Posts Tagged ‘Keyword’

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Triceraton: Loyal to a Fault  from the Teenage Mutant Ninja Turtles: Heroes in a Half Shell set.

W 48 Triceraton, Loyal to a Fault

Ruling – Overcrush Keyword Ability

WizKids Keywords Page:
Overcrush: When attacking, if this character KOs all of its blockers (or they are removed for other reasons), it deals any remaining damage to your opponent.”

An attacking character die must have been blocked by another character die for it to deal its combat damage as ‘Overcrush damage’. If the attacker was not blocked, the damage is not ‘Overcrush damage’. Overcrush damage isn’t a different type of damage, just a different means of how combat damage is being dealt.

If the character dice blocking the attacker are KO’d by the attacker’s combat damage, the remaining damage is dealt to the opponent. For example: If I attack with a level three Triceraton and my opponent blocks with two 1A/1D Sidekick dice, my Triceraton can deal one damage to each Sidekick die to KO them and then deal the remaining three damage to my opponent.

If the blocker(s) are KO’d or removed before the Assign and Resolve Damage portion of the Attack Step, the attacker will deal it’s full attack value in combat damage to the defending player. For example: I attack with my level three Triceraton and my opponent blocks with a 1A/1D Sidekick die. I use the Global on Unstable Canister to deal one damage to the blocking Sidekick die. Because my Triceraton was blocked and it’s blocker is no longer blocking the Triceraton, it deals its full attack value of five to my opponent.

All character dice that are blocking an attacking die with Overcrush must be KO’d or removed in order for the attacker to deal any Overcrush damage to the defending player.

Miscellaneous Card Information

~ Triceraton is a Fist type character card.
~ It has the Villain affiliation.
~ It has a Max Dice of three.
~ This card is a Common and is #48 of 58.

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card, but you can find some Overcrush rulings here, here, here, here, here, here, here, here, and here.

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

Turn Order Summary Reference

turn-order

Opinion

I really wanted to cover Overcrush again, because I’ve recently heard players saying that the blockers have to be KO’d before you can do Overcrush damage. That’s only partly correct. As long as the blocker(s) is KO’d or removed as a blocker, the attacker gets its Overcrush. Removed blockers usually enable an attacking die with Overcrush to deal their full attack value to the defending player, which is a major benefit of removing those blockers as opposed to letting them get KO’d by the attacker. It really bothers me when folks leave out that part about removing blockers, because it’s part of the ability description.

Overcrush is a nasty and effective ability. I love Overcrush and I build around it when I’m able to do so. I usually try to use characters that have additional abilities or abilities that compliment their Overcrush. Using a character that only has Overcrush, like this Triceraton, is not something I would recommend. I only chose this card for this week so I could focus on Overcrush.

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Roll on, Dice Masters!

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Greetings Fellow Dice Fans!

For this week’s confusing card of the week article, we’re going to take a look at Troll: Minion Humanoid  from the Dungeons and Dragons Battle for Faerûn set.

W 19 Troll, Minion Humanoid

Ruling – Keyword Ability

Regenerate (reroll when knocked out)”

WizKids Keywords Page:

Regenerate: If this character would be KO’d, roll it. If you roll a character face, return it to the field on the rolled face (but not the Attack Zone). Otherwise, move the die to your Prep Area.”

Regenerate is considered to be a KO replacement effect. This means that if a character would be KO’d and you roll a character face, it is not KO’d and returns to the Field Zone on the face that was rolled, and all damage is cleared from that die. If the character fails to Regenerate because it rolled onto an energy face, the die is considered to be KO’d and placed in the Prep Area.

If an ability would require you to KO a character die as part of a cost, such as Fabricate or Enlistment, you may select a character die with Regenerate as part of the cost. The first ability must fully resolve before you can roll your character die with Regenerate.

For example: I want to KO my Troll that has Regenerate and another character die to purchase one of my Flash Golem dice using its Fabricate. Fabricate: Characters with Fabricate will have 2 numbers (X-Y).  If you KO X characters with total purchase cost Y or more, you can purchase the die with Fabricate X-Y for free.” I would select my two character dice for Fabricate and purchase my Flesh Golem (placing the Flesh Golem die in the Used Pile). Once I have completed the Fabricate ability, I can then resolve the Regenerate on my Troll die. If the Troll successfully Regenerates, it returns to the Field on the rolled level. If it does not, it continues to the Prep Area. A successful Regenerate does not affect the use of Fabricate.

If a character die with Regenerate is KO’d while blocking, it will not return to the Attack Zone if it successfully Regenerates. It is placed in the Field Zone and is no longer blocking. If the attacking character has Overcrush, it will still apply the difference in damage to the defending player. You compare the difference between the attacker’s attack value the blocker’s defense value before it Regenerates, not after.

If an effect is placed on a die, if that die successfully Regenerates, it would retain the affects of that effect. For example: I use a Global to give my Troll the Villain affiliation until the end of the turn. In the same turn, my Troll die would be KO’d, but it instead Regenerates. The Troll keeps the Villain affiliation. This is because the die was never KO’d.

Regenerate is not an optional ability. If one of your dice with Regenerate would be KO’d, you must roll it to see if it returns as a character or is placed in the Prep Area.

Miscellaneous Card Information

~ Troll is a Fist type character card.
~ It has the Monster affiliation and Evil alignment.
~ It has the Equip icon.
~ It has a Max Dice of four.
~ This card is a Common and is #19 of 138.

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card, but you can find clarifications on Regenerate, here and here.

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

Turn Order Summary Reference

turn-order

Opinion

I like the Regenerate ability, but I’m not a huge fan of this card. I chose this particular card because it only has Regenerate and no other abilities, and I wanted to focus this article on the Regenerate keyword. Tarrasque: Epic Aberration, Troll: Apprentice Humanoid, Black Adam: Teth Adam, Lady Deadpool: Deadpool Family Values, and Zombie: Greater Undead all have fun and useful abilities that either work with Regenerate or they benefit from having Regenerate.

If you want your character dice to stay in the Field, finding a way to give them Regenerate could be highly beneficial. It’s not a guarantee that the die will return to the Field, but you don’t lose anything if they don’t because they still go to the Prep Area if they fail to Regenerate. I don’t feel like Regenerate is used near as much as it could be. That could be due to the lack of competitive cards with the keyword, or maybe folks just haven’t realized that it’s worth playing with from time to time.

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 Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! For this month’s article, I chose one of the Bombshells, Batgirl (037) from Harley Quinn and the Gotham Girls!

Batgirl 037

Figure Information

Point Value: 75 points
Dial Depth: 6 Clicks
Keywords: Bombshells, Suicide Squad, Monster

Team Ability
None

Standard Powers/Abilities
They will be listed as Power: Click Number(s). This list does not include traited powers and abilities.

Movement
Charge: 1-2
Hypersonic Speed: 3-6

Attack
Blades/Claws/Fangs: 1-2
Precision Strike: 3-6

Defense
Impervious: 1-2
Super Senses: 4-6 (part of a special ability)

Damage
Exploit Weakness: 1-2
Perplex: 5-6

Improved Abilities, Traits, and Special Powers
Batgirl has two Traits.

Trait:
Bombshell
When Batgirl makes an attack targeting an opposing character, give her a Bombshell token. FREE: If she has two action tokens, remove two Bombshell tokens, then make a close attack.

Trait:
Bloody Belle of the Bog
Steal Energy, Stealth. Batgirl starts the game on click #3. When Batgirl uses Steal Energy, she may heal past her starting line.

Special Defense Power:
WWI Flying Ace: 3-6
Super Senses. When attacked by a character with [FLIGHT], modify Batgirl’s defense +3.

Opinion and Strategy

Batgirl is a fun and powerful Bombshell character. She’s always the first character I choose when putting together a 300 or 400 point Bombshell team. Zatanna is usually my second choice, and then I fill out the rest of the team around those two. Batgirl is not Indomitable, but I think she’d be a little too powerful if she was. You have to play her with caution until you get her past her starting line, because as great as Super Senses is, it doesn’t always roll! Once she reaches her second click after healing, she can charge in, and use Exploit Weakness to hit them for a whopping four damage! She also has Blades/Claws/Fangs, but with a printed damage of four, I don’t usually go with BCF unless they’ve used Outwit to get rid of her Exploit Weakness. When they try to hit her, they have to get around her Impervious on her top two clicks. She can be a very formidable opponent once she’s healed into click one or two.

I also like using her with a generic Monster team. One of my all time favorite builds for 400 points is:

(75) Batgirl
(100) Rat King #24 Rare TMNT2
(80) Death #16 Rare Undead
(125) Monsterex #22 Rare TMNT1
(5) Professor X ID for Professor X #37a Xavier’s School (75 point call in)
Total: 385

I know I’m playing 15 points under, but I like the team and it plays well for me in a casual setting. I also can’t find a 15 point Monster that I like. Rat King helps me beat on their own team while Batgirl is trying to heal up into her top two clicks. Monsterex makes for a terrific, versatile distraction. Death has helped me KO characters in the past with his Trait: Harbinger of Death. It’s handy when you’re one damage shy of KO’ing a dude. He’s also got traited Blades/Claws/Fangs with Giant Reach of 2.

When I play a 300 point Monster team, I like using this build:

(75) Batgirl
(100) Horta #35 Rare ST:TOS
(125) Monsterex #22 Rare TMNT1
Total: 300

I’m a sucker for a full point Horta and I love Monsterex’s versatility. This team really depends on map choice and if I win, I typically choose the Horta’s home turf – Underground Cavern (ST:TOS). This map gives my Horta an advantage and also helps Batgirl and Monsterex position themselves safely. With cavern walls as cover, this team can be lethal if you’re not paying attention and Batgirl is the deadliest!

What do you think of this figure?
Do you have a figure you would use in place of this one?
Is there a figure you would like me to Spotlight?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and remember to like, follow, and sub for more HeroClix content!

     LLAPLive long, and Prob it!

Greetings Fellow Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! For this month’s article, I chose a figure that I’ve used many times over to teach new players – Hulk #106 from The Mighty Thor starter!

Hulk TMT Starter

Figure Information

Point Value: 100/50 points
Dial Depth: 7 Clicks, 1-7 for 100 points and 5-7 for 50 points
Keywords: Avengers, Brute

Team Ability
AVENGERS:
When this character is given a MOVE action, modify speed +1.

Standard Powers/Abilities
They will be listed as Power: Click Number(s). This list does not include traited powers and abilities.

Movement
Leap/Climb: 1-7

Attack
Super Strength: 1-2, 5-7

Defense
Invincible: 1-3
Impervious: 4-7

Damage
Exploit Weakness: 3-4

Improved Abilities, Traits, and Special Powers
Hulk has one Trait.

Trait:
Hulk Smash
When Hulk moves, after resolutions he can use Quake at no cost.

Opinion and Strategy

There is something to be said for the simpler pieces. This particular piece has probably seen more play with my locals than any other individual piece. Now, this Hulk isn’t a super big meta piece, but he’s a great casual piece for all kinds of players. He’s got a nice 100 point dial, and his 50 point is okay, but there are better casual pieces for the same amount of points.

This is one of my favorite pieces to use when teaching new players. He doesn’t have a bunch of crazy abilities on him, but he has a really awesome Trait. He’s a great piece for beginners to use and learn about Traits and actions at ‘no cost’. His Leap/Climb is perfect for his Trait as well, and helps me to teach new players about Breakaway tactics.

I love that he has Invincible and Impervious because this is a great opportunity to show a new player the difference between the two – in action! His Exploit Weakness is great as well, though I wish he had it on his 50 point dial too. Super Strength is also very useful in teaching players about using Objects in a game and Knockback from an attack. Being able to knock a character back could set you up for a future Leap/Climb + Quake!

I can’t say enough good things about this particular Hulk. I like to pair him with the Iron Man from the Sidekick kit (100 points) and Hercules from The Mighty Thor starter (100 points) for a 300 point tutorial team.

Using two pieces from the same starter and a piece from the Sidekick kit has been very effective for me in introducing new players to HeroClix. They get a Sidekick set during the Sidekick event and then purchase a starter and now they have several possible team combinations for Avengers theme teams. If the Sidekick kits are no longer available, there is a Thor in the Starter that works too, but he has more special powers than I like for a teaching team. But Hulk is always the center focus for my teaching teams because he’s incredible!

What do you think of this figure?
Do you have a figure you would use in place of this one?
Is there a figure you would like me to Spotlight?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and remember to like, follow, and sub for more HeroClix content!

     LLAPLive long, and Prob it!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Captain America: Superhero  from the Marvel Uncanny X-Men set.

W Captain America, Superhero

Ruling – Keyword

Heroic: When fielded, Captain America may pair up with a different Heroic character until the start of your next turn.”

WizKids Keywords Page:
Heroic: Dice with Heroic can pair up with other dice (different character) that you control that have the Heroic ability. Place paired up dice side by side. Heroic takes place at the same time a character is fielded. Dice may only be paired up with one other die (the new partner replaces the old one). They attack and block separately. 

Heroic acts as a When Fielded ability. When you field a character die with the Heroic keyword, you get to use that ability. Characters can be fielded by paying their fielding cost and moving them from the Reserve Pool to the Field Zone, or by an ability that uses the term ‘field’ instead of swap, move, place, etc.

When you field a Captain America die, you may choose a different character die you control to be paired up with Captain America. The chosen die must also have the Heroic keyword.

If a character die is already paired with a different Heroic character die, the new pairing replaces the previous one, ending any static abilities from the previous pairing.

Each paired die may choose to attack or block and does not require the other die to attack or block (unless the ability would state otherwise).

The Heroic ability will only apply to the two character dice that paired up. Other copies of the same character dice in the Field Zone will not be affected when you use the Heroic ability on a different die. For example: I have two Storm dice with Heroic in the Field Zone. When I field a Captain America die, he can choose one of the Storm dice to pair up with. The Storm die that was not chosen will not get the benefit of being paired.

If one of the paired dice leave the Field Zone, the other die looses any static bonus for being paired up because the paired die is no longer in the Field Zone. Any applied effects would remain.

Unless otherwise stated, the Heroic pairing lasts until the start of your next turn. Using the Heroic keyword is optional.

Ruling – Ability (From Being Paired)

While Captain America is paired up, he and his partner each gain +4A and +4D.

When you field Captain America and choose to pair him with another Heroic character, each of those two dice will have +4A and +4D until your next turn begins. For example: I have a level one Storm die (2A/1D) with Heroic in the Field Zone. I field a level two Captain America (5A/4D) and pair his die with my Storm die. They both gain +4A and +4D until the start of my next turn.

This Heroic bonus is a static bonus. If one of the paired dice leave the Field Zone before the effect ends, the bonus will end.

Miscellaneous Card Information

~ Captain America is a Shield type character card.
~ He has the Avengers affiliation.
~ He has a Max Dice of four.
~ This card is an Rare and is #100 of 126.

Official Sources

WizKids Official Rules Forum (WORF)

You can find a rulings for Heroic, here and here.

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

Turn Order Summary Reference

turn-order

Opinion

I went old-school this week, back to Golden Age stuff! Interesting facts – there are only 13 characters with the Heroic keyword in the entire game and they’re all from Uncanny X-Men.

I realized I had never featured a Heroic character… there’s a reason for that. I know there are folks out there that have tried their hardest to make Heroic work. It’s an ability that sounds awesome on paper but is so very terrible in execution. I wanted Heroic to be cool and I tried so hard… but it’s not good for constructed casual events and certainly not for any Golden Age competitive formats. It’s not even good in an Uncanny X-Men sealed event. But, I’ve had some newer players ask about some older cards and Heroic popped up.

Out of all the 13 Heroic dudes out there, Captain America and Storm are probably the better ones. And for all my trying with Heroic, back in the Uncanny X-Men days, it was never fun to use. This keyword caused me so much frustration and irritation. It didn’t feel worth it to try and make it work because of all the frustration.

But everyone has to try at least once. Go ahead and check out all 13 Heroic dudes and find at least two that you like (because you literally have to have two of them and at least one in the Field to even kick-start this ability). Give them a go and let me know how it turns out!

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!

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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

I’m back! I hope that everyone had a wonderful holiday season and started the new year off in good spirits! Now, it’s back to work and back to my regularly scheduled Confusing Card of the Week articles. I want to start the year off with a monster that will hopefully keep the bad spirits away for the entire year!

For this week’s confusing card of the week article, we’re going to take a look at Basilisk: Greater Monstrosity from the Dungeons and Dragons Tomb of Annihilation set.

W Basilisk, Greater Monstrosity

Ruling – Deadly Ability

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

Supplemental Definition:
Engaged: A character blocking or being blocked is engaged with the opposing character.”

Any character die that blocks or is blocked by a character die with the Deadly keyword, will be KO’d at the end of the turn, during the Clean Up Step. This applies to all character dice that are engaged with a Deadly character die.

If the blocked/blocking character die with Deadly is KO’d or removed, the character dice that were engaged with it are still KO’d at the end of turn.

For Example:
I have a single level one Basilisk die in my Field Zone. If I attack with that die and it’s blocked by three character dice, all three of those dice will be KO’d at the end of turn. Even if my Basilisk die is KO’d, all three of those blocking character dice are still KO’d at the end of turn.

Ruling – Ability

Basilisk has an additional ability on its card that says:
“When Basilisk attacks, target opposing character die must block this turn (if able).”

This ability triggers for each individual Basilisk die that attacks, but only when they attack. When a Basilisk die attacks, it will target one opposing character die and that die must block the Basilisk die.

If an ability would prevent a character die from being able to block, then it does not block the Basilisk. This falls under the general game rule of “can’t beats can”, which means any ability that prevents something from happening will overrule an ability that tries to force it to happen.

The Basilisk’s ability does not prevent the opponent from choosing additional blockers. The opponent can choose other blockers to block the Basilisk aside from the forced blocker, but all the blockers will be KO’d at the end of turn because of the Deadly keyword on the Basilisk’s card.

This ability is not optional. If there are legal targets to choose from, the Basilisk must choose a target.

Miscellaneous Card Information

~ Basilisk is a Bolt type character card.
~ It has the Monster affiliation and Evil alignment.
~ It has a max dice of four.
~ This card is an Uncommon and is #58 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There isn’t a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

The Basilisk is a nasty dude. If you pull him in a draft or use him in a limited type event, he could be very problematic for your opponent. He can take out the biggest threat in your opponent’s field, thanks to the Deadly keyword. One downside to this guy is that your opponent will get the chance to reroll the guys you just KO’d on their next turn. When using the Basilisk to clear dice from the field, you want to be sure you’ll benefit from it without helping your opponent – if possible. Letting them reroll a Shriek or DWiz might not be a good idea, depending on what their targets were to begin with.

Basilisk is not expensive to buy, which makes him great for drafts. He’s also got decent defense overall, but that fielding cost is not the best for a character that’s likely going to need to be fielded a few different times in a game. I still think he’s a great draft pick, and possibly even decent for a limited format that uses only D&D sets. His fielding cost is what will likely keep him from seeing a lot of major meta play, but seeing him across from you is not out of the realm of possibility!

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!

Need to look up a card? Be sure to check out DM RetroBox! It’s the best searchable card database I’ve found for when I’m at the computer.

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 Kobold Trap: Greater Trap from the Dungeons and Dragons: Tomb of Annihilation set.

W Kobold Trap, Greater Trap

Ruling – Keywords and Ability

Trap (Place in your Field Zone when used. Send to your Used Pile when triggered.)
Trigger: Your opponent fields an Adventurer character die.
Effect: Purchase one of your character dice with Swarm for free and place it into your bag.”

Keyword Definitions

Kobold Trap has the Trap keyword.  WizKids Keywords Page:
Traps: Traps are action dice that move to the Field Zone when used, and stay there until Triggered. When the criteria of the Trap die’s Trigger is met, you must immediately send the die to your Used Pile and use its Effect.”

The definition for Adventurer can be found on the Keywords page:
Adventurer: Any character with the Experience ability.

How To Use/Trigger This Trap

When you use a Trap die, you place it into the Field Zone. This is considered ‘using’ it for card abilities that reference using an action die. It will only leave the Field Zone if its effect is triggered or another card ability can remove an action die.

When the ability is triggered, you must send the trap to the Used Pile. This is not an optional ability. When a trap is triggered, it will grant you its effect.

When an opponent fields any Adventurer character die, you will trigger all of your Kobold Traps in the Field Zone. For each of your Kobold Traps that are triggered, you can purchase a character die for free, so long as it has the Swarm keyword.

The die you purchase must be from one of your cards, and the die is free, meaning you do not need to spend any energy.

After you purchase the character die, you must put that die into your bag.

Kobold Trap is a non-basic action die. Anything that affects action dice could affect this die. If the effect says ‘Basic Action’, it would not apply to Kobold Trap.

Miscellaneous Card Information

~ Kobold Trap is a Fist type non-basic action card.
~ It has no affiliation, but has the Neutral alignment.
~ It has a max dice of four.
~ This card is an Uncommon and is #74 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There is no official ruling for this card.

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 think this card is great if you use it within the set, or even in a limited Dungeons and Dragons event. All three D&D sets are loaded with great Adventurer cards so it’s likely you would get some use from this card within the D&D IP. I’m not certain it’ll be used much outside of limited constructed or sealed/draft type events though. The major meta doesn’t have any highly used Adventurers except for Dwarf Wizard: Paragon Zhentarim and I’ve seen less of him with the emergence of Shriek: Sonic Beam. I wouldn’t write this card off yet, especially if we see the increase use of an Adventurer card.

We have a limited constructed event coming up this Saturday and the only legal cards for the event are ones from the D&D sets. I’ve been looking at this card for my team so I can use some of the more expensive Swarm characters, like my Stirge: Epic Beast.

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!

Need to look up a card? Be sure to check out DM RetroBox! It’s the best searchable card database I’ve found for when I’m at the computer.

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 Poison Dart Trap: Lesser Trap from the Dungeons and Dragons: Tomb of Annihilation set.

W Poison Dart Trap, Lesser Trap

Ruling – Ability

Trap (Place in your Field Zone when used. Send to your Used Pile when triggered.)
Trigger: Your opponent would roll 2 or more of the same non-NPC character die at the same time.
Effect: Before the roll occurs, place one of those character dice into your opponent’s Used Pile.”

Poison Dart Trap has the Trap keyword.

WizKids Keywords Page:

Traps: Traps are action dice that move to the Field Zone when used, and stay there until Triggered. When the criteria of the Trap die’s Trigger is met, you must immediately send the die to your Used Pile and use its Effect.”

Using this die places it into the Field Zone. It will only leave the Field Zone if its effect is triggered or another card ability removes an action die.

Poison Dart Trap is a non-basic action die. Anything that affects action dice could affect this die. If the effect says ‘Basic Action’, it would not apply to Poison Dart Trap.

When the ability is triggered, you must send the trap to the Used Pile. This is not an optional ability. When a trap is triggered, it will grant you its effect.

The term non-NPC means non-Sidekick. NPC is the wording on Dungeons and Dragons cards that means Sidekick. This applies to Ally characters, which are considered Sidekicks while in the Field Zone.

Poison Dart Trap’s trigger is when your opponent would roll two or more of the same character dice, that aren’t Sidekicks. For example, I have an active Poison Dart Trap and my opponent is about roll three Guy Gardner dice. Poison Dart Trap triggers and goes to the Used Pile. I get to choose one of the Guy Gardner dice and it goes to their Used Pile. My opponent gets to roll the other two.

Miscellaneous Card Information

~ Poison Dart Trap is a Bolt type non-basic action card.
~ It has no affiliation, but has the Neutral alignment.
~ It has a max dice of four.
~ This card is an Common and is #35 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There is no official ruling for this card.

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 like the new Trap keyword, as well as how they clarified when the trap die is actually used. I would like for other abilities, like the one on Cold Gun, to eventually be worded similar to this. That would clarify a lot of confusion over using action die and activating them.

But as for this card’s ability, it’s great against Swarm! You would be able to reduce the number of dice they roll by one, which could be a big deal. Outside of drafting, I’m not sure how much play this card will see. If Swarm characters are a pain and someone has room, they could add this card to see if it helps. It’s not expensive with a cost of three and it only needs to be in the Field Zone.

I’m don’t think this card will see major meta play, but some casual scenes probably will – especially if Swarm is big. This card could be useful in drafts as well, but only if players are drafting multiple copies of a character and using three or four of that character’s dice.

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!

Need to look up a card? Be sure to check out DM RetroBox! It’s the best searchable card database I’ve found for when I’m at the computer.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

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WizKids is cranking out the sets lately! We have another new set, just in time for the Fall WKO season. This set features mutants from all over the X-Men universe – heroes and villains alike! Build your own team of X-Men, Exiles, or Brotherhood of Evil Mutant characters and face off against other Dice Masters!

WizKids has not put the checklist online yet. When they do, you can find it on this page, here. I will update this article when they make the link available.

Box

Promo Card and Pack Insert

W Wolverine, James Howlett

Just like with the Guardians of the Galaxy set, we get an alternate art card as the incentive promo. This is different from the blank sketch variants that we used to get. I really miss the blank sketch variants though and I hope that they bring those back at some point in the future. The art on this Wolverine is pretty amazing though and I’m very thankful to WizKids for giving out free promo cards!

Rules Insert_0001

WizKids has not put the rules insert online yet. When they do, you can find it on this page, here. I will update this article when they make the link available. Make sure to check the WizKids Keywords page to see the current and updated wording on Keyword Abilities.

Gravity Feed
Commons

We pulled 112 common cards; 10 of our commons were foil. We didn’t get any duplicate foil commons. I highlighted the ones we pulled foils of with red text, and the total includes the foil version.

x2     #01     Angel
x3     #02     Avalanche
x3     #03     Banshee
x2     #04     Beast
x3     #05     Bishop
x3     #06     Blink
x3     #07     Blob
x2     #08     Boom Boom
x3     #09     Colossus
x2     #10     Cyclops
x5     #11     Danger Room
x2     #12     Doop
x2     #13     Emma Frost
x2     #14     Havok
x2     #15     Iceman
x2     #16     Jean Grey
x3     #17     Jubilee
x3     #18     Juggernaut
x2     #19     Kitty Pryde
x3     #20     Magneto
x3     #21     Mimic
x3     #22     Morph
x3     #23     Nocturne
x3     #24     Onslaught
x4     #25     Polaris
x3     #26     Professor X
x4     #27     Pyro
x3     #28     Quicksilver
x2     #29     Sabretooth
x3     #30     Sasquatch
x4     #31     Scarlet Witch
x3     #32     Sebastian Shaw
x2     #33     Sentinel
x2     #34     Storm
x2     #35     Sunfire
x4     #36     The Blackbird
x3     #37     The Hellfire Club
x3     #38     Thunderbird
x3     #39     Wolverine
x3     #40     Xavier’s School

Uncommons

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

x1     #41     Angel
x1     #42     Avalanche
x1     #43     Banshee
x2     #44     Beast
x1     #45     Bishop
x2     #46     Blink
x2     #47     Blob
x2     #48     Boom Boom
x1     #49     Colossus
x1     #50     Cyclops
x2     #51     Danger Room
x1     #52     Doop
x1     #53     Emma Frost
x1     #54     Havok
x1     #55     Iceman
x1     #56     Jean Grey
x2     #57     Jubilee
x2     #58     Juggernaut
x1     #59     Kitty Pryde
x0     #60     Magneto
x1     #61     Mimic
x1     #62     Morph
x0     #63     Nocturne
x1     #64     Onslaught
x2     #65     Polaris
x1     #66     Professor X
x2     #67     Pyro
x2     #68     Quicksilver
x0     #69     Sabretooth
x2     #70     Sasquatch
x1     #71     Scarlet Witch
x2     #72     Sebastian Shaw
x1     #73     Sentinel
x2     #74     Storm
x1     #75     Sunfire
x1     #76     The Blackbird
x1     #77     The Hellfire Club
x1     #78     Thunderbird
x1     #79     Wolverine
x1     #80     Xavier’s School

Rares and Super Rares

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

#84     Beast
#86     Blink
#87     Blob
#89     Cyclops
#90     Danger Room
#92     Havok
#93     Iceman
#94     Jean Grey
#97     Magneto
#99     Nocturne
#101     Polaris
#103     Pyro
#106     Sasquatch
#107     Scarlet Witch
#109     Sentinel
#110     Storm

#117     Boom Boom (Super Rare)
#121     Blink In-Betweener (Super Rare)

New Ability Keywords

Awaken – When a die with Awaken spins up 1 or more levels, you may use its Awaken effect. You get to use the effect for each individual die that spins up, so if you have two copies of the same die active and they both spin up, you will get two instances of the effect.

Awaken seems like a really cool ability and lots of cards have interesting benefits when they use their Awaken ability. My favorite of all of them is on the uncommon Jubilee: A Real Firecracker, which I featured in this week’s Confusing Card of the Week article, here. Just like with the Guardians of the Galaxy set’s new keywords, WizKids has put more effort into making sure the description is detailed.

Even with the better keyword descriptions, there are still questions that come up. There has been lots of discussion over whether or not a character die needs to be active in order to use its Awaken effect. Based off their answer to this ruling, I’m of the mind that Awaken will only work if the die is in the Field Zone. Also, if you look a little closer at the wording in the description from the WizKids Keywords page, it says, ‘if you have two copies of the same die active and they both spin up…’ which also leads me to believe that a character die must be active in the Field Zone to use Awaken.

Returning Keywords

Remember to always check WizKids Keywords page for the most recent and updated definitions. There may be other keywords in this set. Not all of the cards have been revealed yet so some of the card text is unknown.

Impulse
Infiltrate
Overcrush
Regenerate

Affiliations

There are returning affiliations and some new affiliations too. Not all of the cards have been revealed yet, so there could be other returning affiliations.

New!

Brotherhood of Evil Mutants
Brotherhood of Evil Mutants

Exiles
Exiles

Returning

X-Men
X-Men

DC Villain Affiliation
Villain

Favorites

Here are several of my favorite cards from my Gravity Feed. Be sure to check out my Gravity Feed Unboxing  and Preview videos to see all of our pulls! You can also find my preview article, here.

Blob

Blob: “Crash” Diet (left) – This guy is going to be a beast in drafts! He’s going to clear out all those troublesome Sidekick walls and clear the way for your attackers. He’s got a ridiculously good purchase cost of three and a TFC of three. His defense stats are really good too so you don’t have to worry about someone pinging him for a few points and KO’ing him. It’s gonna take a little bit more to get rid of him.

Blob: Nothing Moves the Blob! (center) – All the Blobs are just silly good with their inexpensive purchase costs. This one costs four, but rightfully so. He captures any target opposing character die for as long as he’s in the field. Each Blob you field is gonna snatch up another dude and they’re not getting free until he’s gone. That’s just absolutely amazing.

Blob: Appetite for Destruction (right) – I like the other two Blob cards a lot, but this one takes the cake! Well, probably the whole bakery – he is the Blob after all. This card stops the purchase and fielding of any opposing card! That could be an action, basic action, or character card, and that’s ridiculous! Sure, he can fall victim to DWiz and Shriek – but he’s still so good! And he’s another Blob that works as long as he’s active and with a defense like his, your opponent better hope they have an answer or one of their cards is getting locked out!

Boom Boom

Boom Boom: Time Bomb (left) – Her name says it all. She’s another direct damage character that only needs to be active when you use a Basic Action Die to deal damage to your opponent or a character die. Storm: Extra Lighting might have just got replaced on teams that use Unstable Canister. Boom Boom has a TFC of four which is painful to think about, but once she’s out there, she’s working for you. She has a low defense and can easily be pinged out of the field, but that makes your opponent waste their resources to get rid of her instead of buying s die they need.

Boom Boom: Mutate 35 (center) – This Boom Boom is another one that needs to be active, but she deals damage to your opponent the first time you use a Global each turn – that’s one on your turn and one on your opponent’s turn. She’s also inexpensive to purchase and can be a serious headache for anyone playing against her.

Boom Boom: Meltdown (right) – Here’s a Boom Boom I can get behind. She deals one damage to your opponent for each of your active characters when you field her. Sure, you need several different dudes, but there are plenty of cheap ones that are easy to buy and field, and she’s also a cheaper character. That makes purchasing multiples of her easy and even with that scary fielding cost, you’re gonna get your ‘bang’ for your buck.

Danger Room

Danger Room: Training is Key (left) – This is a great way to potentially clear your opponent’s field of a Sidekick wall, making this card a great draft pick if you don’t see that common Blob. It could also potentially get rid of characters that are in your way or ones that have kidnapped some of your dice. Danger Room does cost four to buy, so it’s not cheap, but it’s totally possible in drafts.

Danger Room: Housing Hidden Perils (center) – This Danger Room is gross with Unstable Canister or any card that does at least one damage to all opposing character dice, like the common Jubilee: Life on the Streets. I didn’t feature her, but her Awaken ability deals one damage to all opposing character dice. Talk about a combo field wiper! If you’re lucky enough to get these two cars together, you’ll never have a problem getting damage across to your opponent!

Danger Room: Flame-Throwers and Rotating Knives (right) – Oh my Pinkie Pie. Hello Norman Osborn: Don’t Call Me “Gobby”! combo card! This is just silly. It makes every character die in the field a Villain and ‘Nobby’ (as he’s called) deals one damage to your opponent for each Villain character die in the field – yours and your opponent’s. Sure, the Global is cool, especially if you have a Villain that does something when they take damage, but this Danger Room is likely going to be Nobby’s new home.

Scarlet Witch and Emma Frost

Scarlet Witch: Careful What You Wish For (left) – This Scarlet Witch could end up seeing some meta play if action dice keep going the way they are. Not only does she stop your opponent from rerolling the actions that land on an energy face, but she forces them to reroll any actions that land on an action face. There definitely needs to be a clarification on this card though. It’s not clear if they continue to reroll the action dice until the die lands on energy or if the opponent is simply forced to choose those action dice as dice to reroll. I would rule in favor of the latter because she says that they must reroll the action dice during the Roll and Reroll Step, which leads me to believe that she works similar to Black Cat: Possessive. Check with your TO’s on this one!

Scarlet Witch: Reshaping Reality (center) – I really like this Scarlet Witch because she helps you set up your characters with Awaken before you field them. If you roll a Jubilee on level three, you can spin her down a level and then place her in your Reserve Pool. This ability also helps if you really need a character on a particular face for a burst ability. I think this Scarlet Witch is a handy utility card for specific teams, but I doubt she’ll be a big meta card. She doesn’t trigger Awaken abilities since the dice are not in field when they’re being spun.

Emma Frost: All That Glitters (right) – I really like this Emma Frost, even though she only prevents the first point of damage each turn. That’s a whole point of damage that could be enhanced by a Cosmic Cube. And while there isn’t a ruling on this officially, I believe the Cosmic Cube only enhances the damage if it’s actually dealt. If it’s prevented, there isn’t any damage to increase, so this Emma Frost could potentially save you three points of damage that’s coming from King Black Bolt’s ability. I like her more for drafts and casual play though, where I think she’s be more useful.

Mimic Banshee The Blackbird

Mimic: Borrowed Talent (left) – I love this Mimic! I can copy a Sidekick die with his ability because his ability doesn’t specify non-Sidekick character die. If he’s copying a Sidekick, then every time either player fields a Sidekick the turn he’s fielded, I get to prep two dice from my bag! This is likely going to be my go-to card for ramp in a draft, or possibly casual play too. I’d like to see if Mimic has what it takes to find a foothold in competitive play.

UPDATE! Rulings just came out for this card. I did a strike through on the text that is not accurate. Here are the rulings, Morph and Mimic. Morph’s ruling mentions this Mimic.

Banshee: Fallen Hero (center) – This Banshee makes me smile. He’s daring you to use that Cosmic Cube. You won’t take one damage when you do – you’ll take three! It may not be a huge amount of damage, but if they’re using multiple Cubes in a turn, they may want to rethink that. He does that damage even if they put a Cold Gun or any other Continuous die into the field. He can be popped out of the field fairly easily, but it still makes the opponent choose between using resources to get rid of him, or using those resources for something else.

The Blackbird: Under the Radar (right) – The Blackbird is a card that’s likely going to be used primarily for its Global. Rightfully so! I can’t say if it’ll be meta or not, but I wouldn’t rule it out. If your opponent wants to stop you from using this Global on one of their Globals, then they have to waste an energy every turn to shut down Blackbird’s Global. That’s energy that likely needs to go somewhere else. If they don’t do it, they’re losing a Global that they obviously have for a reason. Or you can use it on one of your own Globals that you don’t want them to have access to on their turn. For the Golden Age meta, this card has the potential to be really good.

Hellfire Club Polaris Blink

The Hellfire Club: Members Only (left) – This is where Jessica Jones: Ladies’ Night likes to hang out. I’m itching to try that build and fully plan to do so on Saturday. You use Hellfire Club to KO everything except your big nasty, then field any characters you may be holding in your Reserve Pool, and then go in for a big hit! It cost four to buy, but it’s totally worth it! You can even add this on a team with Infiltrate characters if you don’t have the super rare Angela from the Guardians of the Galaxy set so you can get that Infiltrate damage in and still have blockers.

Polaris: Mistress of Magnetism (center) – Polaris is the ultimate card to pair with any Awaken card. Throw in a cheap shield type character or the rare Cyborg: Technis Imperative and keep a shield energy handy. I’m totally building a team with Polaris and uncommon Jubilee, so I can easily get Jubilee back into my field at level one. She definitely has other uses, but she goes so well with this set’s featured keyword.

Blink In-Betweener: Agent of Order and Chaos (right) – I like to feature any super rare cards I pull, whether they’re good or not. Like many of the Max 1 cards (What If?, White Lanterns, and Black Lanterns), Blink is overpriced for what she does. Not only is she a Crossover character but she also has the stipulation on her purchase which makes her that much harder to purchase. And I absolutely dislike When Fielded abilities on Max 1 characters. If you can get her ability to work for you, it would be cool. As a collector, I adore this card for the aesthetics and I’m happy to have her in my collection.

Final Thoughts

Fave Dice

There are lots of pretty dice in this set. It was hard to narrow it down, but I did… to six. I really love the rainbow sparkle swirl that Scarlet Witch’s die has. It’s really hard to see, even up close in person, but I tried to catch it in a picture. Kitty Pryde and Blink have gorgeous translucent colors, which I tried very hard to capture as well. Sentinel and The Blackbird both have a shimmer swirl type die and the colors are very pretty. Jubilee’s die is so cute! I love the pink-red firework icon on the yellow background of the die. One of my favorite things to do with a new set and sit and study all the new dice. I’ve never enjoyed it as much as I have with the dice in this set.

Not only are the dice pretty, but the selection for the card art is excellent as well. There is a nice variety of art styles and all of the characters are represented well. The only art selection that I don’t like is Scarlet Witch. And it’s not because the art is bad, it’s because it’s too similar to the Scarlet Witch from the Deadpool set.

The set overall seems to have some interesting card abilities and maybe even some cards that could see major competitive play. With every new set, I usually have several cards that I don’t like at all. It’s not like that with this new X-Men set. I even like the Sentinel cards, though they won’t see any major competitive play. This set looks like a great set to draft with because there are so many cards that work together or work off of each other. There are also lots of inexpensive characters with decent abilities and I can’t wait to get these cards onto constructed teams too!

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Bronze Dragon: Apprentice Dragon from the Dungeons and Dragons Faerûn Under Siege Starter set.

W 02 Bronze Dragon, Apprentice Dragon

Ruling – Anti-Breath Weapon Ability

“When a character die with Breath Weapon X attacks, you may pay X energy to prevent that damage.”

Breath Weapon:
“When a character die with Breath Weapon X attacks, you may pay X energy. Deal X damage to your opponent and all of their character dice. You may use multiple Breath Weapons in a turn, but only one per character (no matter how many copies of that die are attacking).”

This ability is a reactive type ability, meaning it can only be used if the triggering effect has been used. Anti-Breath Weapons will only work if a Breath Weapon has been activated by a player. You can use an Anti-Breath Weapon on your own Breath Weapon attack.

The energy used to pay for the Anti-Breath Weapon does not need to be a specific type. You can use any energy to activate this ability, unless a card effect would state otherwise.

You can use this ability as many times as you have the energy to pay for it. Unlike Breath Weapon, Anti-Breath Weapon does not state that it can’t be used more than once from a single character die.

When a character die with Breath Weapon attacks, you must be able to match the amount of energy to prevent that damage. For example, if my opponent attacks with a character die that has Breath Weapon 2 and activates it, I must be able to pay two energy to activate my Anti-Breath Weapon. If I only have one energy, I can’t activate my character die’s Anti-Breath Weapon against a Breath Weapon 2.

You can’t spend more than the amount spent on the Breath Weapon for Anti-Breath Weapon. For example, if I have two mask energy in my Reserve Pool and my opponent activates a Breath Weapon 1, I can only spend one of my mask energy for Anti-Breath Weapon. The only exception to this are dice that are not able to spin down to a single energy face, such as a basic action die’s generic energy face. You would use one of that energy for the Anti-Breath Weapon and the other energy would be lost because the die can’t spin down. However, you could use both of the energy for multiple Anti-Breath Weapon abilities if there are multiple Breath Weapon abilities activated. For example, I have a basic action die showing two generic energy in my Reserve Pool. My opponent attacks and activates two different Breath Weapon 1 abilities. I can spend the two generic energy to activate my Anti-Breath Weapon ability twice.

Ruling – Ability

Bronze Dragon has an additional ability that could affect the amount of energy you have to spend to activate Anti-Breath Weapon for your Bronze Dragon die. The ability is a burst ability, and it’s only found on the level three face of Bronze Dragon’s die.

Any level three Bronze Dragon die will allow you to pay one less energy to activate their Anti-Breath Weapon ability. For example, A Bronze Dragon with the burst showing, will allow you to spend one energy instead of two to activate their Anti-Breath Weapon 2.

If the Breath Weapon is a Breath Weapon 1 and you have a Bronze Dragon die on a burst face, you do not need to pay to activate that die’s Anti-Breath Weapon.

This ability is not optional and will automatically reduce the amount of the Anti-Breath Weapon.

Miscellaneous Card Information

~ Bronze Dragon is a Mask type character card.
~ It has the Monster affiliation.
~ It has a max dice of four.
~ This card is an Common and is #2 of 142.

Official Sources

WizKids Official Rules Forum (WORF)
There isn’t a ruling for this specific card.

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 don’t think Anti-Breath Weapon gets the love it deserves and that’s likely because Breath Weapon is not widely used. If there were meta teams that actively used Breath Weapon, we would see an increase in the use of Anti-Breath Weapon. Maybe the upcoming D&D set will feature some nastier Breath Weapon dudes, or more versatile Anti-Breath Weapon dudes.

Overall, the die stats for Bronze Dragon aren’t the terrible and the purchase cost is average for a character with beefy defense. This particular version is from the FUS Starter, but there is another version in the set. That cost one more, but in a D&D draft, he’s almost a must have. There are too many viable dragons with Breath Weapon in both sets to pass up the Bronze Dragon from the set.

If you’re playing a D&D only type format, I would highly recommend adding this card to your team, for all the reasons stated above.

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!

Need to look up a card? Be sure to check out DM RetroBox! It’s the best searchable card database I’ve found for when I’m at the computer.

Roll on, Dice Masters!