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 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!

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!

 

WizKids has released another complete box set for Teenage Mutant Ninja Turtles! This set is called, Heroes in a Half Shell. If you purchase this box set, you will get the entire set, max dice for each character, and a bunch of other goodies!

TMNT 2 Heroes in a Half Shell.png

This box can be played as a stand alone product, added with the previous TMNT Box Set, or mixed in with the vast library of Dice Masters cards to enhance any team for various formats. This box set is great for casual players and seasoned players alike. If you’d like to take a look at the previous TMNT Box Set, you can find my review here.

You can find my review video on YouTube, here.

Dice Building Game Box Set

boxes

Box Contents

~ Teenage Mutant Ninja Turtles Rulebook
~ 4 Color Coordinated Paper Playmats
~ 4 Color Coordinated Dice Bags
~ 12 Basic Action Dice
~ 32 Sidekick Dice
~ 48 Character Dice
~ 48 Character Cards
~ 10 Basic Action Cards
~ 4 Action Reminder Cards
~ Collection Tray with Clear Cover

Rulebook

Both this rulebook and the one from the first box have the doubles start up rules in the back. The rulebook feels durable and looks really nice. It’s one I’d like to keep on me as my reference rulebook.

rulebook

Keywords

There are several returning keywords in this set, but you won’t find any new ones.

Ally
Overcrush
Swarm
Turtle Power

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

We don’t see any new affiliations, but the Teenage Mutant Ninja Turtle affiliation returns in this box set. The other affiliation you’ll find is one that crosses over almost all other IPs, Villain.

Characters

If you haven’t seen any or most of the 2012 animated series, but plan to watch it later – you may want to skip reading some of this. I discuss lots of things from that series which could be seen as spoilers.

april

April makes her second appearance in Dice Masters. This time, she looks a little different. We now have the 80s animated version and the 2012 animated series version of April. She’s a Shield character and all of her versions have a cost of two. She has the Ally keyword on all three cards and each card does something directly related to the Teenage Mutant Ninja Turtle affiliation. Please take note – she does not carry the TMNT affiliation herself! No Mere Damsel is absolutely my favorite of all three because she’s easy to purchase and helps reduce the cost of your other TMNT characters. A cheap character with Turtle Power seems really good for any team built around the TMNT affiliation. I don’t think any version of this April will make it into the unlimited scene, and it’s not likely she’ll see Prime play either unless someone finds a super awesome TMNT team build.

casey-jones
Casey Jones is back again as a Fist character with a purchase cost of two and three. Penalty Box is pretty handy for gaining life, but life gain is not all that prevalent in unlimited or Prime. I think he may be a nice tech piece for someone that can’t decide what their eighth character should be and it’s great that he has a Global already built in that helps his ability. I don’t like either of his other cards in this box. Penalty Box is not a bad choice for playing in casual or limited type event. Casey Jones would be an easy addition to any team that needs a cheap character. Although he’s not a Villain affiliated character, he could still be added to a Villain team and wouldn’t necessarily break theme because he was a vigilante that wasn’t always a friend of the Turtles.

donatello

Donatello is my dude! All of Donnie’s versions cost five energy, and we see the return of Turtle Power to the Turtle cards on Notice Me!. I don’t think Turtle Power is especially useful on characters that cost more than three or four. Something I like about all four Turtles is that they all have a version that does something similar to Intellectually Inclined. When they attack, they can each deal two damage to target character die or opponent if you pay an energy that corresponds to their energy type. Donatello is a Bolt character, so when he attacks, you can pay a Bolt energy to deal the two damage. I like that they all have a similar ability like that. Intellectually Inclined is my favorite of the three. Technologic would only be useful in a limited format where you’re only using the TMNT box sets. I don’t think that any version of Donnie will make it into unlimited play, but it’s possible that Intellectually Inclined might find a rogue home in Prime.

foot-ninja
Foot Ninjas are back! They are Bolt characters that all have the Ally keyword and all cost three energy. Shinobijutsu has the Swarm keyword as well, but it has the same issue as the other Swarm Foot Ninja from the first box set – max of three dice. I find Swarm to be much more effective when you have four or more dice for the card. Shinobijutsu also works with Shredder, so if you’re playing this guy in a limited setting, he may be fun. But then I saw Stick to the Shadows and fell in love with this card. I’m the type of player that loves Overcrush or direct damage, like the type of ability damage on Stick to the Shadows. The only trouble you might have is getting two or three of them active at the same time to attack with. I can see this version possibly making a splash in the Prime format, but not likely in unlimited. I don’t much care for the ability on Glass Jawed.

hamato-yoshi
First newcomer card – Hamato Yoshi. Hamato Yoshi suffers from an identity crisis over the various canons for TMNT. In one canon, he was the man that owned Splinter. Splinter watched and mimicked his movements while he was practicing martial arts. Splinter mastered the martial arts from his cage. Splinter went on to become the mutated rat we all know and love. In another canon, Hamato Yoshi was the adversary of Oroko Saki (Shredder) and was followed by Saki to the US. Yoshi was later exposed to mutagen causing him to mutate into a rat-man because he was mostly in contact with rats since he was living in the sewer with them.

Now, as for card abilities, I don’t like any of them. None of these type of cards fit how I play. All of the versions are expensive Shield type characters, and even the Global on Shidoshi isn’t good enough to justify adding him to a team. If you’re looking at him for limited or casual play, I’d probably go with Shidoshi. He would help your other attackers get through and with his huge defense, he might just survive!

karai
Karai is another new character to Dice Masters. She’s no stranger to fans of the comic and the 2012 animated series. Her card art comes from the 2012 series. She’s a four cost Fist character without an affiliation, and all of her versions do something in relation to Sidekicks. I really like Dark Lineage, because she could help slow the damage coming from Front Line teams. You have to keep her in the Field Zone though, which is not easy to do since Front Line typically runs Imprisoned (in unlimited) and they would snatch up any Karai threat. I could see her being really useful in Prime, casual, and limited. I’m not excited about Torn Between Two Worlds, but she could potentially eliminate a threatening Ally. I like anything that’s cheap to purchase and buffs my Sidekicks, like Uneasy Alliance. My favorite is definitely Dark Lineage, even though I like Uneasy Alliance a lot.

leatherhead
Leatherhead – the Cajun Gator that’s typically a villain in the TMNT universe, but becomes an anti-hero of sorts in the 2012 series canon. All the fun, conversational characters seem to cost the most… He’s also a new character to Dice Masters. He’s a five and six cost Shield character that does something with TMNT characters on all his versions. Of all of them, I like I Guarantee! the best, but none of them seem good for unlimited or even for Prime. In a limited format where you’re only playing with the TMNT boxes, I Guarantee! would definitely be my pick for a Villain team. He’s got some really beefy stats too and his fielding cost isn’t bad.

leonardo
Leonardo is our next Turtle in the box. All of his versions are five cost Fist characters. Fearless Leader has Turtle Power, which like I mentioned before, I don’t like on a five cost character – even in limited. Multifolded Steel is kind of interesting, if you somehow found a way to use the TMNT affiliation effectively. Plight of the Eldest is by far the best of the three. He has that cool ‘burn’ type ability that you can pay a Fist energy to use when he attacks. Just like with Donnie, I don’t think Leo is gonna see any unlimited play, and possibly only a rogue status in Prime. As for casual and limited, I could totally see someone finding a use for one the Leo cards.

metalhead

Metalhead makes his debut in the Dice Masters world. This character has a majorly distorted backstory. And like his backstory, his abilities are all over the place. Rogue Robot, purchase cost of five, gets an attack and defense buff for each other non-Metalhead TMNT affiliated character die – not character, but character die. This could potentially make him a monster of an attacker or defender. I’d say he’s probably my favorite of the three, but he’s not going to see any unlimited play and most likely not any Prime play either. His place to shine is limited and casual. Dissociative Identity works with other non-Metalhead TMNT character dice, making that die unblockable when he attacks. I don’t see him making it into unlimited or Prime either. Upgrading the Arsenal is probably the best candidate for Prime, but I doubt he’ll even make it to a rogue status. When he’s fielded, you can deal damage to a Villain die equal to his attack. It’s good, but not great. I still prefer Rogue Robot for fun stuff.

michelangelo

Here’s the party dude, Michelangelo! His five cost Turtle Power version on Booyakasha! is at the bottom of my list. Insatiable Appetite is the direct damage ability version, and since Mikey is a Mask character, this makes him very useful. Chuck and Chuck II: The Sequel has a very situational ability. There are ways to manipulate blockers and attackers to help ensure that situation happens, but it takes a lot to set up and use. Insatiable Appetite is my favorite and it looks like all those similar burn ability Turtles are going to my preferred versions. I don’t think any of Mikey’s cards will see any unlimited play and maybe only a rogue status in Prime, just like his brothers. For casual and limited, Insatiable Appetite is the way to go!

raphael

Rude dude Raphael is a five cost Shield character with the awesome ‘burn’ ability on Nightwatcher. He also has Turtle Power on Controlling His Temper, which is not exciting. Second Son could be useful in limited because he keeps your TMNT affiliated characters safe from being targeted by opposing action dice and Globals. I like Second Son a little more than Nightwatcher because his ability could be somewhat useful in a Prime format, depending on what TMNT affiliated character you can effectively use. As far as unlimited goes, there isn’t much that can break into the current meta unless it’s cheap and fast. I would love to give Second Son a try in casual and limited.

renet-tilley

Speaking of cheap, Renet Tilley is only a three cost Bolt character with decent abilities for all her cards. This is her first appearance in the universe of Dice Masters. Now, Renet has been around for a long time, but most folks don’t have a clue who she is. She has a lot to do with time traveling, which already scores her some negative marks in my book (as a character outside of Dice Masters). I don’t like needless time travel and she was a careless Time Master in the 2012 series. She is a friend of the Turtles, but she does not have the TMNT affiliation on her cards. As far as her card abilities go, 79th Dimension of Null-Time is definitely my favorite. Being able to spin that Cold Gun over to a burst face is HUGE! She’s likely going to see play in both unlimited and Prime. Impeccable Timing has an interesting ability that I need to play around with before saying I like it. Apprentice Timestress is a lesser version of Kang: The Conqueror or Scarlet Witch: Controls Probability. I can see all of her versions finding homes in limited and casual play, but 79th Dimension will most likely make it into unlimited and almost certainly into Prime. As a side note, the t on the end of her first name is not silent.

shredder

Shredder is a huge iconic Villain in the TMNT universe, so his cards deserve to be huge in purchase cost and have outrageous abilities that you’ll probably never get to go off. Surprisingly, Shredder has two versions that only cost six to buy. I know, it’s still a six cost character, but I expected him to be seven and eight costs. Scarred is interesting, but most likely not as useful as he could be since he costs six and then you need to Field him. His monstrous eight cost version, False Bushido, is not worth the effort it takes to get that ability to go off. Dining on Turtle Soup! is easily my favorite of the three. There are Globals that can force a character to attack, or better yet, force multiple characters to block and only attack with Shredder. That seems so silly and fun – I really want to build around that for our next event. Getting him into the Field could be difficult, but that’s when Polymorph Mutation comes in handy. He seems like a fun casual character, but I don’t see him making any team in unlimited or Prime.

slash

Slash is another of those Villains turned anti-hero later in the 2012 series. I kinda wish we had a version that wasn’t a Villain for that reason since they used the 2012 series art for the card. Don’t misunderstand me – I’m super excited to have Slash in our Dice Masters world. He’s a Bolt character with a purchase cost of five on all cards and each version has an ability that has something to do with ‘burn’ type ability damage. Specimen 6 deals damage equal to his attack to target opposing character die that isn’t blocking him. I like it, but I don’t love it. He won’t see unlimited play and I doubt he’d make a rogue status in Prime. Portal from Dimension X deals damage equal to his level to an opponent when he’s KO’d. You can pair that with Blue-Eyes or a Fabricate keyword to get some direct damage in to your opponent. It’s a relatively expensive way of burning your opponent and I don’t see it being used in unlimited or even Prime. Never Liked the Name “Spike” has a when KO’d ability as well. He deals damage to your opponent equal to the total amount energy in their Reserve Pool. I could see this being used in unlimited, if he didn’t cost five to purchase. I’m not sure how much Prime play he’ll see since there aren’t many effective or useful ways to KO your characters to get the most out of his ability. I like this version the best though, because I can easily use him in a casual setting and have fun with him.

tiger-claw

Tiger Claw is a new character to the TMNT universe, as far as I can tell. This is also his Dice Masters debut. There are several other tiger/cat mutant like characters, but I think this specific character didn’t come around until the 2012 series. Tiger Claw is another one of those expensive Villain characters, but one of the abilities and the stats almost make me want to attempt to play this card. I feel like Lost Humanity is too expensive for his ability, and Kraang Experiment just doesn’t seem good to me. I don’t like KO’ing my opponent’s character dice like that because it gives them more dice to roll on their next turn. I don’t see either of those two versions making it into unlimited or Prime. Seeking Vengeance is the version that I like the best and I’m a sucker for pricey characters that I can’t play in unlimited. I love Cheetah: Cursed Archaeologist, and Seeking Vengeance’s ability and attack stats are double that of Cheetah’s. Unfortunately, his cost is double too. I don’t think this card has a place in the current unlimited meta and I’m not sure he’ll make it in Prime either. As for the casual scene, this guy looks like loads of fun for a Villain team!

triceraton

Triceratons are a race of alien creatures that look like a triceratops-man thing. In almost all the TMNT universe canon, they’re strictly villains, which makes them Villains in Dice Masters! I welcome Triceraton to the Dice Masters universe! Triceraton is a Fist character with purchase costs of four and five. Cretaceous Crusher is the only four cost and he has no ability text. There are definitely cheaper Villains with better abilities for unlimited, and probably Prime too. But if you really need a four cost Villain with no ability, here he is! For limited play, he’s a great addition to a Villain team since he’s one of the cheapest. Orders from Captain Zorax gets a bonus of three to his attack, but only when he attacks. That would make his level one attack a total of six, and his level three attack a total of eight. That’s not too shabby. Loyal to a Fault has one of my favorite words as his keyword – Overcrush. I’d like to be able to buff his attack stat if I were to use this version, and there are definitely ways to do that. I think I like this dude better than the other two versions. For unlimited and Prime, I can’t see any Triceratons making the cut. For casual and limited, I think these guys are a great addition to Villains.

Character Thoughts

Renet Tilley is by far the most useful of all the characters in the box. Foot Ninjas and Karai are also good. Is the box worth purchasing for just those three characters? Maybe, depending on how bad you want or need those abilities. If you’re not excited yet, wait until you see the Basic Action Cards.

Basic Action Cards

The biggest selling point for this box set is probably the vast assortment of Basic Action Cards. Sure the characters fun and some are possible meta dudes, but with revamps of some major meta BACs in this box, I can’t think of a better argument to buy a box or two – that’s right, I said two.

w-haymaker-bac

Hello Anger Issues! I can’t tell you how happy I am to see a revamp of Anger Issues that will be legal for Prime. I have an attack buff and Overcrush all in one Action with Haymaker. This card is really high on my list of favorites for the BACs in this box. It’s a great card for all different formats from unlimited and Prime to casual and limited.

w-ingenious-tactics-bac

I did a quick search on DM RetroBox for a card that did something similar to this and I couldn’t find one. This ability seems really familiar to me but I can’t find where I’ve seen it. Ingenious Tactics is an interesting card. Using this action die will prevent all combat damage to each of your attacking character dice. I really like this BAC, but I’m not sure how I’m going to use it yet. It’s handy for keeping your dudes in the Field when your opponent’s blockers will likely get KO’d. I’ll be playing around with this to see if I can find a use for it, but the one major deterrent is the cost. If I’m paying five for an action, it better be AMAZING.

w-momentum-bac

Everyone is going crazy over this BAC. I don’t think folks are going to realize how much of a risk it is to use it until they try it on a team. Everyone went crazy over Pizza! until they realized how much is clunked up their bag and wasn’t as useful as they thought. I don’t think this die is gonna clunk up your bag or slow you down, but the risk you run by using this on your team is that your opponent can nab all of them before you even have a turn. I really love the ability on this BAC, but if my opponent brings this and I go first, I’m stealing all the Momentum.

w-mutation-bac

Welcome to Prime, Polymorph. This revamp made me happier than Haymaker. I’m a big  Poly-Player so it’s safe to say that Poly is getting replaced with Mutation. I love Turtles, so if I can replace a card with a TMNT version, I’m so going to. I don’t think this card needs much of a review since it’s a major unlimited meta card. Now it gets a shot in Prime, which I imagine it will be on many teams out there.

w-mysterious-shredder-transport-bac

Okay, several folks aren’t excited about this BAC, but I am. When a character is sacrificed, it doesn’t get KO’d, therefore it doesn’t gain the advantage of a When this character is KO’d ability. Mysterious Shredder Transport only costs three to purchase and has a great benefit. It’s a form of removal, which is not something we have a lot of in Prime. In an unlimited format, sacrificing characters could gum up someone’s bag or ruin someone’s plan. I really like this card and I’m totally gonna test it.

w-nefarious-broadcast-bac

Nefarious Broadcast is another BAC that I think could be highly useful. It can clear buffs or other active effects that come from Global Abilities and stop Globals from being used for the rest of the turn. This hurts you too, but if you’re not relying on active Global effects or planning to use any Globals, then you have nothing to worry about. It only cost two to purchase, so it’s an easy turn one purchase on a bad roll. I imagine someone will find a way to work this onto a team in unlimited and I can see it being used in Prime – especially since there are buff Globals available in Prime. For casual and limited play, it could be useful but completely depends on the local meta.

w-reclaim-bac

Escape Incarceration, minus the Resistance, has found its way into Prime… wait – it’s already Prime-Legal. Reclaim does cost one less than Escape Incarceration, which could be what makes someone choose Reclaim over Escape Incarceration. Escape Incarceration didn’t take off in unlimited, and I don’t see Reclaim finding a foothold either. As far as the Prime format goes, it’s possible we could see Reclaim over Escape Incarceration. A really bad roll on turn one could leave you with only two energy instead of three – and the wrong energy type too. This wouldn’t be a bad backup option and may be more useful to you than Nefarious Broadcast. In a casual and limited atmosphere, this BAC is definitely one I’d recommend over Escape Incarceration. It’s simpler to use and cost one less to buy.

w-speedy-delivery-bac

This is a revamp of Enrage from Uncanny X-Men. I can’t say that I’ve ever found a use for Enrage in an unlimited format where Invulnerability was available to me. There are plenty of taunt Globals out there, so the best thing about this BAC is the Global. This gives us a Bolt energy buff Global for Prime, which I don’t think we had. There are times where I’d rather have a Bolt buff than a Fist buff Global. It’s not a BAC that I’d toss to the side and forget about, but it’s not one that’s high on my list of BAC’s.

w-splinters-teachings-bac

This BAC is a revamp of Transfer Power from Uncanny X-Men, and a combination of Monster Reborn‘s ability and the Global on Mystic Box from the Yu-Gi-Oh! set. Transfer Power is a very useful card in unlimited, and now we have a revamp of it for Prime. I imagine that Splinter’s Teachings will see lots of play in Prime. For casual and limited, this is an awesome card, and not just for it’s Global. Like its predecessor, it only cost three to purchase, making it a good buy on your first turn if you don’t get the right energy for your characters. I would definitely recommend this BAC for both the competitive formats as well as casual and limited play.

w-unstable-canister-bac

Here is my second favorite BAC in this box set, the Magic Missile revamp. I love Mutation, but Unstable Canister is a close second. The major difference between Unstable Canister and Magic Missile’s abilities are that Canister references a TMNT affiliated character and Magic Missile references an adventurer. This BAC will allow Batman Family Bat-Bomb to go off easier with a more reliable way to KO Alfred dice in the Prime format. It’s also great for Storm: Extra Lightning on a Prime team. For a casual or limited format, this is a great card. BACs that cost three or less are ones that I prefer.

BAC Overview

Wow! Talk about a loaded box! This box has all the major BAC abilities that anyoen could want! Oh, except for Big Entrance… I love that card almost as much as Polymorph. I would love to be able to use it in Prime. Here’s hoping it’ll see a revamp in the Superman/Wonder Woman starter. But really, you couldn’t ask for a better comprehensive assortment of BACs. Not only does this help new players that can’t afford all those different starters, but it helps other players that didn’t want to purchase D&D products. Good call, WizKids.

Action Reminder Cards

action-reminder-colors
The four Action Reminder Cards are color coordinated with the four Turtles, which is a nice touch. It makes it easy for players to use their favorite color of the four, or play with their favorite Turtle’s color.

Paper Playmats

playmats

Just like the previous box set, the paper playmats’ artwork and color coordinate with the four Turtles. There are lots of reminders and tips on the playmats to help new players.

Dice Bags

The four dice bags are the normal paper bags that we’ve seen in the previous box set and other starters. The dice bags have artwork and colors that coordinate with the Turtles, just like the first box set. I love that they do that, making it easy for anyone to pick their favorite Turtle and represent them. #TeamDonnie Purple for me please!

Action Dice and Sidekick Dice

sidekicks-and-action-dice
You’ll get enough Sidekick dice for four players as well as four different colors of Basic Action Dice. The Actions are color coordinated with the four Turtles, just like the bags and playmats.

As with the first box set, each of the Turtles have their very own dice designs. These are the dice for each of the four Turtles from the first box set.

01 Turtles Dice

These are the dice for the four Turtles from the new Heroes in a Half Shell box set.

tmnt-2-turtles

I think I like the first set’s dice best, but images on the second set’s dice are cool too. They used silhouettes of the Turtles from the 2012 animated series.

Storage Box

The picture on the right shows the box with both sets of dice and cards, including both sets of Sidekicks and Basic Action Dice.

The first box set didn’t have the clear tray cover which caused lots of transporting issues. Dice would slide and bounce all over the box, and even jam themselves in such a way that the box lid would lift up and possibly spill the contents everywhere. I’m so happy that WizKids added the clear cover to this box. I can put all of my TMNT dice in this second box and not worry about the box lid coming off just because the box tilted or slid onto its side in the car.

Final Thoughts

There were major improvements from the first box set. I loved the first box, but I’m in love with this one. When a new player joins our group, this is going to be the very first product that I recommend for them to purchase – not just because I love TMNT so much, but because you can’t find a better assortment of vital and useful card abilities in any other Dice Masters starter or box set. If you’re new to Dice Masters or you’re trying to help a new player with recommendations, this is the product to look at. Many of these cards are great for casual and limited play, but also highly useful in the new PDC Prime format and even unlimited.

Aside from the obvious usefulness of many of the cards for unlimited and Prime, I love how the cards work so well together within the box too. A new player can combine both box sets for even more Turtle fun! These two boxes make for a great purchase for any Turtle fan that wants to play a game using their favorite TMNT characters but doesn’t want to jump all in to the larger world of Dice Masters.

WizKids has done some amazing things with the additions of the Box Sets, the yearly Starters, and the Team Packs. It makes the game more affordable for folks that also play other collectible games, therefore keeping those folks in the community. It also allows players like myself to expand into the other games that WizKids produces, like HeroClix, where I wasn’t able to before. I really feel like WizKids is on the right track, so long as they can better balance their release dates. That’s another growing pain that younger games experience and the balancing act will come with time. They’re just now introducing the yearly starters, so once they find the best form of product releases, the release date balancing should improve. I’m excited for what the future holds for Dice Masters. I hope that WizKids decides to branch out into other IPs and release them as all inclusive Box Sets.

What are your favorite cards?
What do you think of the Dice Building Game box?
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!

 

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

w-stepford-cuckoos-celeste

Ruling – Ability

Stepford Cuckoos has a When Fielded ability. This type of ability only works when you move the character die into field either from your Reserve Pool by paying its fielding cost or by an ability that specifically tells you to field the character die. Swapping the die into the Field Zone or moving/placing the die by other means will not allow you to use the When Fielded ability.

This ability is not optional, meaning you must do as much as you can of her ability as you’re able to do. If you field her and your opponent doesn’t have any character dice in the Field Zone, you must still move one of your character dice to your Prep Area.

If you only have the Stepford Cuckoos die that you just fielded in the Field Zone, she must target herself. You may choose her as your target for her ability instead of another one of your character dice. Your opponent gets to choose which of their character dice to target. The wording of her ability suggests that each player choose one of their own character dice and not that the controller of Stepford Cuckoos gets to choose both.

Character dice that are moved by the Stepford Cuckoos’ ability are not considered to have been KO’d. You would not gain the benefit of a KO ability, like the ability on Jade: Jennifer-Lynn Hayden.

Stepford Cuckoos’ ability does not say that one player should reveal their choice before the other. If this becomes an issue, the active player should reveal their choice first, since the active player has priority.

Miscellaneous Card Information

~ Stepford Cuckoos: Celeste is a Mask Character.
~ She has the X-Men affiliation.
~ She has a max dice of four.
~ This card is an Uncommon and is #76 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:
Stepford Cuckoos fielded with other characters in the Field Zone.

~ I have one level one Stepford Cuckoos die in the Reserve Pool, and a Sidekick die in the Field Zone. My opponent has two Sidekick dice and an Oracle die in the Field Zone.
~ (Main Step) I field my Stepford Cuckoos. I choose to target Stepford Cuckoos with her ability and my opponent chooses to target one of their Sidekicks. Both dice are then placed in the appropriate Prep Areas.

Example Two:
Stepford Cuckoos fielded with no other characters in the Field Zone.

~ I have one level one Stepford Cuckoos die in the Reserve Pool. There are no other characters in the Field Zone on either side.
~ (Main Step) I field my Stepford Cuckoos. My opponent doesn’t have any characters to move. I only have the Stepford Cuckoos, so I must target her and move her to my Prep Area.

Example Three:
Stepford Cuckoos and KO abilities.

~ I have one level one Stepford Cuckoos die in the Reserve Pool and no characters in the Field Zone. My opponent has a Jade: Jennifer-Lynn Hayden in the Field Zone.
~ (Main Step) I field my Stepford Cuckoos. I only have the Stepford Cuckoos, so I must target her and my opponent must choose Jade, but they will not get to use her ability because she’s not being KO’d.

Official Sources

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

You can find a relevant When Fielded ability ruling on Miri Riam: Beacon In The Darkhere.

Turn Order Summary Reference

turn-order

Unlimited Competitive Play Rating

I don’t see this card being particularly useful in the current meta. She has the potential to rid the field of troublesome characters without KO’ing them, but your opponent still controls which one of their characters gets targeted by her ability. They could easily target and move a Sidekick instead of their big nasty. She’s rather handy for unique form of ramp, but not completely reliable – and PXG is still legal in the unlimited meta. I don’t think folks should throw her in a box and forget she exists though. There could be a card or cards in a future set that make her very worthwhile. She’s worth keeping in the back of your mind, but she’s not a card I expect to see in many major unlimited format events.

Stepford Cuckoos: Celeste gets a rating of two out of five stars.
2 Stars

Prime Play Rating

I played with this card over the weekend in our Prime event and I absolutely love this card! My only mistake was not using enough of her dice. She’s a form of ramp and partial control in prime. I would definitely recommend her if you’re having trouble purchasing larger characters or having issues with your opponent’s characters that are in the Field. Even though they have the power of choice, you’re still making them choose a character that won’t be in the field the rest of the turn. That’s a tough choice between a Ronin and an Oracle when you know you’re opponent could use attack pumping Globals and they have potential Overcrushing attackers. Her fielding costs make me love her even more, because even on her level three side, I still feel like I’m benefiting from her. I would not be surprised to see Celeste or even Mindee on prime teams. Do not overlook this card – she is worth testing with!

Stepford Cuckoos: Celeste gets a Prime rating of four out of five stars.
4 Stars

Casual Play Rating

The only reason Stepford Cuckoos does not get a five star rating from me is because beginners or newer players may not realize that she can be targeted with her own ability. This could potentially lead to misplays or even a dispute over how her ability is supposed to work. She’s still a great card for a beginner, so long as they understand that she can be your target for her ability. Newer players may not fully understand why you would want to move one of your own characters to the Prep Area, but that’s strategy that comes with experience. I think Celeste is perfect for teaching beginners and newer players about the benefits of having those extra dice in your Prep Area every so often – Especially one that can move an opponent’s character out of the Field Zone. Some players may not realize that they do not get to pick both character dice when they field her, but that’s easily explained. She’s a great card for a new player to add to a team and highly recommend her for players of all skill levels.

Stepford Cuckoos: Celeste gets a casual play rating of four out of five stars.
4 Stars

Opinions on this card? Leave a comment!
Is there a card your confused on?
Is there a combo that seems too good to be true?
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!

 

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

My Team

my-team-12-17-17

You can find my team here, on DM Retrobox.

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

Round One

round-1-12-17-16

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

Record after Round One: 0-1-0

Round Two

round-2-12-17-16

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

Record after Round Two: 1-1-0

Round Three

round-3-12-17-16

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

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

Final Thoughts

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

What are some changes you’d make without changing the spirit of the team?
Have a build you like better?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

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

killer-frost-coldsnap

Ruling – Ability

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

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

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

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

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

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

Affiliations and Types

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

Examples

These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario.

Example One:
Killer Frost KO’d by Combat Damage
.

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

Example Two:
Killer Frost KO’d by Ability Damage
.

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

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

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

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

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

Official Sources

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

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

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

Competitive Play Rating

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

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

Casual Play Rating

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

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

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!

 

We played a limited event this past Saturday and this type of format is becoming a local favorite. Each player pays a $10.00 entry fee and they are allowed to choose ten boosters from any set that the store has in stock. Players can mix and match if they choose, but the best strategy is usually to choose ten from the same set. We had Battle for Faerûn, World’s Finest, Green Arrow and The Flash, and Deadpool in stock.

My Team

my-team-12-10-16

You can find my team here, on DM Retrobox.

I chose all ten packs from Deadpool. When I opened my packs, the cards I saw that stood out were several Deadpool affiliated characters, and one Lady Bullseye. I was definitely hoping for at least two of her dice, but I only pulled one, so I had to figure out something else. I volunteered to run the store that night so that the owner could spend some time with his family at a Christmas party. When you’re working and trying to build a team, you don’t always get the same amount of time as others to build. I threw a bunch of dudes together and hoped for the best! I picked all the Deadpool folks – without reading them, Free Chimichangas because it gives a defense boost and Deadly, Multiple Man because he has Swarm and I had two dice for him, and Lady Bullseye because – why not? Knowing my time was extremely limited on building, I grabbed Hulk Out and Resurrection for my two Basic Actions. I knew I couldn’t go wrong with a little ramp and Hulk Out to go with Lady Bullseye isn’t a bad idea.

Round One

round-1-12-10-16

My round one opponent had decided to build from the D&D stock. I loved having both Resurrection Globals to use, and that definitely helped me. I was not excited to see that Magic Helmet on my opponent’s team. It was a great counter piece to my Dogpool. I realized I had made a mistake when building my team by adding Outlaw. I only had one die for her, which made her a totally useless character. I could always use her for fodder, but her ability was bunk for me. I also made a huge mistake during this match. I was so focused on buying all of my Deadpool characters (except for Outlaw), that I neglected to buy any of my Hulk Out dice. This gave my opponent an opportunity to use his Big Entrance die and the three energy he rolled to buy all three of my Hulk Out dice at once. I didn’t think I was going to be able to pull off a victory in this match when he started fielding big characters, like his Minotaur, but some well placed blockers and well timed attacks left him practically defenseless. My characters were beefy on defense and heavy on attack stats, helping me find a path to victory. It was a glorious game of agonizing over when to attack and how to block. These are the games that make you feel good, regardless of who won and who lost.

Record after Round One: 1-0-0

Round Two

round-2-12-10-16

I found myself sitting across the table from Mr. DDK in round two. I always have the hardest time defeating him in any game, constructed or otherwise. I was fortunate though, that he missed my Resurrection Global for a turn or two because he didn’t notice it, which I feel slowed him down a little. He hit me pretty hard with a level three Angel Dust, but I blocked most of his other attackers. Letting Angel Dust through was a good choice because she went to the Used Pile and she had to cycle back through his bag. I only needed my Kidpool this game, because my opponent brought that glorious Anger Issues Global. Add a Hulk Out or two into that mix and it was game over for Mr. DDK. I considered myself very lucky that some of his dice didn’t roll for him and most of mine rolled on the side I needed or a side that I could use. He did some major damage though, so it wasn’t a cake walk. I did feel like I could lose the game on any turn if he rolled what he needed. That’s the nature of the game though. It was still a fun match with some back and forth and attacking/blocking strategy.

Record after Round Two: 2-0-0

Round Three

round-3-12-10-16

I apologize for the picture. I totally forgot to snap a picture before we packed up, but he was kind enough to unpack his stuff before he left so that I could at least get a pick of his cards. It was totally my fault that I didn’t get the picture I wanted and I have to thank my opponent again for doing this for me.

This game was incredible. I was fielding characters left and right, and he was constantly attacking me with his Purple Worm. It was pretty intense for several turns, because one misplaced blocker could have put either of us in jeopardy. I took a chance on one of my last turns and attacked when he had several characters. I knew he couldn’t clear my field completely so I’d have some blockers left if he rolled his characters back up. My two Deadly Deadpool dice were very useful this entire match, and even more on this particular attack. I was left with several character dice after the combat was done and my opponent was rolling all of those characters I KO’d on his turn. I was hoping only one or two would roll. He rolled his dice and none were characters. He rerolled the character dice, and luck was on my side – they all came up energy! I will not turn down a victory, but I do not like winning when my opponent has no options and can’t defend themselves – even if it’s because of a bad roll. But aside from how the game ended, the rest of the game was tons of fun. I’m very happy my opponent came to play and he ended up in third place for the event.

Record after Round Three: 3-0-0
Final Standing: 1st

Final Thoughts

We only used ten packs for our first sealed event a while back, and part of me thought that ten packs wasn’t enough. After playing this format a second time with only ten packs, I think ten is probably going to be the magic number. Some players will end up pulling great cards that have wonderful synergy together, and some won’t pull anything that works together at all. It’s not what you pull, but how you use it – with a bit of luck. I definitely had some luck on my side for this event. My team did not have anything that actually worked together for a super cool effect. Lady Deadpool and Kidpool were about all I had, and Lady Deadpool’s ability only made her cheaper to buy – nothing else after you had her. Kidpool worked with any of my Deadpool characters. You don’t have to have a team that functions like a constructed team in an event like this. Everyone is working with what they’ve pulled so everyone is kinda on the same page. Even pulling a Super Rare doesn’t guarantee you win – I had one rare (Dogpool) and I didn’t use his ability a single time. The rest of my team was common and uncommon, and I just threw everything together without really reading most of the cards. In my opinion, the Deadpool set is really good for limited events like sealed and drafts. Everyone is so used to drafting with sets that have cards with crazy good Globals or they play way too much constructed, that they don’t see how much fun this set is. I’m so glad I picked Deadpool to use in the sealed and I would totally do it again.

What are some changes you’d make without changing the spirit of the team?
Have a build you like better?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

We held a special event on the Saturday after Thanksgiving. It was original scheduled for the Saturday before, but since Deadpool released earlier that week, we had our draft that day. Players were limited to what characters they could use by the primary color of their dice. These were the colors that were available to use:

Brown/Tan
Black
White
Grey/Silver
Clear
Yellow
Red (including Cranberry color, like Lady Bullseye/Katana)
Orange
Green

For the dice that are split colored, like Batgirl from Green Arrow and The Flash, as long as one of the colors was on the list, the character was available to use.

My Team

my-team-11-26-16

You can find my team here, on DM Retrobox.

My utility cards for this team were Red Dragon for my Actions and a little extra damage when buying them, PXG, Bane for taunting troublesome characters, and Rip Global. My main goal is to Rip any Lady Bullseye dice or Hulk Out dice when I know I’m drawing the other. Black Bolt is on the team for a little added attack value or to pump up Lockjaw as my backup attacker if I need him. Lockjaw, other than backup, is there to help wipe the little dudes from the Field or get additional damage on the Field. Satchel was there for me to use on Hulk Out dice if I didn’t have anymore to buy and needed that one extra Overcrush ability. This team is built to be aggressive and put pressure on my opponent.

Round One

round-one-11-26-16

I was fortunate enough to face off against Mr. DDK in round one. He blew me up really quick with Ultraman and Kryptonite. It didn’t long for me to meet my demise with him having an Ultraman, Elf Thief, and Dwarf Wizard in the Field. He used his Kryptonite to blank one of my characters, then used my Magic Missile Global directly to me, Imprisoned my Field, Hulk Out didn’t help him but he put it on Ultraman, then used Front Line and that was all she wrote! I was only able to get one Lady Bullseye in for four damage before I was toast.

Record after Round One: 0-1-0

Round Two

Round Two 11-26-16.jpg

My second round opponent and I had fun going back and forth for a few turns. He was trying to use Outlaw, but she didn’t want to cooperate with him at all. It took him an attack or two to realize that he shouldn’t be blocking my Lady Bullseye with the character that she targeted for her double damage ability, especially when she had Overcrush applied to her. It took several turns, but Lady Bullseye finally took down my opponent. Rip Global came in handy this game. I was able to Rip a Hulk Out once and then Rip a Lady Bullseye another time.

Record after Round Two: 1-1-0

Round Three

Round Three 11-26-16.png

Apologies for the lack of an actual picture here. I completely forgot to snap a picture of my opponent’s team before we packed up. This game was another back and forth battle for the entire game. He used Dwarf Wizard on my Lockjaw, which didn’t bother me too much. I didn’t let Lockjaw leave the Field so that Dwarf Wizard would keep his target unless my opponent bought another. I didn’t want my Lady Bullseye becoming Dwarf Wizard’s new target. Magic Missile Global helped me keep Shannon Carter out of my way after she was hit with Lady Bullseye’s double damage ability. A couple of well placed attacks with pumped up Sidekicks took my life down fairly quickly, but several Lady Bullseye dice with Overcrush were more than enough to secure the game for me.

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

Final Thoughts

Something that two of my opponents didn’t do, or forgot to do, was use my Magic Missile Global against my Lady Bullseye. She only has one defense which I didn’t take into consideration when adding Magic Missile to my team. If I were to build a team around her and keep Magic Missile, I would need to increase her defense or just use Elf Thief to steal their energy. Magic Missile came in handy on more than a few occasions. I really like the Lady Bullseye with Overcrush combo and if you add a little control or defensive elements, there could be some potential for a lower tier competitive team. I really want to try and build a team utilizing her with Overcrush.

What are some changes you’d make without changing the spirit of the team?
Have a build you like better?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

This new set does not have a starter or collector’s box. It only has a gravity feed. There are new affiliations and new abilities that I will cover in this article. Here’s my review and pull list from the new Marvel Deadpool set!

01-gravity-feed

I like having a checklist for all of my sets and unfortunately, there hasn’t been a checklist released online yet. You can find a complete card list on The Reserve Pool, here.

UPDATE! The official Checklist has been released! You can find it here.

Promo Card and Pack Insert

01-promo

WizKids has offered a blank sketch card with their Gravity Feeds. The promo for this set is Deadpool: My Set. My Rules. I really like that they’re offering an incentive for sealed product purchases.

01-rules-insert

I’m really happy that WizKids decided to put this rules insert in the packs again instead of the WIN promotional card. The only major issue I have with the rules insert is that not all of the wording is consistent with the current wording on the WizKids Official Keywords page. You can find the insert online, here. Make sure to check the Official Keywords page to see the current and updated wording on Keyword Abilities.

Gravity Feed
Commons

We pulled 111 common cards; 9 of our commons were foil. We didn’t get any duplicate foil commons. I highlighted the ones we pulled foils of with red text, and the total includes the foil version.

x3     #01     Agent Carter
x3     #02     Agent X
x2     #03     Angel Dust
x3     #04     Angela
x3     #05     Black Bolt
x3     #06     Black Tom Cassidy
x2     #07     Blind Al
x3     #08     Bob, Agent of Hydra
x2     #09     Colossus
x3     #10     Deadpool
x2     #11     Dogpool
x4     #12     Domino
x2     #13     Elektra
x2     #14     Evil Deadpool
x2     #15     Fantomex
x3     #16     Flying Car
x4     #17     Free Chimichangas
x2     #18     Hit-Monkey
x3     #19     Kidpool
x3     #20     Lady Bullseye
x3     #21     Lady Deadpool
x3     #22     Lockjaw
x2     #23     M.O.D.O.K.
x5     #24     Madame Hydra
x2     #25     Medusa
x3     #26     Miguel O’Hara
x3     #27     Mister Sinister
x3     #28     Motorcycle
x3     #29     Multiple Man
x3     #30     Negasonic Teenage Warhead
x3     #31     Outlaw
x2     #32     Sandi Brandenberg
x3     #33     Satchel of Unlimited Weaponry
x3     #34     Scarlet Witch
x2     #35     Shiklah
x4     #36     Stepford Cuckoos
x1     #37     Storm
x3     #38     Taskmaster
x3     #39     Wolverine
x3     #40     X-23

Uncommons

We pulled 51 uncommon cards; 10 of our uncommons were foil. We pulled all but two of the uncommons and none of our foils were duplicate.

x0     #41     Agent Carter
x1     #42     Agent X
x2     #43     Angel Dust
x2     #44     Angela
x2     #45     Black Bolt
x1     #46     Black Tom Cassidy
x1     #47     Blind Al
x1     #48     Bob, Agent of Hydra
x2     #49     Colossus
x2     #50    Deadpool
x1     #51     Dogpool
x2     #52     Domino
x1     #53     Elektra
x1     #54     Evil Deadpool
x3     #55     Fantomex
x2     #56     Flying Car
x2     #57     Free Chimichangas
x1     #58     Hit-Monkey
x1     #59     Kidpool
x1     #60     Lady Bullseye
x2     #61     Lady Deadpool
x1     #62     Lockjaw
x0     #63     M.O.D.O.K.
x1     #64    Madame Hydra
x1     #65     Medusa
x1     #66     Miguel O’Hara
x1     #67     Mister Sinister
x1     #68     Motorcycle
x1     #69     Multiple Man
x1     #70     Negasonic Teenage Warhead
x1     #71     Outlaw
x1     #72     Sandi Brandenberg
x1     #73     Satchel of Unlimited Weaponry
x1     #74     Scarlet Witch
x1     #75     Shiklah
x3     #76     Stepford Cuckoos
x1     #77     Storm
x1     #78     Taskmaster
x1     #79     Wolverine
x1     #80     X-23

Rares and Super Rares

You won’t get all the rares in one feed, but you get a good amount of them. We pulled 17 rares and none of them were duplicates; 5 of our rares were foil. We also pulled one Super Rare, which was foil.

#81     Agent Carter
#83     Angel Dust
#86     Black Tom Cassidy
#87     Blind Al
#88     Bob, Agent of Hydra
#90     Dogpool
#92     Elektra
#93     Evil Deadpool
#97     Hit-Monkey
#102     Madame Hydra
#103     Medusa
#104     Miguel O’Hara
#105     Minster Sinister
#106     Motorcycle
#110     Satchel of Unlimited Weaponry
#111     Scarlet Witch
#112     Shiklah

#123     Phoenix Force Magneto (Super Rare)

New Ability Keywords

Back for More – When a die with Back for More begins the turn in your Prep Area, and is rolled during the Roll and Reroll Step, use its Back for More effect (this isn’t optional).

This wording is straight from the WizKids Official Keyword page. The text on the rules insert left out ‘begins the turn in your Prep Area‘ and had caused a great amount of confusion. Most of the players believed it was intended to work the way described on the Keywords page, and we’re all thankful that WizKids corrected this wording issue quickly!

Back for More triggers when you roll the die and not when you roll and reroll the die. If you compare the Back for More ability’s wording to the wording of a card like Static: Virgil Hawkins, it appears that Back for more would only trigger a single time for each die and not each time the die is rolled in a single Roll and Reroll Step. Parallax‘s Global does not have any effect on this ability since it only triggers during the Roll and Reroll Step.

*UPDATE*

I seem to be slightly outnumbered on the interpretation of how many times you can trigger Back for More during the Roll and Reroll Step. At any time you roll a Back for More die during the Roll and Reroll step, you must trigger the Back for More ability.

Example:

dogpool-woof

~ I have a Deadpool Affiliated character active, and three Dogpool dice in my Prep Area. I draw my four dice for the turn (four Sidekicks).
~ (Roll and Reroll) I roll the four Sidekicks I drew, plus the three Dogpool dice. Each Dogpool’s Back for More ability triggers when I roll them.
~ (Roll and Reroll) My Deadpool affiliated character gets +1A and +1D for each of the Dogpool dice I rolled, for a total of +3A and +3D.

Here is where the disagreement comes in.

What I think happens:
~ (Roll and Reroll) I decide to reroll my three Dogpool dice. Back for More does not trigger again, because they have each triggered that ability for the turn.

What the slight majority thinks happens:
~ (Roll and Reroll) I decide to reroll my three Dogpool dice. Back for More triggers on each die a second time, giving my Deadpool affiliated character an additional +1A and +1D each, for a total of +6A and +6D (counting the bonus from the first roll).

My Reasoning

If you treat Back for More like a When Fielded or When Attacks ability, which it has similar wording to, then you only get to activate it once per die. You do not have a second Roll and Reroll Step in order to trigger it an additional time.

The Majority’s Reasoning

These players that believe you are able to trigger it multiple times have been using the Manticore’s ruling as a basis for their belief in how many times this ability triggers for each die with the ability in a single Roll and Reroll Step.

There has already been much debate about this ability in my local scene and I’ve gone over every bit of information and looked at the wording. Personally, and for my local events, I will not be going along with the majority. I do see both sides to this discussion, but since there is an actual debate and a divide over how this ability functions, I will invoke the Judge Guidance on this and go with the weaker interpretation until WizKids responds either on WORF or by some other means.

******

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

I love this ability! All you need to do with a Deadly character is declare it as a blocker or have it blocked and it becomes ‘engaged’ with the defending character. It’s as simple as that. Just imagine, forcing a nasty character to block with a Global like Wasp: Fashionista, attacking with a Deadly character, then Blink/Distraction Global your attacker back. The blocker would be KO’d because it had been engaged with the Deadly character, but your character would remain unharmed. Such a great ability! This is exactly what we needed to combat against Hulk: Green Goliath or other characters that can be a nuisance when dealt damage. Deadly doesn’t need to do damage the character, they just need to have been engaged.

Returning Keywords

Ally
Fast
Impulse
Regenerate

Swarm
Underdog

New Affiliations

There are several returning affiliations, like Villains and X-Men, but these are brand new affiliations!

01-affiliation-deadpool
Deadpool

01-affiliation-inhumans
Inhumans

Favorites

Here are several of my favorite cards from my Gravity Feed. I wish I could show all the cards I got, but until I get a scanner, I can only do a few favorites.

02-favorites-1Domino: Neena Thurman (left) – Anytime I can get some rerolls for free, I’m happy! I like her ability, but I also like her fielding costs (TFC 2) and her attack stats. Her purchase cost is only three and she would make a great aggressive character by making her unblockable or giving her Overcrush. I really do like this character and even though her defense isn’t great, I think she’ll make a great character for a casual Overcrush team.

Lady Bullseye: Attack on Two Fronts (center) – Lady Bullseye has the potential be a very lethal character. Her ability does not say that she must be the source of damage nor does it specify that it must be a specific kind of damage. You could field her and then Magic Missile a character for two damage instead of one – for a single Bolt energy. You can force a character to block and then attack with her to do a minimum of six damage to the blocker. With such a low defense, you can almost guarantee that a blocker will KO her so you could possibly get to use her ability all over again on your next turn. Her purchase cost of three and a TFC of two is amazing in itself, and when you consider that with her ability, I think she could possibly find her way onto a competitive team somewhere.

Lockjaw: Fiercely Loyal (right) – This card can be extremely powerful. His text says: “While Lockjaw is active, before your opponent’s Clear and Draw Step, name a non-Sidekick die. If your opponent draws that die, deal 2 damage to all of that opponent’s character dice and each of your Lockjaw dice get +2A.” If I name Deadpool, and my opponent draws at least one Deadpool die during their Clear and Draw Step, Lockjaw deals two damage to all their character dice and all of my Lockjaw dice get +2A. That’s how I interpret his ability to work which is pretty powerful. He’s got a near perfect TFC of one and his defense stats aren’t bad. I could see him being played quite a bit in casual play, and maybe squeaking onto a rogue competitive team.

02-favorites-2Madame Hydra: Viper (left) – There aren’t many card abilities in the game that move dice out of an opponent’s Prep Area. I like this ability because it can mess up your opponent’s bag flow a little bit which could be all you need to help you make a comeback or pull ahead in a game. Her purchase cost, fielding costs, and attack stats are decent. But for her ability to be effective, she needs to damage an opponent. That would most likely require the use of another card, like Silver Sable: Hero for Hire or Stealth Ops to help her get damage in to your opponent. You could give her Overcrush, but with an attack of 2/3/4, you’d need her on level two or three or use an ability to boost her attack to make it worthwhile. I really like this ability, but I feel like she needs a team that’s partially built around her.

Medusa: Tangled Up (center) – Oh my, how I love this card! Not only is Medusa’s die pretty, but her art is gorgeous too. She’s got Deadly, which seems fitting, and she has an additional ability that allows her to block up to two character dice. If you know anything about the comic character, you’ll agree that this ability seems perfect for her. When you look at her for a team, she’s an awesome blocker. If your opponent doesn’t want their attackers KO’d, they are not going to attack while Medusa is in your Field. She only cost four energy to purchase and she’s a Mask character. She’s got a TFC of four, so once you get her active, you probably won’t want to have to field her again. He lowest defense is four which is really good for a defensive character. She doesn’t necessarily need a high attack stat, but her attack isn’t bad with it being a 2/3/4. She will most likely see casual play and possibly be a consideration for a few competitive teams, though I don’t think she’ll make the big lists.

Free Chimichangas: Aged to Perfection (right) – If something that only costs three energy could possibly give one of my characters Deadly and +2D, I’m totally down to try it on a team! Not only is the ability pretty good, but it’s chimichangas… that are free… and age to perfection. But seriously, adding this to a team with the common Domino, seems like a fun team. If you like to use PXG, this die is a win-win since it’s a Mask die. The defense boost could keep her alive if she’s blocked while attacking, and it gives her Deadly so anyone that’s engaged with her will get KO’d. I think that’s the part I like best. I’d totally pay three energy for a die that could give any of my characters the Deadly ability. The boost to defense is just cheese on the chimichanga.

02-favorites-3Medusa: Bad Hair Day (left) – Here she is again – Medusa with her Deadly ability. But this Medusa has a different ability from her common counterpart. When she KO’s a character die with combat damage, you can send it to the Used Pile instead of the Prep Area. It’s that extra little jab – not only did she knock out the character, but they don’t get to reroll it next turn. Her attack stats aren’t bad but if you needed a higher attack, you could easily use Ant-Man: Pym Particles Global to fix that. Just to make sure this is clear – Deadly does not work for her other ability. She would need to deal damage with her attack in order for you to gain the benefits of her second ability. I think she’ll possibly see lots of casual play, but again, she falls just short of competitive play. Part of the reason is her purchase cost of five. I still really like her ability and it looks like it could be fun to play around with.

Mister Sinister: Gene Splicer (center) – The one thing that I don’t like about this card is that he cost six to purchase. His TFC of five is kinda high, but once you field him, you will do what you can to keep him there. I just really like his ability to force your opponents into choosing to pay life for a reroll, or just to deal with the initial roll results. I don’t see this guy making competitive play, or even much in the way of casual play. I just wanted to feature him for his ability.

Negasonic Teenage Warhead: Bored in School (right) – This character is probably the only character with an Underdog ability that I actually like. I’ve played around with Underdog and I have had a hard time trying to get it to work for me. But Negasonic Teenage Warhead’s ability seems like it’s totally worth the work. If you have less characters in the Field when she attacks, she gets to spin up to level three and she gains Fast. That’s so good! She only cost three to purchase, her TFC is two, and her attack on level three is six! You pair her with Overcrush and she’s a force to be reckoned with! To help yourself achieve Underdog, you can use Blue-Eyes Global or Fabricate to reduce the number of your characters in the Field Zone. I can’t wait to give this character a go in our casual scene. Not sure she’ll see competitive play, but I bet she’ll be super fun to play around with in casual play.

02-favorites-4Agent Carter: Answered the Call (left) – This is a card that could see a decent amount of competitive play. She only cost two to purchase, has a TFC of one, and also has a decent defense. Her ability is pretty good for both competitive and casual play. Adding onto the fielding cost of Sidekicks could definitely throw a wrench into someone’s plans. She wouldn’t affect Ally dice though, since they wouldn’t be considered a Sidekick until after they enter the Field Zone, and by then you’ve already paid their fielding cost. I still think she’s an excellent card and I would not be surprised to see her on competitive and casual teams.

Medusa: Queen of Attilan (center) – It’s not often that all three versions of a card make it into my favorites, but Medusa did. Again, she has Deadly and another ability. Her second ability works only with combat damage, like her uncommon version. But if she KO’s an opposing character die with combat damage, you gain one life. Life gain is not a big deal right now, but every point of life counts! Her purchase cost could prevent her from seeing the competitive scene, but she could be the most desired version for casual play. If I had to choose one right now to try, I would definitely take the rare. You can always force characters to attack or block and then use her to counter that character. You can boost her attack or even swap it with her defense to help KO a character. She has great potential and I’d love to see her make it out of casual play and into the competitive arena.

Miguel O’Hara: Lyrate Lifeform Approximation (right) – I began collecting comics with Spider-Man. Later, I branched out into the other Spider-Comics like Spider-Man 2099, which is Miguel O’Hara. I’m not disappointed with this version of Miguel O’Hara. His Back for More ability is a nice paper cut, but his purchase cost of four and Fast ability is what I really like. I do not like expensive Fast characters, because they don’t seem ‘fast’ to me. I like his attack stats, but I’m not a fan of his level three fielding cost. I’d probably reroll a level three Miguel O’Hara if I wasn’t in dire need of a character for that turn. His level one and level two stats are just fine though. I’m thrilled that he has the Spider-Friends affiliation, because I feel like I can possibly build a decent casual Spider-Friends team now! I really love his die too. It’s one that you need to see in person – pictures would not do it justice.

Final Thoughts

Normally I have several dice that I like to showcase because they’re really pretty or really nice looking. I wasn’t overly impressed with the dice in this set. Miguel O’Hara and Medusa are cool, and Lady Deadpool is neat, but not ones I feel the need to show. I would actually put up a picture of Miguel O’Hara’s die, but none of the pictures I’ve tried do his die justice. There are dice of all kinds in this set from plain opaque ones to sparkly glittery and two toned colors.

Every card in this set has a foil version, just like the Green Arrow and The Flash set. It’s safe to assume that all the Super Rares are foil only, just like GATF. I would hate to have to chase regular and foil Super Rare cards. Like the previous set, the foils have a watermark in the shape of their die symbol in their text box.

From all the cards I pulled in my feed and from other reports I’ve heard, there is only one card with a Global Ability in the entire set. I’m totally okay with this! Lots of the previous sets are loaded with Globals and having a set that’s light in Globals in kind of refreshing. This should be a fantastic slugfest of a draft set! I can’t wait to draft on Saturday, and I have no clue what two Basic Actions to bring.

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

Roll on, Dice Masters!