Posts Tagged ‘Justice League’

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Wonder Woman: Reflections from the DC Superman Wonder Woman set.

W 24 Wonder Woman, Reflections

 

Ruling – Ability

“While Wonder Woman is active, “When fielded” and “When attacks” abilities are ignored.”

Wonder Woman’s ability is a While Active ability. A While Active ability is one that works regardless of how many of the character’s dice are in the Field Zone. While Active abilities are like a light – it’s either on, or it’s off.

while-active-light

While there is at least one Wonder Woman die in the Field Zone, all When Fielded and When Attacks abilities will be ignored. This ability will apply to both your opponent’s characters and your own characters and this ability is not optional.

Wonder Woman’s ability will not affect keyword abilities that have a When Fielded or When Attacks effect. For example, Wonder Woman’s ability will not affect Intimidate or Call Out.

Wonder Woman’s ability does not blank the text from the card. Her ability ignores the effects of the ability without blanking the text.

Miscellaneous Card Information

~ Wonder Woman is a Mask type character card.
~ She has the Justice League affiliation.
~ She has a max dice of four.
~ This card is an Common and is #24 of 34.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a ruling for this card, here and here.

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

I fell in love with this card the moment I saw it. I knew she was the answer to many of the more troublesome cards, like Half-Elf Bard: Master Lords’ Alliance and Green Goblin: “Gobby”. She’s an absolute treasure in Golden Age events and very likely in future Modern Age events as well. with the release of Norman Osborn: Don’t Call Me “Gobby”! from the Guardians of the Galaxy set, she’s already a card that should be considered for your teams. She’s not too difficult to purchase even for a five cost and her stats are very good for a character that needs to stay in the Field Zone. Most folks worry about Shriek hitting her card before they can buy and field her, but a well placed Captain Cold’s Cold Gun (uncommon or rare) will dispose of Shriek dice and then she won’t be able to blank Wonder Woman again without help. I think she’s worth heavy consideration for any team, and she could be a very valuable asset.

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

Is there a combo that seems too good to be true?
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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 Hawkgirl: Princess of Thanagar from the DC Batman set.

W Hawkgirl, Princess of Thanagar

Ruling – Ability

Hawkgirl has multiple parts to her ability. The first part of Hawkgirl’s ability is a While Active ability. A While Active ability is one that works regardless of how many of the character’s dice are in the Field Zone. While Active abilities are like a light – it’s either on, or it’s off.

while-active-light

The second part of Hawkgirl’s ability will only apply to characters that are not Villains, and only when they attack. While Hawkgirl is active, when a non-Villain character die attacks (yours or your opponent’s), you may to spin that character die up one level.

This is an optional ability because it says may. This means you do not have to spin your opponent’s non-Villain character die up a level, but you could if you wanted to.

Hawkgirl does not have to attack for you to use her ability on other characters. So long as she’s active, and the attacking character is not a Villain, you can spin that die up one level. You can spin Hawkgirl dice up one level when they attack because her ability says non-Villain character dice, and she’s not a Villain.

If you can remove the Villain affiliation (Ra’s al Ghul Global), you must do so before you attack. Once the character is already assigned to attack, the window to use Hawkgirl’s ability has passed.

Miscellaneous Card Information

~ Hawkgirl is a Mask type character card.
~ She has the Justice League affiliation.
~ She has a max dice of four.
~ This card is a Rare and is #96 of 124.

Examples

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

Example One:
How Hawkgirl’s ability triggers.

Game State
~
I have one level two Hawkgirl die, one level two Conner Kent: Project Cadmus (3A/3D) dice, and one level one Krypto: Super Dog (2A/2D) die in the Field Zone.
~ It’s the beginning of my Attack Step.
(Attack Step – Assign Attackers)
~ I assign Conner Kent and Krypto to attack, moving them into the Attack Zone.
~ Hawgirl’s ability will trigger and check both dice for the Villain affiliation. Since neither of them are Villains, I may spin each die up one level. Conner Kent spins to level three (5A/5D) and Krypto spins to level two (3A/3D).
~ The rest of the turn proceeds as normal.

Example Two:
Removing the Villain affiliation before attacking.

Game State
~
I have one level two Hawkgirl die, one level two Conner Kent: Project Cadmus (3A/3D) dice, and one level one The Riddler: Prince of Puzzles (1A/5D) die in the Field Zone.
~ I also have one Mask energy in my Reserve Pool and Ra’s al Ghul: Mystery and Power is on my team, but he is not active.
~ It’s during my Main Step.
(Main Step)
~ I spend the Mask, moving it Out of Play, to pay for Ra’s al Ghul’s Global and target my Riddler die. His Villain affiliation is now gone until the end of turn.
~ I pass priority to my opponent and they do not use any Globals. They pass priority back and we move into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign Conner Kent and The Riddler to attack, moving them into the Attack Zone.
~ Hawgirl’s ability will trigger and check both dice for the Villain affiliation. Since neither of them are Villains, they will each get to spin up one level. Conner Kent spins to level three (5A/5D) and The Riddler spins to level two (2A/6D).
~ The Riddler’s ability will also trigger and his attack and defense values are now swapped, making him a 6A and 2D.
~ The rest of the turn proceeds as normal.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling that applies to the wording of Hawkgirl’s ability, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

What I wouldn’t have given to have this card with my Colossus during the WKO this year in Owensboro! Using her and Blink – Transmutation with Colossus is like a dream team, and that also makes room for a different BAC in place of Polymorph/Mutation. I love Mutation, but there were other BACs I could have used for that particular event.

In a draft, this card is a beast! Using her with Batgirl + Ace, Conner Kent, The Riddler or any other beefy attacker is great, but she is a rare. The chances of getting her are not high, but if you open her, take her and build around her!

For Modern Age, I think she has some potential, especially with the aggressive teams that are shaping the current meta. She’s definitely affordable at a cost of three, and she’s a Mask character which she should fit nicely on some of those more aggressive Mask Ring teams. Her TFC of two isn’t bad at all, and her attack and defense stats are about what you’d expect. She’s a really good card to consider for a competitive team.

I really like her for casual play too. She’s not too overpowered and she’s got stats that are appropriate. She also has the Justice League affiliation which means she can beef up those Golden Age JL teams!

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

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

Sorry for the tardiness of this article, but I didn’t think folks would be as interested in the restricted formats. I was wrong! I had a few folks asking when I was going to publish the report for this event and when I told them that I hadn’t planned on reporting the restricted type events, they expressed how interested they were in all the event reports. So here it is! Apologies, again!

My Team

My Team 8-6

I really like my Justice League team and so I decided to make a few adjustments to it and play it for our DC Only Event.

You can find my original Justice League team build here, on DiceMastersDB.

I had to replace Professor X, Blue-Eyes, and Polymorph since they are not in the DC Universe. I knew I’d need a replacement for PXG, and since DC doesn’t really have a good PXG equivalent, I decided to play the lottery with Parallax, Source of Terror. I added Bane, Professional Criminal in the place of Blue-Eyes because I knew I would want to KO my Zatanna dice, and the best way I knew to make that happen was to block with her. Bane’s Global allows me to control some of the Field as well by making problem characters attack and not blocking them so that they go to the Used Pile. I chose to replace Polymorph with Anger Issues to help my Martian Manhunter get a few extra points of damage in, or to possibly add to a blocker’s attack to help KO an attacker. I really like Shazam!, but he’s way to expensive for a limited format like this. I decided to cut him from the team in favor of a cheaper Justice League affiliated character, Wonder Woman, Trinity War.

This team is very straight forward: Get Martian Manhunter out and attack often while maintaining a small blocking force with Zatanna, Aquaman, and Green Lantern if I can buy him.

Round One

Round One 8-6

My first round opponent brought one of my biggest threats – Guy Gardner. He can be a serious problem if he kicks off early. I played as smart as I could by buying Aquaman and Zatanna dice as early as possible. This helped soften up my opponent because of Aquaman’s Retaliation. I was able to buy two Martian Manhunter dice and get them cycling quickly by leaving as many Sidekick dice in the Field Zone as I could. My opponent’s Oracle was a minor annoyance, but Bane helped clear her from the Field Zone when I needed her gone. Martian Manhunter’s Overcrush paired with the attack boost on Anger Issues helped me win my first round.

Record after Round One: 1-0-0

Round Two

Round Two 8-6

Round two brought my rival (and husband) to the battlefield. I had prior knowledge that he was playing Teen Titans so I knew I had my work cut out for me. I managed to buy an Aquaman, two Zatanna dice, and a Martian Manhunter before his Teen Titans obliterated me. Teen Titans are not only good in drafts, they can be a beast to deal with in limited constructed formats as well. I was able to get some damage in before my demise and I played the best I could, but Teen Titans are really strong and have a great synergy.

Record after Round Two: 1-1-0

Round Three

Round Three 8-6

I got to play against this really fun Villain team in round three. The direct damage abilities on these cards are overwhelming while all of them are in the Field Zone. We both had bad luck with our rolls, but I was able to manage them a little more effectively and pull ahead of my opponent. He tried to recover, but his Blue Beetle dice refused to roll a character side for him. I tried to avoid KO’ing any Villains while his Black Manta was active so that I could avoid taking unnecessary damage from his Retaliation. Black Manta’s Retaliation is much worse than Aquaman’s, but my Aquaman was able to soften up my opponent for Martian Manhunter’s attacks. I was able to defeat my opponent before he was able to get Joker or Scarecrow.

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

Final Thoughts

I had a hard time deciding between Justice League and Teen Titans. I’ve never built a Teen Titans team because my husband plays Teen Titans. But I decided to go with my altered Justice League team for this event. I’m glad I did now because I realized that Wonder Woman, Trinity War would go great on my Ghandi team. I did very well in this event with my JL team and I’m really happy I decided to play it instead of building Teen Titans. I had lots of fun in this event!

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 Masters!

 

Here is my next installment of my Top List articles, Top 10 Bolt Characters! And once again, Travis and Aaron have contributed their lists, so a huge thanks to them for their help!

The cards I chose are cards that are either very important to the major competitive meta, cards that make for extremely fun combos, or cards that help to shape the game.

Each card has a link to their TRP Wiki page. If you’d like a closer look at the card, follow the link. A huge thanks to TRP for their Wiki. It’s an extremely valuable tool for many players and folks like myself.

Honorable Mentions

I’ve decided to kick this list off with my honorable mentions before doing the countdown to my number one – top Bolt Character.

These cards either have great Globals or very useful abilities and maybe are not used as much as they should be. Here are my honorable mentions:

~ Captain Marvel, Kree-Powered
~ Cheetah, Cursed Archaeologist
~ Cyclops, If Looks Could Kill
~ Fatality, Bounty Hunter
~ Wasp, Founding Avenger

DDK’s Top 10 Bolt Characters
Number 10

Human Torch, Johnny Storm
Avengers vs X-Men, Uncommon

I really like Johnny Storm’s ability and it was one of the earliest ‘burn’ abilities. His ability is great because it damages your opponent and a character. You can easily target one of your own characters with a brutal ability, like Hulk, Green Goliath, and wreck your opponent’s field. That combo is still being used to this day. That’s one of the reasons Johnny Storm squeaked into my list at number ten. He’s very effective with a combo character, but he can be used alone as well.

Number 9

Kryptonite, Green Death
World’s Finest, Common

I love this Non-Basic Action Card and I know it’s not technically a character, but it uses a character slot on your team. It blanks a character during your turn, so it helps you get around Oracle while leaving other potentially useful characters untouched. There are times that I don’t want to Prismatic Spray my opponent’s entire side, because I may want to use one of their Globals during my Attack Step. I will always choose Kryptonite over Spray.

Number 8

Red Dragon, Lesser Dragon
Battle for Faerûn, Common

Red Dragon has a decent ability if you want to purchase him, but he’s really just on my list because of his Global. The reason he’s not higher is because he needs to be on a team that is going to use Action Dice as their important/main purchases. I would use him over Blue-Eyes, I would if Actions were my main thing. He does a little damage to your opponent and then reduced the Action Die’s cost. You can’t get much better than that for Actions!

Number 7

Foot Ninja, Ninja Syndicate
Teenage Mutant Ninja Turtles Box, Common

Foot Ninja is going to become a key card for Flying Sidekicks, or Sidekick heavy teams. He’s too good to pass up! He can plug into other teams fairly easily, but he won’t work as well as he would on a Sidekick specific team. This is one of my favorite cards from my favorite set, but because he works primarily best on a specific team, he only makes number seven on my list.

Number 6

Lantern Ring, Limited Only By Imagination
War of Light, Rare

And I know this isn’t a character, but it does use a character slot. I can’t put this higher on my list than number six, even though it’s a meta card and it’s really good. I’ve put it on teams as a miscellaneous card and found that I didn’t want to buy it because it clogged my bag on teams that didn’t need it. It can theoretically work on any team, but I wouldn’t recommend it for any team that has more than two energy types as main attackers. I find myself using my energy and not holding it for the Attack Step.

Number 5

Miri Riam, Beacon In the Dark
War of Light, Common

Miri is a great character to help you field one cost characters really fast. She works for Swarm Kobolds or Morphing Jars, and if you’re using a Guy Gardner team – she gets more Guys out for you. She’s a key component for Rush teams.

Number 4

Nova, The Human Rocket
Avengers vs X-Men, Rare

I’m sure most folks thought that Nova would be number one, but he’s not! Surprise! He’s my number four because he does have a higher purchasing cost and higher fielding cost on level three. But his ability is what ‘rockets’ him to number four instead of just an honorable mention. You don’t need to attack with him to use his ability. You can attack with any character and then use a Global like the one on Magic Missile, and do damage to Nova to damage your opponent. Then your Nova is still in the Field for your opponent’s turn. He’s got great stats and a very unique ability.

Number 3

Green Goblin, “Gobby”
Avengers vs X-Men, Super Rare

Gobby was a meta shaping character at one point and that’s the main reason he’s number three on my list. He works great with cards that have abilities or Globals that help you get Sidekicks out, like Ring, Lesser Gear or White Tiger, Mystical Amulet. When you pair Gobby with Parallax‘s Global, he can be brutal. But playing the lottery is always a risk.

Number 2

Dwarf Wizard, Paragon Zhentarim
Faerûn Under Siege, Rare

This card is really good and is hard to get around at times. He works well on any team and even better on a Bolt Ring Team. He’s a favorite card of mine and he doesn’t need much explanation on why he’s number two on my list.

Number 1

Blue-Eyes White Dragon, Monstrous Dragon
Yu-Gi-Oh!, Rare

And what should be no surprise to anyone at all – Blue-Eyes tops my list! This card changed the meta is such a huge way that he’s played on about 80% of teams. He’s got such a great Global that is very dynamic for many teams. There are lots of characters that have KO abilities and his Global helps you move those along. Solomon Grundy, Buried on a Sunday is one such character. There isn’t much that needs to be said about how good this card is, and he even has a decent ability, not just an amazing Global!

Breakdown of rarity on my list:

Super Rare = 1
Rare = 4
Uncommon = 1
Common/Starter = 4

Travis and Aaron’s Top Ten Lists

I only added links in their lists for cards not mentioned above.

Travis is my husband and can play almost any team you put in his hands. He’s very knowledgeable and creative when it comes to competitive teams. His list is based off of cards he actually plays, wants to play, or cards he really likes. He didn’t pick cards just because they’re in the major competitive meta.

Travis’s List:

10. Green Goblin, “Gobby”
9.  Green Goblin, Goblin Lord
8.  Red Dragon, Epic Dragon
7.  Starfire, Koriand’r
6.  Cyclops, If Looks Could Kill
5.  Dwarf Wizard, Paragon Zhentarim
4.  Human Torch, Johnny Storm
3.  Miri Riam, Beacon In the Dark
2.  Foot Ninja, Ninja Syndicate
1.  Blue-Eyes White Dragon, Monstrous Dragon

Aaron is the son of our FLGS’s owner. He’s got the skill to be competitive, but prefers to play different teams with quirky mechanics, or teams that aren’t what you’d expect. He’s practically grown up in the store and played just about every collectible game out there.

Aaron’s List:

10. Cyclops, If Looks Could Kill
9.  Foot Ninja, Shredder’s Army
8.  Cockatrice, Minion Monstrosity
7.  Human Torch, Johnny Storm
6.  Kryptonite, Green Death
5.  Miri Riam, Beacon In the Dark
4.  Dwarf Wizard, Paragon Zhentarim
3.  Green Goblin, “Gobby”
2.  Lantern Ring, Limited Only By Imagination
1.  Blue-Eyes White Dragon, Monstrous Dragon

Thanks for checking out our lists!

Is my list close to yours?
What are some cards on your Top List?
Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Masters!

 

I’m back this week with an article similar to TRP’s recent Podcast with my Top 10 Shield Character List. Travis and Aaron have also contributed again this week with their lists.

The cards I chose are cards that are either very important to the major competitive meta, cards that make for extremely fun combos, or cards that help to shape the game.

Each card has a link to their TRP Wiki page. If you’d like a closer look at the card, follow the link. A huge thanks to TRP for their Wiki. It’s an extremely valuable tool for many players and folks like myself.

Honorable Mentions

I’ve decided to kick this list off with my honorable mentions before doing the countdown to my number one – top Shield Character. These cards either have great Globals or very useful abilities and maybe are not used as much as they should be. Here are my honorable mentions:

~ Lord of D., Dragon Protector
~ April, Channel 6 Reporter
~ Angel, Inspiring
~ Songbird, Sonic Constructs

DDK’s Top 10 Shield Characters
Number 10

Constantine, Antihero
Justice League, Common

The reason Antihero squeaked into my list at number ten is because of how popular a few Continuous Action Dice are, like Lantern Ring, Limited Only By Imagination. His purchase cost is not expensive and if you can’t use his ability, he makes for an inexpensive chump blocker. If Continuous Action Dice weren’t as prevalent in the meta, this card would not have made it onto my list. He was used against me several times at the WKO2 I played in, but luckily I was able roll my Lantern Ring on an Action Side almost every time.

Number 9

Groot, We Are Groot
Age of Ultron, Super Rare

I love how versatile this card is. You don’t have to run a single affiliation to get his defense bonus, and if that’s what you’re lacking on your team, check this guy out! He is kinda pricey, but there are plenty of cost reducers and his benefits definitely outweigh the con of his purchase cost. His level one side is very weak, but his other sides have great stats. He only needs to be active to give your characters the defense bonus.

Number 8

Giant Spider, Greater Beast
Faerûn Under Siege, Uncommon

This character has a Global that elevates him to my number eight spot. His ability is great and his purchase cost is fantastic, but it really is the Global that makes this card that much better. He helps you get around a nuisance character because you can force that character to block, then attack with only one character that has the power to take it out. There are plenty of attack pumping Globals to help increase your attackers damage as well.

Number 7

Ring, Lesser Gear
Faerûn Under Siege, Common

This card is a big part of several teams and this card’s Global is the reason it’s made it to number seven on my list. If not for this Global, this card would not have even made it to my honorable mentions. Using this Global to bring a Sidekick die into your Reserve Pool on any side you want is extremely good! This could make or break a turn for some teams, and luckily, it doesn’t have to be paid with an energy from a Sidekick die.

Number 6

Alfred Pennyworth, Mi-5
World’s Finest, Uncommon

Alfred is a key component to most Bat-Bomb teams, but he’s useful to other teams as well. His overall usefulness is why he made it all the way to my number six spot. He makes for a great blocker as well, because he could just come right back without you having to reroll him. He’s a great card for beginners too and that’s one thing I take into consideration. He makes for a fantastic draft pick if you’re lucky enough to grab one.

Number 5

Constantine, Hellblazer
Justice League, Super Rare

There is not much need for explanation on this card or why he’s at number five on my list. He’s cheap to buy, he’s easy to field, and his ability is amazing. He’s a very popular card and used by many players, but he’s not one that is why he’s not a little higher on my list.

Number 4

Nick Fury, Patch
Avengers vs X-Men, Rare

I love Avengers teams and Patch is a character that every Avengers team should consider adding. He allows your unblocked Avengers to deal their attack damage to your opponent twice. With Patch active, if you’re able to get an unblocked Avenger with an attack of ten through to your opponent, that’s 20 damage. Even an attack of four can be very painful because Patch makes it eight damage instead. Patch is almost a must have for Avengers and they can be devastating if the team is built well.

Number 3

Jinzo, Trap Destroyer
Yu-Gi-Oh!, Rare

Jinzo is such a pain to players that use lots of Globals or use a particular Global a lot. He slowly kills your opponent while you’re setting up for the finishing blow. The only reason he’s not higher on my list is because of his purchase cost. You can reduce his cost with one of the cost reducers, but you need him active as early as possible. He’s usually the biggest target in the Field Zone for cards like Dwarf Wizard, Prismatic Spray, and Kryptonite. He’s still a really good character and he’s used a lot.

Number 2

The Joker, Clown Prince of Crime
Justice League, Uncommon

I love control cards – as most of you know. Clown Prince is probably one of my favorite control cards, aside from Oracle. He keeps your opponent from fielding that nuisance character as long as Joker is active. I haven’t used him as much as I should because there are other local players that used him and I don’t like using the same cards as other locals. He hasn’t seen much activity in our local scene lately so I may have to build a new control team with him. I like to pair him with Oracle and Cerebro, Supercomputer and a heavy hitter for win condition.

Number 1

Half-Elf Bard, Master Lords’ Alliance
Faerûn Under Siege (Starter), Common

I’m not sure this comes as a surprise to anyone, but Bard is my number one pick. He’s not number one because I like him or play him, he’s number one because he’s shaped the current meta. He’s got such an amazing ability, and it’s too good. I personally feel that this card is one that needs an errata or a ban, because there aren’t many answers that work well enough to stop or slow this card. Bard comes from the Faerûn Under Siege starter, which is so great for newer players.

Breakdown of rarity on my list:

Super Rare = 2
Rare = 2
Uncommon = 3
Common/Starter = 3

Travis and Aaron’s Top Ten Lists

I only added links in their lists for cards not mentioned above.

Travis is my husband and can play almost any team you put in his hands. He’s very knowledgeable and creative when it comes to competitive teams. His list is based off of cards he actually plays, wants to play, or cards he really likes. He didn’t pick cards just because they’re in the major competitive meta.

Travis’s List:

10. Half-Elf Bard, Master Lords’ Alliance
9.  Nick Fury, Patch
8.  Sangan, Zealous Supporter
7.  The Joker, Clown Prince of Crime
6.  Wonder Girl, Cassie Sandsmark
5.  Jinzo, Trap Destroyer
4.  Human Paladin, Lesser Emerald Enclave
3.  Captain America, Natural Leader
2.  Constantine, Hellblazer
1.  Constantine, Antihero

Aaron is the son of our FLGS’s owner. He’s got the skill to be competitive, but prefers to play different teams with quirky mechanics, or teams that aren’t what you’d expect. He’s practically grown up in the store and played just about every collectible game out there.

Aaron’s List:

10. Songbird, Sonic Constructs
9.  Angel, Inspiring
8.  Lord of D., Dragon Protector
7.  Aquaman, Orin
6.  Giant Spider, Greater Beast
5.  Jinzo, Trap Destroyer
4.  Millennium Puzzle, The Eternal Dungeon
3.  Constantine, Antihero
2.  Alfred Pennyworth, MI-5
1.  Half-Elf Bard, Master Lords’ Alliance

Thanks for checking out our lists!

Is my list close to yours?
What are some cards on your Top List?
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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

I decided to use another thematic team for the event this past Saturday. This team focuses on Justice League characters doing some retaliation and overcrushing.

My Team

My Team

You can find the team build here, on DiceMastersDB.

Like my Guardians of the Galaxy team, this team is a straight forward, no-hassle team. The characters are easy to understand and can work together or you can use them as attackers. I like to buy my Zatanna and Aquaman dice early. While I have an Aquaman active, I can KO Zatanna with Blue-Eyes to trigger Aquaman’s Retaliation and get to buy my next die a little cheaper. This helps with the purchase of my Green Lantern and Martian Manhunter. Firestorm and Shazam! are backup characters in case I need their abilities. Professor X and Blue-Eyes are crucial to this team, even though they aren’t Justice League affiliated.

Round One

Round One 7-23

I was up against a Flying Sidekick variant that utilizes the Foot Ninja and Allies. This was a very close match with life totals practically matching each other throughout the entire game. The Foot Ninja is a beast with Falcon and it’s very intimidating to see them across the table from you. It doesn’t take much for that Foot Ninja to become a big, heavy hitting character. I was able to get a couple of Martian Manhunter dice and leave some blockers in the Field for Falcon. But my opponent was having trouble getting the dice to roll their character sides. He didn’t have much to block with or defend against my Martian Manhunter dice. Martian Manhunter was my MVP for this game and if not for his built in Overcrush, I may not have been able to win this game.

Record after Round One: 1-0-0

Round Two

Round Two 7-23

Round two found me facing off against my husband and his Avengers. This team was brutally fast and effective. He purchased a Polymorph on his first turn, then purchased a She-Hulk on his second turn. On his third turn, he was able to field She-Hulk on her level two side. Then he purchased Nick Fury and used the Polymorph to put him in the Field Zone on his level one side. He attacked with She-Hulk and because of Nick Fury, she did ten points of damage to me – on his third turn. If she’s left unblocked while Nick Fury is active, she’s devastating in a casual setting. He then purchased Spider-Woman and used her to finish me off a turn or so later. Ant-Man’s Global helped Spider-Woman do the damage needed to take me out!

Record after Round Two: 1-1-0

Round Three

Round Three 7-23

My third round opponent is a younger player that is still learning to master her Vicious Struggle team. She got to go first, which helped her secure two of her Vicious Struggles while I only managed the one. She did really well with her team, using her Injection Fairy Lily to do a lot of damage to me through Vicious Struggle. I was able to buy and field all three of my Martian Manhunter dice, a Green Lantern, an Aquaman, and a Zatanna. When I attacked, it was just too much for her to handle and I was able to just barely claim victory. The game was very close with my ending life total in single digits. The main issue that she ran into was trying get both her Vicious Struggle dice active at the same time. But this player does really well with the characters and resources she has.

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

Final Thoughts

I really love this team and it has a special place in my heart. It’s the oldest team that I have. I built this team shortly after Justice League released and it’s been with me ever since. I’ve toyed with the idea of replacing Shazam! with a different Justice League affiliated character, but I just haven’t had the heart to take him off the team yet. If you’re trying to use Green Lantern’s ability as the main focus, this team is very slow, even with Blue-Eyes and Professor X. I typically just use Zatanna, Aquaman, Martian Manhunter, and sometimes Firestorm as my main characters. I could replace both Shazam! and Green Lantern and the team would still function just fine. I’m not sure I want to change anything on the team though, because I like the team just how it is.

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 Blue Beetle, Jaime Reyes from the DC Justice League set.

        Blue Beetle, Jaime Reyes

Ruling – Ability

Blue Beetle says that while he’s active, he will deal one damage to your opponent each time a Villain is fielded. His ability is a ‘While Active’ ability and only triggers once per Villain, not once for each Blue Beetle die.

Blue Beetle’s ability will trigger each time a Villain is fielded. A character is considered to be ‘fielded’ when it leaves the Reserve Pool and enters the Field Zone by paying its fielding cost (or sometimes by special abilities). Blue Beetle only checks to see if a Villain is fielded, regardless of who fielded it.

His ability deals non-combat damage, also known as ‘ability damage’ to your opponent. This is important because some cards in Dice Masters trigger or check for the type of damage being done.

Example:

~ I have two Blue Beetle dice in my Field Zone.
~ I field a Villain character.
~ My opponent takes one damage.
~ I end my turn and my opponent draws and rolls.
~ My opponent fields a Villain character.
~ My opponent takes one damage.

If you and your opponent each have a Blue Beetle active, then each time a Villain is fielded, each Blue Beetle character (not each die) will deal damage to the opposing player.

Example:

~ My opponent and I each have a Blue Beetle active in the Field Zone.
~ I field a Villain.
~ My Blue Beetle deals one damage to my opponent.
~ My opponent’s Blue Beetle deals one damage to me.

Here is the official Ruling.

Page 21 of the World’s Finest and Civil War Rulebooks, under the section Active and Fielded, you can find more details about character abilities similar to Blue Beetle’s.

Competitive Play Rating

While his ability is pretty good for Villain teams, I don’t think there is much room for him on a competitive Villain team. If his ability triggered for each active Blue Beetle, then that may be a different story. I like this card and I like the possibilities that come with him, but I don’t think he’s good enough to see much, if any competitive play. His benefits are not worth the effort he would require.

Blue Beetle, Jaime Reyes gets a competitive play rating of one out of five stars.
1 Star

Casual Play Rating

Now, Blue Beetle may not be good for the competitive scene, but in a casual setting I think he would be a great addition to a Villain team. The last few sets (with Villains) have given us great Villain cards that several players are using. You would gain the benefit of his ability from your Villains as well as your opponent’s Villains. I would recommend this card for any casual player. You could easily pair him with Two-Face, Double Deal to get that extra little bit of damage in when you field him, attack with Two-Face, and you’ll still have your Blue Beetle as a blocker! Blue Beetle has a great fielding cost and his stats are decent too. If you play Villains already or want to play something new, take a look at this card.

Blue Beetle, Jaime Reyes 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?
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Roll on, Dice Masters!