main Step) I spend my other Bolt energy and a Wild energy and purchase a S.T.A.R. Labs die. I must spend a Bolt and Shield, even though Blue-Eyes reduced the cost by two.

Example Four:
Global with less than two Sidekicks in the Used Pile.

~ (Main Step) I have two Bolt energy, one Shield energy, and one Wild energy in my Reserve Pool after my Roll and Reroll. I also have three Sidekick dice in my Used Pile.
~ (Main Step) I spend one Bolt and one Shield to move one of the Sidekick dice in my Used Pile to my Prep Area and another one to the Field Zone as a Sidekick character.
~ (Main Step) I can spend my other Bolt and my Wild to use the Global again, but I will only be able to move the last Sidekick die to the Prep Area. I don’t have a second one to move to the Field Zone.

Example Five:
Global during the Attack Step.

~ (Attack Step) I have two Bolt energy, one Shield energy, and one Wild energy in my Reserve Pool after my Main Step has ended. I have four Sidekicks in my Used Pile.
~ (Attack Step – Assign Attackers) I assign all the characters that I want to attack with.
~ (Attack Step – Assign Blockers) My opponent assigns any characters that they want to block with and chooses which attackers they’re blocking.
~ (Attack Step – Actions and Globals) I can now use any Action Dice that I have in my Reserve Pool (which is none), and I can also use Global abilities.
~ (Attack Step – Actions and Globals) I spend one Bolt and one Shield to use the S.T.A.R. Labs Global. I move the first Sidekick die to the Prep Area and then the second to the Field Zone.
~ (Attack Step – Actions and Globals) I spend one Bolt and one Shield to use the S.T.A.R. Labs Global a second time and move the first Sidekick die to the Prep Area, then the second to the Field Zone.
~ (Attack Step – Assign and Resolve Damage) The two Sidekicks I moved to the Field Zone with the S.T.A.R. Labs Global are not attacking or blocking, so they deal no damage. The rest of the attackers and blockers resolve damage as normal.

Example Six:
Global during your opponent’s turn.

~ (Opponent’s Main Step) I have two Bolt energy, one Shield energy, and one Wild energy in my Reserve Pool after my Roll and Reroll. I also have one Sidekick dice in my Used Pile.
~ (Opponent’s Main Step) After my opponent passes priority to me, I spend one Bolt and one Shield to move the Sidekick dice in my Used Pile to my Prep Area. The Sidekick dice I spent for the Global go into my Used Pile. I cannot move one of these to the Field Zone because they were not in the Used Pile when I paid for the Global.
~ (Opponent’s Main Step) I can spend my other Bolt and my Wild to use the Global again. I have two Sidekicks already in my Used Pile, so now I can move one to the Prep Area and then move the other to the Field Zone. The Sidekick dice I spent for this use of the Global are now in my Used Pile.

Official Sources

You can find the official ruling on the S.T.A.R. Labs Global, here.

Page 22 of the World’s Finest Rulebook under As Much As Possible vs Costed Effects discusses the ‘do as much as you’re able’ general rule.

Competitive Play Rating

This card could very possibly be the replacement for PXG, should rotation or ban remove PXG. It’s definitely a card to keep in mind, even though it’s not a first pick while PXG is around. With PXG being such a predominant card in the current meta, I don’t see this card making it on many teams. I look forward to a rotation/ban list so that cards like this one will actually see play. PXG speeds the meta up too much, but a Global like this one feels a little more appropriate. You will still get your bit of ramp, but at an increased cost with conditions. Don’t let this card leave your memory banks! For a future non-PXG meta, I could easily bump this card up to three or even four stars, but for now, it’s only at two.

S.T.A.R. Labs: Advanced Research gets a competitive play rating of two out of five stars.
2 Stars

Casual Play Rating

This is a great card for casual play, but even with rotation looming, not all venues are going to enforce rotation. For those that do, this is a great replacement. The Global can be a bit confusing at first, until a newer player gets used to the ‘do as much as you’re able’ rule. The regular ability has some strategy to it that some new players may not fully understand at first and could find it slightly confusing. I could easily recommend this card for more advanced players and it could be used to teach strategies to newer players.

S.T.A.R. Labs: Advanced Research gets a casual play rating of three out of five stars.
3 Stars

 

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!

 

Today, we’re going to take a look at Zatanna: Hex Appeal from the DC Green Arrow and The Flash set.

zatanna-hex-appeal

Ruling – Ability

Zatanna has the Crosspulse ability. This ability is only found on Crossover characters and works similar to the Impulse ability. I want to go a little deeper into some of these, because they’re new abilities and there is a little confusion over how they work.

Crossover
Crossover characters are characters that have two or more different energy types. In order to purchase a Crossover character, you must spend at least one of each of the character’s energy type. Zatanna is a Fist/Mask Crossover character which means you must spend at least a Fist and a Mask energy in order to purchase one of her dice. A Crossover character’s purchase cost can be reduced by card abilities (Blue-Eyes White Dragon: Monstrous Dragon), but you still must spend the appropriate energy types to purchase the dice. See Example Three for a Cost Reduction Example.

Impulse vs Crosspulse
Impulse is an ability that you are allowed to use when you purchase a character die with the ability. The character is not required to be active for the Impulse ability to work. Crosspulse works similar to Impulse, but it’s a special type of Impulse that only works for Crossover characters and there’s a little more to it than just purchasing the character die. When you want to use a Crosspulse ability, you purchase the Crossover character with the ability, but you are only allowed to use that character’s energy types. If you use a different energy type that doesn’t match the Crossover character’s type, you will not be able to use the Crosspulse ability. This is different from Impulse because you can use Impulse when you purchase that character’s die, regardless of the additional energy’s combination. See Example One for a Successful Crosspulse purchase. See Example Two for a Failed Crosspulse purchase.

Zatanna’s Crosspulse
When you purchase a Zatanna die, using only Fist energy and Mask energy (or Wild energy), you can use her Crosspulse ability to move up to two Sidekick dice from your Used Pile to your Prep Area. The energy used to purchase a die will go Out of Play until the Clean Up Step, so if you want to use Zatanna effectively, you need to have Sidekick dice already in your Used Pile. You may not choose Ally characters in your Used Pile because an Ally only counts as a Sidekick while active in the Field Zone. While an Ally is in the Used Pile, it is not a Sidekick die.

Affiliations

Zatanna: Hex Appeal has the Mystics affiliation.

Examples

Example One:
Successful Crosspulse p
urchase.

~ (Roll and Reroll) I have four energy in my Reserve Pool after my roll:  Mask, Fist, Bolt, and Wild.
~ (Roll and Reroll) I want to reroll my Bolt energy to try for a different energy type, so I reroll it and get a Mask.
~ (Main Step) I decide to purchase a Zatanna die, and use all four energy to purchase her die (Two Mask, One Fist, One Wild).
~ (Main Step) I get to move (add) two Sidekick dice from my Used Pile to my Prep Area when I purchase Zatanna because I only used her energy types to purchase her die. Wild can be spent as any energy type.

Example Two:
Failed Crosspulse purchase.

~ (Main Step) After my Roll and Reroll, I have a Bolt, Wild, Fist, and Mask Energy.
~ (Main Step) I purchase a Zatanna die using all four energy.
~ Zatanna’s Crosspulse ability will not work because I used a Bolt energy to purchase her die. I put Zatanna’s die in my Used Pile and move the spent energy Out of Play. Nothing else happens with this purchase.

Example Three:
Reduced purchase cost.

~ (Main Step) I have a Bolt energy, two Wild energy, and Sidekick in my Reserve Pool after my Roll and Reroll. I also have two Sidekick dice in my Used Pile.
~ (Main Step) I field the Sidekick.
~ (Main Step) I use the Bolt energy for Blue-Eyes White Dragon’s Global and KO the Sidekick to reduce the cost of the next die I purchase by two energy.
~ (Main Step) I spend the two Wild energy and purchase a Zatanna die.
~ (Main Step) I use Zatanna’s Crosspulse ability and add the two Sidekicks from my Used Pile to my Prep Area.

Official Sources

There are no official sources specifically for Zatanna: Hex Appeal.

Page 9 of the World’s Finest Rulebook, under Energy, you can find the definition for the Wildcard Energy.

Note

Many folks have said that you cannot use Wild energy for the purchase of a Crossover character, which is not accurate. You may use Wild energy to purchase any non-Crossover character, so unless there is an official statement to say otherwise, Wild energy may be used in the purchase of a Crossover character. It also counts towards triggering a Crosspulse ability because Wild energy counts as any type of energy. The White Lanterns in the Green Arrow and The Flash set have text that says, “You may not use ? energy to purchase this die, this text may not be ignored.” This text is exclusive to these particular Crossover characters and does not apply to all Crossover characters.

Competitive Play Rating

It feels like there is some PXG replacement testing going on here. This particular Zatanna is my favorite of all the Zatanna cards in this set. I could see some folks trying to use her in place of PXG just to deny their opponent the use of that Global, but still have the ability to move Sidekicks, though limited. Until the meta slows down though, I don’t see her making rogue status. If you wanted to get her back to her card consistently to use her Crosspulse more than four times, you would have to partially tailor your team around that mechanic with Black Adam: Ruler of Khandaq. I’m currently toying with a team like that, but it’s purely casual.

Zatanna: Hex Appeal gets a competitive play rating of two out of five stars.
2 Stars

Casual Play Rating

I mentioned above that I’m toying with a casual team using this Zatanna, Black Adam, and possibly a Clay Golem. In casual play and certain formats, like Lockout League, this card may shine bright. She’s a great teaching tool for several different mechanics like Out of Play, Crosspulse vs Impulse, Crossover characters, and timing. She is a little confusing at first but once she’s been explained, she’s not difficult to utilize. I think she’s a great card for newer players that don’t have access to PXG in their local meta. I know it’s hard to imagine a local scene without PXG, but they’re out there! Uncanny X-Men is around two years old, and if WizKids implements a set rotation or a ban on PXG, Zatanna will likely see play in many casual scenes.

Zatanna: Hex Appeal gets a casual play rating of four out of five stars.
4 Stars

 

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