Posts Tagged ‘Mask Character’

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Heimdall: The All-Seeing from the Marvel The Mighty Thor set.

W Heimdall, The All-Seeing

Ruling – Immortal Keyword

WizKids Keywords Page does not have Immortal listed yet. The rule insert has the definition as:
Immortal: When a character die with Immortal would go to the Used Pile (except when it is purchased), instead add that character die to its owner’s bag.”

If a character die with Immortal would be placed in the Used Pile, for any reason, it goes to the player’s bag instead. This counts for abilities that swap character dice, like Mutation: Basic Action Card. For example: If I use Mutation to swap my active Heimdall character die in the Field Zone with a Batman character die in my Used Pile, Batman will be placed in the Field Zone on level one and Heimdall will go to my bag instead of my Used Pile.

When a character die with Immortal attacks and is not blocked, it will go Out of Play after damaging the opposing player. But, instead of going to the Used Pile at the end of turn, it will go their owner’s bag instead.

If an ability blanks or removes the Immortal keyword from the character’s card or from the character dice in other areas besides the Field Zone, Immortal will not work.

Immortal is not optional. If a character with Immortal would go to the Used Pile, it will go to the bag instead. You cannot choose to leave it in the Used Pile.

Ruling – Ability

“When fielded, draw a die. If it is a character die with Immortal, field it for free at level 1. Otherwise, Prep it.”

Heimdall has a When Fielded ability. A When Fielded ability will only trigger when the die with the ability is considered to have been Fielded and not swapped, placed, moved, etc. There are abilities on cards that will tell you to Field a character die, and those abilities will trigger When Fielded abilities.

Heimdall’s ability says that when his die is fielded, you draw a die from your bag. If the die that you draw is a character die and it has the Immortal keyword, you field it for free at level one. If it doesn’t have the Immortal keyword, you place it in your Prep Area.

If you attempt to draw a die and there are no dice in your bag, you refill your bag from your Used Pile.

If you draw a die and it’s a character die that has the Immortal keyword on its card, or has the keyword granted to it by an ability, you must field that die for free at level one.

If the die you drew is not a character die with the Immortal keyword, you must place it in your Prep Area.

If draw an Immortal character die and it has a When Fielded ability, it will trigger because Heimdall’s ability says to field that die.

These abilities are not optional. When Heimdall is fielded, you must draw a die. If you draw an Immortal character die, it must be fielded at level one. If you draw a die that’s not an Immortal character die, you must place it in your Prep Area.

Ruling – Global

“Global: Pay MASK. Once per turn, on your turn, you may Prep 2 Sidekick dice from your Used Pile.”

A Global is available for both players to use. There is no inherent ability to prevent a player from using a Global, though you may be able to use the ability on a card to prevent the use of a Global. For a player to use a Global on their opponent’s team, they must meet the proper requirements. Globals cannot be used for no effect.

Heimdall’s Global requires that a player spend one Mask energy. A player may only activate this Global one time on their turn, because the Global places those limits on its use. However, if you and your opponent both have the same Heimdall card on your teams, you can use each Heimdall’s Global one time on your turn. This is because each Heimdall is a different card, and each Global belongs to a different player.

During your turn, if you use Heimdall’s Global, you may move two Sidekick dice from your Used Pile to your Prep Area. You can still use this Global even if you only have one Sidekick die in your Used Pile. You cannot use the Global if you don’t have any Sidekick dice in your Used Pile. If you have two or more Sidekick dice in your Used Pile, you must move two of them. You are not permitted to choose one when there are two available, because the Global specifically says ‘Prep 2 Sidekick dice’ and not ‘Prep up to 2 Sidekick dice’.

Character dice with the Ally keyword are not eligible to be selected as Sidekick dice for this Global ability because Ally character dice are only considered Sidekick dice while in the Field Zone.

Sidekick dice that are spent are not available for Heimdall’s Global on that same turn. Spent dice are Out of Play until the end of turn.

You can only use the Global on your turn, and only once for each Heimdall card.

Miscellaneous Card Information

~ Heimdall is a Mask type character card.
~ He does not have an affiliation.
~ He has a Max Dice of four.
~ This card is an Common and is #24 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There is not a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

PXG has returned as HXG! Credit to Andy and Chris (True Mister Six) from the Ministry of Dice for their acronym. Those two have an awesome podcast that I highly recommend. It’s fun and I always enjoy hearing Andy’s new aka.

But, it’s nice to have a form of PXG back in the game. I was never on the ‘Ban PXG’ bandwagon, because I didn’t think he needed to be banned. I felt he needed a hefty errata, but didn’t deserve a ban. HXG is what PXG should have been to begin with. A once per turn, on your turn Global is more than appropriate. The Global is quite useful, though I’m not certain the rest of his common card is all that useful outside of casual events. You could probably build a casual Immortal team using him, but he won’t be played in the competitive scenes for his ability. Players will definitely look at all the rarities of Heimdall, mainly for the Global.

I wanted to feature an Immortal character this week, and I couldn’t resist choosing Heimdall for Immortal and his Global.

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Greetings Fellow Dice Fans!

 

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

W Valindra Shadowmantle, Scholarly Wizard

Ruling – Energy Drain Keyword

WizKids Keywords Page:
Energy Drain: After blockers are assigned, spin each character engaged with a character die with Energy Drain down one level. Character dice at level 1 can’t be spun down.”

Energy Drain will trigger after blockers have been assigned, and before the Global portion of the Attack Step.

Attack Step:
~ Assign Attackers
~ Assign Blockers
~ Energy Drain
~ Active player uses actions (if any)
~ Players use Globals
~ Assign and Resolve Damage

The term ‘engaged’ is defined on the WizKids Keywords page as, “a character blocking or being blocked is engaged with the opposing character.” Any character dice that block or are blocked by Valindra Shadowmantle, are considered to be engaged with her. Multiple character dice can be engaged with a single character at one time.

When a character die is engaged with Valindra Shadowmantle, her Energy Drain will trigger and cause that character die to spin down one level. If a character die is already level one, it can’t spin down. If a character die can’t spin down, Energy Drain has no effect on it. For example: Basic Sidekick dice are level one when they’re in the Field Zone on a character face. If a Sidekick die is engaged with Valindra Shadowmantle, Energy Drain has no effect on it.

After a character die is spun down, there is a chance it could be KO’d if it was dealt damage previously in the turn (or an effect is reducing the defense of character dice). If a character die with three defense has two damage on it already, and is spun down to a side with two or less defense, that character die will be KO’d. If that character was blocking, the blocked die is still considered blocked, but won’t deal or be dealt combat damage by the KO’d character die. This is because the KO’d character was KO’d before the Assign and Resolve Damage portion of the Attack Step.

Energy Drain is not optional and it will spin down each character die engaged with Valindra Shadowmantle.

Ruling – Attune Keyword

WizKids Keywords Page:
Attune: While a character you control with Attune is active, when you use an action die, that character deals 1 damage to target player or character die (no matter how many of that character’s dice are active).”

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

while-active-light

Attune triggers when you use any kind of action die, whether it’s a basic action die or a non-basic action die. Using a Continuous type action die requires you to place the die in the Field Zone from the Reserve Pool. If you activate a Continuous die’s ability from the Field Zone, this is not considered using it. For example, activating a Captain Cold’s Cold Gun: Frozen “Firearm” after it’s in the Field Zone is not considered to be the same as using it. Using it would be placing the Cold Gun die into the Field Zone from the Reserve Pool.

While a character die with Attune is active, when you use an action die, the character die with Attune will deal one damage to a target character die or player. For example, if you have three Valindra Shadowmantle dice in the Field Zone when you use an action die, your Valindra Shadowmantle will deal only one damage total (not three damage) to a target character die or player.

Attune abilities are mandatory and not optional. When you have an active character with Attune and you use an action die, you must deal one damage to target player or character die, even if you would be forced to target one of your character dice or yourself.

Miscellaneous Card Information

~ Valindra Shadowmantle is a Mask type character card.
~ She has the Evil affiliation.
~ She has a Max Dice of four.
~ This card is an Uncommon and is #48 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There is not a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

Someone recently asked me how Energy Drain worked, and I had to go look up the keyword. In my local area, it’s not an ability that’s used much. I thought I would feature a recent card with Energy Drain, just in case there are other folks that don’t use it much and need a refresher on how it works. I also noticed the definition for Energy Drain on WizKids Keywords page is missing a word that’s crucial to how the ability functions. It says, “spin each character engaged with a character die” and it should say, “spin each character DIE engaged with a character die“. I hope WizKids updates their definition.

I like this card for drafts and casual play, but she’s not one I’d pick for a major meta team. If she had a purchase cost of four instead of five, then I would say she’d be worth considering. Her Attune can be useful against troublesome characters or be used to deal damage directly to your opponent. After dealing damage to a die, you can use a force block, like Giant Spider: Greater Beast, to spin a die down to a lower level in order to KO it. This character has many uses and is a great way to introduce some advanced strategy to players that are moving beyond the beginner level.

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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

I have a ‘mighty’ cool treat for you today, courtesy of WizKids! In celebration of the release of The Mighty Thor set, they’ve sent me a few ‘worthy’ card scans to share! And before you start wondering when you can get your hands on this set, it’s available right now! You can find foil booster packs and draft packs at your friendly local game store.

Preview #1 – Beta Ray Bill: A Worthy Opponent

First up, we’ve got a Guardians of the Galaxy affiliated character, Beta Ray Bill: A Worthy Opponent.

MDM9 Cards Reg95

This is a whopper of a character! He’s got some huge defense stats and his attack is sure to pack a punch! As an added bonus to his glorious stats, when Beta Ray Bill attacks, he can KO a Bolt character die that’s the same level or lower as his die. If you have multiple Beta Ray Bill dice to attack with, each one gets to KO a Bolt character that’s equal or lower level than their level. I know his purchase cost is high, but there are plenty of ways to lower that purchase cost a little. One way is to use Big Entrance: Basic Action Card. Using that action die will reduce his cost by one and also put him in your bag when you buy him. You could get lucky and find a Big Entrance card in one of The Mighty Thor draft packs!

Preview #2 – Enchantress: Fatal Attraction

Next up, we have an addition to the Mystics affiliation, Enchantress: Fatal Attraction.

MDM9 Cards Reg102

If simple brute force isn’t what you want, Enchantress is a card you might want to look at. She’s got a high purchase cost, but just like Beta Ray Bill, you can reduce it with cards like Big Entrance. Her ability is a really good one if she’s on your side! She’s got the ability to tax your opponents when they try to use a Global Ability or an action die. Her ability doesn’t say basic action die, which means she forces them to pay that one extra energy for ANY action die they try to use! She also taxes the Global Abilities they try to use too, which could give you an advantage if your opponent is relying heavily on Globals or action dice. If your opponent isn’t using a lot of Globals or action dice, Enchantress can still deal a decent amount of damage to them with her high attack stats. She’s got the wit and the muscle!

Preview #3 – Hela: Even in Death…

Next up is a very menacing looking Villain, Hela: Even in Death….

MDM9 Cards Reg105

Hela is a super tough character with her huge stats, so it makes perfect sense for her to have a While Active ability. She’s a really useful character if your opponent is using Immortal characters.

Immortal: Except when purchased, when this die would go to the Used Pile, instead add it your bag.”

When an opposing character with the Immortal keyword is KO’d, you get to Prep a die from your bag. It’s usually beneficial to roll more than four dice at the start of your turn, because this gives you more opportunities to purchase crucial elements of your win condition or it can provide the energy you need for a super important Global Ability, like Hela’s. Hela’s Global is a double edged sword though. You need a loophole to prevent your dice from being chosen by your opponent. One way is be sure all of the dice you don’t want back on their cards are in your bag or Reserve Pool before using her Global. Another is with the Global on True Believer: Basic Action Card from the Amazing Spider-Man Starter. This will only help one of your character dice in the Field Zone, but that may be all you need!

W True Believer, BAC

Preview #4 – Pepper Potts: Behind Every Great Man

With this next card, we see the return of the Stark Industries affiliation. I’m super excited about this because it’s the first set we’re seeing it in, outside of the Iron Man and War Machine Starter! Thank you, Pepper Potts: Behind Every Great Man, you are my hero today!

MDM9 Cards Reg118

Rescue: Resilient and Rescue: Catching a Jet needed a new Pepper Potts and I’m so glad we’re getting her! This Pepper Potts is particularly handy while you have Iron Man active. Her stats get a nice boost as long as Iron Man is also in the Field Zone. She’ll become a 4A/4D on level one, 4A/6D on level two, and 5A/5D on level three – all with a zero fielding cost! You just need to be sure to bring an Iron Man – in case your opponent didn’t bring Iron Man to the battle. I like Iron Man: Secretary of Defense because his Enlistment ability puts your opponent in a tough spot!

W Iron Man, Secretary of Defense

Conclusion

While I’m not a fan of the more expensive characters, I totally have my eye on that Enchantress and Hela for her Global! I’m a control player and they’re both my type of cards. My favorite of all four of these cards is most definitely Pepper Potts! I can’t wait to get my hands on one and build a team with her, Iron Man, and Rescue. Now, we need a new Iron Man! I’m super excited to see what I get from my draft pack display that I’ll be picking up from FLGS later today. I’ll be posting an article with my pulls and an unboxing video soon! Keep an eye on my YouTube channel for it.

Huge thanks go to WizKids for allowing me to bring you these previews and I hope that you’re just as excited as I am for what The Mighty Thor set will bring to the game!

Thanks so much for reading and remember folks, if you like the content I provide, be sure to click that like button! Every follower and subscription matters!

Roll on, Dice Masters!

 

Greetings Fellow Dice Fans!

 

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

W 24 Wonder Woman, Reflections

 

Ruling – Ability

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

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

while-active-light

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

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

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

Miscellaneous Card Information

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

Official Sources

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

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

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

W 02 Bronze Dragon, Apprentice Dragon

Ruling – Anti-Breath Weapon Ability

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

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

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

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

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

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

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

Ruling – Ability

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

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

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

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

Miscellaneous Card Information

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

Official Sources

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

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

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

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

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Agent Venom: Losing Control from the Marvel Guardians of the Galaxy set.

W Agent Venom, Losing Control

Ruling – Call Out Ability

“When a character die with Call Out attacks, you target an opposing character die. The targeted die can only legally block the attacking die that used Call Out on it, and no other die can legally blocked the die that used Call Out. If the die that used Call Out cannot legally be blocked for any reason (an effect made it unblockable, two different dice chose the same target for their Call Out, the die targeted with Call Out was KO’d, etc.) then the effect of Call Out is cancelled.”

The Call Out ability will trigger automatically when the die with Call Out attacks. This ability is not optional because it does not say you ‘may’ target an opposing character die. Each die with Call Out will trigger the Call Out ability when it attacks, even if the dice are the same character. For example, I attack with an Agent Venom die and that die’s Call Out ability triggers. I attack with a second Agent Venom die and Call Out triggers again. Each die should target a different opposing die, or the effects will be cancelled.

Call Out is an ability that targets. If a character is not eligible to be targeted, you cannot target it for Call Out. For example, Raven: Azarath, Metrion, Zinthos! says “While Raven is active, your Mask Type and Teen Titan affiliated characters cannot be targeted by your opponents.” If my opponent has a Mask type character, a Sidekick, and Raven active, I cannot use the Call Out ability on any of their characters, except for the Sidekick die.

When you use Call Out on an opposing character die, the die you targeted is the only die that can block the character that used Call Out on it. None of the remaining opposing character dice can block the die that used Call Out. The die that is targeted for a Call Out ability can’t block any other attackers on that turn. For example, if I use Agent Venom’s Call Out on a Sidekick die, that is the only die that can block Agent Venom. Even if my opponent has four other character dice in the Field Zone, only that one Sidekick die that Agent Venom targeted can block him. And that same Sidekick die can’t block any of my other attacking dice.

A character die that’s been targeted by Call Out is not required to block, but if it does block, it can only block the die that targeted it with Call Out.

If the die that used Call Out is unblockable, the Call Out ability is cancelled and the die that was targeted for the Call Out ability can then choose to block a different attacking character die.

If the die that was targeted by Call Out is KO’d or removed before blockers are assigned, the effect is cancelled and the die that used Call Out can be blocked by other character dice that turn. For example, if I use Agent Venom’s Call Out to target a Sidekick die, but another character’s When Attacks ability deals damage to the Sidekick and KO’s it, my Agent Venom’s Call Out is cancelled and he can be blocked by other character dice as normal this turn.

If two dice use Call Out on the same opposing die, the effect of Call Out is cancelled and the opposing dice can choose to block as normal.

Ruling – Ability

Agent Venom has an additional effect on his card that says he can’t be KO’d the turn he uses Call Out, but only if he targets a Villain with his Call Out ability.

The Villain affiliation has two different affiliation icons. One is a red Hydra logo, commonly found in Marvel sets. The other is a stylized V, commonly found in DC sets and the TMNT sets. There have been Marvel sets that featured the V on their Villain cards.

Marvel Villain Affiliation     DC Villain Affiliation

Both of these symbols have the exact same meaning and are interchangeable. If a card has the Hydra icon in the text box, like Agent Venom, it applies to characters with the V icon as well.

If Agent Venom uses Call Out to target a Villain die, that die that used Call Out can’t be KO’d by combat damage, ability damage, or any other effect that says “KO”. The targeted die must have the Villain affiliation at the time it’s targeted. If the die gains the Villain affiliation later in the same turn, Agent Venom can still be KO’d because the targeted die was not a Villain at the time it was targeted. For example, when Agent Venom attacks, he targets a Sidekick die with Call Out. Blockers are assigned and then during the Actions and Globals portion of the Attack Step, I use a Global to give that same Sidekick the Villain affiliation. Agent Venom can still be KO’d this turn, because the Sidekick was not a Villain at the time Agent Venom targeted it with Call Out.

If Agent Venom’s Call Out effect is cancelled, he still gets the benefit of his second ability, as long as the die he targeted was a Villain. His ability only requires that he target a Villain with Call Out and not that the Call Out effect remains on the targeted die. For example, I attack with two Agent Venom dice. The first Agent Venom targets an opposing Villain die. The second Agent Venom die targets the same opposing Villain die. Both Call Out abilities are cancelled and both Agent Venom dice can be blocked by any opposing character die, but neither Agent Venom die can be KO’d this turn because they each targeted a Villain with their Call Out ability.

If the Villain that was targeted by Agent Venom’s Call Out blocks, Agent Venom will deal his attack value in combat damage to the blocker. He will also take damage from the Villain, but regardless of how much damage he has accumulated, he won’t be KO’d.

Miscellaneous Card Information

~ Agent Venom is a Mask type character card.
~ He has the Guardians of the Galaxy affiliation.
~ He has a max dice of four.
~ This card is an Common and is #2 of 124.

Official Sources

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

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

I had a chance to use this card in our draft, but because there were so few Villains being played, I never used his second ability. I think he could possibly have a spot on a few teams out there in the casual scene. I’m not sure just how good he’ll be in competitive metas though. His stats are good and his purchase cost is okay, but I’m not sure Villains are that much of a nuisance yet to bring something like this. They reused the Civil War Venom die, which I find very amusing. Agent Venom seems to get the Venom hand-me-downs as far as dice icons go.

I really like this card for a casual Guardians team. My old GotG team had trouble against Villains, but with an ability like this, it helps to clear out some of those more troublesome Villains without risking the loss of one of your pieces. If there were more Villains in the GotG set, this guy would be a bomb in drafts!

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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Hawkgirl: Princess of Thanagar from the DC Batman set.

W Hawkgirl, Princess of Thanagar

Ruling – Ability

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

while-active-light

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

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

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

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

Miscellaneous Card Information

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

Examples

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

Example One:
How Hawkgirl’s ability triggers.

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

Example Two:
Removing the Villain affiliation before attacking.

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

Official Sources

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

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

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

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Hellcat: It’s Patsy!  from the Marvel Defenders Team Pack.

07 Hellcat, It's Patsy

Ruling – Ability

Hellcat has two different types of abilities on her card. One is a When Fielded ability and the other is a While Active ability.

Hellcat’s When Fielded Ability

A When Fielded ability only triggers when the character die is placed into the Field Zone from the Reserve Pool by paying it’s fielding cost, or by a card ability that specifically says to ‘field’ the character die and not move or place the character die.

Hellcat’s When Fielded ability says that you must name a target opposing non-Sidekick character when you field her die, which will replace any previous choices. Hellcat can only target an opposing non-Sidekick character die that’s in the Field Zone for her ability.

A character with the Ally Keyword can not be targeted by Hellcat because Ally means that the dice is considered a Sidekick while in the Field Zone.

If you field a second Hellcat die while one is still active, you can name the same target opposing character. For example: I field Hellcat and name Batman. In the same turn, I field a second Hellcat and name Batman again.

Hellcat’s When Fielded ability is not optional and must be used if there is a legal target.

Hellcat’s While Active Ability

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

while-active-light

Hellcat’s While Active ability says that your opponent is dealt two damage the first time that they field the named character die. Your opponent will take that two damage each turn, but only the first time they field the character that Hellcat targeted with her When Fielded ability.

Hellcat’s While Active ability is not optional. If Hellcat is active and your opponent fields the named character, they must take two damage. The damage can be redirected, reduced, etc with other game effects or abilities.

Miscellaneous Card Information

~ Hellcat is a Mask type character card.
~ She has the Defenders affiliation.
~ She has a max dice of four.
~ This card is a Common and is #7 of 24.

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:
Using Hellcat.

Game State
~
I have a level one Hellcat die and a Fist energy in my Reserve Pool.
~ My opponent has an Alfred die and a level one Batman: Speedy Recovery die in the Field Zone.
~ It’s during my Main Step.
(Main Step)
~ I spend my one Fist energy, moving it Out of Play, to pay for Hellcat’s fielding cost.
~ I move Hellcat to the Field Zone and activate her When Fielded ability.
~ There is only one legal target for her ability, which is Batman. I can’t target Alfred because he’s an Ally and considered a Sidekick.
~ I pass priority to my opponent and they do not use any Globals, passing priority back to me.
~ I decide not to attack, so the Attack Step is bypassed and we proceed into the Clean Up Step.
(Clean Up Step)
~ All dice Out of Play are moved to the Used Pile.
~ All effects end unless otherwise stated.

Now my opponent begins their turn.
(Clear and Draw)
~ My opponent moves leftover dice from their Reserve Pool into their Used Pile.
~ My opponent draws four dice; two Sidekicks and two Batman dice.
(Roll and Reroll)
~ My opponent rolls their dice and they get two level one Batman characters, a Fist on a Sidekick die, and a Mask on a Sidekick die.
~ They choose to not reroll any of their dice.
(Main Step)
~ My opponent pays a Fist energy, moving it Out of Play, to pay for one of the Batman’s fielding costs.
~ They field the Batman die and Hellcat’s While Active ability triggers.
~ My opponent takes two damage, which will trigger Batman’s Vengeance ability – “Whenever you take damage, KO a Batman die and return it to the Field Zone at level 2.”
~ My opponent chooses to KO the Batman die they just fielded and then return him to the Field Zone at level two.
~ My opponent pays a Mask energy, moving it Out of Play, to pay for the other Batman’s fielding cost.
~ They field the Batman die on his level one side. Hellcat’s ability will not trigger again because my opponent has already fielded a Batman this turn.

As long as Hellcat remains active with Batman as her target, my opponent will take two damage the first time they field a Batman die – every turn.

Official Sources

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

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

Turn Order Summary Reference

turn-order

Opinion

I was very confused about Hellcat’s While Active ability and took it to WORF – adding in a few other questions about her that the locals were asking too. I’m so glad they returned with an answer as quick as they did. Thanks WizKids!

I do not like her anywhere near as much as Lyssa Drak and as long as Lyssa is in Modern, I don’t see any good reason to use this Hellcat. She’ll likely be the Lyssa replacement when War of Light eventually rotates from Modern. As for Prime, I’m not sure if she’s worth playing or not. She’s worth testing out for Prime, and it will likely come down to the individual’s style of play.

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Is there a card your confused on?

Is there a combo that seems too good to be true?
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Special thanks to The Reserve Pool for the use of their site.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

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

W Shiklah, Succubus

Ruling Ability

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

while-active-light

Shiklah’s ability says that while she’s active, you move a Sidekick die from your Used Pile to your Prep Area, but only at the beginning of your turn. If Shiklah is not active when your turn starts, you can not use her ability even if you field her later that turn. The beginning of your turn is before your Clear and Draw Step, so if you don’t have any Sidekick dice in your Used Pile before your Clear and Draw Step, you won’t be able to use her ability.

Ally characters only count as Sidekicks while they are in the Field Zone. Allies do not count as Sidekicks anywhere else, so you could not move an Ally character with Shiklah’s ability.

Any dice put into your Prep Area before your Roll and Reroll Step, cannot be rolled during your Roll and Reroll Step. Sidekick dice that are moved using Shiklah’s ability are not eligible to be rolled during the Roll and Reroll Step on the turn they are moved. They can be rolled that turn using other game effects such as Momentum or X-23.

Shiklah’s ability is not optional because it does not say that you ‘may’ move a Sidekick die from your Used Pile to your Prep Area. As long as she’s active at the beginning of your turn and you have any Sidekick dice in your Used Pile, you must move one into your Prep Area.

Miscellaneous Card Information

~ Shiklah is a Mask type character card.
~ She has the Deadpool affiliation.
~ She has a max dice of four.
~ This card is a Rare and is #112 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:
Using Shiklah’s ability.

~ I have two Shiklah dice in my Field Zone and three Sidekick dice in my Used Pile. I have no dice in my Prep Area.
~ At the beginning of my turn, before my Clear and Draw Step, I must use Shiklah’s ability. I move one Sidekick die from my Used Pile to my Prep Area.
~ (Clear and Draw) I move any leftover dice from my Reserve Pool and place them into my Used Pile. I draw four dice from my bag and place them in my Prep Area – but keeping them separate from the Sidekick die I just moved there.
~ (Roll and Reroll) I roll the four dice that I drew this turn, but not the Sidekick that was put into my Prep Area at the beginning of my turn.

Official Sources

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

You can find a ruling about dice placed in the Prep Area before the Roll and Reroll Step, here.

Turn Order Summary Reference

turn-order

Ratings

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

Golden Age Rating

I would be really surprised to see this card make it onto any competitive level Golden Age team. There are way too many other cards that are much more effective and easier to utilize. I can’t give her a zero rating though because she is an alternative form of churn that doesn’t rely on a Global. While she’s not the best option for churn, she can’t be shut down by Global nullification like PXG can.

Shiklah: Succubus gets a rating of one out of five stars.
1 Star

Modern Age Rating

I could see Shiklah finding her way onto a few teams in the Modern Age format. She’s a more delayed form of churn, but if you keep her active, you’re always gonna have at least a Sidekick in your Prep Area every turn. I’m not quite convinced that she’s better than a rogue team character. She’s got a unique ability that requires her to be active at the beginning of your turn. This gives your opponent a whole turn to get rid of her if they want to. She can be blasted out of the field with a Cold Gun, or even bolted with the Global on Unstable Canister. But I guess if your opponent is spending their resources for that, they aren’t spending them on anything else.

Shiklah: Succubus gets a rating of three out of five stars.
3 Stars

Prime Rating

I’m not crazy about this card in Prime either. Her defense stats aren’t the best if you’re looking at an uncommon or rare Cold Gun across the table from you. It can take her out on two of her sides and mess with your churn flow. Personally, I’d rather use Stepford Cuckoos than Shiklah because I’m guaranteed a character or Sidekick die with Cuckoos, where Shiklah relies on there being Sidekicks in the Used Pile. She’s not a first pick for me in any format. She’s not a terrible card and I’ve seen others use her effectively for their team, but I’m not feeling her for my teams.

Shiklah: Succubus gets a rating of three out of five stars.
3 Stars

Casual Play Rating

I do not like this card for casual play. She causes so much confusion, like Lockjaw does if he KO’s dice with his ability. I just had a discussion about X-23 and this card with several different folks, trying to explain how the dice moved via her ability interact with dice drawn for the Roll and Reroll Step and with X-23. She’s a great card to use for X-23, but the confusion over the Roll and Reroll Step makes her very difficult for beginners to use. I’ve watched advanced players get confused over this card, and Lockjaw too. Many players do not realize that they can’t roll those dice that were just placed there on that turn. It’s a very common mistake and one that I know I’ve made several times. I do not recommend beginners use this card right away. I would recommend that players on a more advanced level try using her with cards like X-23 and Momentum to help teach other players.

Shiklah: Succubus gets a rating of two out of five stars.
2 Stars

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

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

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

w-02-howard-stark-expert-businessman

Ruling – Ally

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

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

Ruling – Ability

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

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

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

Miscellaneous Card Information

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

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

Examples

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

Example One:
Sacrificing more than one Howard Stark.

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

Official Sources

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

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

You can find a ruling about Sacrifice, here.

Turn Order Summary Reference

turn-order

Unlimited Competitive Play Rating

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

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

Prime Play Rating

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

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

Casual Play Rating

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

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

Mistakes Were Made!

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

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

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

Roll on, Dice Masters!