Posts Tagged ‘Iron Man and War Machine’

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at War Machine: “Rhodey”  from the Marvel Iron Man and War Machine starter set.

W 23 War Machine, Rhodey

Ruling Fast Keyword

Fast is a keyword ability that several characters have. Fast gives the character the ability to deal their combat damage before other characters without Fast. Fast characters will all deal their damage at the same time. A blocking character with 2A/2D and Fast with still KO and be KO’d by a Fast attacker with 2A/2D.

If you have an attacker with 2A/1D and Fast that’s blocked by a Sidekick without Fast, the attacker will strike the Sidekick before the Sidekick can strike the attacker. This means the Sidekick will be KO’d and not be able to deal it’s damage to the attacker.

Ruling – Ability

When War Machine KO’s an opposing character die with combat damage, you can deal two damage directly to your opponent. War Machine must KO the character die with combat damage. Using an ability to KO an opposing character die will not trigger his ability.

War Machine’s ability is one that can trigger multiple times in a single turn, with the right conditions. If War Machine is blocked by more than one character die and he has enough attack to KO each blocker, your opponent would take two damage for each KO’d blocker.

Special Note – If you give War Machine the Deadly Keyword, it would not trigger his ability. The character dice must be KO’d by combat damage from War Machine, and not by an ability.

War Machine has a burst ability that only works on his level one character side. The burst ability gives him +1A. The burst ability is a static effect and if his card text is blanked, he will lose his +1A on level one. If you have a level one War Machine and a level two War Machine in the Field Zone, only the level one War Machine die will get the +1A, because that’s the only character side with the burst.

Miscellaneous Card Information

~ War Machine is a Shield type character card.
~ He has the Stark Industries affiliation.
~ He has a max dice of four.
~ This card is a Common and is #23 of 34.

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:
War Machine KO’ing multiple blockers.

~ I have a level two War Machine die (3A/4D) in the Field Zone. My opponent has three Sidekick dice.
~ (Attack Step – Assign Attackers) I assign my War Machine die to attack, moving him into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns all three Sidekicks to block War Machine, moving them into the Attack Zone and placing them in front of the War Machine die.
~ (Attack Step – Actions and Globals) I choose not to use any Action dice or Global abilities. My opponent can now use Globals, but also chooses not to.
~ (Attack Step – Assign and Resolve Damage) War Machine has Fast. He gets to resolve his damage before other characters without Fast. War Machine assigns one damage to each Sidekick die. Each one has a defense of one, and they are all KO’d before they can assign and deal their damage. I deal two damage to my opponent with War Machine’s ability for each of the Sidekicks that War Machine KO’d, for a total of six.

Example Two:
War Machine KO’ing an attacker.

~ I have a level two War Machine die (3A/4D) in the Field Zone. My opponent has a character with 4A and 3D in the Field Zone.
~ (Attack Step – Assign Attackers) My opponent assigns their character to attack, moving it into the Attack Zone.
~ (Attack Step – Assign Blockers) I assign my War Machine die to block, moving him into the Attack Zone in front of the attacking die.
~ (Attack Step – Actions and Globals) My opponent chooses to not use any Action dice or Globals. I also choose to not use any Globals.
~ (Attack Step – Assign and Resolve Damage) War Machine has Fast. He gets to resolve his damage before other characters without Fast. War Machine assigns his three points of damage to the attacker’s three defense. This is enough to KO the attacker and the attacking die is KO’d before it can assign and resolve its damage. I deal two damage to my opponent with War Machine’s ability because the attacker was KO’d with combat damage from War Machine.

Official Sources

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

You can find a relevant ruling about ‘When something happens’ wording, here.

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

Rhodey is a force to reckoned with in Modern Age and Prime. I’m not sure how effective he’d be in Golden Age since there are loads of teams that don’t need characters in the field.

“Rhodey” has never been nice to me! I’ve played with him and played against him. When I use him, his dice never want to roll a character face. When I play against him, I only see characters! Mr. DDK has a team with Rhodey and Wasp: Fashionista and the only way to keep Rhodey from smashing your face in is to not field characters he can easily KO, KO him with an ability or action, or blank him. He’s difficult to play around if you aren’t prepared.

If you’re playing with Rhodey, I would definitely use a force block of some kind, like Wasp or Giant Spider: Greater Beast. I would not recommend using a force attack, like Bane: Professional Criminal, because you’re opponent could easily use that against you and force your Rhodey to attack. They would likely not block him just so he has to make his way back through your bag. If you had a way to protect him from being targeted by your opponent, then Bane is fine, but that’s an awful lot of work just to be able to use Bane on the same team. Bane is a popular meta piece though, so having a backup against Bane is a good idea. If you’re using Wasp or Giant Spider, you can just force one of their characters to block, which helps you keep Rhodey active. If you’re worried about your opponent not fielding many characters, bring White Tiger: Mystical Amulet and force them to field a Sidekick. White Tiger is not legal for Prime, but she is Modern Age legal.

Even though Rhodey is a really good card, I would definitely recommend a backup win condition. Mr. DDK and I like to use She-Hulk: Sensational, because she pairs well with Wasp. If She-Hulk isn’t your style, there are plenty of other options out there.

Summary – I like Rhodey for Prime and Modern Age. I don’t think he’s got what it takes to stand up in Golden Age though. He’s a great win condition, but bring a backup!

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!

 

For this week’s confusing card of the week article, we’re going to take a look at Iron Spider: Waldoes  from the Iron Man and War Machine Starter set.

W 11 Iron Spider, Waldoes

Ruling – Suit Up Keyword

Suit Up is a new Keyword in the Iron Man and War Machine starter. Suit Up is an optional ability that allows you to field a die you just purchased by KO’ing another die. Suit Up only works for specific characters listed after the Suit Up keyword. For example, Iron Spider has Suit Up – Iron Spider or Spider-Man. When you purchase an Iron Spider die, you can KO an active Iron Spider die or a Spider-Man die to field the newly purchased die at level two. You can only KO character dice that you control for Suit Up.

A die that you field using Suit Up counts as being fielded for abilities that reference fielding.

The die you KO for a Suit Up ability counts as being KO’d for abilities that reference a character die being KO’d. Example: Vibranium Shield: Deflecting Bullets‘s ability would trigger when an Iron Spider or Spider-Man is KO’d for Iron Spider’s Suit Up.

The character die that is KO’d for the Suit Up ability must match the name. For example, you couldn’t KO an Iron Spidey die for Iron Spider’s Suit Up. Also, you wouldn’t be able to KO a Space Armor Iron Man for Suit Up – Iron Man.

* Note! *
You can use both Iron Spidey and Iron Spider on the same team. You cannot use Iron Spidey for Suit Up – Iron Spider. Iron Spidey is a different name from Iron Spider.

Miscellaneous Card Information

~ Iron Spider is a Fist Character.
~ He has the Stark Industries and Spider-Friends affiliations.
~ He has a max dice of four.
~ This card is a Common and is #11 of 34.

If you purchase the Iron Man and War Machine starter set, you will get all the cards, but not maximum dice for each character. You will need two starters for maximum character dice because those dice are not available in any other set.

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 Suit Up.

~ I have one level two Iron Spidey and one level one Iron Spider die in the Field Zone. At the beginning of my Main Step, I have a Sidekick, two Fist energy, and a Mask energy in my Reserve Pool.
~ (Main Step) I decide to field my Sidekick by moving it from the Reserve Pool to the Field Zone. The fielding cost is zero, so I do not need to pay energy to field the Sidekick.
~ (Main Step) I decide to purchase another Iron Spider die. I spend all three of my energy (moving it Out of Play). I decide to use Suit Up on Iron Spider. I KO my level one Iron Spider die that’s in the Field Zone and then field my newly purchased Iron Spider at level two.

Example Two:
Missing the Suit Up window.

~ I have one level two Iron Spidey and one level one Iron Spider die in the Field Zone. At the beginning of my Main Step, I have a Sidekick, two Fist energy, and a Mask energy in my Reserve Pool.
~ (Main Step) I decide to purchase another Iron Spider die. I spend all three of my energy (moving it Out of Play) and placing the Iron Spider die in my Used Pile.
~ (Main Step) I decide to field my Sidekick by moving it from the Reserve Pool to the Field Zone. The fielding cost is zero, so I do not need to pay energy to field the Sidekick. I realize that I forgot to use Suit Up on Iron Spider. I have to use Suit Up at the time I purchase the die, meaning the window to use Suit Up has passed. I am not allowed to use Suit Up and must continue with my turn.

Official Sources

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

You can find a relevant ruling regarding character names, here.

*EDIT*
New ruling from WORF today, here.

Turn Order Summary Reference

turn-order

Ratings

You can find a guide to my ratings, here.
These are personal opinion of the card being showcased and not an official reflection of current major meta.

Golden Age Rating

While this ability is definitely unique and interesting, this is not a card I see being used in Golden Age. He’s a cheaper character with big attack stats, but his defense could get him blown up quickly and he doesn’t have any other benefit, like Fast. With Bard being the big dog in Golden Age, this card just doesn’t have its own place. It could be used on Bard teams, for that extra pow, but his fielding costs are a whole other issue. Bard teams like cheap to buy and cheap to field. He doesn’t quite fit the bill for Golden Age.

Iron Spider: Waldoes gets a rating of zero out of five stars.
0 Stars

Modern Age Rating

I don’t know if this card can find a place in Modern Age either. I think if someone is going to use Suit Up, it’s going to be on a different card, like Rescue or Space Armor Iron Man. He is a cheaper character, but we do have Unstable Canister in Modern. His highest defense is three – totally in the range to be blown up, which is very possible since Superwoman is a Modern Age card. There are still cheap cards in Modern Age with better stats and just as useful or better abilities that you could put in place of this particular card.

Iron Spider: Waldoes gets a rating of one out of five stars.
1 Star

Prime Rating

As the pool of cards narrows, this card begins to look better, but still not completely awesome. Cheaper characters with decent abilities begin to get scarce when you approach Prime. One of the unfortunate things about this card for Prime is that there aren’t any decent Spider-Man characters to pair him with. We are limited to the three from Civil War and they aren’t the greatest with two of them being five costs and one being a four cost character. His stats aren’t any better than Iron Spider’s either. While I still don’t like him for Prime, he’s got the best chance in this format to make it on a competitive team.

Iron Spider: Waldoes gets a rating of one out of five stars.
1 Star

Casual Play Rating

Suit Up has a well written description on most of the Suit Up cards. I don’t think it’s too confusing of an ability, but many players do ask about using characters like Iron Spidey for Suit Up – Iron Spider and Space Armor Iron Man for Suit Up – Iron Man. After explaining that the names on the cards must match the names on the ability, players usually don’t have any further issues with it. I really like this card for casual play. He’s cheap and has big attack stats. That’s something that appeals to many beginners, and he also has a cool ability that could easily be used as a teaching tool for strategy and tactics. I can easily recommend this card for players of all skill levels.

Iron Spider: Waldoes gets a 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!

This is the corrected article. Thanks to Michaela for making me think about my original ruling and dig a little deeper!

For this week’s confusing card of the week article, we’re going to take a look at Howard Stark: Expert Businessman  from the Marvel Iron Man and War Machine Starter set.

w-02-howard-stark-expert-businessman

Ruling – Ally

Ally is a keyword that means the character will count as a Sidekick in addition to any other type that it currently has, but only while the character is active in the Field Zone. A character with the Ally keyword does not count as a Sidekick in the bag, Prep Area, Reserve Pool, etc.

A character with Ally will become a Sidekick the very moment that it enters the Field Zone. This is not an optional keyword and you cannot trigger it because it applies the instant the character is fielded. This matters specifically for abilities like the one on Punisher: War Journal.

Ruling – Ability

Howard Stark’s ability is definitely a interesting one. You can only use it at the beginning of your turn, before you start your Clear and Draw Step. You can sacrifice a Howard Stark die to give the characters your active characters that you control a +2A for the rest of the turn. You may sacrifice any number of Howard Stark dice and each will give a +2A, but you must do it before your Clear and Draw Step. This ability is optional to use. If you start your Clear and Draw Step and didn’t sacrifice a Howard Stark die first, you cannot back up because you missed the timing window for his ability.

When you sacrifice a character die, that die goes Out of Play until the Clean Up Step where it then goes to the Used Pile. When a die is Out of Play, game effects cannot affect those dice. Examples – Professor X: Recruiting Young Mutants Global cannot be used on Sidekicks Out of Play and Reclaim cannot be used to get a Howard Stark die into the Prep Area on the same turn it was sacrificed.

The buff that Howard Stark’s effect gives affects all characters you have active in the Field Zone at the time you sacrifice his die. Each of his dice that you sacrifice will give your active characters a +2A. If you sacrifice two Howard Stark dice, you characters that are in the Field Zone will get a +4A until the end of your turn. This type of ability is an applied bonus.

Miscellaneous Card Information

~ Howard Stark is a Mask Character.
~ He has the S.H.I.E.L.D. affiliation.
~ He has a max dice of four.
~ This card is a Common and is #2 of 34.

If you purchase the Iron Man and War Machine starter set, you will get all the cards, but not maximum dice for each character. You will need two starters for maximum character dice because those dice are not available in any other set.

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:
Sacrificing more than one Howard Stark.

~ I have two level one Howard Stark dice and three Sidekick dice in the Field Zone.
~ I begin my turn by sacrificing one of my Howard Stark dice. This will give my three Sidekick dice a +2A until end of turn. I sacrifice my second Howard Stark die, giving my Sidekick dice an additional +2A for a total of +4A until end of turn.
~ (Clear and Draw Step) I clear any dice remaining in my Reserve Pool from the previous turn and draw four dice from my bag. Any character dice that I draw, roll, and field, will not get the +4A buff.

Official Sources

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

You can find an Ally ruling in the Punisher: War Journal ruling, and many other rulings, here.

You can find a ruling about Sacrifice, here.

Turn Order Summary Reference

turn-order

Unlimited Competitive Play Rating

While I think this card is quite good, I don’t see anyone playing it unless Bard gets an errata or somehow makes the banned list (not likely). He costs one less than Bard, but you have to sacrifice him for his ability. Someone like me would try to use Stark in a major event, but I don’t see him making many team lists out there. There are better options for his type of ability – the big one being Bard. He does have the advantage of getting around Cold Guns though, so he’s not a card I’d forget about anytime soon just on the chance that we see a WizKids rotation that hits Bard.

Howard Stark: Expert Businessman gets a rating of one out of five stars.
1 Star

Prime Play Rating

I think this card is great for Prime, but I don’t expect a lot of folks to play him if they aren’t using Overcrush. He’s got great fielding costs, especially since you may be sacrificing him! But if you’re using Reclaim, he could easily be churned many times over for some pretty devastating results. Just remember that you don’t want a Reclaim die the same turn you sacrifice him, because he’ll be Out of Play on the turn he’s sacrificed. I have the perfect place for this card on my Grodd team and I can’t wait to try him out.

Howard Stark: Expert Businessman gets a Prime rating of three out of five stars.
3 Stars

Casual Play Rating

Howard Stark’s ability is absolutely confusing. I’m not sure why I thought it was a static type bonus, but he had all of us here confused. Thankfully, Michaela mentioned that it might be applied and not static, which got me to thinking and digging deeper. Glad she said something! So, Stark is lucky I don’t knock him down to a three for causing so much confusion. The needed knowledge for sacrifice can be obtained easily if the player is looking for it. Some new players may confuse sacrificing for KO’ing, but once they know the difference, it’s not usually an issue. Lots of players forget or don’t know that sacrificed characters go Out of Play instead of the directly to the Used Pile. It’s a common mistake among players of all skill levels. I can still easily recommend Howard Stark for players of all skill levels, even with his earlier confusion. He’s a great card, and he offers a great way to showcase the rarely used game mechanic, sacrifice.

Howard Stark: Expert Businessman gets a casual play rating of four out of five stars.
4 Stars

Mistakes Were Made!

And this goes to show everyone – I absolutely do make mistakes. I’m definitely not perfect and for all my understanding of the game, this one card tripped me up today. I’m a one person operation here, but I will usually consult with Mr. DDK and a few of the other locals that are more competitive for their opinions, just to be sure I’ve got my interpretation right. Very rarely do we have this issue, but Howard Stark had all of us fooled today! But I’m still so glad I picked him for the Confusing Card of the Week. Never be afraid to question things you think may not be accurate. You could save someone a world of problems, like Michaela did for me today! And don’t be ashamed or embarrassed by a mistake. Admit the mistake, pick yourself up, and roll on!

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!

 

WizKids has decided to make starters an annual release instead of releasing them with each gravity feed (I can’t tell you how happy my wallet is right now!). I feel like this is a really good move on their part because it makes it easier to format a rotation and also makes it easier and more affordable for new players to enter into the game. To my understanding, Marvel and DC will each have an annual starter release.

banner

You can find my review video on YouTube, here.

Starter Box

starter

Box Contents

~ Iron Man and War Machine Rulebook
~ 2 Dice Bags
~ 12 Basic Action Dice
~ 16 Sidekick Dice
~ 16 Character Dice
~ 24 Character Cards
~ 10 Basic Action Cards
~ 4 Action Reminder Cards
~ 1 Rules Reminder Card

Rulebook

Standard rulebook, but it does not detail the first turn rule change. WizKids had already announced that the earliest rulebook to detail that change would be the DC Superman/Wonder Woman starter rulebook.

rulebook-cover

Rules Reminder Card

imwm-rules-insert

The rules reminder card is a great quick reference tool for all the affiliations and keywords in the set.rules-insert-back

The back of the rules reminder card has a bump for tournaments, which is a great promo piece.

Keywords

There are several returning keywords in this set, as well as a new one.

Returning Keywords:
Ally
Continuous
Fast
Iron Will
Overcrush

New Keywords:

Suit Up – NAME
Suit Up is a new keyword ability in this starter. Each character with Suit Up has the name of another character or characters directly after it. When you purchase a character die with Suit Up, you may KO the named die in order to field the Suit Up die at level two.

Suit Up can only happen when you purchase the Suit Up character die. It replaces the location of where the purchased die will go. If you purchase the die and place it into your Used Pile and continue with your turn, you will not be able to back up to use Suit Up.

I really like Suit Up because it lets you field that character die at level two, even though you have to KO another (specific) character to do it. This ability can be particularly useful with characters that have a When Fielded or When KO’d ability, like Pepper Potts: Stark International for Rescue’s Suit Up.

WizKids has a comprehensive list of Keywords on their site. You can also find expanded descriptions for all the keywords on The Reserve Pool‘s site.

Affiliations

New!
Stark Industries

Returning

Avengers
S.H.I.E.L.D.
Spider-Friends

Characters

howard-stark

So… I like all three of Howard Stark’s cards. I can think of several teams that each one could find a home on. Brilliant is definitely going to find a home on my casual version of Hugs that I played at the WKO. I can easily take La Jinn off the casual team build and put Howard Stark in his place. I guess Iron Will is a good benefit too, I just haven’t seen it used much. I love Expert Businessman for any of my Overcrush teams (and I have several). Father is great for any Sidekick/Ally based team because he can’t be the target of Globals on his burst side. They’re all fairly good in their own way and I’m sure folks can find at least one of these that they like. I want to throw a reminder out there for sacrifice – A sacrificed character will go to the Used Pile and not the Prep Area. I’m sure folks can find a way to use this to their advantage, but it’s something to keep in mind when playing Brilliant or Expert Businessman. They also require that you do it at the start of you turn, which is a specific timing and reduces the amount of shenanigans, but they’re still really good cards. Howard Stark could also find a place on a S.H.I.E.L.D. team. His costs are low and he’s a Mask character too. There are plenty of uses for Mask energy, even in Prime.

hulkbuster-iron-man
Rocket Powered Punches is really the only one of the Hulkbuster Iron Man cards that I like. I’m sure there are plenty of folks that like Model 36 for his ability to barrel through those cost six or higher characters, and Bustin’ Makes Me Feel Good’s ability to gain life from KO’ing a six or higher cost character die, but those are not my style. I prefer to Suit Up a cheap Iron Man into Rocket Powered Punches. It could really throw off your opponent’s game if they aren’t expecting it! I don’t think these cards are going to see much play in unlimited, but depending on the pilot, we might see some make an appearance into Prime.

iron-manor

Celestial Slayer is definitely my favorite of the three because it’s got the ability and Global of the other two versions in one card, but it rightfully cost one more to purchase. If you like just the ability or just the Global, you could get one of the other two for one less on the purchase cost. To use the Global, you don’t really need to purchase the die, so what would hurt to use Celestial Slayer instead of Earth X? I love cost reducers of all kinds, and the fielding cost on some of the Stark Industries dudes are kinda high. Spinning one dude down to decrease that fielding cost could be the difference between some wasted energy and being able to buy a cheaper dude. One energy can make a difference. I’m a little excited for future Marvel sets to see what new Stark Industries characters we get! You could definitely build a solid, casual Stark Industries team just form this starter, but the prospect of improvements is always exciting.

iron-spider

I like Version 2.0 because he’s a cheap Stark Industries character. Waldoes is too, but I’m not sure his Suit Up is all that useful. Spider-Man: “Public Menace!” is the only Spider-Man I can think of to use with Iron Spider: Waldoes. You could always use Iron Spider for itself. I’m not sure I like Waldoes at all. Hopefully we’ll end up with a better Spider-Man in the future that we could pair with him. For a Stark Industries team, I’d much rather use Version 2.0 though. Too Cool For Words, not Iceman, looks fun but he may be a little harder to maneuver as a four cost on a Stark Industries team. If there were other two or three cost Stark Industries characters, other than Rescue, I would definitely consider Too Cool For Words instead of Version 2.0. All of these Stark Industries characters make me excited to try this theme team out! Worth noting, Iron Spider is the name of this card, but the one in the Amazing Spider-Man set is Iron Spidey. That means you could use both, but Iron Spidey will not work for Suit Up.

jarvis
Oh my! An Avengers Ally!!! This could be rather useful. I really like all of Jarvis’s cards, but Chief of Staff is probably my favorite, even with a purchase cost of five. I think he needed to be expensive though, because it’s not too hard to field a bunch of zero-low fielding cost characters and then drag the game out because you just gained a bazillion life. I’m glad his purchase cost is five, and it doesn’t mean he isn’t viable in certain formats, just that he’s got the right cost for his ability. I really like that Butler has that Global that we saw on Iron Manor, but if you’re using Jarvis with Avengers, it’s not going to be all that useful. I guess that’s why he has that direct damage ability on him that does ability damage to a character die equal to the number of character dice you fielded that turn – and it counts Jarvis, so you’re doing at least one damage. I think I like Loyal Confidant and Chief of Staff equally. It just depends on the team, really.

rescue
Mark 1616 is perfect if you need a cheap Stark Industries character, but she only has a max dice of two. Resilient and Catching a Jet are both awesome for using their Suit Up abilities with their other card abilities. You purchase a Rescue, KO a Rescue in the Field Zone (sending it to the Prep Area), and then field the purchased Rescue at level two. Next turn, I get to roll that Rescue that I just KO’d and hopefully get to use her other ability. I really like Resilient more than Catching a Jet, but they each have their place. I would likely use Resilient on Stark Industries team, or almost any Prime team. Her ability works whether she’s active or not… How good is that?! It’s similar to Rescue: Stark’s Equal from the Civil War set, just hurting and not healing. Too bad you can’t use both on one team.

space-armor-iron-man
Model 5 is a cheaper Suit Up character with the Stark Industries affiliation. No other frills, just Suit Up. He’s okay, but I like Deep Space and #14-C much more! I can’t decide which one I like better. I guess Deep Space would be my pick if I didn’t want to add a six cost character to my team, and he’s got some potential for life gain. #14-C has that possible KO avoidance and Overcrush on two sides.Such tough decisions with Space Armor Iron Man!!! I like two too many!

war-machine
And yet another dilemma. I like all three of War Machine’s cards. I like Model II because he’s the cheapest and has Fast. I like “Rhodey” because he also has Fast, he has the additional ability to do direct damage to my opponent if he KO’s a character with combat damage, and he only costs one more to purchase. There are plenty of ways to boost an attack stat in Dice Masters, making this guy pretty good. I’d likely pick him over Model II, unless I just couldn’t put a four cost character on my team… But honestly – I usually have room for four cost characters. I also really like JRXL-1000, and not for his Suit Up. He’s Fast, and Sidekicks can’t block his level one side. You can always boost that attack stat to do more damage, and he only costs four to purchase.

Character Thoughts

I like lots of these characters, especially for a more casual setting. I think these are great characters for a new player to start with and build off of. There are lots of fun gimmicks and different types of abilities that make the game interesting. I think any player could enjoy building and using a Stark Industries team for any fun local event.

On the more competitive end, I think one or two characters might squeak into the unlimited and Prime formats, but overall, not many are going to find a place in the most competitive metas at this time.

I would still recommend purchasing at least one of these starters for some fun characters to build teams with. For a new player, I definitely recommend the starter for the characters, or even two starters for the max dice.

Basic Action Cards

This starter has some really interesting Basic Action Cards that are new to the starter, and it has some revamps of older Basic Actions Cards. If the characters weren’t enough to prove this starter is worth buying, hopefully these Actions will!

w-armor-wars-bac

I’m not a fan of this card. Suit Up is too new and there are only ten cards with the keyword. I guess if you were playing in a semi-limited type format where players were supposed to use Iron Man and War Machine cards, then I could see someone possibly using it. This card is likely not going to be in the unlimited major meta or even Prime, unless Rescue finds a place, which I doubt too. One thing that I do like about this card is that it causes loss of life and not damage. That’s typically a big deal because you can’t effectively redirect or avoid it. Life loss is a mechanic you would need life gain to overcome.

w-cone-of-cold-bac

Cone of Cold from Battle for Faerûn has been revamped! It needed it too. They updated the wording and for those that didn’t want Dungeons and Dragons Dice Masters, they now have access to this BAC. It’s a great way to spread the damage around, but if your opponent only has one character die and you have two, your dice are getting blasted too – unless that’s what you want. I like that both Cone of Cold cards say that you can’t use that action if there aren’t at least three character dice in the Field Zone. I like that Global for teams that use a force block ability as well. Overall, I like this card for both the Action and the Global. The revamping of the wording makes it much easier for newer players to understand.

w-hypervelocity-bac

Wow! What?! This card is so crazy. This Action Die hangs out in the Field Zone and slowly depletes each player’s life if they don’t attack. Hypervelocity causes loss of life and not damage, which is a great way to get damage across with minimal resistance. You have to keep an aggressive streak or you’ll start to lose life as well! It looks like action removal is going to be a major addition to many teams, because unless this is on one of the two burst sides, it’s not leaving! There isn’t a ton of action hate in Prime – if any… so watch out for this in Prime. Folks may be adding some life gain cards to their team to help balance that loss of life.

w-one-against-many-bac

Here is yet another great direct damage card. This card is ability damage and not loss of life, so any abilities to reduce, alter, redirect, etc are viable for folks to use against this ability. I still really like this card for some of the Prime Storm: Extra Lightning teams floating around. It’s not a huge deal if your opponent doesn’t field many characters because it’s still going to do a minimum of two damage. It’s a little expensive to purchase against a team that doesn’t look like it’s going to be putting dudes in the Field Zone though.

w-smash-bac

Here we have a revamp of Smash! from AvX. They have updated the wording on this card as well. I love seeing these older BACs being revamped. This makes them available for Prime, and also more easily accessible for new players. I’m not big on using Smash! for the action, but the Global is great against Overcrush. If Turtle Van isn’t your style, you can always go for Smash! if Overcrush is a problem you’re running into.

w-suprise-attack-bac

This is a revamp of Surprise Attack from Age of Ultron. This is another card with updated wording that definitely reads better than it’s AoU version. I haven’t used this card a lot in the past (if at all…), and I guess this is an okay BAC, but there are definitely better ones out there. I’m still not a fan of this particular card, but even so, glad they revamped it for newer players!

Upgrade BACs

The last four BACs in the starter are all called Upgrades and each have a specialization. They all cost two energy and they each have a risk/reward for using them on specific energy type characters. I like this idea a lot and I can’t wait to try some of these on some Prime teams! These also make for great limited additions when you can’t decide what to use and you don’t want to bring Power Bolt because your opponent may want to buy it too. I also really like that they called them all Upgrade – Specialization. That leaves room for them to make different BACs that have a name like Smokescreen that’s different from Upgrade – Smokescreen.

w-upgrade-fortification-bac

Upgrade – Fortification
The name sounds stout and sturdy, like a character with Iron Will. When you use this action, your character will gain Iron Will. The risk to doing this is that you will lose two life if that character is not a Shield energy type. It’s a risk vs reward type of card, so if you want your Gorilla Grodd to have Iron Will, it’ll cost you two life. And since it’s loss of life, you can’t get around it as easily without life gain. I like this Upgrade because you don’t typically see Iron Will on any team. There are several characters with Iron Will, but they just aren’t worth playing in a competitive meta. I think this Basic Action may make Iron Will a more usable keyword.

w-upgrade-proton-cannon-bac

Upgrade – Proton Cannon
Wow, that sounds like it could shoot thru anything, like a character with Overcrush. This Upgrade will give one of your characters Overcrush, but if they aren’t a Fist type character, they get KO’d at the end of the turn. This is another risk vs reward, but for certain teams, that risk may actually be the reward. I think Lady Bullseye: Attack on Two Fronts just got a a Proton Cannon attached to her.

w-upgrade-smokescreen-bac

Upgrade – Smokescreen
This Upgrade sounds like something a ninja would use to sneak away or sneak around a bunch of folks. When you use Smokescreen on a character die, that die gets +1A. If it’s a Mask type character die, it can’t be blocked. So there isn’t a risk on this Upgrade because you get the +1A no matter what. You benefit more if it’s a Mask type character die that you use it on. I can think of a few Mask type characters that would great to pair this with.

w-upgrade-unibeam-bac

Upgrade – Unibeam
And lastly, the Unibeam. It sounds like something a character would use on a more focused attack, maybe to take someone out before they had a chance to do anything to them. When you use Unibeam on a character die, it gets +2A – not too shabby for a two cost action. But if that character die is a Bolt type, it gains the Fast keyword. That sounds about right for a Unibeam! So like Smokescreen, no real risk, just an even better reward for using it with a Bolt type character die.

BAC Overview

There are quite a few new BACs that I really like, mainly the Upgrades, but a few others too. I like the assortment of abilities on the BACs, and I’m really digging the increased use of loss of life instead of just throwing damage in there. With the increase in abilities that use loss of life or paying life mechanics, we might actually see an increase in the use of cards that have life gain. Hypervelocity is definitely my favorite of all the Basic Action Cards and I can’t wait to start building around it!

Action Reminder Cards

action-reminder-cards

There’s nothing super special about the reminder cards. They’re Cyan, Orange, Pink, and Gray.

Dice Bags

bags

I most definitely like the artwork bags more than the plain colored bags. I like to collect these bags too.

Starter Dice

Sidekick and Action Dice

sidekick-and-action-dice
You get a pretty standard assortment of Sidekick Dice and Action Dice.

Character Dice

You only get two of each character die in the starter. If you’re wanting to put three or four dice on a particular character, you will need to buy a second starter (or trade, exchange, etc.). It’s never a bad thing to have duplicates of the character cards and BACs.

character-dice

Final Thoughts

The only negative thing I have to discuss about the starter is the number of character dice. I’m not sure if WizKids is entertaining other options or not, but I would like to see this changed in the future. I would be okay with certain characters only having a max dice of two while most of them have a max dice of four, and then changing the packaging to accommodate the extra dice. The TMNT characters have a max dice of three… but a box big enough to hold more than four of each. I’d pay five more dollars just to get max dice with my characters. If Mr. DDK and I both want to use Howard Stark with max dice, we will have to buy four starters… Maybe releasing the starters in the big box format, like the TMNT boxes, would be a solution to the max dice issue because they would have plenty of room for the dice. They could keep a lot of the characters as a max dice of four, and reduce some of the more expensive characters to max of two and put the max dice for each character in the box. I have never found a moment that I wished I had three Splinter, Shredder, or Krang dice… they could have easily been a max of two to allow for a fourth die on the cheaper dudes, like the Foot Ninjas. Maybe this is something WizKids can look into doing? I’d rather buy two big box releases, like TMNT, than four starters to accommodate two players.

I really do like the starter contents though. I like how fun and easy the characters are to use and understand. I love the new and revamped BACs. I really hope they continue to make different ‘Upgrade’ styled cards for BACs. Those fit very thematically in the starter and all of them have fun and interesting abilities, especially for a draft team! I love the idea of a Stark Industries themed team and can’t wait to build it and play it – after I buy a second starter for the additional dice I need. I like the Suit Up ability too, but I hope they continue it and add more of the needed characters with abilities that will have better synergy. It’s still a fun and unique ability to play around with and I plan to use Rescue and her Suit Up in my Stark Industries team.

This is a great starting place for a new player. You can add a Team Pack to the starter and roll with it!

What are your favorite cards?
What cards do you think will make it into the unlimited or Prime metas?
Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!

Special thanks to WizKids and The Reserve Pool for the use of their sites.

Roll on, Dice Masters!