Posts Tagged ‘Multiple Man’

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Multiple Man: Duplicitous Nature  from the Marvel Deapool set.

W Multiple Man, Duplicitous Nature

Ruling – Ability and Keyword

Underdog – When fielded, move a Sidekick die from your Used Pile to the Field Zone.

WizKids Keywords Page:
Underdog: This ability can be used when you have fewer character dice fielded than your opponent. Sometimes the character won’t need to be fielded.”

Underdog is a special keyword that checks to see if you have fewer character dice in the Field Zone, counting any newly fielded Underdog die, and then grants you the use of the ability listed on the card. As long as you have fewer character dice (including Sidekicks) in the Field Zone than your opponent has, you can use the Underdog ability on the character card.

Underdog abilities vary from card to card and there could be other conditions that need to met before you can use an Underdog ability. For example: Multiple Man’s Underdog says: When fielded, move a Sidekick die from your Used Pile to the Field Zone. This means, Multiple Man must be fielded in order to use his Underdog ability, and you must still have fewer character dice in the Field Zone than your opponent, including the Multiple Man die that you just fielded.

Multiple Man’s Underdog ability is a When Fielded ability. A When Fielded ability will trigger when the character’s die is fielded by either paying the fielding cost and moving it from your Reserve Pool to the Field Zone, or by using an ability that instructs you to ‘field’ the character die. Abilities that move, swap, or place dice will not trigger a When Fielded ability.

When you field a Multiple Man die, if you meet the requirements for Underdog after fielding his die, you must move a Sidekick die from your Used Pile and place it on its character face in the Field Zone.

Moving the Sidekick die with Multiple Man’s Underdog ability is not the same as fielding it. Any abilities that trigger from a Sidekick or a character being fielded, will not trigger when the Sidekick is moved.

His ability is not optional, so if you meet the Underdog requirements and you have a Sidekick die in your Used Pile, you must field a Sidekick die from your Used Pile.

Miscellaneous Card Information

~ Multiple Man is a Mask type character card.
~ He has the X-Men affiliation.
~ He has a Max Dice of four.
~ This card is a Common and is #29 of 124.

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

Everyone overlooks the common and uncommon Multiple Man, but that’s because the super rare is that much better than the other versions. Honestly, if you’re playing a Golden Age event and you’re using a Multiple Man card, it’s likely going to be the super rare. There are folks that don’t like Swarm though, and those are the folks you’re more likely to see using this version. But, I feel like Underdog is a very under powered ability. There are so many other things that could have been done with this power and it’s another missed opportunity by WizKids. There are some decent Underdog abilities, but it’s a difficult to use ability as well. This is definitely not a card I would use if the super rare, or even the uncommon, is available for use.

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Roll on, Dice Masters!

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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

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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

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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

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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!

 

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

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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!

 

WizKids recently spoiled eight of the super rare cards from the Marvel Deadpool set. The Reserve Pool has done a two part review (Part 1 and Part 2) of the super rares and discussed them on their Podcast as well. I thought I’d write up a Preview/Review article for these cards as well. Most of the recent sets have only had eight super rare cards, so it’s safe to assume that these are all the super rare cards in the Deadpool set. But, WizKids could surprise us and throw in a few more.

I do not have pictures for any of the cards, but you can see all the cards in TRP’s Part 1 Review and TRP’s Part 2 Review articles. I haven’t read their articles yet, because I don’t want subliminal influences for this article. I fully intend to read both of their articles as soon as I’ve finished and published this article.

Standard Super Rares

These super rares all have one energy type and a purchase cost of five, except for Multiple Man. Most of the cards have a maximum of four Max Dice, with the exception of Multiple Man.

Deadpool: Why Isn’t There A Hero Affiliation?

Deadpool is a five cost, Fist character with the Deadpool affiliation and his text reads:

“When Deadpool is KO’d, KO target opposing level 1 character die.”

Deadpool has TFC (Total Fielding Cost) of three (0/1/2) with stats of 2/4, 4/4, 5/5. I don’t see anything spectacular about his fielding costs or stats.

Deadpool’s ability is okay but you need to use him in conjunction with another character or action that spins or makes characters level one to get the most bang for your chimichangas. The best card I can think of (off the top of my head) to pair with Deadpool is Stealth Ops: Basic Action Card. Deadpool can be particularly useful to get rid of a problem character, like an Oracle: Master Investigator. This could take up two card slots on your team for a combo that you may not use, and in a competitive setting, I feel the game is too fast right now for something like this.

As for casual play, this card with Stealth Ops or another similar type card, might be a fun combo to play with. I don’t think it’s overpowered for a casual setting, and this gives Deadpool super fans a chance to use their beloved character with a fun gimmick, befitting of Deadpool.

Overall, I’m not crazy about this card, but he could be fun in casual play.

Lady Deadpool: Earth 3010

Lady Deadpool is a five cost, Shield character with the Deadpool affiliation and her text reads:

“While Lady Deadpool is active, when you use an action die, you may pay BOLT. If you do, you may immediately use the ability of that action die a second time with the same number of bursts.”

Lady Deadpool has TFC of three (0/1/2) with stats of 3/3, 4/4, 5/5. Her fielding costs and stats are close in line with Deadpool’s, so they’re about average for a five cost character.

Lady Deadpool’s ability is very powerful for anyone using a team focused on Action Dice. At the cost of a single Bolt energy, you can use the ability of Action Die you just used. We don’t have an official ruling on how abilities like this work with Continuous Action Dice, but this is how I would rule it:

Her ability says that you can use the ability a second time. Effects end at the end of turn, so if you copy the ability of a Continuous Action Die and you don’t actually use the ability, you can’t save it. You need to use the ability immediately and if you can’t or the ability won’t go off until after your turn ends, then the copy of the ability fizzles. Lady Deadpool doesn’t add an additional copy of an Action Die. She only allows you to use the ability of an Action Die that you’ve just played.

Lady Deadpool would be very useful with Polymorph, Vicious Struggle, Kryptonite: Green Death, or any other Action Die that could be useful multiple times. Actions like Delayed Blast Fireball wouldn’t be beneficial because the effect would clear at the end of turn. I think Lady Deadpool has the potential to see some competitive play, even with her purchase cost of five, but she could be a little too confusing for beginners in casual play.

Multiple Man: Pile On!

Multiple Man is a two cost, Mask character with the X-Men affiliation and his text reads:

Swarm (While this character is active, if you draw this die during your Clear and Draw Step, draw and roll an extra die.)”

Multiple Man has TFC of four (1/1/2) with stats of 1/1, 2/2, 4/4. His fielding costs are not perfect, but for a character that only costs two energy, his stats aren’t terrible.

Multiple Man is definitely my favorite super rare of this set. He’s also the only one to have a max dice count of SIX! That’s right – a Swarm character with six dice!!! And he’s a Mask character on top of it. All of my locals know how much I absolutely love Swarm and I’m super excited for this super rare. I’m not crazy about his fielding costs, but you only need to get one of him in the Field Zone anyway. I think he’s got great potential for competitive play and I don’t think he’ll be an issue with casual play. He’s not overpowered and he helps ramping with or without PXG. I do like that his level three side is a 4A and 4D. Swarm characters are typically victims of Magic Missile, but on level three, Multiple Man won’t fall easily!

One important note about Swarm – it works as a While Active ability, which is like a light (it’s either on, or off). You only need one Multiple Man in the Field Zone to get the full benefit of his Swarm ability.

X-23: Blades of Rage

X-23 is a five cost, Bolt character with no affiliation and her text reads:

“When X-23 attacks, roll all dice in all players’ Prep Areas. For each energy rolled, X-23 gets +2A. (Count energy symbols, not faces that show energy.) Return all rolled dice to their respective Prep Areas.”

X-23 has TFC of six (1/2/3) with stats of 4/2, 5/3, 7/4. Her fielding costs are high and her defense is low. Even with her attack of five and seven on her level two and three sides, I’m not a fan of her stats at all.

I don’t know that her ability is good enough to get her into top tier play. I could definitely see her on some rogue teams in competitive play though. She’s a Bolt character, which is really good with Bolt/Ring as an additional win condition. I may try to experiment with her and Stealth Ops on a Bolt/Ring variant. There are usually always dice in the Prep Area and she has the potential to be a beefy attacker.

I think she could be fun for some casual play as well. Her ability isn’t all that confusing since they clarified that she counts energy symbols and not faces in the card text. Her costs and stats are decent for casual play, and it’s pretty clear that she’s an aggressive type character with her attack being high and defense being low on all faces.

Crossover Super Rares

All four of these super rares cost six energy and require you spend at least one of each energy type to purchase them. You can use Wild energy to purchase these, unlike the White Lantern characters that specifically state on the cards that you can’t use Wild energy to purchase them. None of these characters have an affiliation. All of the Crossover super rare cards have a maximum of one die. Their dice are unique to their cards, so if you get your hands on one of these, make sure you keep up with the die!

Captain America with Mjolnir: Worthy

Captain America with Mjolnir has a TFC of five (1/2/2) with stats of 4/5, 5/6, 7/7.

“While Captain America with Mjolnir is active, the first time you use a Global Ability each turn, deal 1 damage to target opponent.
While Captain America with Mjolnir is active, the first time you use an action die each turn, deal 1 damage to target opponent.”

I really like this ability and his combat stats. What I’m not a fan of is his purchase cost being six and fielding costs. I almost wish they had kept with the White Lantern restriction of not being able to use Wild energy for the purchase cost and left the purchase cost at four. It looks like the best options of reducing the costs of these cards would be Blue-Eyes White Dragon: Monstrous Dragon or Big Entrance: Basic Action Card.

But if you can get this Captain America in the Field Zone, he is a force to be reckoned with. Using Polymorph could help you get him into the Field Zone without paying his fielding cost. He doesn’t have to be spun up from level one necessarily, because his level one stats aren’t bad. His defense of five will help keep him safe from most direct damage, which is great since he only has one die. Overall, I like this card and think he’s good for casual, and has potential for competitive.

Charles Xavier, Juggernaut: Brains and Brawn

Charles Xavier, Juggernaut has a TFC of four (1/1/2) with stats of 2/4, 5/4, 7/4.

“When Charles Xavier, Juggernaut, attacks, name a die and draw a die from your bag. If it is the named die, add it to your Prep Area and spin this die up 1 level. Otherwise, add it to your Used Pile.”

I think others have mentioned this, but I’m going to say it as well – Charles Xavier, Juggernaut does not have Overcrush…  I don’t think any of the Juggernaut characters have a built in Overcrush. His stats are great for Overcrush on his level two and three sides, and his fielding costs for these stats aren’t terrible. If you build a team and use this character, you probably will want to add something like the Hulk Out: Basic Action Card to give this character Overcrush. His actual ability isn’t something I’m crazy about and would only be useful if you could almost guarantee what you would draw. There are far better ways to Prep dice and I really don’t feel like this card is worth adding to any team, casual or competitive.

Phoenix Force Magneto: Nowhere Is Safe Anymore

Phoenix Force Magneto has a TFC of six (1/2/3) with stats of 6/6, 7/7, 9/9.

“When fielded, reroll X active character dice you control. After you do so, target opponent must reroll X active character dice they control. (Your opponent chooses which dice.)”

I like being able to control things and this ability is almost more valuable to me than Storm: Wind-Rider, even though he doesn’t do damage like she does. He could help clear the Field Zone better than Storm does. His biggest drawback is his purchase cost of six, but those combat stats are pretty amazing. But if you combo this card with Parallax‘s Global, you could get your characters back into the Field Zone if they rolled up as energy from his ability. I could see this card sneaking onto a few competitive teams, especially since a lot of teams use Parallax. And even the Elf Thief: Lesser Harper could be beneficial to help get rid of energy your opponent rolled, thanks to Magneto’s ability. I don’t like playing the Lottery and the Lottery hates me… Every time I use Parallax’s Global, I feel like I get ripped off, just like buying a lottery ticket. That’s why I don’t play either Lottery, usually…

But for a casual setting, not sure I’d recommend this guy. He’s expensive and his ability is a When Fielded ability, meaning it may be harder to use him multiple times. You could always Fabricate with him, but even that’s limited to four if you bring four dice for the Golem. You could attack with him, but if they have a blocker, they’re going to block him for sure. And then, when you do cycle him, you need to pay to field him again. In a casual setting, that’s a brutal fielding cost on level three. Most casual teams don’t get more than four or five dice per turn, so spending all the energy on fielding him could hurt a casual team. It also hurts a ton when you roll too many Sidekick faces and not enough energy to field that level three Phoenix Force Magneto die.

Wolverine Lord of Vampires: The X-Vampires Will Feed

Wolverine Lord of Vampires has a TFC of six (1/2/3) with stats of 4/4, 6/6, 8/8.

“While Wolverine Lord of Vampires is active, when an opposing character die is KO’d, he deals 1 damage to target opponent and you gain 1 life.”

The first cards that come to mind, as combo cards, when I read this ability are Delayed Blast Fireball: Basic Action Card, Hulk: Green Goliath and Magic Missile: Basic Action Card. Any of those cards could form a great combo with Wolverine Lord of Vampires, especially later in the game when you’re down on life. Effective life gain could be a huge game changer! I don’t like that I need one of every type of energy to purchase him, but at least I can reduce his cost and use Wild energy too. I could see someone trying to sneak this guy onto a competitive team, but I don’t think he’s fast enough for the current meta to be the focus of a team. I could definitely see someone using him as an alternative win condition.

 For casual play, I think this guy could be fun to play around with, but I would be cautious in building around him. If you’re playing casual, you don’t want to run combos that could hurt your local casual scene. I think this card falls into that danger category because when paired with the right cards, he could potentially devastate an opponent.

Final Thoughts

So, I’m most excited about Lady Deadpool and Multiple Man. I’m not super excited about any of the Crossover super rare characters. I’m fairly confident that these are all of the super rares for the Deadpool set and I hope they don’t add anymore. I also hope they don’t add chase cards like the full art Black Lanterns and full art Zombies. While those cards are cool, I’ve never personally seen one pulled from a pack and we opened tons of those two sets. I only have one full art chase card, and I got that in a trade with a friend.

Overall, I think there are several playable super rares. And even if they may not make top tier, I think that they could still make their way into the competitive scene.

What is your favorite super rare from this set?
Do you think any could change the meta?
Leave me a comment here or on Facebook at Dice Dice Kitty and thank you for reading!

Roll on, Dice Masters!