Posts Tagged ‘Marvel’

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Colossus: Armored Up from the Marvel Deadpool set.

W Colossus, Armored Up

Ruling – Ability

Colossus has a When Attacks ability. This type of ability will trigger only when the character’s die is assigned as an attacker and will also trigger from each of that character’s attacking dice. For example: I attack with two Colossus dice. Each die trigger’s the When Attacks ability.

Colossus’s ability says that when his die attacks, any character that would be assigned to block, must first take two damage.

This ability has a very odd timing window in regards to how the Attack Step works. In the Attack Step, you assign your attackers first and after each attacker has been assigned, any When Attacks abilities will trigger. This is where Colossus’s ability will trigger. However, the damage will not be dealt at this time.

After assigning attackers, blockers are assigned. Because of Colossus’s ability, before a character die can be assigned to block, it must first take two damage. The defending player will choose a character die that they want to assign as a blocker, but before assigning that die, it’s dealt two damage. If the die survives the two damage, the defending player can then assign it to an attacking character die as a blocker.

Damage accumulates on character dice and when they have accumulated damage equal to or greater than their defense, the die is KO’d. Damage does not reduce the character die’s defense value.

Colossus’s ability does not target and it does not deal damage to all dice in the Field Zone. It only affects a die that would be assigned as a blocker – not dice that could be assigned as blockers.

Colossus’s ability is not optional. It automatically triggers when he attacks and will automatically affect any die that would later be assigned as a blocker.

Colossus’s damage will happen before the blocker can be assigned. When Blocks abilities will not trigger until the character that’s being assigned to block has survived the damage from Colossus and is then assigned as a blocker.

Character dice that are being assigned as blockers do not need to block Colossus specifically. His ability says it affects any character die that would be assigned to block – meaning his ability would affect a die that is being assigned to block any attacking character die.

Miscellaneous Card Information

~ Colossus is a Fist type character card.
~ He has the X-Men affiliation.
~ He has a max dice of four.
~ This card is a Rare and is #89 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:
Attacking with two Colossus dice.

Game State
~ I have two level one Colossus dice (5A/5D) in the Field Zone.
~ My opponent has a Sidekick and a level two character with 1A/6D in the Field Zone.
~ I am entering into my Attack Step.
(Attack Step – Assign Attackers)
~ I assign my two Colossus dice to attack, moving them into the Attack Zone.
~ Colossus’ When Attacks ability is triggered. Damage is not done to any dice yet.
(Attack Step – Assign Blockers)
~ My opponent chooses to block with their Sidekick and their other character die, but before they can be assigned as blockers, they must each take two damage from each Colossus die.
~ The Sidekick takes four damage and is KO’d. My opponent places the die in their Prep Area.
~ Their other character die (1A/6D) will also take four damage, two from each Colossus die. Their character is not KO’d and can now be assigned as a blocker.
~ My opponent assigns their remaining character to block one of my Colossus dice. They move their blocker to the Attack Zone and place it in front of the attacking Colossus they want to block.
(Attack Step – Assign and Resolve Damage)
~ My blocked Colossus die will assign five damage to the character die blocking it. That character has previously accumulated four damage and it will be KO’d.
~ The blocking character assigns one damage to the Colossus it’s blocking. This is not enough to KO my Colossus die.
~ My unblocked Colossus die will deal five damage to my opponent’s life total and then move Out of Play.
(Clean Up)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area. My opponent’s blocker will be moved to their Prep Area.
~ Characters blocked, but not KO’d are removed from the Attack Zone, but stay in the Field Zone. The Attack Zone is part of the Field Zone, but only attacking and blocking characters can be in the Attack Zone. My Colossus die will be removed from the Attack Zone and placed back into the area labeled as the Field Zone.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability).
~ All damage is cleared.
~ End of turn abilities will resolve.
~ My turn is now over and my opponent’s turn will begin.

Official Sources

WizKids Official Rules Forum (WORF)
WORF doesn’t have an official ruling on this card yet.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

Mr. DDK brought this card up to me in a conversation a week or so ago. I thought is was a very interesting card and I realized just how weird and confusing his ability could be. While I like this ability, it could be a problem against certain characters that have abilities that trigger from them being damaged, like Babs, Hulk, or cards with the Vengeance Keyword. This is definitely not my type of card, but Mr. DDK thought it was kinda neat. It practically shuts down the Sidekick blocker walls.

I don’t think this card has a place in the major metas, mainly because of his cost, but also largely because his ability could backfire on you if your opponent has a card like Babs (which is very popular!). I would love to see someone come up with an interesting use for this card and if you do or you already have, please feel free to share!

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!

 

It’s time for another Top List article! It’s been a while since I’ve done one of these, and this one was suggested by John P. on Facebook.

To celebrate my 100th Confusing Card of the Week article, all of the cards on this list have a collector number of 100 from their respective sets. I was really surprised to see how many good cards were on this list. There is a mix of uncommon and rare cards from ten different sets. But wait, there are currently fourteen sets released that have a #100 card, so what about those other four? Well, they just missed the mark and will end up on the ‘Honorable Mentions’ list.

Now, remember, I’m only comparing the card abilities, stats, etc. of these cards with each other. I am not comparing their other versions.

I based my list off of several different criteria:
~ Is the purchase cost even with the stats and ability?
~ Are the stats in line with the ability?
~ Is the ability useful or is it too situational?
~ Would I play this card today?
~ Can I use this on any team or does it require a specific build?
~ Are the dice pretty? Just kidding! I do like pretty dice, but it’s not necessary.

And by the way, thank you RetroBox. I love using your website. It makes my research go so much faster! I think your site is one the most visited sites on my computer.

Let’s kick this off with the four cards that just missed that tenth place spot.

Honorable Mentions

14. Captain America: Superhero from Uncanny X-Men

W Captain America, Superhero

Heroic: When fielded, Captain America may pair up with a different Heroic character until the start of your next turn. While Captain America is paired up, he and his partner each gain +4A and +4D.

So, not the worst Heroic ability, but it’s Heroic…

13. Rhino: Persistent Vengeance from Amazing Spider-Man

W Rhino, Persistent Vengeance

When fielded, you may KO target Sidekick. Send it to the Used Pile. If your opponent’s Spider-Man is active, you may do this twice instead.

This guy costs too much for his ability.

12. Drow Assassin: Paragon Humanoid from Battle for Faerûn

W Drow Assassin, Paragon Humanoid

At the end of the attack step, knock out all adventurers engaged with this character.

His ability is too conditional for most games where there are very few Adventurers used. Though, he is great for in set games. But that’s not enough to make my top ten list.

11. Black Widow: Killer Instinct from Avengers VS X-Men

W Black Widow, Killer Instinct

When fielded, spin one target opponent’s character down to level 1.

Back in the day when all we had was AvX to use, she was great if you didn’t have Tsarina. I even used her instead of Tsarina on several occasions, but now, she seems a little lack-luster compared to the rest of these cards. She does make the top of the ‘Honorable Mentions’ list though!

Top Ten of the 100’s
10. Spectre: Blinded By Sin from War of Light

W Spectre, Blinded By Sin

While Spectre is active, all character dice except Spectre must attack each turn.

So if you’re using this card, you’re likely only buying and fielding this guy. His ability keeps all of those nuisance characters out of the field, unless he’s blanked by a DWiz or the Shriek that’s coming in the Maximum Carnage Team Pack. But, if they’re blanking him, they aren’t going to be able to blank your other dudes! He could be a great decoy, or a great back up win condition. I would say that your team needs to be built around this card and the contingencies that come with him in order to make the team viable. That’s one of the main reasons he’s sitting at the number ten spot. But I still feel like he’s more fun to use than the cards on the Honorable Mentions list.

~ Is the purchase cost even with the stats and ability?
They’re about average.
~ Are the stats in line with the ability?
Sure.
~ Is the ability useful or is it too situational?
I would say it can be useful.
~ Would I play this card today?
Maybe.
~ Can I use this on any team or does it require a specific build?
I would definitely say that he needs a specific team.
~ Are the dice pretty?
They’re okay. They’re easy to read, which is good.

9. Jay Garrick: Guardian of Keystone City from Green Arrow and The Flash

Jay Garrick, Guardian of Keystone City

While Jay Garrick is active, the first time you field a BOLT or SHIELD character die each turn, you may take 1 damage and move a die from your Used Pile to your Prep Area (2 dice if the character is BOLT and SHIELD).

Why is this guy better than the many that came before him? Because he’s cheaper to purchase and field, and his ability works with lots of characters in the game. I don’t like that I have to take damage to move the die from my Used Pile to my Prep Area, because life is a very important resource and if I were going to spend it on something, it’s gotta be good. I could see someone pairing this card with Vicious Struggle, but there are better methods for making that Action lethal. I think he’s a good alternative to Reclaim, if you really need your BAC slots, but you need a way to mitigate that damage. I don’t see this card on any Rush/Blitz type teams because if you’re buying a four cost Jay Garrick, you’re not buying your two and three cost rush characters.

I think this card has some potential, but it’s not overflowing with it. I think he’s a good casual play card, but I don’t see him making any competitive lists anytime soon. Maybe a pilot out there can find a good use for him.

~ Is the purchase cost even with the stats and ability?
I think his purchase cost is okay, but since he’s a crossover character, I think his level three fielding cost could have been a one instead of a two.
~ Are the stats in line with the ability?
Since you want him to stay active, his defense is great.
~ Is the ability useful or is it too situational?
It’s useful for what it does.
~ Would I play this card today?
Better than a maybe – possibly.
~ Can I use this on any team or does it require a specific build?
I don’t think I’d slap Jay on any team of mine, but I think he needs a more fine-tuned build. I don’t think he needs a team dedicated to his ability though.
~ Are the dice pretty?
They’re one of my favorites from Green Arrow and The Flash. I love them!

8. Taskmaster: Mimic Anyone from Civil War

W Taskmaster, Mimic Anyone

When Taskmaster blocks or is blocked, change Taskmaster’s A and D to match that of any target character die in the Field Zone until end of turn. (Each Taskmaster die may target a different die.)

I think this ability is interesting for various levels of play. You could change his stats to help keep him alive, or change them so he’s KO’d. Putting him on a team with dice that have stats like Hulk or Thanos is great, but you want to use a force block Global like Wasp: Fashionista or Giant Spider: Greater Beast to get the use of his ability. Then you want to give him Overcrush so he can deal damage over the blockers.

The more I look at the card, the more unusual he becomes. I would love to see a team build with him that makes the most of his ability. Feel free to share one in the comments if you’ve played him and like him!

~ Is the purchase cost even with the stats and ability?
Stats – yes. Ability – depends.
~ Are the stats in line with the ability?
Hard to determine that really.
~ Is the ability useful or is it too situational?
It’s useful, but also situational. I don’t think it’s too situational, because you can manipulate the conditions of his ability on that card with a Global.
~ Would I play this card today?
Maybe, it’s not really my kind of card.
~ Can I use this on any team or does it require a specific build?
He could be added to any team really. His ability is reliant on other card abilities.
~ Are the dice pretty?
Definitely not. I don’t like the color and his die image is just, okay.

7. Solomon Grundy: Died on a Saturday from Justice League

W Solomon Grundy, Died on a Sunday

KO any character of a lower level engaged with Solomon Grundy after damage is dealt.

I like his ability, but I don’t like that I feel I need him on level three all the time. I would not recommend using a Global like Mutation/Polymorph or Giganta because then your opponent can just spin their dudes up to save them from Grundy’s ability. His ability is great if you pair it with Wasp: Fashionista or Giant Spider: Greater Beast.

Those Globals help you get specific characters dice out the field wither through combat damage or Grundy’s ability. And I guess if he’s KO’d while level one or two, it’s not so bad because he could come back next turn at level three.

He also makes for a great blocker, because his stats are good and if he blocks a character with bigger stats on a lower level than his, he can still take them out. He’s not a far reach with his purchase cost either, which is a plus.

~ Is the purchase cost even with the stats and ability?
I think it is for the most part.
~ Are the stats in line with the ability?
I would like to have seen maybe one more point of defense on all his levels for better survival against multiple blockers, but overall I think it’s fine for single blockers.
~ Is the ability useful or is it too situational?
It’s definitely useful, espicially when paired with a force block card. It’s situational only in that it affects lower level character dice, so you want him on level three if at all possible.
~ Would I play this card today?
Most likely.
~ Can I use this on any team or does it require a specific build?
You could actually put this card on any team with a force block and he would do well. You definitely don’t need the force block, but it helps.
~ Are the dice pretty?
Yuck – no way. But they fit his character, so no real complaints. I think a pink sparkly die would look out of place with him. I like his image though!

6. Killer Croc: Out of the Depths from Batman

W Killer Croc, Out of the Depths

When fielded, KO all level 1 and 2 character dice with A less than Killer Croc.

So why did this guy beat out the other four cards and make my top ten? His ability paired with his stats could wipe an opponent’s entire Field Zone. His purchase cost is expensive, but I would pay that price to wipe their Field, leaving them open for an attack. This card is easily paired with Small Step for Man from the Superman Wonder Woman Starter.

W Small Step For Man, BAC

This puts all characters in the Field Zone at level one, but when you field your Killer Croc, you’re likely taking out all of their characters. You can use a Global like the one on Giganta: Standing Tall to spin your surviving character dice back up. This card has potential and possibilities – it only needs the right pilot and the right build to make it happen.

~ Is the purchase cost even with the stats and ability?
Absolutely. If he was a six cost – he’d be too good.
~ Are the stats in line with the ability?
Totally. At level one, you’re KO’ing all opposing level one and two dice with an attack of three or less. Seems good to me!
~ Is the ability useful or is it too situational?
I’d say it’s very useful, but slightly situational – which there are ways of fixing.
~ Would I play this card today?
I would love to play this card – TODAY!
~ Can I use this on any team or does it require a specific build?
I don’t think he requires a team built around him, but he may need a team with cost reduction or ramp/churn because he is expensive. But he’ll potentially win you the game if you get him!
~ Are the dice pretty?
Totally not. I am not a fan of the color of these dice, but I get why they chose the colors. I do really like his dice image though.

5. Superwoman: Amazonian from World’s Finest

W Superwoman, Amazonian

If you spend at least BOLT BOLT BOLT to purchase a Superwoman die, immediately roll that die and place it into your Reserve Pool.
Global: Pay 1. You may convert any amount of your energy to BOLT this turn.

So, the only thing holding this card back from making it any higher on the list is her level three fielding cost. I think a two would have been fine because her defense is low. Killer Croc is a two to field on his level three side and his stats are 7A/7D. I definitely don’t think a two fielding cost would break this card at all. I do like her ability, especially if I’m hoping for energy to buy more of her or other dice.

Her Global is the shining point of her card though. This Global allows you to keep your energy on it’s current face and spend it as that energy, or spend it as a Bolt. The Global cost one generic energy too, making it a very handy energy fixing tool for Bolt-centered teams.

~ Is the purchase cost even with the stats and ability?
Yes, but her level two and three fielding cost are high.
~ Are the stats in line with the ability?
They aren’t as good as I’d like them to be. I’m not asking for zero and one fielding costs across all levels, but a three is a little steep for this type of ability. Her Global is what shines the most.
~ Is the ability useful or is it too situational?
The ability is useful, but too situational.
~ Would I play this card today?
I have definitely played this card and her other versions. I would play it on the right team.
~ Can I use this on any team or does it require a specific build?
She doesn’t need a specific build, but building around her is helpful.
~ Are the dice pretty?
They’re colored thematically and they have a pretty shimmering swirl. I also like her die image.

4. Sangan: Sacrificial Fiend from Yu-Gi-Oh!

W Sangan, Sacrificial Fiend

When this monster gets knocked out, you may pull two dice from your bag. If both are monsters, put them into your prep area; otherwise return them to your bag.

I like this guy a lot in Golden Age. There are so many ways to manipulate the dice in your bag, not mention, KO a character. He’s got low enough defense numbers on all levels that your opponent may not want to attack into him or block him. You can easily KO him with Magic Missile/Unstable Canister, Fabricate, or Blue-Eyes.

I’ve used this card in the past and I like him. There are other ways to prep dice, but this could be more attuned to someone’s play style than the other cards.

~ Is the purchase cost even with the stats and ability?
Yes, he’s easy to KO and you can manipulate your bag to increase the chances of drawing character dice.
~ Are the stats in line with the ability?
Definitely.
~ Is the ability useful or is it too situational?
It’s definitely useful, but may require the right timing.
~ Would I play this card today?
I have used him before and would use him today.
~ Can I use this on any team or does it require a specific build?
~ Are the dice pretty?

3. Spider-Woman: Playing Both Sides from Age of Ultron

W Spider-Woman, Playing Both Sides

When fielded, deal 2 damage to one opposing character with a printed fielding cost of 0.

I like cheap characters with good stats and good abilities. She can easily take out nuisance characters like a low level Dwarf Wizard or Oracle, or just clear some Sidekicks out of the way for your attack. Even though her fielding costs are not the best, as long as she’s level one or two, it’s manageable.

She also has a great defense for those times you really need her to stay in the Field Zone as a blocker. The higher the defense, the less damage that gets through from dice with Overcrush! And even though she’s not the kind of card I would use, I can’t bump her down on the list because of her overall potential. She’s got a great ability for those annoying Oracles and DWiz’s and I like her for that.

~ Is the purchase cost even with the stats and ability?
Definitely for her ability, and I guess the higher fielding cost on level three evens this card out some.
~ Are the stats in line with the ability?
Level one and two are fine. Seeing as how she’s not expensive to purchase, I can’t complain too much about her level three fielding cost.
~ Is the ability useful or is it too situational?
There are lots of zero fielding characters that are really good and used often. I would say she’s more useful than situational, but her ability requires a specific condition.
~ Would I play this card today?
Probably, but she’s not really my play style – I just see her overall potential.
~ Can I use this on any team or does it require a specific build?
She can fit on any team without having to build around her directly.
~ Are the dice pretty?
They aren’t ugly, but they aren’t my favorite.

2. Oni: Greater Giant from Faerûn Under Siege

W Oni, Greater Giant

When fielded, you may put target Action die from target opponent’s Field Zone, Prep Area, or Reserve Pool into the Used Pile. Cancel any effect of that die.

I just covered this guy for my 100th Confusing Card of the Week article. I absolutely love this card. There is not near enough Action removal or Action hindering in the game and I think this card is probably one of the best for Modern Age. He was almost number one on this list because of how much I like him, but his situational ability is what held him back. If your opponent isn’t using Action dice much, he’s just a big hitting character die for four energy.

Even though his situational ability has held him out of the top spot, it’s what propelled him to the number two spot. That’s because for every player that doesn’t use Actions regularly, there are almost twice as many that do. And with Unstable Miracle growing in popularity in my area, Oni could be a great response to it. It won’t stop it completely, but it helps stifle some of that Boomerang action. There just aren’t enough Action-reliant teams out there for him to steal that first place spot.

~ Is the purchase cost even with the stats and ability?
Yes.
~ Are the stats in line with the ability?
Yes, but level three might have been able to get away with a fielding cost of one.
~ Is the ability useful or is it too situational?
His ability is situational, but it’s a common situation to come across, making his ability very useful.
~ Would I play this card today?
I wouldn’t hesitate if I thought the meta would include half or more Action-based teams.
~ Can I use this on any team or does it require a specific build?
He can find a spot on any team without needing his own support.
~ Are the dice pretty?
They are gorgeous! I love the color and his die image is perfect.

1. Lockjaw: King’s Best Friend from Deadpool

W Lockjaw, King's Best Friend

While Lockjaw is active, before your Clear and Draw Step, name a non-Sidekick die. If you draw that die, gain 1 life and each of your Lockjaw dice gets +1A and +1D.

Lots of folks love the common Lockjaw, but this Lockjaw can actually get some use from his attack and defense bonus, because it happens on your turn and not your opponent’s turn. There are plenty of ways to manipulate a bag to increase your chances of drawing the right die. You are always allowed to look in your bag before you draw too, but you have to shuffle those dice up really well before you draw.

I love that he has life gain and a stat buff with his ability. Life gain is definitely useful later in the game, as is a stat buff if you’re hoping to get some damage in. Lockjaw makes for a great blocker too, which is good since you need him active before your turn starts to get the use of his ability. I feel like this card is a little underrated because everyone focuses too heavily on the common version. This guy has a place on a team out there and I hope more folks try using him.

~ Is the purchase cost even with the stats and ability?
I think they’re generous.
~ Are the stats in line with the ability?
More than generous.
~ Is the ability useful or is it too situational?
Highly useful, but may need some bag manipulation to increase the odds of calling the right die.
~ Would I play this card today?
I would put this card on any team that had room for him.
~ Can I use this on any team or does it require a specific build?
He’s a great card that doesn’t need any support.
~ Are the dice pretty?
Not really. I don’t dig the colors, but they’re thematic and the die image is cute.

Final Thoughts

While most of these cards are just good in casual play, there are a few gems for competitive play hidden away. One being that great Oni card! I’ve gotten a few ideas for teams from the cards on this list and I intend to build one of them for our Modern Age event this Saturday. I’m really happy that John P. suggested this article. This was a lot of fun to write and research and I look forward to doing another Top List article in the future.

What are your favorites on the list?
Would you place a card differently?
Let me know what you think!
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and thanks again to RetroBox for the use of their site!

Roll on, Dice Masters!

 

Greetings Fellow Dice Fans!

 

This is week six of six for our Lockout League season. If you aren’t familiar with the Lockout League format, it’s a really fun format that allows for more creativity as the weeks progress. Each week, the first place player will have their entire team added to a Lockout List. Players cannot use any card on the Lockout List while building a team for that week. We tried something different this time (suggested by Brett). We started this Lockout League with a pre-Locked List. Players voted on cards from the previous season’s final list and the cards with the most votes started our Lockout List. Pre-Locked List is Italicized.

Characters
Half-Elf Bard: Master Lords’ Alliance
Elf Thief: Lesser Harper
Lantern Ring: Limited Only By Imagination
Oracle: Master Investigator
Constantine: Hellblazer
Black Widow: Tsarina
Guy Gardner: Blinding Rage
Zatanna: Inverted Incantations
Blue-Eyes White Dragon: Monstrous Dragon
Professor X: Trainer
Rip Hunter’s Chalkboard: “Only Zatara Can Reach The POINT”
Ring: Lesser Gear
White Tiger: Mystical Amulet
Green Goblin: “Gobby”
Dwarf Wizard: Paragon Zhentarim
Red Dragon: Lesser Dragon
Captain Cold™’s Cold Gun: Frozen “Firearm”
Constantine: Antihero
Lyssa Drak: Future Sight
Wasp: Fashionista
Lady Bullseye: Attack on Two Fronts
She-Hulk: Sensational
Professor X: Recruiting Young Mutants
War Machine: “Rhodey”
Donatello: Technologic
Raphael: Second Son
Michelangelo: Booyakasha!
Leonardo: Fearless Leader
April: No Mere Damsel
Metalhead: Dissociative Identity
Rip Hunter’s Chalkboard: WHEN AM I?
Casey Jones: Mutant Hunter
Falcon: Recon
Alfred Pennyworth: MI-5
April: Channel 6 Reporter
Aunt May: Independent
Elektra: Way of the Stick
Parallax: Source of Terror
Felicity Smoak: Manipulating Technology
Foot Ninja: Ninja Syndicate
S.T.A.R. Labs: Advanced Research
Goblin: Lesser Humanoid
Giant Spider: Greater Beast
Rip Hunter: Navigate the Sands of Time
Multiple Man: Pile On!
Jessica Jones: Ladies’ Night
Goliath: Bill Foster

BAC
Cloudkill
Vicious Struggle
Resurrection
Magic Missile
Cone of Cold
Hypervelocity
Mutation
Villainous Pact
Reclaim
Big Entrance
Superhero Registration Act
Upgrade – Proton Cannon

You can check out our featured matches from this event on my YouTube channel, Dice Dice Kitty. You can find the videos in the July 8, 2017 playlist.

My TeamMy Team 7-8-17

You can find my team here, on DM Retrobox.

I wanted to give this Hawk-Dove combo a shot in this week’s Lockout League. I got to use my beloved Nasty Plot for some churn, and I put Haymaker on the team to pump up Hawk’s attack. Rocket was supposed to help me spin my Doves to level three and Captain America was supposed to help me gain a little bit of life and give me a blocker too. Flesh Golem was the KO engine for Dove, which works perfect if you can get Doves in the Field. S.T.A.R. Labs, Red Dragon, and Goblin Attack Force were my utility cards used primarily for their Globals.

Round One – Bailee R.

Bailee's Team 7817

Bailee and I test played our teams to prepare for the tournament and I already knew I was at a serious disadvantage going in. Using Harley Quinn, Batwoman, and Huntress together is so nasty! Once Botwoman gets cycling, there isn’t much you can do to defend yourself against her. We were the featured match for round one, so you can see the teams in action on my YouTube channel.

Bailee went on to win the event, which would have gotten her list added to the Lockout List, but this was the final week.

Record: 0-1-0

Round Two – J. North

North's Team 7817

Here I was, sitting across from a very similar themed team to what I just played against. We both had awful rolls to start the game and we both struggled to get our momentum going. North got his team up and running long before I could even get my team to stabilize, which ultimately ended in my defeat. North used the uncommon Harley instead of the rare version that Bailee used. Both are highly effective and Carmine Falcone is a great choice in a format where players are fielding Sidekicks to get them out of their bags.

Record: 0-2-0

Round Three – Bye!

bye-player-pony

Spectator time! I got to dance around and watch all the other matches in the third round.

Record: 1-2-0
Final Standing: 5th

I know I speak for many of the locals when I say that I’m relieved this Lockout Season is over. We won’t be planning another anytime in the foreseeable future. We were playing Lockout Leagues to help with the stale Unlimited meta prior to the announcement of rotation. We are just now getting around to the final week of that series of events. Most of us want to Draft and play Modern Age and maybe do some special events around the holidays instead of worrying about ban lists like this.

I still had fun and I definitely enjoy the Hawk-Dove combo when it works. I plan to build a Modern Age version of this team and hopefully I can get it to work a little better than this one. We all enjoyed the Lockout League and it may be a format we revisit in the distant future. But for now, our focus is going to be on Modern Age and drafting, and maybe a little Prime too.

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!

You can find videos from this event and many other events on my YouTube channel.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

WizKids is about to release its third Team Pack, Maximum Carnage. So far, all three Team Packs have been Marvel. I mentioned this in the last Team Pack review, but I’ll say it again – I would love to see a DC Team Pack at some point. A Bombshells Team Pack would be awesome!

You can find the review video for the Maximum Carnage Team Pack on YouTube, here.

Team Pack

With this new Marvel Dice Masters Team Pack, you can replay or rewrite the way Maximum Carnage played out! Side with Carnage and some of the other devious and murderous Villains, or choose to side with Spider-Man and his allies and try to bring down Carnage before it’s too late! You can even build a team where Carnage and Spider-Man are on the same side and take the story clear off the rails! This Team Pack pairs well with any of the other Dice Masters sets and is a great way to boost your current team or start a whole new team build!

00 Team Pack

Pack Contents

~ 24 Character Cards
~ 16 Dice

Keywords

There are two returning keywords in this set, and no new ones.

Deadly
Regenerate

Affiliations

There are three returning affiliations.

Avengers
Spider-Friends
Villains

It’s worth noting that this Team Pack is the first time that we’ve seen Marvel Villains with the “V” instead of the Hydra logo for their Villain affiliation. I hope this wasn’t an accident and that they convert all Marvel Villains to the “V” so we can have a Hydra affiliation later!

Characters

Black Cat

Keeping the Bloodhounds at Bay has an interesting ability, but it’s highly situational. Your opponent has to roll and then reroll the character dice onto their level three side. If you have Black Cat active, they’re going to reroll those level three characters to try for a lower level or energy. Possessive and Nine Lives are both cards I would consider playing. Nine Lives is a great blocker! She’s got beefy defense on all three levels and she has a chance to Regenerate. Her attack stats are lacking, but this a character you likely will want to use for defense and not as an attacker. The same can be said for Possessive, which is my favorite of the three. It’s awesome to have a character with a defense like Black Cat’s and also have a While Active ability. Her ability makes her a big nuisance that your opponent may want to deal with while you’re building up to your win condition. She’s not an expensive character to purchase or field, which is another bonus!

Black Cat is a returning character, with a new design for her dice. Her die image is of her hand holding a diamond.

Captain America

Captain America has the only Global ability in the set, on two of his three cards. S.T.A.R. Labs Global is much better in my opinion, but if you don’t want both Globals on your team, then Cap’s Global is okay. The benefit to Cap’s Global is that it only requires a generic energy and a Shield instead of a Bolt and Shield to use. “How “Bout a Hand, Son?” is a card I’d love to use on a Golden Age Flying Sidekick team. Behind You is a situational type card, but could be useful if you paired it with a Villain making ability or Global. My favorite is Squad Leader, who can give all of your Sidekick character dice Deadly until end of turn, when you field him. There is a minor text formatting error on Squad Leader – the Deadly keyword is not bold. Not a huge issue, but just in case someone tries to argue that it’s not a keyword – it is definitely a keyword.

Captain America is a returning character and has the same die design as his Civil War die, but a different color scheme. His die image is of him running and throwing his shield. The dice cannot be interchanged with previous versions.

Carnage

No Pain, No Reign and Red Slayer have similar abilities in that they can use the abilities of another die when the appropriate conditions are met. No Pain, No Reign can use a When Attacks ability on another target character die when he attacks. Red Slayer can use a When KO’d ability on a target character die when he’s KO’d. Both are interesting abilities that could have their own uses if you build a team around particular abilities that trigger or activate when a character attacks or is KO’d. My favorite is definitely going to be Unfinished Business. I’m such a sucker for control cards and this similar to my beloved Oracle: Master Investigator. It only taxes them on your turn, not theirs, but it makes them pay two more instead of just one more. I see him being much more useful in Golden Age than the other formats. He cost five on all versions and he’s got some crazy stats. He’s got a 0/1/1 fielding cost and his attack and defense are fantastic! I like this guy and when we do a Golden Age event, he’s replacing Oracle on my team.

Carnage is a returning character with a new design for his dice. The die image is a profile of Carnage’s head and looks to be the same image for the set logo.

Doppleganger

Doppleganger!!! I loved Doppleganger in the comics and I’m so excited to see him in Dice Masters. All of his versions do something nasty involving Sidekicks. Living Fractal is really cool in that you can steal their Sidekick that they rolled, but the downside is that you can’t steal their Ally dice from their Reserve Pool. Ally character dice are not Sidekicks until they enter the Field Zone. That makes him a little less cool, but he’s still useful for stealing their Sidekick dude(s) on their turn. With the way this card reads – if your opponent uses Parallax’s Global to reroll an Ally that’s already in the Field, and it comes up on a character face, you can steal it. That makes him significantly better. I like Predator too, but he’s kind of situational unless you’re using Ra’s al Ghul’s Global from the Batman set. Then you can control who’s a Villain and who isn’t. My favorite is Six Arms because you can blow up all your opponent’s Ally dice and Sidekick dice just by fielding this guy, and then deal damage to your opponent as well! He only cost four to purchase, where the other two version cost five each. He also has great fielding costs and great stats too. I really like this guy and he may find himself on my Villain team.

Doppleganger has made his Dice Masters debut in this Team Pack! His die is a new design and his die image is the outline of his eyes.

Iron Fist

Iron Fist… I know you were in Maximum Carnage, but did we need another Iron Fist so soon? I don’t particularly like any of Iron Fist’s cards in this Team Pack because they don’t fit my play style. All of his abilities have something to do with you having or spending Fist energy. Sensei is similar to Beast Boy: Animal Magnetism from War of Light with a few differences, but still fairly similar abilities. Beast Boy lets you roll Sidekicks from your Used Pile in an attempt to get Fist energy, and he also gets a defense boost. Iron Fist cost one less than Beast Boy and has better stats overall. Let the Silence Speak lets you deal damage to character die, that isn’t blocking, equal to Iron Fist’s attack for the cost of a Fist energy. You can pump his attack up to make that a lethal blow on big defensive characters. Rolling Thunder Cannon Punch lets you pay as much Fist energy as you want to deal that much damage directly to a character die, but only once during your turn. He only needs to be active for you to be able to use that ability. Out of the three Iron Fist cards, I like Let the Silence Speak the best.

Iron Fist is a returning character with the same die design as his promo card, but instead of opaque green, his dice have a shimmering green color. His die image is his face mask. The dice cannot be interchanged with previous versions.

Shriek

Oh – my – goodness. Sonic Beam is my new best friend! She’s a new Dwiz – but better! She cost the same, has better stats overall, and doesn’t have to target a die! She is the answer to that pesky Raven on those Ring Teams. Raven protects dice – not cards – so Shriek can maneuver around Raven. I love this card so much right now. But what is this next card? Dark Empathy ignores all text on opposing character cards when she’s fielded!!! Wow!!! She cost one more to purchase and you need to field her to gain that benefit, but oh my Pinkie Pie! She’s a monster! And then we have Sandra Deel who stops both players from activating Globals when she attacks. I like her, but I think I’d rather use Wonder Woman: Ambassador of Peace from the Superman Wonder Woman Starter instead. Sandra Deel is still good though – because she prevents the use of lots of combat oriented Globals, like Blink-Transmutation.

This is Skriek’s Dice Masters debut! Her die is a new design and her die image is a profile of her head with her hair hanging down.

Spider-Man

There are a few other Spider-Man cards that I would rather use than these, but I do like Better Way. He’s useful against those nasty blocker types that always seem to get in the way. Staying True is cool, but I wish he kept his ability until the start of your next turn, so he would help defend against Overcrush characters. War of the Heart is great for those teams that use a lot of Alfred Pennyworth: MI-5 dice. He pairs really well with Captain America: Squad Leader from this very Team Pack. Spider-Man has great stats overall and all his versions cost four to purchase. He’s a great character for any casual game.

Spider-Man is a returning character with the same die design as his Avengers vs X-Men and Uncanny X-Men dice, but with a different color scheme. His die image is the spider emblem from the chest of his suit. The dice cannot be interchanged with previous versions.

Venom

We’ve only seen one other four cost Venom card, so it’s great to see that all three of these cost four! Corruptor is cool, but situational. There are cards that spin dice down, but it seems like an awful lot of work for a single When Fielded ability. Lethal Protector has a controlling ability that I can get behind! You only need to give a die the Villain affiliation if it doesn’t already have it and field Venom and steal it for the turn. My favorite of Venom’s cards is My Other. His purchase cost is great for this ability and you can attack with him or Fabricate him, and then use him again later! His stats are great, but can be troublesome if you’re wanting to use his When Fielded abilities multiple times. But he does only cost four to purchase, making multiple die purchases affordable and beneficial!

Venom is a returning character with the same die design as his Civil War dice, but with a different color scheme. His die image is a side profile of his head with his tongue lashing out. The dice cannot be interchanged with previous versions.

Character Dice

You only get two of each character die in the Team Pack. If you’re wanting to put three or four dice on a particular character, you will need to buy a second Team Pack (or trade, exchange, etc.). It’s never a bad thing to have duplicates of the character cards, but I’d rather just have max dice in one purchase.

00 Dice

There isn’t a die in this Team Pack that I don’t like. Even the simply designed Doppleganger has a ‘cool’ look to it. My favorite dice are Spider-Man and Black Cat. I love Spider-Man for his coloring and Black Cat has the perfect die image for her character! I also like that they’re reusing some of the previous designs and stats for some of the characters instead of popping new ones out all the time. And I’m a huge fan of the new Iron Fist die color. The promo die was a plain, opaque green and this one has that really pretty shimmer-swirl green. That also helps players tell the two dice apart for competitive level events. I also love that they used (or appears they used) Carnage’s die image as the set image. And Shriek has a really pretty image on her die too and is close to being a favorite of mine as well.

Final Thoughts

Team Packs are marketed as add-ons for starters; to help boost your starter cards or even as jumping on point for a new team build with the help of some booster packs. I think WizKids has done an excellent job with this Team Pack and out of all three of the current Team Packs, this is by far the best! The Doctor Strange Team Pack was okay and the Defenders Team Pack is one that I want to forget, but this new Maximum Carnage Team Pack is a must have for any player, in my opinion.

Not every Team Pack needs a meta breaking card. If most of the Team Pack has playable cards for casual players and then one or two that might appeal to competitive players, then I feel like it’s a good product. In my opinion, this Team Pack is formatted the way that every Team Pack should be. There are affordable characters; all the characters have good stats; lots of the characters have interesting or unique abilities; there is a potential meta card (or two… or three… or more); all of the character choices are appealing and thematic in regards to the Maximum Carnage comic story; and all of the dice are pretty, amazing, or cool in some way.

This is a great Team Pack and I can’t wait to play with these cards!

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

Special thanks to WizKids and The Reserve Pool for the use of their sites, and especially to WizKids for allowing me access to the product for this article and my review video!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

WizKids has released its second Team Pack, The Defenders. I hope they plan to release some DC Team Packs at some point, but so far there have only been the two Marvel ones, and another Marvel one scheduled for release later this year.

Logo

I did an unboxing video for The Defenders Team Pack and you can find it on YouTube, here. I goofed toward the end of the video though. I meant to say, “check out my review article” – not “check out my review video” – Oops!

Team Pack

02 Team Pack

Pack Contents

~ 24 Character Cards
~ 16 Dice

Keywords

There is one returning keyword in this set, and no new ones.

Returning Keywords:
Overcrush

Affiliations

There is a new affiliation and a returning affiliation.

New!
Defenders

Returning

Villains

Characters

Clea

Star Crossed has a ruling on WORF in regards to Overcrush – which is important to mention here. A character with Overcrush that is ‘blocked’ with Clea’s ability will deal it’s full damage to the defending player. Don’t use Clea’s ability to ‘block’ a character with Overcrush unless you want to take the full amount of damage. Since that character is declared blocked, it would also remain in the Field Zone. Not sure I like Star Crossed much and I don’t like Mistress of the Dark Dimension‘s ability that much either. On Stranger Tides is the only version of Clea I like, but at a cost of six, I don’t think she’ll be making any of my casual teams – especially since every version of Doctor Strange is also expensive to purchase.

Doctor Strange

I was desperately hoping for a cheaper Doctor Strange. There are now nine versions of Doctor Strange in Dice Masters. Three of them have a purchase cost of six and the the remaining six have a purchase cost of seven. Why can’t I have a five cost Doctor Strange. Hulk has a five cost version! I mean, is that too much to ask? He doesn’t need to have the incredible stats that both dice versions have. He’s a powerful character, sure, but there can be versions with less attack and defense if it means a cheaper purchase cost.

As for the abilities, Book of the Vishanti – thank you WizKids for the wording clarification! I would like the ability if we didn’t already have Lady Deadpool that’s cheaper (by two!) and does almost the same thing for a Bolt. The Doctor is In feels like an ability that belongs in AvX or Uncanny X-Men. But not every card should have a super awesome ability. Shields of the Seraphim would have been cool, if we didn’t already have a three cost Scarlet Witch (purchase cost of FOUR) that puts a die in the Prep Area at the cost of one energy. I do love the art choice for this card though – that’s something at least.

Hellcat

Thank goodness – a character cheaper than five! It’s Patsy! is a lesser version of Lyssa Drak from War of Light. For anyone tinkering with Lyssa Drak, this would be her replacement when WoL eventually rotates to Golden Age. Hell’s Belle – I love this card. I didn’t care for her ability at first, until I realized that I have various ways to get her into my Prep Area. She’s only a purchase cost of three as well, so you could buy multiples of her and keep them cycling – preventing your opponent from potentially purchasing their win condition. Demon Sight for Sore Eyes has a cool ability, but it’s way too conditional for a competitive format, and even more so for casual. I’m not sure she would be worth teching into a team build with the current metas. I like this artwork as well, and I know very little about Hellcat. This card kinda makes me want to check her out books.

Hulk

I just don’t like any of these Hulk cards. If I had to choose one, I’d probably choose All the Rage, but his purchase cost and fielding cost is way too expensive for that. You also want to keep him active, meaning you’re not getting the full benefit of his beefy attack stat. I guess the others have their place on various team builds, but not for me.

Iron Fist

I read Healing Hands first and thought, “Cool. I like this ability, but may be difficult to manage each time I’m ready to attack with him.” I was a little disappointed to see his purchase cost was five, but at least he’s under six! Then I read Pulling Punches and thought, “Now this is unique and interesting. I like this one better.” There are ways to force Sidekicks into your opponent’s Field Zone so you could always get at least one damage on your opponent with this ability. Not too bad for a five cost, but still, he could have had a purchase cost of four and been fine. Then I read Holding Back the Storm. My eyes lit up. It felt like this card was made for me – a DDK kind of card. It’s really easy to not field any characters. His attack stats then become 6, 7, 9. Holy stat increase Batman! Give him Overcrush or make him unblockable and he’s a beast! Sounds like the perfect gimmick combo team for me to build! His purchase cost of five is totally justifiable for his ability and stats – which also makes it a DDK card. I don’t usually build teams with win conditions that have a purchase cost less than five.

Jessica Jones

Mother of the Year Award – not the worst, but no. Not worth it for a character with a purchase cost of five and low defense. She can be blasted out of the Field with an uncommon Cold Gun on any level. No thanks – next. Ladies’ Night – this could be somewhat usable. It doesn’t specify opposing Globals or opposing character abilities and it doesn’t say ‘other’ character dice. You could target her with a stat increasing Global and get double what you pay for. I think I like this one a little. This sounds like another DDK gimmick combo card! Redeemed is okay too. She’s not the best, but not awful. You can give her Overcrush and your opponent can’t Blink her back. They can still Cold Gun her though! That’s why I don’t like her near as much. Ladies’ Night can stand up to a Cold Gun blast on your turn, after you get the use of her ability. She may get blanked, but she keeps those applied bonuses!

Loki

And here we have… a VillainWhat? Why on Earth 616 is there a Villain in the DEFENDERS Team Pack? I’m all for diversifying affiliations in certain releases, but with such a limited number of cards in the Team Pack, don’t do that. I’d rather have had a half-way decent Daredevil or a better Moon Knight! *Sigh*

The only Loki that I feel has a remotely decent ability is Master of Delusion. But because of his purchase cost, and because he needs to be fielded to use his ability, he’s not that great. I’m not impressed at all with any of the Loki cards. I definitely would have rather had a four cost Daredevil or Moon Knight in this spot.

Luke Cage

Harlem Raised – the only card with a bolded Keyword on it. And the funny thing is, he doesn’t just have it. You have to reroll him – if he’s blocked – to give him Overcrush. And if he lands on level one or two, congratulations, he now has a two or three attack and Overcrush! I wish you could see my face right now… I’m very confused and trying to understand WizKids’ choices for many things in this Team Pack.

But there is a glimmer of hope. Always Forward can buff your other Defenders, which is awesome. But he has to be active, and he has a purchase cost of five. The upside to his purchase cost being five is that you probably only need one of him because with a defense line of 5, 6, 6, he’s probably not getting blasted out the Field anytime soon. I look at Street Sweeper and I’m a little happier, but then I see his purchase cost and I’m not happy anymore. If I’m going to buy a cost reducer of any kind, it’s not going to be one that costs the same or one less than a die it’s reducing the cost of. He’s got that additional ability that lets you prep a die when you field a Defender character die, but I’d rather have had a three or four cost Street Sweeper with just the cost reducer on it.

Positive note – I absolutely love the art on this card. At least Daredevil was in this Team Pack somewhere!

Character Thoughts

Oh boy…These characters are all so expensive, except for Hellcat, and most of the abilities on the all the cards are underwhelming. It’s a rare occasion when I can’t find something in a starter or team pack that I really like. I just don’t know what to say about this Team Pack. I don’t think this is the best Team Pack for a beginner and I don’t think many advanced level players are going to find these cards useful or even fun to play with. The overly expensive characters are not fun – they’re frustrating. You typically just waste a spot on your team for them because most games are done, or close to being done, long before you get to purchase those characters.

I’ve heard TRP say this and I agree with them – if a character costs six or seven energy to purchase, it better be winning you the game. None – zero – zip – of these expensive characters do that.

Character Dice

You only get two of each character die in the Team Pack. If you’re wanting to put three or four dice on a particular character, you will need to buy a second Team Pack (or trade, exchange, etc.). It’s never a bad thing to have duplicates of the character cards, but I’d rather just have max dice in one purchase.

03 Dice

I like the image and color choices for the Iron Fist die and the color of the Doctor Strange die. Clea’s die has the ‘shimmer swirl’ look to it, so it’s pretty as well and I love Hellcat’s kitty image. But of all the dice, Loki’s is definitely my favorite. But I want to talk about Luke Cage’s die for a moment.

04 Luke Cage With Markers

After filming the unboxing video, I asked the owner of my FLGS (Jeff), if he knew what the image on Luke Cage’s die might be. He studied it for a minute or two and concluded that he wasn’t sure what it was. We continued looking at this image for the better part of ten minutes, trying to figure out what it was. We didn’t think it was a flexing arm at first because we were both looking at the shoulder as the fist. I’m sure it was a sight to see us both flexing and trying to recreate the backward view we were seeing. We decided it couldn’t be an arm – it had to be a cracked stone or a wonky heart of some kind. We were searching any mental knowledge that we had of Luke Cage for a heart or stone reference and came up empty handed. I was about to leave when it suddenly hit me. We were looking at the arm backward. *Sigh*

WizKids, you have successfully trolled me, and Jeff, whether you meant to or not. Nice one. You’ve apparently claimed a few other victims too as most of the folks that have commented on my social media pictures also thought it was a weird heart of some kind.

It did give me a giggle on my way home from my FLGS last night. When I got home, I showed the die to Mr. DDK and asked what he thought it was. He quickly – without any hesitation – responded, “It’s an arm. It’s flexing, like this. See, here’s the fist.”

I felt even more silly than before. But I see it now!

Final Thoughts

I’m so disappointed in this Team Pack. I know this article probably sounds like one long rant, but I’m not going to sugarcoat how I feel or curb my opinions to appeal to the masses – or WizKids. I love WizKids and Dice Masters, but I want to give an honest opinion on their products. We’re all entitled to our own opinions and if you disagree with me, that’s totally fine. Maybe you see something that I don’t, or maybe most of these cards fit your style of play, but for me, this was a wash. Hellcat is the best character in the Team Pack. Is it worth buying the Team Pack just for her? In my opinion – No. Sorry, WizKids, but I’m not a fan of this Team Pack.

I know this is a broken record type statement, but less than max dice in the Team Pack is still an issue. That’s all I’ll say about it because I’ve complained about this particular topic on more than just a few occasions.

Just because I personally don’t like the Team Pack overall, doesn’t mean I won’t be tinkering with some of the cards. I like Iron Fist: Holding Back the Storm. That’s totally a DDK type of card. I don’t mind that he costs five to purchase because he has great stats and his ability is really nice too. I will most definitely be tinkering and brewing with Holding Back the Storm. I think he’ll be fun to play around with. I need to buy another Team Pack though, just in case I want to use four dice for Iron Fist or Hellcat.

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

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

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

w-02-howard-stark-expert-businessman

Ruling – Ally

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

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

Ruling – Ability

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

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

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

Miscellaneous Card Information

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

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

Examples

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

Example One:
Sacrificing more than one Howard Stark.

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

Official Sources

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

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

You can find a ruling about Sacrifice, here.

Turn Order Summary Reference

turn-order

Unlimited Competitive Play Rating

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

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

Prime Play Rating

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

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

Casual Play Rating

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

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

Mistakes Were Made!

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

Opinions on this card? Leave a comment!
Is there a card your confused on?
Is there a combo that seems too good to be true?
Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

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

banner

You can find my review video on YouTube, here.

Starter Box

starter

Box Contents

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

Rulebook

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

rulebook-cover

Rules Reminder Card

imwm-rules-insert

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

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

Keywords

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

Returning Keywords:
Ally
Continuous
Fast
Iron Will
Overcrush

New Keywords:

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

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

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

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

Affiliations

New!
Stark Industries

Returning

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

Characters

howard-stark

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

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

iron-manor

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

iron-spider

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

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

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

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

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

Character Thoughts

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

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

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

Basic Action Cards

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

w-armor-wars-bac

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

w-cone-of-cold-bac

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

w-hypervelocity-bac

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

w-one-against-many-bac

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

w-smash-bac

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

w-suprise-attack-bac

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

Upgrade BACs

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

w-upgrade-fortification-bac

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

w-upgrade-proton-cannon-bac

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

w-upgrade-smokescreen-bac

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

w-upgrade-unibeam-bac

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

BAC Overview

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

Action Reminder Cards

action-reminder-cards

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

Dice Bags

bags

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

Starter Dice

Sidekick and Action Dice

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

Character Dice

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

character-dice

Final Thoughts

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

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

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

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

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

Roll on, Dice Masters!

 

Greetings Fellow Dice Fans!

I’ve just had the greatest weekend of Dice Masters! I went to this WKO with the intention of playing a non-meta win condition and just having fun with it. I wanted to focus mainly on chatting with old friends, making new ones, and trying to make the experience fun for everyone. I hope that everyone else had as much fun as I did!

I also want to wish everyone a Happy Valentine’s Day! Spread the love!

turtle-hug

My Team

my-team

You can find my team here, on DM Retrobox.

I changed my mind about Grodd – I’m a woman, and therefore change my mind frequently and for no reason at all sometimes. I had been test playing this team as well as Grodd and was really liking Grodd, but in the end, I’m glad I decided to play my competitive version of Gandhi instead.

This team earned a new nickname from a friend this weekend – Hugs. My win condition is Colossus. His ability allows each character die of level two or higher to deal two damage my opponent at the end of my turn. The idea was to field dudes and keep them there if possible and spin them with the Poly Global when I needed to. Poly was there as a potential purchase to help me get dudes into the field or get opposing dudes out of the field. Blink was a crucial piece to help me survive unblocked attackers or bring my taunted level 2-3 characters back to the field.

The rest of the pieces are either utility to help me get to Colossus or meta control pieces. Blue-Eyes and PXG were a must for Colossus to even get going. Elf Thief was an easy pick for the team because he costs two and if my opponent was using Rip Hunter’s Chalkboard Global, I could Rip a Thief on turn one for some early game momentum. Oracle was another easy choice. She is supposed to chill in the field and tax my opponent when they use a Global. Scarecrow was a card I added through test playing. I test played against Bard variants and decided that this Scarecrow was the best piece to add for what I thought would be a predominant piece on other teams. Cold Gun was a really easy choice over Dwarf Wizard. I’m so sorry, my poor DWiz… I loved you so, but in all my test playing with Mr. DDK, I ran into many problems with losing my DWiz to his Cold Gun and Imprisoned. I ultimately decided that an action die would give me more versatility than a character.

For my final card, I had a difficult time choosing. I didn’t know what to add to my team to help it or what I could add to slow my opponent to more my speed. There were a few options that I ran through. One of the options was RareCrow (Scarecrow: Hallucinogenic Vapors), but that would mean I would have to take off Scarecrow: Legion of Doom and I wasn’t willing to sacrifice him. Another option was Rip, just on the off chance my opponent didn’t bring it. There were loads of other options, but none of them seemed better than Rip. I don’t like Bard so he wasn’t even considered. I’m not a fan of Hellblazer, but I did consider him at one point. I decided to test play what I had, with Rip as my eighth card, against some Ring variants. I had way too much trouble with them, so I started digging for a possible response. Ronin came up as an option and I just wasn’t feeling the flow with him on my team. Then, like a glorious ray of sunshine, beaming through the clouds onto a field of pink and purple flowers, I remembered Lex Luthor.

I love my Grodd team and I want to play it in something big, but when the universe tells me to play something else, I listen. I always go with what I feel is right and Colossus just seemed right. I had test played both teams for a while and did all my adjusting to both teams while mulling over which to play. Grodd was a shiny new toy for me, but I’m glad I went with the team I first started working on.

Round One

round-1-lauren-hack

Lauren H. was my first round opponent. Apologies for the glare on that gorgeous full art Joker. When I sat down across from Lauren, I was so happy to see her playing a team with a rogue win condition. I have so much fun against fellow players that use something outside the box. Her team was really fast compared to mine, and before I knew it, Angels with Helicarriers were smacking me in the face for double their attack. I think the highlight of the match was seeing two unblockable level two-three Angels with Helicarriers flying at my face while Nick Fury was active. Each of those Angels would have hit me for twelve damage. And seeing her team function like that was amazing, and absolutely a highlight.

I only survived the aerial onslaught because of Blink, which allowed me to push both of her attackers back. I had an Oracle and a Scarecrow in the Field Zone with Colossus, and Scarecrow was stopping her lower level Angel from attacking. She had her Invulnerability Global to increase their attacks in order to get around Scarecrow, but I kept energy handy each turn for Blink. She had hit me for quite a bit with a couple of Angels before I got my Scarecrow in the Field, and if not for Blink, she would have very likely defeated me. She played an excellent game and I couldn’t have asked for a better opponent for my first round. Lauren is a beautiful person and really fun to play against. I hope to see her again at a future event! Many hugs to my new friend!

Record after Round One: 1-0-0

Round Two

round-2-dennis-beard

I got to play against Dennis B. in round two. I’ve seen him in the Facebook groups plenty and was excited to be playing against him! He was playing some characters that I’ve been tinkering with as well, Katana being one of them. I loved that he was using Superhero Registration Act – I think it’s a highly underrated card. But then I saw his Betrayal and Iron Fist. Both are not nice against my team. I wasn’t sure which way this match was going to go, but I was determined to have fun either way. Playing against someone as nice as Dennis, it’s easy to have fun and enjoy the match. I got super lucky and had really good rolls, while Mr. Dennis was not as lucky. He attacked me with Tsarina and Iron Fist, knocking my life down quite a bit, but then his characters weren’t being nice to him. I was able to get set up before he could get anything going for him. He needed to get a Hulk, or at the very least a Nightwing, to help clear my dudes out of my field.

I had fun, but it would have been more fun if his dice had been nice and rolled halfway decent for him. I get that it’s a dice game, but Tsarina is the meanest die out there. When she’s on a two fist side and I reroll her hoping for a character, she always comes back up as energy – usually a single fist. I watched that very thing happen to Mr. Dennis and I was heartbroken for him. I still enjoyed chatting with Mr. Dennis, who is super nice and a very good sport. I almost cry when Tsarina does that to me, but he took it in stride and pushed on in our match. He did the best he could with what his dice gave him. I really want to play against Mr. Dennis again one day because he’s such a pleasant person to chat and play with, which makes the game that much more fun.

Record after Round Two: 2-0-0

Round Three

round-3-craig-richards

I faced off against Craig R. in round three. He was playing a Bard variant, which I knew I would have some trouble against. We both had average rolls, with the exception of his Imprisoned die. It did not want to roll up an action face for most of the game. I was able to slowly chip away at his life total with Colossus until he finally got his die to roll on the side he wanted. He then scooped up most of my field, leaving me with only two blockers against a Bard army. When he attacked, he wasn’t able to deal lethal damage to me, which returned my characters to me from Imprisoned. I was able to get my Colossus, Oracle, and Scarecrow back into the field and all of them were level two or higher. This put his life total at six. I realized I didn’t have enough Cold Gun dice to stop all the Bards he had and I thought I was done for because of the massive army that was going to be attacking me next turn. I had forgotten my Scarecrow had returned to the field which would prevent all of his characters from attacking. He had a Dwarf Wizard in the field that had my Oracle blanked. We were about to sign match slips when a spectator pointed out that he couldn’t legally attack and KO me if my Scarecrow wasn’t blanked. We realized our mistake and continued our match.

I felt like the most horrible person in the world at this point, and I told Craig that if he didn’t win, I was going to feel even worse. He used the energy he had in his Reserve Pool and KO’d his Wizard in an attempt to roll and blank Scarecrow on his next turn. He also had an Imprisoned die to roll that turn too. He had to get his Imprisoned die in order to secure his victory, but it didn’t roll for him. He could have used his Wizard, but I could use my Cold Gun when priority was passed to me and KO or blank the Wizard. I was not happy about this victory at all. I felt so awful about it, and I still feel a little bad about it – even now. Craig was a real gentleman and very polite about the situation which I know couldn’t have been easy for someone that was trying very hard to qualify for Nationals. We did get to play again later – which definitely was more fun.

round-3-craigs-army

This was the army that was staring me in the face. It’s missing the Dwarf Wizard because this was taken after the match was officially over. I will discuss my opinion on Bard’s ability later, but all of these characters would have had a +12 to their attack and defense if those Bards had been able to attack.

I’m just glad that Craig did well and made it into the semi finals. He was a great player and I’m happy to have had the opportunity to play against him multiple times in this event.

Record after Round Three: 3-0-0

Round Four

round-4-michaela-kuba

I was so very excited to play against my fourth round opponent and she tried to make me feel better about what happened in my previous round. I’ve had plenty of conversations in Facebook groups with Michaela K. I loved the episode of TRP’s podcast where she was interviewed and was also a guest host. I heard she was making the trek to Owensboro and I couldn’t wait to meet her! I was lucky enough to get to play against her, even though I knew exactly what was going to happen when I saw that she was playing Beholder. Beholder was the biggest weakness for both Colossus and my Grodd team because I couldn’t tech for Beholder on either team without compromising my team. But Michaela is a great player and pretty much as nice as I expected! Our match didn’t go very long before she blew me up with Beholder and Front Lined Kobolds and Sidekicks. I did what I could, but it wasn’t much. A slow control team like mine does not stand a chance without RareCrow or an action tech like End of Days or Oppression Begins. But I couldn’t risk swapping one Scarecrow for another and even though I lost to Michaela, I think I made the right call in the end. My Scarecrow was way more beneficial in my other matches than RareCrow would have been. I don’t mind losing to a player like Michaela, especially since she was playing such a strong team. I’m still super excited to have met her and I definitely can’t wait to meet up with her again at a future event. Even if we don’t get to play against each other at the next event we’re at, it’ll be awesome just to chat with her again!

Congratulations to Michaela on her Top Eight finish!

She has her tournament report up on The Reserve Pool, which you can find, here. I love seeing multiple reports from the same event because it gives players a multi-perspective view of a single event. Please be sure to check out her article as well. I always enjoy reading her work.

Record after Round Three: 3-1-0

Round Five

round-5-josh-kerner

Something pretty amazing happened in the fifth round. I got paired against the same fifth round opponent that I had last year! Josh K. is a super cool guy with a really nifty playmat. Josh and I had fun last year and this year was more fun. I was happy to see him playing another rogue team this year, and that Bard is not the nasty Bard, it’s Half-Elf Bard: Apprentice Order of the Gauntlet. Travis (Mr. DDK) and I like this particular version of Bard, so to see someone playing it at an event of this level made me very happy. It was even more awesome that Josh was playing it! He has a way with rogue teams and if you aren’t careful, he can have you KO’d before you know it. I was being careful and he still Magic Missiled me and attacked me Angels enough that before I knew it, I was at three life! Scarecrow saved me a lot in this game by keeping level one Angels from attacking me. I was using Polymorph to swap his level two-three Angels out with other Angel dice, putting them in at level one. He used his Enrage Global to boost their attack so he could attack with them. Poly-Global is great to use with Elf Thief dice and then feed them to Blue-Eyes, or attack with them, just to see if they get through. This was the only match that I remember attacking in, and if I hadn’t attacked those few times, the outcome would have definitely been different. Luck was on my side again in this match. He had rolled all three Magic Missile dice, got two of them on an action face, but he needed all three of them to secure a victory. With me at next-to-no life, and him sitting in single digits as well, I only needed to end my next turn. Using Poly Global on Thief dice and then cycling them is what helped me get my lower level characters up to Colossus range. I even used Poly Global on my level three Colossus to spin another level one character up, just to push that additional two damage. I ran the risk of him being easier to KO by doing that, but it was the right call.

I was so excited to see Josh and the other players from Indianapolis. They are a great bunch of folks and they’re always fun to play with. I look forward to playing against Josh again in the future and I can’t wait to see what uniquely awesome team he brings nest time!

Congratulations to Josh on his Top Eight finish! Josh finished Top Eight last year as well at Owensboro. I’m rooting for him to finish Top Four or better next year!

Record after Round Three: 4-1-0
Top Eight Seed – 3rd

Top Eight

round-3-craig-richards

I couldn’t have been happier to see that Craig and I would be playing each other in our top eight match. I really wanted to play against him again, and we took special care to pay attention to all of our dice in these matches – lesson learned! I had some pretty terrible rolls, but Craig’s Imprisoned die continued to roll bad. His victories were relatively quick, even with the bad rolls on both sides. I couldn’t keep a character in the Field after he got one of his Imprisoned dice to roll an action face, which left me completely vulnerable to attack. His Bards made quick work of me in both games. We had much more fun in these matches. It didn’t feel as stressful and we just cut up with each other most of the time as we were more carefree and just happy to be in top eight. We both earned our foil, alt-art The Front Line and foil Big Entrance from making it to the top eight. The Big Entrance was the one card that I wanted really bad from this event because I use Big Entrance on lots of my teams.

my-spoils

I was so very proud of my team for doing so well for me. I was so very proud of Craig too, because he was trying so hard to get his Nationals qualification. There were going to be three qualifications given out from this event, meaning three of the top four players would qualify. As the matches around us finished, we realized that one of the top four already had his qualification, meaning all of top four would be qualified for Nationals! This was super exciting and I was so very happy for Craig. He fought his way up and earned his qualification.

It was a pleasure to play against Craig, and I’m so glad that he got his qualification from this event. He finished in the Top Four and I know how much it meant to him to achieve that goal. I’m also happy to have made a new friend in Craig as well as the other folks from St. Louis! They’re a great bunch of folks and also really great to play against.

Congratulations again to Craig on his Top Four finish, as well as his Nationals Qualification! He absolutely deserves that qualification.

Final Standing in Top Eight – 8th

Final Thoughts

So, I set out to use a crazy rogue win condition, play some Dice Masters, and write about the folks I played against. I think I accomplished that. I had so much more fun this year than I did last year. It felt like there was no passage of time as my friends were arriving and greeting me. You can’t get that warm, fuzzy feeling in any other competitive gaming community. I’ve been around a lot of those other scenes and none of them can even compare to Dice Masters. I got to play against an old friend from last year and lots of new folks. My opponents are no longer opponents – I call them friends. I’ve never seen a community of players like this and it makes my heart swell with joy. I also feel like I picked the best possible team to play. Colossus is definitely all Hugs. My buddy Joe said that I was playing Ponies without using Pony characters. I didn’t realize it until he pointed it out, but he’s totally right. My team matched that awesome MLP playmat! Lots of folks were commenting on how cool and unique it was and I totally have Mr. Glen to thank for that (Review article, here).

Now the world is not all full of sunshine and rainbows, though I wish it was. I have never been so upset in a match as I was in round three against Craig R. He was a really good sport about it and he was upset as well, but I think for different reasons. It really didn’t make me feel good to win that round and when I realized that I was going to win, I couldn’t hold back the tears. I’m super sensitive and wear my heart on my sleeve. But got to match back up in top eight and that was much more fun. So it all worked out in the end and I felt much better about it all after Craig defeated me in top eight.

As far as the meta goes, I didn’t go there with a meta team. Yes, I had meta control pieces, but my win condition is so far from the meta that lots of folks don’t know that card exists. I play different and unique win conditions in order to give those cards a chance to shine, even if every round is a loss, those cards were used and loved for a time. I didn’t go to win – I went to have fun. I feel like everyone should go with that mindset. We drove about three and a half hours, paid $15 entry fees, and had zero expectations about winning. The focus was completely on the fun for me. But Travis and I have discussed the state of the meta for hours upon hours with each other and our locals. We all dislike Bard, with a great passion. Bard should not have the ability it does for a character that only cost four to purchase. We hope they’ll errata the card to a While Active effect, so it won’t stack, but still be a very viable meta piece. If they don’t then I hope they errata it to something to keep it from being too overpowered. Bard’s ability to stack its buffs is just too much. As you saw in my picture above, Craig R. had a +12A/+12D buff to EACH character die. That was an impressive army he going. I just think Bard has too much power and not enough responsibility and he needs to be taught how to be responsible!

I didn’t have room for a Beholder tech, and if there had been a flood of Beholder teams, I would’ve been losing each match for sure. It was a risk I took, mainly because if I had to face a bunch of Beholder teams, I wanted it to be over quickly and not drawn out. I did put it out there on my Facebook that Beholder was my weak spot, but I honestly thought I’d see more Ring variants. I didn’t play against a single Ring team, but I know there were some there. I put a very specific card on my team to help me against Ring teams. Because of how specific Lex Luthor’s ability is, he was of no use to me the entire tournament. I basically played with a seven card team the entire tournament. But that’s part of the risk you run when you’re building and don’t know what the meta will look like at a particular venue. Cold Gun could have been useful against Beholder, but it’s not always the easiest thing to buy and you need them cycling consistently to keep yourself alive against Beholder.

The top eight at Owensboro consisted of my team, Josh K.’s rogue team with Protection Bard, Beholder/Imprisoned, a Mask Ring team, and four Bard variants. I’m happy that we only had four Bard variants in the top eight, but that quickly became the Bard top four slugfest. I’m totally not disappointed that I didn’t make it further, as I didn’t expect to do anywhere near as well as I did. But I thought at least one of the other non-Bard (I’m including Josh’s team as a non-Bard team) teams would make it. I’m proud of all the players in this event. They all played the best they could and I hope that everyone had fun. I didn’t have to try too hard to have fun because everyone was fun to be around!

I know how much it killed Travis’s soul to play with Poly-Venom Bard. He didn’t want to play it, but he wanted to do well and he felt that his Bard variant would get him at least into top eight. He ended up finishing second, losing to Mr. Craig H., in an epic defeat that made the entire crowd erupt into a huge uproar of excitement! They each had won one game and time had been called after they finished their second game and before they had begun their third game. They had to start their third game in turns. I wasn’t watching the game too closely because I always get so nervous when Travis is playing and I don’t want to make him nervous! I did watch the final turns of the match and saw where Travis had a lead on life (by one!) and Mr. Craig H. needed at least two Sidekicks to secure a victory. He rerolled three of his Sidekicks that were showing energy and two of them hit a Sidekick face! Travis jumped up cheering along with all the spectators! Mr. Craig has visited us in Dyersburg before and so Travis and I were thrilled that he won the event! Travis said that it wasn’t really a loss a for him because a friend won, and I couldn’t agree more. There were many hugs between the two of them, cheers, and lots of congratulations going around to everyone for a well-played tournament. Travis and Mr. Craig H. earned their Nationals qualifications in the top four alongside Craig R.

Travis did tell me that RareCrow was his MVP for most of the event, so I bet the KO King from Double Burst will be tickled to hear that!

Big Bang is a stand up venue with the most amazing Tournament Organizer, Mr. Jason A. Cory C. was a wonderful judge and they deserve some super kudos for rocking this event like pros. The event ran smoothly and quickly with a break after round three for lunch. All the players were prompt in finding their seats and everyone seemed to be having a great time. We had 22 players and most of the teams were either rogue or variants of meta teams with a personal tweak. The other employees at Big Bang are always helpful and very patient with folks. Thank you Big Bang for having a copy of IvX #1 for me to pick up! Our store is still waiting for our copies that were short from our order… One of the employees got down into the comic boxes with me, trying to help me find a copy of Uncanny Inhumans #6 (I still can’t seem to find it anywhere – besides online). Great store and great tournament location!

Congratulations again to all those that got their Nationals qualifications!

What have you built or seen that looked like fun to play?
What was one of your highlights from a match?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

This was our last opportunity to play test with our locals before the WKO. Unfortunately, many of our players were either out sick or working, leaving us with only four total players. Mr. DDK volunteered to sit on camera each round so that everyone else had a chance to be on it at least once. I don’t think any of us are ever excited about playing under the eye of the camera every round. You can find the videos on my YouTube channel.

My Team

my-team-2-4-17

You can find my team here, on DM Retrobox.

Same concept as last week, except the one minor change I made. I replaced Elf Thief for Constantine: Antihero. I intended to use Hellblazer, but completely forgot I had Antihero in my bag. At least this helped me make up my mind on which Constantine to use.

Round One

round-1-2-4-17

You can see my first round match on YouTube, here. I purchased a Slander really early because he Ripped an Oracle and I wanted to be able to use my PXG or other Globals without having Oracle tax me. I would have purchased Cold Gun instead if I had the right energy, but this is the exact reason that I added Slander. It’s helpful at times when you can’t get your Cold Gun. Oracle is a huge problem for me, but I can’t add her to my team because I really don’t have room for her. I instead use control pieces that help reduce or eliminate her effect but can also be used for other troublesome cards as well. But she’s still an issue, as she was in this match. Near the 7 minute mark in the video, I keep a Cold Gun with no bursts so I could KO Oracle. I was so focused on getting her out of the Field that I probably should have just rerolled the Cold Gun in hopes of energy. I would have had enough to purchase Grodd with the Bolt/Fist energy side of Cold Gun. I don’t think it would have made that much of a difference in the end result of this match, but it’s something for me to keep in mind for future games where it could make a difference. I took a massive beating from this team, but Mask Ring is my ultimate weakness.

Record after Round One: 0-1-0

Round Two

round-2-2-4-17

I faced off against Craig in the second round. I knew that if he was able to get a few good hits in with Hit-Monkey before I could get Grodd up and going, I would be done for. He purchased a Flying Car early to put it on Hit-Monkey’s card. He also purchased a few Hit-Monkey dice, but wasn’t able to get them to go off. I purchased Grodd as early as I could, with the help of some Tsarina and Guy dice that decided to roll double energy instead of characters. He couldn’t get his team going and my team performed much better than in my first match, enabling me to secure my first victory.

Record after Round Two: 1-1-0

Round Three

round-3-2-4-17

I had to face off against Olivia’s Vicious Struggle team in round three. This is not your standard VS team, so playing against it is a little different. You not only have to worry about her VS dice, but you also have to pay attention to her characters. I completely forgot about her VS dice and went right for my win condition. I was afraid I had made a huge error by doing this, since you need to play the VS Mini-Game against VS teams. I knew if I could get some Tsarina dice in the Field and put her life low enough, she would have a more difficult time against me. I purchased Grodd very early in the match and with the help of Tsarina and Guy, was able to pull off a victory before her VS destroyed me. I had to time my attacks carefully, so as not to conflict with any active VS abilities. Watching life totals is crucial in matches like this as well. If you watch the video where Olivia faced off against Travis, you’ll see why Vicious Struggle is such a risky team to play. Olivia ended up in third place and won a Scarecrow: Legion of Doom.

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

Final Thoughts

While Antihero is somewhat helpful against a team that relies on Action Dice, I don’t find him to be as useful as I’d like. I can make them reroll one action die, once. If they’re using Parallax and playing the Lottery, there is a really good chance that they’re going to get that die back on the face they want. Playing with Antihero in this event just confirmed that I need to use Hellblazer instead. I think that final change should round out my team to how I want it. I am at a huge disadvantage against Mask Ring teams with this team. I’ll be sure to get some more testing in during the week with Mr. DDK, and anyone that ventures up to our FLGS throughout the week.

Thoughts on the WKO

I’m super excited to see all of my old friends from last year that are able to venture out again. I’m even more excited to meet all the new friends that I’m going to make this year, because I know of lots of folks that are planning on going that I haven’t met yet – and I can’t wait!!! I don’t think I can express my excitement adequately in words, so I’ll let this picture of Pinkie do it for me.

super-excited-pinkie-pie

I’m not expecting to win any matches this year – at all. Last year was just pure luck. I know some of you may be thinking, ‘why drive four hours and pay $15 to play a rogue team that you’re convinced will lose?’

Because I can, and because it’s not about winning. I’m strictly focusing on having fun with my rogue team, meeting folks, and just the overall experience of it. It’s not a defeatist outlook. As long as I’m happy playing my team and walk away with at least one new friend, I’ll feel like a winner!

I had so much more fun hanging out with folks than I did winning my matches last year. Sure, winning is awesome, but it’s not what the game is about for me. I want to find fun combos or different team builds and run with those – win or lose. I don’t expect to see any Grodd teams or many other rogue teams. I do expect a flood of Ring, Vicious Struggle, and Bard. I refuse to play VS because I don’t think it’s a healthy card for the game, but don’t think I won’t play the mini-game. I also won’t play Bard because I don’t like Bard. I won last year with a Ring team – Nova Ring. I will not play another Ring team regardless of how good it is, because I want to play something different from last time. I do not and I will not criticize anyone for playing what they want to play. If you’re wanting to play VS, then play it. I won’t ignore you or be rude to you just because I don’t like the card. I want everyone to play the team they want to play and have fun!

I hope to meet lots of new friends and have lots of fun this year! If you don’t know me, you can find me pretty easy – I’ll be in the Teenage Mutant Ninja Turtle shirt, and TMNT pajama pants (if Mr. DDK lets me out of the house in them). Don’t be shy – because I’m super shy around folks I don’t know. Safe travels to all my fellow Dice Masters out there!

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!

Greetings Fellow Dice Fans!

 

With the WKO quickly approaching, I decided to give one of my team considerations a test run in our tournament. If you watch the tournament videos on my YouTube channel, I have to apologize for the excessive amount of background noise. The store is very busy on Saturday nights and it’s really hard for me to play and mitigate the excessive noise at the same time. Hopefully, the regulars will get used to me filming and be a little more aware of their volume and conversation content. My irritation shows a little in the videos and I apologize for that as well. It’s very frustrating when you can’t hear what the person sitting across from you is saying.

You may hear me reference someone named Donatella, but that’s just my life tracker.

donatella-2

My Team

my-team-1-28-17

You can find my team here, on DM Retrobox.

I want Lady Bullseye to work – really bad. But I think she’s too difficult to maneuver in such a fast meta. I do love Overcrush though and it’s almost as if Gorilla Grodd was made for me. Mr. DDK suggested using Tsarina and Guy Gardner with Grodd, which I thought was a good idea so I did it. This has been one of the team ideas I’ve been throwing around for the WKO, so I figured that this would be a perfect chance to test it. I added Elf Thief for Mask energy and little bit of control, which I never used – not in a single game. Cold Gun is there to help me get around nasty characters like Dwarf Wizard or Ronin. Rip, PXG, and Blue-Eyes are all utility cards. I chose Slander as one of my Basic Actions because it works like Cold Gun but doesn’t damage – just in case I need to blank a character without damaging it. It’s also one cheaper and doesn’t require specific energy, but it’s not Continuous like Cold Gun. I chose Invulnerability for it’s Global, and because I might be able to use its ability if I bought the die.

Round One

r1-1-28-17

You can watch my first round match on my YouTube channel, here. I was up against North and the Unlimited version of his Satchel team. My first purchase was probably wrong in this game. I couldn’t decide between Guy and Tsarina and I Ripped a Guy instead of Tsarina. I think I would have been better off with Tsarina instead of Guy because when I rolled him on my next turn, I got stuck with him on a character face. I would rather have had a Tsarina since she doesn’t have to attack each turn. I also got a little purchase happy when I bought Grodd early game and I didn’t reroll any Sidekicks in an attempt to get a Shield to Rip him. I was left with a Bolt and I didn’t really have anything to use it for. I hate when that happens because I feel like I’m wasting resources. I ended up purchasing one of North’s Imprisoned dice to help me get around Ronin and any potential blockers, as well as removing characters he could spin down in order to prevent Tsarina’s ability damage. We did make an error in the game where I had Imprisoned his Ronin, but he didn’t return his Ronin after Tsarina damaged him with her ability. He should have gotten Ronin back and been able to use him as a blocker, since Imprisoned would have left before the Assign Blockers portion of the Attack Step. It happened again later when I was attacking for lethal damage. I didn’t realize that until watching the video and writing this report that we both overlooked that. If I had been paying closer attention to the card abilities, Tsarina would not have been part of the final attack and I would still have been able to claim a victory. I unfortunately won the first round with two unintentional game play errors, but without the video, I wouldn’t have noticed it.

Record after Round One: 1-0-0

Round Two

r2-1-28-17

You can watch my second round match on my YouTube channel, here. I was facing off against Hannah’s Action Burn team in round two. This match was relatively short, and a bit of a revenge match from last week. The tables were turned this week and I didn’t roll as well as I would have liked, much like the trouble Hannah faced last week when her team wanted to give her issues. We both had a rough start, but Hannah’s team bounced back quickly and there wasn’t much I could do. I probably should have purchased as many of her Magic Missile dice as I could, just to slow down her damage output. I shouldn’t have Ripped my second Grodd, even though it didn’t matter much in this particular game, but I should have purchased more Guy and Tsarina dice instead. Sometimes games just don’t go the way you’d like them to and this was my moment for the bad rolls. Hannah did well with her comeback, and she made the right choice in clearing my field with her Magic Missile Global so that she could attack and secure her victory.

Record after Round Two: 1-1-0

Round Three

r3-1-28-17

I got to face off against one of my own teams in round three. Olivia wanted to use a variation on my Girl Power team, so I let her borrow it. She fielded lots of Sidekicks early in the match and even purchased a she-Hulk early game. Black Cat was a troublesome character as she made me reroll some of the characters I needed to keep in the Field. Luckily, they all came back up on character faces, but the threat of them leaving the Field scared me a little. I Ripped and purchased a Grodd around mid-game, but I needed to get my Guys back in the Field. They were proving to be very difficult to work with since they are required to attack each turn. When it came time to start attacking, Guy came through for me. She blocked my first big attack of Grodd and Guys, which returned most of them to the Field Zone. I drew what was left of my Guy dice and some Tsarina dice and was attacking for lethal damage on the turn after my first major attack. She had mostly Sidekicks as blockers and no way to avoid the massive amount of Overcrush damage from my Guys.

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

Final Thoughts

I hope that everyone takes something away from this report – especially from my mistakes. We are not defined by our mistakes, but by how we learn from them. I’m so glad that error was caught on video because this gives everyone a chance to review it and make mental notes about it so that they don’t make that mistake later, or have it made against them like North did.

Now, about the team itself. I really love this team. It’s definitely a top contender for what I’ll be playing at the WKO. I do not like Elf Thief though, and I’m probably going to replace him for either Constantine: Hellblazer or Antihero. While I like Cold Gun, I almost feel I don’t need it if I’m using Slander. Sure, it does damage and it possibly blanks a dude, but Slander blanks too. I definitely  don’t think I need both, and I’m probably swapping one of them for something else. I just have to decide which one to take off the team and what to put in its place. I like Tsarina, Grodd, and Guy as the main core of the team, so that won’t be changing. It’s nice to know that I don’t necessarily have to have all of the pieces to win as they’re all great on their own. They’re just really silly together and I love it!

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!