Posts Tagged ‘Killer Frost’

Greetings Fellow Dice Fans!


We had a constructed event with a twist for tonight’s OP Event. Everyone was required to play a ‘Cold’ themed character or Non-BAC on their team. I chose to add Killer Frost: Coldsnap to my Gandhi team for this event.

My Team


You can find my team here, on DM Retrobox.

I love my Gandhi team because if it works the way it should, the characters on this team never attack. I’ve had this team for a long time now, just tweaking a few things here and there. Rip, PXG, and Blue-Eyes are all utility cards. Colossus is my win condition and Wonder Woman helps the win condition along. Elf Thief is a cheap Mask character that has an awesome ability, makes for great BEWD food, and can also feed Wonder Woman’s ability. I added Killer Frost for tonight and never had a chance to use her. I had hoped that she would come in handy to force a troublesome character into my opponent’s bag. I originally was going to use either Beast: Genetic Expert or Bane for his taunt, but when I thought about it, Multiple Man seemed like a better idea. His purchase cost, Swarm, and Max Dice were all major bonuses. Blink is on the team for the Global, to push back those heavy hitting characters and since this team isn’t concerned with attacking, it’s really only me that benefits from the Global. Big Entrance was just a default choice for me and could possibly help me get my Colossus a little cheaper. It would also help me get my Multiple Man dice for one Mask energy and add them to my bag.

Round One


Round one I had to face off against a Guy Rush team. I was fairly certain I wouldn’t win this match, but it wasn’t as much of a train wreck as I thought it would be for me. The Multiple Man dice that I kept on energy faces helped me Blink his Guy’s back and keep them in check while I tried to build up to my Colossus. I was able to defend myself really well with blockers and Blink and it came down to a single turn. I was at two life and my opponent was at twelve. I rolled all but one of the characters I needed for Colossus’s ability. My opponent was at two life now along with me. It came down to my opponent’s last turn. He needed to roll several characters to get past my blockers and Blink energy. He rolled plenty of characters and then purchased a Morphing Jar and fielded a Miri to add that extra punch. It was such a close game and without Blink, I would have been annihilated early on. I didn’t think my team would do well against an aggro team since it’s much slower. I was very pleased with the performance of my team.

Record after Round One: 0-1-0

Round Two


I knew just by looking at this team that I was probably in for a world of pain. I felt like I possibly had a chance defending myself with Blink. Blink is the bane of any Overcrush team, and it was definitely my savior here. My opponent had several rough turns where his Wolverine dice refused to roll character faces for him, but he played around it really well by KO’ing his Lady Bullseye and using Beholder’s Global to keep his Hulk Out stashed. The pressure he was putting on me kept me from being able to purchase extra characters, like Killer Frost. Every time I wanted to buy one, I couldn’t because I knew I’d need the Masks I had for Blink. It came down to the wire with this game too, but in the end I rolled up the characters I needed for Colossus’s ability to gain me a victory. This game was all about blocking vs not blocking and what characters to Blink. There were a few times I considered keeping a Bolt to KO the character that Lady Bullseye targeted, or even KO a character that was forced to block so that I wouldn’t get hit with a trillion bazillion damage.

Record after Round Two: 1-1-0

Round Three


Once again, I found myself sitting across from Mr. DDK. We always seem to end up playing against each other, and this game was possibly going to decide first place. He was the only player that was undefeated and I was 1-1 with decent tie-breakers. But I knew I had an uphill battle against his Bat-Bomb team. He had built it as a Prime team, but forgot one of his BACs. I know how good Bat-Bomb can be so I knew what I needed to do – buy all the Multiple Man dice and Blink his Dick Grayson back. Oracle was such a pain! It took me forever to get my purchases set up, but I had all six Multiple Man dice cycling through my bag or fielded. Even with Oracle, I was able to Blink Dick Grayson while blocking other characters, and still PXG once or twice. That was definitely thanks to Multiple Man who was my MVP for this event (excluding Colossus – since he is the reason I won twice). Mr. DDK would KO Alfred with my BEWD and use Bruce Wayne’s ability to take out my Multiple Man dice so that I couldn’t benefit from Swarm all the time. That was definitely a good move for him, but I did eventually end up winning with five Multiple Man dice at level two or higher with a level two Colossus in the Field Zone.

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

Final Thoughts

My tie-breakers boosted me to first place tonight, but every game was down to the wire and every game demanded a strategic plan just to stay alive. One mistake and that would be it – game over. I made a few mistakes in my first match and it cost me dearly. Killer Frost would have been a huge benefit in that particular game and I never purchased her. I love my Gandhi team and I wish I could make it work in a more serious competitive like a WKO, but it won’t work because of how slow it is to set up. I don’t know when I’ll play this team again, but it’ll likely go through another minor change or two between now and then. I’m thinking about keeping Multiple Man on the team and putting Oracle: Master Investigator in the place of Killer Frost. I hate playing the Lottery, so I definitely don’t want to put Parallax on this team. I already rely too much on Globals to make this team work, so I don’t want to add another. I just love playing a team that never attacks and never uses Actions to damage my opponent. Colossus is a unique character and I’m just happy I can make him work in a casual setting.

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!


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


Ruling – Ability

Killer Frost’s ability says that when a Non-Villain character die KO’s her, the die that KO’d her is added to its owner bag. The die that KO’s her must not be a Villain, but it can KO her with combat damage or ability damage.

Global Abilities are not considered character abilities and unless the Global specifically states that the character is the source of the damage, Globals will not trigger the ability on Killer Frost. One example of this is Blue-Eye White Dragon: Monstrous Dragon’s Global. That Global KO’s a character you control, but it’s not the character die that’s using the Global, it’s the player.

There are other abilities that KO a character that do not trigger her ability. Fabricate is an example of one of those abilities. When a player KO’s their Killer Frost die for a Fabricate ability, it’s not the character die KO’ing Killer Frost, it’s the player KO’ing her.

Characters that deal damage with an ability, like Green Arrow: Oliver Queen, will trigger her ability. If the damage from his ability is enough to KO Killer Frost, then the Green Arrow die that KO’d her will go it’s owner’s bag.

If Killer Frost is KO’d by a character’s combat damage (either blocking or blocked), that character die will go to the owner’s bag. If the character die that KO’s Killer Frost is also KO’d, that character die would go to the owner’s bag instead of the Prep Area.

Character dice that aren’t KO’d and are sent to their owner’s bag by Killer Frost’s ability are not considered to be KO’d, because the card does not state that those character dice are KO’d by her ability. They are moved to the bag.

Affiliations and Types

Killer Frost: Coldsnap is a Mask Character and has the Villain affiliation. This card also has a Max Dice of four.


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:
Killer Frost KO’d by Combat Damage

~ I have a level one Killer Frost and my opponent has a Non-Villain character die with 3A/3D in the Field Zone.
~ (Attack Step – Assign Attackers) My opponent attacks with their character, moving it into the Attack Zone.
~ (Attack Step – Assign Blockers) I assign Killer Frost as a blocker, moving her die in to the Attack Zone and placing it in front of the die she’s blocking.
~ (Attack Step – Actions and Globals) Active player doesn’t use any Action Dice. Neither player uses Globals.
~ (Attack Step – Assign and Resolve Damage) My opponent’s character assigns three damage to Killer Frost. Killer Frost assigns one damage to the character she’s blocking.
~ (Attack Step – Assign and Resolve Damage) Killer Frost will take a total of three damage, which is more than enough to KO her. The character she blocked will take one damage, which would not KO it. Her ability checks that the character die that KO’d her is not a Villain, and then that character is sent to my opponent’s bag.
~ (Clean Up) My Killer Frost die that was KO’d by damage from an attacker is sent to the Prep Area. All dice that are Out of Play are sent to the Used Pile.

Example Two:
Killer Frost KO’d by Ability Damage

~ I have a level two Killer Frost in the Field Zone.
~ (Main Step) My opponent has two level one Green Arrow: Oliver Queen characters and two Fist energy in their Reserve Pool.
~ (Main Step) My opponent spends one Fist energy (moving it Out of Play) to field one of the Green Arrow dice, choosing my Killer Frost as the target of that die’s ability. Killer Frost takes two damage, but is not KO’d.
(Main Step) My opponent spends one Fist energy (moving it Out of Play) to field the other Green Arrow die, choosing my Killer Frost as the target of that die’s ability. Killer Frost takes two damage and is KO’d by that die’s ability.
~ (Main Step) Killer Frost is moved to the Prep Area and the second Green Arrow die is moved to my opponent’s bag. The first die is not moved because it did not KO Killer Frost.

Example Three:
Using the Global on Blue-Eyes White Dragon to KO Killer Frost.

~ (Main Step) I spend one Bolt energy (moving it Out of Play) and KO Killer Frost to use the Global on Blue-Eyes White Dragon: Monstrous Dragon.
~ (Main Step) Killer Frost’s ability does not do anything because I KO’d her, and not a character die.

Example Four:
Character die that KO’s Killer Frost is also KO’d .

~ I have a level one Killer Frost die and my opponent has a level one Green Arrow: Oliver Queen die in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Killer Frost die as an attacker, moving her into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns Green Arrow to block Killer Frost, moving their Green Arrow die into the Attack Zone and placing it in front of Killer Frost.
~ (Attack Step – Actions and Globals) Active player doesn’t use any Action Dice. Neither player uses Globals.
~ (Attack Step – Assign and Resolve Damage) Killer Frost assigns her one damage to Green Arrow’s one defense. Green Arrow assigns his four damage to Killer Frost’s two defense. Both characters will are KO’d. Killer Frost’s ability triggers and checks that Green Arrow is not a Villain. Green Arrow is moved into my opponent’s bag.
~ (Clean Up Step) My Killer Frost die that was KO’d by her blocker is moved to the Prep Area.

Official Sources

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

You can find a ruling here, stating that Globals are not character abilities.

Page 10-12 of Civil War Rulebook details the Attack Step and Clean Up Step (where dice that are KO’d are then moved to the Prep Area).

Competitive Play Rating

I don’t see this card making it into any major competitive scene. She’s got a cheap TFC of one, decent defense on level two and three, and she’s a cheaper Mask character – but her ability probably isn’t going to be that useful in the current major meta. Bag manipulation is one factor in my rating for her. It’s way too easy to set your bag up or correct a single die error in a split second with the current cards available in the meta. Her ability isn’t terrible, but it’s just not good enough for current competitive meta. Another factor for my rating is that there are cheaper characters with better fielding costs (Elf Thief: Lesser Harper jumps immediately to mind) that make themselves just as useful or more-so in current team builds.

Killer Frost: Coldsnap gets a competitive play rating of one out of five stars.
1 Star

Casual Play Rating

In a casual setting where players use more characters and less competitive shenanigans, Killer Frost could very easily find a home. She can be very confusing for some players that are just starting out and learning how certain abilities like Fabricate work or they become exposed to direct damage Globals. But once a player becomes more familiar with the basics, they could possibly find a use for Killer Frost. In a casual setting, players are less likely to come across some of those more confusing scenarios. Her purchase cost, fielding costs, and stats are fantastic for a beginner. She’s also a perfect teaching tool for those tricky abilities and Globals. I could definitely recommend Killer Frost for any player of any skill level.

Killer Frost: Coldsnap gets a casual play rating of four out of five stars.
4 Stars

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Roll on, Dice Masters!