Posts Tagged ‘NECA’

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Huntress: Cry for Blood from the DC Batman set.

W Huntress, Cry for Blood

Huntress has two abilities. One is the Flip Keyword and the other says that she can’t be blocked by Sidekicks. I want to go over the second ability first.

Ruling – Ability

Both sides of Huntress’s card says that Sidekicks can’t block her. Regardless of which side she’s showing, Sidekicks will not be able to block her when she attacks. This include characters that have the Ally Keyword, because while those dice are in the Field Zone, they are considered to be Sidekicks. Ally characters are only considered Sidekicks in the Field Zone and nowhere else.

The Attack Zone is still considered to be part of the Field Zone, so while an die that has the Ally Keyword is attacking or blocking, they are still considered to be a Sidekick.

Ruling – Flip Mechanic and Flip Keyword

The Flip keyword allows you to flip that character’s card to it’s other side at the start of your turn. Only cards that have the Flip keyword can be flipped at the beginning of your turn.

The Flip Icon shows that the cards has two sides. Some cards have the Flip Icon but not the Keyword. These cards have a specific trigger or specific timing that they can be flipped. Below is a picture of the Flip Icon, which can be found on the left top corner of the text box on Flip cards.

Flip Icon

Dice will reference the card’s current side, even if it was flipped by another game effect during the turn. The card face that is currently showing will reflect how the die works.

Some characters have different affiliations and different abilities on each side of their card. It’s very important to check your Flip cards at the start of your turn, before your Clear and Draw Step. Once you clear your Reserve Pool and draw your four dice for the turn, it’s too late to flip any of your cards with the Flip keyword.

Miscellaneous Card Information

~ Huntress is a Bolt type character card.
~ She has the Batman Family affiliation on Side A and the Villain affiliation on Side B.
~ She has a max dice of four.
~ This card is a Rare and is #97a and #97b 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:
Flipping Huntress.

Game State
~ I have one level three Huntress (4A/3D) die in the Field Zone and her card is on Side A. I also have a level three Batwoman: Code of Honor (5A/4D) die in the Field Zone and her card in on Side A (Common Ground – Batwoman can’t be blocked if she attacks with at least one Villain character die.).
~ My opponent has one Sidekick die in the Field Zone.
~ It’s the very beginning of my turn, before my Clear and Draw Step.
(Beginning of Turn)
~ I look at my characters with the Flip keyword and decide if I want to flip any of them.
~ I decide to Flip my Huntress to Side B where she has the Villain affiliation, because I can attack with her and Batwoman later in my turn and my opponent won’t be able to block either of them.
(Clear and Draw)
~ I now clear dice from my Reserve Pool and draw four dice from my bag.
~ The rest of the turn proceeds as normal.

Official Sources

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

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I really like this Huntress with the uncommon Batwoman because they can get through those Sidekick walls fairly easily. It limits your opponent’s blocking options too and gives you a better idea of how they’ll block. The flip cards are definitely more interesting and more useful than I had anticipated. I like that Huntress isn’t expensive and can potentially be a turn one purchase if you don’t have any other options. She’s cheap enough to buy multiples of her die too, making her a force to reckoned with if your opponent is relying on Sidekicks and Ally characters to be blockers. Huntress is really great in drafts and casual play. I think she might have a place on some teams out there, but I don’t think she’s a must have for the competitive meta. If you see her across the table from you, be sure you keep something else besides a Sidekick or Ally to block with – or she’s most likely going to hit you. She may not hit hard on her own, but add them up and throw in another character like Batwoman and you might be in trouble!

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 and WizKids for the use of their sites.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

This week was just your typical Modern Age event. Our locals enjoy Drafts and Modern Age the most, but we’re going to add in some Golden Age events soon. Be on the lookout for those!

You can check out our featured matches from this event on my YouTube channel, Dice Dice Kitty. You can find the videos in the July 22, 2017 playlist. We only had four players this week, so I stayed on camera to give everyone a chance to have their team featured.

My Team
My Team 7-22-17

You can find my team here, on DM Retrobox.

I am very determined to get Hawk and Dove to work – eventually. I absolutely love their combo with Fabricate. Rip Hunter adds that additional churn that this team desperately needs, but I don’t like that I have to buy him as well. To get the churn I need, it slows me down by a turn. S.T.A.R. Labs and Wasp are on the team for their utility. Wasp helps me force those troublesome characters to block when I attack, hopefully KO’ing them. This helps the most against Swarm characters. And because of that very reason, I use Multiple Man instead of any other Swarm character. With his level three side, he can potentially withstand a hit from a low-moderate attacker. Giganta is a key piece on this team for her Global. She can be a big, beefy attacker making her my back up win condition. Reclaim and Big Entrance are both very handy, but I’m considering swapping them out at some point.

Round One – Hannah N.

Hannah 7-22-17

You can watch our match, here.

Parademon burn is not something I like to see across the table from me. It can be lethal the longer the game goes. You start by taking one or two, here and there, and before you know it, you’re almost KO’d. Pair that with an unblockable Harley Quinn and that Merlyn and you’re in big trouble. I was able to slow her Swarm ramp by using Wasp’s Global, which caused her some problems in getting her team set up. The longer our match went on, the more fearful I was that she would get those characters that she needed and be able to KO me with one attack!

Record: 1-0-0

Round Two – Travis F.

Travis 7-22-17

You can see our match, here.

I really dislike Guy teams. They’re difficult for me to deal with and to add to it, it was Mr. DDK playing it. He’s a very tough opponent and I’ve gotten lucky a few times against him, but this wasn’t one of them. I made a lethal mistake in this match by not keeping my level one Hawk and trying to roll him on a higher level. I should have kept him to spin him up on the next turn. I don’t think it would have mattered that much in the grand scheme of things, but I would have had a better chance if not for that error. It was still a great match and didn’t go at all the way I expected. That’s mainly due to his Guy dice not rolling characters, but that happens and it’s part of the game.

Record: 1-1-0

Round Three – J. North

North 7-22-17

You can watch our match, here.

The Satchel Master Sidekick King is back at it with a new type of team! He wanted to try out Team Up from the new Superman Wonder Woman starter so he chose lots of cheaper characters with different affiliations. I had better rolls than he did in this match. We both agree that Lantern colors would probably be best for Team Up, but nothing ventured – nothing gained. Knowledge and experience was gained in this match, and sometimes that’s priceless. I hope he tries his Lantern Team Up idea soon as I would love to play against it!

Record: 2-1-0
Final Standing: 2nd

I’m at a loss as to what I need to change on this team. I know I can get it to work, I just don’t have the creative juices to get it going right now. This may be a team that needs to sit in the box and then revisit it in a few weeks. I have a few other teams to try out, so I guess that’s what I’ll do. I had thought about swapping Multiple Man for Goblin. That would give me the extra fist energy for Haymaker, and make it so I only need two Doves, but Goblins get blasted way too easy. Multiple Man has the ability to survive an attack on level three, where the Goblin just dies. I really believe that my error lies in my BAC choices and possibly with Rip Hunter. But Rip Hunter was so beneficial – or was he? He slowed me down on my Dove purchases because I had to purchase him, and roll him. I may try swapping him out for a utility card like Chalkboard.

I’m definitely open to suggestions for this team, but I’m probably going to box it for now and try something different.

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Jervis Tetch: Malice in Wonderland from the DC Batman set.

W Jervis Tetch, Malice in Wonderland

Ruling – Ability

Jervis’s ability is a When Attacks ability. His ability will trigger for each of his dice that attack.

When Jervis attacks, you gain control of a target opposing character die with a purchase cost of four or less. That character die is required to attack, if they’re able, on this same turn.

When a Jervis die attacks, you can target any character die with a purchase cost of four or less, which includes basic Sidekick dice. Basic Sidekick dice are considered level one characters with a purchase cost of zero while they are in the Field Zone.

The targeted die is then moved into the Attack Zone with Jervis to show that both of the dice are attacking.

IMG_5594

When the control of the die ends at the end of turn or when the controlling die is KO’d, you must return the controlled die to the area you took it from. You can use an ability like the Global on Blink – Transmutation (during the Attack Step) to move a Jervis die back to your Field Zone and the controlled die will still be attacking.

If the controlled die would be placed in your Used Pile or Prep Area, it goes to your opponent’s Prep Area instead.

If you control a die that is the same die of a character on your team, the controlled die will reference your opponent’s character card.

Normally, a controlling die cannot attack but because Jervis is required to attack in order to control a die, he is an exception.

Jervis’s ability is not optional. You must take control of a character die with a purchase cost of four or less when you attack with Jervis (if there is a legal target). That die is also assigned to attack, which is not optional.

Miscellaneous Card Information

~ Jervis Tetch is a Shield type character card.
~ He has the Villain affiliation.
~ He has a max dice of four.
~ This card is a Rare and is #99 of 124.

Examples

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

Example One:
Attacking with multiple Jervis dice.

Game State
~ I have two level two Jervis Tetch (2A/1D) dice in the Field Zone.
~ My opponent has a level three Red Hood: Jason Todd (5A/5D) die and a Sidekick die in the Field Zone.
~ The turn is moving into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign both of my Jervis dice to attack, moving both of them into the Attack Zone.
~ Both of their abilities are triggered simultaneously when they attack.
~ The first Jervis die will gain control over my opponent’s Sidekick die, moving it to the Attack Zone on my side.
~ The second Jervis die will gain control over my opponent’s Red Hood die, moving it to the Attack Zone on my side.
(Attack Step – Assign Blockers)
~ My opponent does not have any characters to assign as blockers.
(Attack Step – Actions and Globals)
~ I choose not to use any Actions or Globals. (This would be the moment that I could use the Global on Blink – Transmutation to push my Jervis back to my Field Zone and not lose control over the controlled dice.)
~ My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ Since none of the characters were blocked, they will all deal their attack value in combat damage to my opponent’s life total. Red Hood is going to deal 5, each Jervis will deal 2 each, and the Sidekick will deal 1 – for a total of 10 damage.
~ As soon as the character dice damage my opponent, they move Out of Play.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area.
~ Characters blocked, but not KO’d are removed from the Attack Zone, but stay in the Field Zone. The Attack Zone is part of the Field Zone, but only attacking and blocking characters can be in the Attack Zone.
~ Dice that are Out of Play will move into the Used Pile. My opponent’s Red Hood and Sidekick die will go to my opponent’s Prep Area instead of the Used Pile.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability).
~ All damage is cleared.
~ End of turn abilities will resolve.
~ My turn is now over and my opponent’s turn will begin.

Official Sources

WizKids Official Rules Forum (WORF)
I have a pending question with WORF in regards to the Jervis Tetch cards. There are no official rulings at the time this article was written. I will update with red text when I see an official ruling.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I really don’t like the wording on any of the Jervis cards. And until there is an official ruling, my ruling is how we will be playing it locally. I wanted to wait for the official ruling before doing a CCW on any Jervis, but I’ve been getting several requests and questions about him. This prompted me to sit down and really pour over rulebooks and WORF posts in an effort to decipher how this obscenely confusing card is supposed to work.

If/when WORF gives us a ruling, I will most definitely update this article, or post a corrected article if need be. I’ve never claimed to be an expert and if you have a different way you think he should be handled, I’m totally up for discussion!

As far as the ability, it can devastating, for sure. He can easily remove parts of that wall to allow for some damage to get through, or take all their characters from the field and smack them with them. I would not use Blink or Distraction Globals because that could hinder your overall goal if your opponent uses those Globals to push their stolen characters back so they get them back.

I think this guy has potential in drafts for sure, but because there isn’t a solid ruling from WORF on him, I’m not planning on testing him in Modern Age or Golden Age.

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 and WizKids for the use of their sites.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

About a month or so ago, as Mr. DDK and I were strolling around Wal-Mart, we happened upon some tiny boxes. They were cute, compact, and appeared to be the right size for cards and dice. I picked one up and instantly knew it would hold a full team of cards and dice. Mr. DDK was unsure, but when you’ve worked in a gaming store as long as I have, you just know these things. We decided to buy one and test it out. There were lots of colors and I wanted them all, but I wanted take one home and give it a good test run.

03 Open View

The handles snap over the extended part of the lid and all the boxes I have snap fairly tightly. I wouldn’t suggest throwing a loaded box as it would likely come open and spill everywhere, but dropping it on a table probably won’t cause a spill.

01 Stack View

Colors (top to bottom): Purple, Berry, Blue, Mint, and Clear.

Team Box

We arrived home and I loaded up my current team’s cards and dice into the tiny box and snapped the lid into place. It was glorious. Not only did all ten cards and action reminder cards fit, so did all twenty character dice, eight Sidekicks, six Basic Action dice, an extra D6, and my pony life tracker. I went back to Wal-Mart and bought the remaining colors.

04 Contents

Here is the team box and its future contents.

05 Cards

Sleeved cards fit nicely in the box.

06 Side Card View

Sleeved cards will take up a little more space than unsleeved cards.

07 Dice

After the cards, the dice go in! And so does my Rarity life tracker.

08 Lid

The lid fits perfectly, even with dice forming a second layer.

09 Side View

Side view of the sealed team box.

10 Demo Team

These make great demo team boxes. Each team fits perfect into one box.

11 Stacked

They stack perfectly too.

12 Box in Bag

Or you can slide your team box into your dice bag, if it’s big enough.

13 Box in Bag

Mine fits snug in my smaller bags.

I love these boxes for demo teams. I put together a Batman Family team and a Deadpool team as demo teams. Each box holds all the cards, dice, an extra D6, and the dice bag. And because they’re in such an awesome little compact box, I now have more space in my tackle box. I can also keep these boxes in my car with my spare playmats, so I always have demo teams on me without needing to tote my entire duffel bag everywhere. And since these boxes are clear, I can easily see what teams in the boxes without having to open them like I would a deck box, risking a spill.

There are plenty of uses for these adorable boxes. Stickers seem to take well to the smooth plastic too, which is great for someone who loves to sticker their boxes – like me!

FAQ

These are the questions that I’ve been getting from my locals. My locals absolutely love these boxes too!

What are the dimensions?
Roughly 3.5 x 4.75 x 1.5 inches.

Where can I find them?
I found all of mine at Wal-Mart. I’m not sure where else these can be found in person, but it appears that Amazon has them too. I found another site that also has these same boxes, called Classroom Direct.

How much are they?
Amazon is super overpriced and definitely don’t go through Wal-Mart’s online site either! I would only use them if it was a last resort! I got all of mine for $1 each at Wal-Mart. It looks like they are normally $1.23 when not on sale. Classroom Direct was the cheapest online site that I found for them.

What other colors are there?
There are the colors I found and I think there is a reddish-pink one and a green one out there in the wild somewhere.

Bar Codes

Box Barcodes
If you take the bar code to your local store, they can probably tell you if they have it in stock or if they can get it.

Final Thoughts

WizKids – this a great example of how you can package a Team Pack and get the max number of dice for each character in it. I know it works – I did it.

For anyone out there that carries around demo teams or extra loaner teams, I would highly recommend checking out these boxes. There are so many other uses outside of Dice Masters too, so if you find something you like better or just get tired of the boxes, you can easily find another use for them. And they’re so affordable, it won’t make you cringe if you do replace them later. I’ve definitely gotten my $1 worth of use out of all of them, likely ten times over already. Functional accessories are the best kind!

Rarity Accessory

There are even smaller boxes than these that I use to hold my HeroClix Relics. I’ve used it for almost a year now and it was only $0.88! I never knew there were boxes that would accommodate Dice Masters.

relic Box

This is my Relic Box for HeroClix. The figures are to help with size comparison.

I’ve got a brief video on my YouTube channel that shows just how easy these are to pack, unpack, and use. Be sure to check it out!

What do you think of the cute, tiny boxes?
Do you have a unique accessory or an accessory you adore?
Leave me a comment here or on Facebook at Dice Dice Kitty!

As always, thank you for reading and watching. I wouldn’t be doing this without all of you out there that are reading my articles and watching my videos. You’re all awesome!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

I’m going to keep it short today. You can find all of the featured matches on my YouTube channel in the July 15, 2017 playlist.

You can even my draft pick video there! This video was streamed live to Facebook from my phone. Sorry about the terrible skinny view on YouTube, but I can’t change that.

I was not drafting to win this event. I was drafting mainly for cards that I need for my collection, as were several other folks. Here is the team I put together from my draft picks.

My Team 71517

I chose Unstable Canister and Cloudkill as my Basic Actions. Unstable Canister was a huge help in all of my games, mainly for its Global. Using the Global helped me get attackers through to hit my opponent’s life total. I was able to get a partial flow with Rip Hunter in one game where I cycled the dice I drew in hopes of pulling my Unstable Canister dice. The primary focus of the team was Red Hood and Cloudkill with a bunch of cheap dudes, but I never got that work for me.

I ended up taking second place, missing first place due to tiebreakers. I had fun, but I think Rip Hunter with Unstable Canister is a really silly way to earn your victories. I wanted to try it for myself just to see how silly it was. While it’s a viable strategy, it really is no fun being on the receiving end. You can try to buy up all of their Canister dice, but in doing so, you put your own strategy in jeopardy – which is how I won my second match. This is not a draft strategy I plan to use in the future because it’s not really my style.

What’s your favorite Batman draft combo?
Have a suggestion for a ‘must-pick’ card?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and watching and please remember to subscribe, like, and follow my social media pages. I cherish all my fellow Dice Masters and want to stay connected!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

I couldn’t choose just a few of the cards so I decided to scan all the different cards we opened in our Unboxing Video tonight, which you can find on my YouTube channel.

One quick note – the previous version of Ronin was spelled with an ‘i’ and Ronan the Accuser is spelled with an ‘a’. These appear to be two different characters in the Marvel Universe, which I was unaware of until now. I feel silly – but now I know!

Rules Insert
Rules Insert
Affiliations

All of the affiliations in this set are returning affiliations. Marvel Knights only had two cards with that affiliation and both were OP cards: Daredevil and Punisher.

Guardians of the Galaxy
Spider-Friends
S.H.I.E.L.D.
Marvel Knights
Villains

The Avengers affiliation can also be found in the set, but it wasn’t listed on the Rules Insert. I’m not certain if there are other affiliations in the set that aren’t listed because I haven’t seen all the cards in the set yet.

It’s also worth noting that the Villains are using the Hydra logo in this set, unlike the “V” in the Maximum Carnage Team Pack. I’m hoping this was just a weird release timing thing and that they aren’t going to continue to use the Hydra logo for Marvel Villains. I definitely prefer the “V” instead.

Keywords

You can always find updated definitions for keywords on the WizKids Keywords page or in The Reserve Pool’s Lexicon.

New!

Call Out
Infiltrate

Returning

Deadly
Intimidate

We noticed two keywords that were not on the Rules Insert. I’m sure there are a few more that are in the set and not on the Rules Insert. The two we found are:

Ally
Fast

Card Scans

I divided the scans by rarity and you can click on the card images to get a better look. Look for my Gravity Feed Review on or shortly after August 30, 2017 for a list of my favorite cards!

Commons
Uncommons
Rares and Super Rare
Final Thoughts

There are cool new abilities that look like fun to play around with, and I’m super thrilled to see the return of the Marvel Knights affiliation and I hope we see more of those characters in the future. I think I’m most looking forward to using Call Out, especially with that Star-Lord! I’m so excited to be able to rebuild my Guardians of the Galaxy theme team for Modern Age. I was very sad when all of my GotG characters rotated out, except for Drax from Amazing Spider-Man. I cannot wait for this set to release so I can start building. I already have my pre-order in for a gravity feed! I see lots of cards with some really interesting potential for all levels of play.

Be on the lookout for my gravity feed article with my full list of pulls! I will have it up sometime on or shortly after release day. We plan to do a live unboxing for that as well.

Thanks for reading and please remember to like, follow, and subscribe. Without you, I wouldn’t be able to do these early reviews and unboxings!

Thank you, WizKids, for giving me the opportunity to spoil these awesome cards for the Dice Masters community!

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 Captain America: Anti-Reg from the Marvel Civil War Starter set. I wanted to go with a patriotic theme since today is Independence Day here in the US, and what better character to choose than Captain America himself!

04 Captain America, Anti-Reg

Ruling – Resistance Ability

Resistance is a keyword that can be found in the Civil War set. A character with Resistance will grant you some kind of benefit if a character you control was KO’d. These benefits from the different Resistance abilities will vary and the keyword can be found on characters, Basic Actions, and non-Basic Actions.

Any game effect that KO’s a character could trigger a Resistance ability. For example, Fabricate – if you have Captain America active and you Fabricate two characters, you will gain the benefit from his Resistance ability and gain one life at the end of your turn. Another example would be if your opponent used the Unstable Canister Global during your turn to KO one of your Sidekick dice while you have Captain America active.

When you Sacrifice a character die, that is not the same as KO’ing them, which will not trigger a Resistance ability.

If a character with Regenerate is successful in regenerating, you will not gain the Resistance ability. Regenerate is a considered a KO replacement effect.

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

while-active-light

Captain America’s Resistance ability says that as long as he’s active at the end of your turn, if a character die you control was KO’d this turn, you gain one life. This ability only checks that the requirements were met and not how many times they were met.

This ability is not optional and you must gain life if the Resistance ability was triggered. You cannot go above 20 life, so if you’re already at 20 life, you will not gain life.

Ruling – Ability

Captain America has a second ability on his card and it is also a While Active ability. At the end of your turn, as long as Captain America is active, you spin each of your Captain America dice up one level.

Dice Levels

In the picture above, you can see the sides of the dice as shown on the bottom of Captain America’s card. All character dice levels are displayed in the same place on character cards. The first three images are of the energy faces and do not have levels. The first character face is Level 1, the second character face is Level 2, and the third character face is Level 3. This is the same for all character dice, except for basic Sidekick dice. Basic Sidekick dice don’t have a character card and while they are in the Field Zone, they’re only Level 1.

If an ability instructs you to spin a character die to a different level, always reference the character card to confirm the correct level, then spin that character die accordingly. Basic Sidekick dice do not have multiple levels and they cannot spin to a different level.

This ability is not an optional ability. At the end of your turn, you must spin all of your active Captain America dice up one level from their current level. A level two Captain America die will spin up to level three and a level one die will spin up to level two. Any level three Captain America dice will not be affected by this ability because they are at the maximum level for a character die.

Miscellaneous Card Information

~ Captain America is a Shield type character card.
~ He has the Avengers affiliation.
~ He has a max dice of four.
~ This card is a Common and is #4 of 142.

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:
Triggering Captain America’s abilities.

Game State
~ I have a level one and a level two Captain America die in the Field Zone. I also have a Sidekick die.
~ My opponent has two Sidekick dice in the Field Zone.
~ My Attack Step has just begun.
(Attack Step – Assign Attackers)
~ I assign my Sidekick die and my level one Captain America die to attack, moving them into the Attack Zone.
(Attack Step – Assign Blockers)
~ My opponent decides to block with both of their Sidekick dice.
~ My opponent assigns the first Sidekick to block my attacking Sidekick, moving it into the Attack Zone and placing it in front of my attacking Sidekick.
~ My opponent assigns the second Sidekick to block my attacking Captain America die, moving it into the Attack Zone and placing it in front of my attacking Captain America die.
(Attack Step – Assign and Resolve Damage)
~ My Sidekick deals one damage to the blocking Sidekick and the blocking Sidekick deals one damage to my Sidekick. Both will be KO’d.
~ My Captain America die deals two damage to the Sidekick die that’s blocking him, and that Sidekick deals one damage to Captain America. Captain America has a defense of four, so that one damage will not KO him. The Sidekick will be KO’d because it only has a defense of one.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area. My opponents two Sidekick dice go to their Prep Area and my Sidekick goes to my Prep Area.
~ Characters blocked, but not KO’d are removed from the Attack Zone, but stay in the Field Zone. The Attack Zone is part of the Field Zone, but only attacking and blocking characters can be in the Attack Zone.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability).
~ All damage is cleared, so Captain America will no longer have the one damage from the Sidekick.
~ End of turn abilities will resolve. Captain America’s Resistance ability will trigger and allow me to gain one life if my life total is below 20 because a character that I control was KO’d this turn. His other ability triggers as well and my level one Captain America die spins up to level two and my level two Captain America die spins up to level three. Since both abilities happen at the same time and I control both abilities, I can choose the order in which they resolve.
~ My turn is now over and my opponent’s turn will begin.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

This is one of my favorite Captain America cards that is currently legal for Modern Age. I love the art, love the die, and really dig the ability on it. There are plenty of ways to KO your Sidekick dice, like a force block Global, Fabricate, or even a burn Global. Captain America is one of those cards that just dares your opponent to Unstable Canister Global your little dudes. When they do and Cap sees it happen, you gain life back! I have yet to really be able to play with this card outside of Limited constructed events that we held for Civil War. I think I may try to add him onto a current Lockout League build I’m working on for Saturday. I don’t think he’s necessarily worthy of a competitive team spot, but I’ve seen much less deserving cards on highly successful teams in the past. I hope someone sees what a gem this guy can be and tries using him. His major downside is that atrocious fielding cost, but at least he’s not really expensive to purchase. A four cost character that just needs to stay in the Field is not a terrible purchase. I think the best place for this Cap to shine is in the casual and Limited areas.

I also want to take a moment to say Happy Independence Day to all my fellow Dice Masters here in the US. I hope that everyone has a safe and fun holiday!

captain-america-wwii-pose-with-flag-5469

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

Characters
Half-Elf Bard: Master Lords’ Alliance
Elf Thief: Lesser Harper
Lantern Ring: Limited Only By Imagination
Oracle: Master Investigator
Constantine: Hellblazer
Black Widow: Tsarina
Guy Gardner: Blinding Rage
Zatanna: Inverted Incantations
Blue-Eyes White Dragon: Monstrous Dragon
Professor X: Trainer
Rip Hunter’s Chalkboard: “Only Zatara Can Reach The POINT”
Ring: Lesser Gear
White Tiger: Mystical Amulet
Green Goblin: “Gobby”
Dwarf Wizard: Paragon Zhentarim
Red Dragon: Lesser Dragon
Captain Cold™’s Cold Gun: Frozen “Firearm”
Constantine: Antihero
Lyssa Drak: Future Sight
Wasp: Fashionista
Lady Bullseye: Attack on Two Fronts
She-Hulk: Sensational
Professor X: Recruiting Young Mutants
War Machine: “Rhodey”
Donatello: Technologic
Raphael: Second Son
Michelangelo: Booyakasha!
Leonardo: Fearless Leader
April: No Mere Damsel
Metalhead: Dissociative Identity
Rip Hunter’s Chalkboard: WHEN AM I?
Casey Jones: Mutant Hunter
Falcon: Recon
Alfred Pennyworth: MI-5
April: Channel 6 Reporter
Aunt May: Independent
Elektra: Way of the Stick
Parallax: Source of Terror
Felicity Smoak: Manipulating Technology
Foot Ninja: Ninja Syndicate

BAC
Cloudkill
Vicious Struggle
Resurrection
Magic Missile
Cone of Cold
Hypervelocity
Mutation
Villainous Pact
Reclaim
Big Entrance

You can check out our featured matches from this event on my YouTube channel, Dice Dice Kitty. You can find the videos in the July 1, 2017 playlist.

My Team

My Team

You can find my team here, on DM Retrobox.

That is definitely a seven character team. I couldn’t think of what else I would want to add and it seemed like anything else would clunk the team up, so I went with seven cards and 20 dice. The main goal is to get my Jessica Jones dice and some Proton Cannons on the same turn, with lots of Fist energy for Goliath’s Global. Multiple Man and Goblin were my main sources for ramp and churn with the added help from Rip Hunter. S.T.A.R. Labs is a great way to filter Sidekicks out from your Used Pile so that they don’t get back into your bag. Giant Spider’s Global was key in helping me keep my Jessica Jones in the Field by forcing them to block her. Superhero Registration Act was there as a back up in case I couldn’t buy Multiple Man or Goblin dice.

I stayed on the camera this week so all of my matches can be viewed on my YouTube channel.

Round One – J. North

North 7-1-17

North was playing a version of what I planned to play next if I couldn’t play this team again. I’ve been working on a Modern Age build for Hawk and Dove but I have some ideas for a Lockout League version too. If you can get this combo to go off, it can be deadly and I knew that. I was lucky enough to get my combo up and running smoothly before he got his.

Record: 1-0-0

Round Two – Hannah N.

Hannah 7-1-17

Hannah loves these nasty direct damage or ‘burn’ teams. Her Modern Age build can be devastating, so I had an idea of what to expect. I tried to keep her Parademon and Foot Ninjas out of the Field by using my Giant Spider’s Global to force them to block so they wouldn’t be active on her turn (if I was able to KO them). That’s the only way to stand a chance against a team like this.

Record: 2-0-0

Round Three – Craig M.

Craig 7-1-17

Craig wanted to play, but didn’t realize it was Lockout League and most of his regular team build was already locked out, so he did what he could to throw a team together in like five minutes. It was a great effort and if I hadn’t been able to get my team back into a flow of sorts, he could have raced me into defeat! Lockjaw was particularly annoying for me since he could easily predict what Swarm character I would be drawing. It was a fun match and the tides could have turned easily with all the low cost dudes on his team.

Record: 3-0-0
Final Standing: 1st

So… I not really accustomed to winning events. I was excited to win, but sad at the same time. My team will be added to the Lockout List and I’ll have to find something new to play next week for our final Lockout League event. I really like the Jessica Jones + Goliath + Overcrush. That was so much fun to try and pull off and if you watch the videos, you’ll see me struggle with it at times. Even with the difficulties, it was still really fun and all my matches were a blast!

Updated Lockout List

New Additions are Italicized

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

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

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

Team Pack

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

00 Team Pack

Pack Contents

~ 24 Character Cards
~ 16 Dice

Keywords

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

Deadly
Regenerate

Affiliations

There are three returning affiliations.

Avengers
Spider-Friends
Villains

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

Characters

Black Cat

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

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

Captain America

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

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

Carnage

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

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

Doppleganger

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

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

Iron Fist

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

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

Shriek

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

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

Spider-Man

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

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

Venom

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

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

Character Dice

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

00 Dice

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

Final Thoughts

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

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Mr. Freeze: Dr. Victor Fries from the DC Batman set.

W Mr. Freeze, Dr. Victor Fries

Ruling – Ability

Mr. Freeze has a When Fielded ability. A When Fielded ability will trigger when that character die is ‘fielded’ either by paying its fielding cost and placing it into the Field Zone from the Reserve Pool, or when an ability allows you to ‘field’ that character die. An ability that swaps, moves, places, etc. will not trigger a When Fielded ability.

Mr. Freeze’s ability allows you to put a Stun Token on an opposing character card. That character does not need to be active in order to use his When Fielded ability on a character card.

Ruling – Stun Tokens

Stun Tokens prevent a character’s dice from attacking or blocking. If a character card has any number Stun Tokens on it, none of those character dice can attack or block.

A character card can have more than one Stun Token on it. Stun Tokens can be removed, but the owner of the character card must pay two generic energy each. Removing a Stun Token can be done at any time the player could use a Global.

Removing a Stun Token during the Attack Step must be done during the Actions and Globals portion of the Attack Step, after the Assign Blockers portion. This means the character that just had all their Stun Tokens removed has missed the opportunity to block that same turn.

Miscellaneous Card Information

~ Mr. Freeze is a Bolt type character card.
~ He has the Villain affiliation.
~ He has a max dice of four.
~ This card is a Common and is #23 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 Mr. Freeze’s ability.

Game State
~ I have a level one Mr. Freeze die and a Fist energy in my Reserve Pool.
~ My opponent does not have any character dice in the Field Zone.
~ It’s during my Main Step.
(Main Step)
~ I spend my Fist energy, moving it Out of Play, to pay for Mr. Freeze’s fielding cost.
~ I then field Mr. Freeze’s die by moving it from the Reserve Pool to the Field Zone and his When Fielded ability triggers.
~ I choose any character card on my opponent’s team and place a Stun Token on that card.
~ The rest of the turn proceeds as normal.

Example Two:
Removing multiple Stun Tokens.

Game State
~ I have a level one character die in my Field Zone and that character’s card has two Stun Tokens on it.
~ I have two Bolt energy, one Mask energy, and one Fist energy in my Reserve Pool.
~ It’s the end of my opponent’s Main Step and they have passed me priority.
(Main Step)
~ I spend one Mask and one Fist energy, moving them to the Used Pile, to remove one of the Stun Tokens on my character’s card.
~ I spend my two Bolt energy, moving them to the Used Pile, to remove the second Stun Token from my character’s card.
~ The rest of the turn proceeds as normal.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

The more I read this card, the more I really like him. Using him with Parallax and Fabricate could be a great way to get multiple Stun Tokens on several character cards, forcing your opponent to waste precious resources to free up those characters. I really love the idea of Stun Tokens too, and I think it’s really silly that they can stack! It’s not over powered though because Mr. Freeze is a five cost character (the cheapest one too) and his fielding cost is one on all levels. It balances out a little and makes you work for those Stun Tokens, but if you can get a good flow going, you could lock down your opponent’s team and then attack with your Mr. Freeze dice for a chilling victory!

Yes, I went there.

How could I not when my favorite Mr. Freeze of all time is the Arnold Schwarzenegger?! I know… everyone hates him except for me, but I don’t care! I want an alt art Arnold Freeze card!

Arnold Freeze

Arnold aside – This Mr. Freeze card has lots of potential in Modern Age and casual play, but I think it may be just a bit too slow for Golden Age. I could be surprised though and someone could find a team build that works. As far as drafts go, this guy is ridiculous. I’ve not had the opportunity to use him, but I’ve seen him in action, and folks that use him have an easier time against those troublesome Red Hoods.

I have a Modern Age team build that I want to test with this particular version of Freeze, and I’m itching to try it. I’ve been too busy trying to make my Jessica Jones/Goliath/Proton Canon work and I need to move on to something else. I would totally recommend this card for other players to test in Modern Age and play around with in casual settings.

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!