Posts Tagged ‘Non-Basic Action’

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at The Hellfire Club: Members Only from the Marvel X-Men First Class set.

W The Hellfire Club, Members Only

Ruling – Ability

If you control the character die with the highest A, KO all other character dice

The die for this card is a non-basic action die. Any card that references an action die could affect this die. When you use this die on your turn, it goes Out of Play until the Clean Up Step.

“Character dice” refer to the individual character dice and not the character card. For example: I have two Wolverine dice in the Field Zone, one with an attack of six and the other with an attack of two. When I use the Hellfire Club die, it will look at both of my Wolverine dice as separate character dice.

You can only use this die if you have a character die with the highest attack in the Field Zone. If you do not have a character die that has the highest attack, you will not be able to use this die because it will not have an effect.

If you have multiple character dice that are tied for the highest attack, you can still use the Hellfire Club, but you may only keep one of those dice and KO the rest. For example: If I have two Wolverine dice and Batman die in the Field Zone, all tied for the highest attack, I must choose one of them to remain in the Field Zone and KO the rest.

Miscellaneous Card Information

~ Hellfire Club is a Fist type non-basic action card.
~ It has no affiliation.
~ It has a Max Dice of four.
~ This card is an Uncommon and is #77 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
There is a ruling for this card, here.

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

Turn Order Summary Reference

turn-order

Opinion

I have been trying desperately to get this card to work with Jessica Jones: Ladies’ Night. I’m not sure I’ll be able to get that team running as smooth as I’d like, but it’s definitely a fun team to play on a casual night. The Hellfire Club is devastating when your opponent is trying to keep characters active and it’s amazing to see it go off – when it works. There are plenty of great characters that have a high printed attack that are easy to purchase. I think the Hellfire Club is perfect for casual players that want to find a way around some of those pesky characters like Blob and Shriek. Those characters have low attack stats and they can be easily KO’d with Hellfire Club to allow your team some breathing room.

While I’ve been trying to work this team into a meta build, I don’t believe that it’s possible. I think my Jessica Jones team is still too slow and too vulnerable for it to be effective in any kind of major competitive play. I still would like to see this card find its way onto a competitive team because I believe it has potential. But if it doesn’t, it’s still an awesome card for casual play!

Opinions on this card? Leave a comment!
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Roll on, Dice Masters!

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Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Cosmic Cube: Energy of the Beyonders from the Marvel Guardians of the Galaxy set.

W Cosmic Cube, Energy of the Beyonders

Ruling – Ability

Whenever an Action die or character ability deals damage this turn, increase that damage by 2.

The die for this card is a non-basic action die. Any card that references an action die could affect this die. When you use this die on your turn, it goes Out of Play until the Clean Up Step. The effect of the die will remain until end of turn.

The damage boost from Cosmic Cube is applied to each instance of damage. For example, if a character ability allows you to divide ability damage among two character dice, you will increase the damage dealt to each of those dice by two.

Any time an Action die or character ability deals damage, it will be increased by two for each Cosmic Cube die that was used that turn. For example, if two Cosmic Cube dice were used, damage from an Action die or character ability will be increased by a total of four.

The damage boost from Cosmic Cube is added to the damage total first, then the damage is applied to the target of the Action die or character ability. Reducing or preventing the initial damage from the Action die or character ability will not prevent the additional damage from Cosmic Cube.

This ability will also apply to any Action die character ability that your opponent can use on your turn. For example: If you you use one Cosmic Cube die and your opponent has Batgirl: Babs active, when you deal damage to her, she will increase her damage by two. Typically, an opponent will not be able to use an action die on your turn, but if they have a way to do so, damage dealt with that action die will also be increased by two.

Miscellaneous Card Information

~ Cosmic Cube is a Bolt type non-basic action card.
~ It has no affiliation.
~ It has a Max Dice of four.
~ This card is a Rare and is #86 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
There are rulings for this card, here and here.

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

Turn Order Summary Reference

turn-order

Opinion

I don’t have much to say about this card, and not because it’s a bad card. There is no denying that this card is super powerful, especially with the new Attune ability that debuted in the Tomb of Annihilation set. There are plenty of crazy builds around this card, and that makes Bishop: Butterfly Effect from the X-Men First Class set a very important character for your team. He will prevent all of the non-combat damage you would be subjected to, until they Shriek him.

I would not recommend using this card in smaller, local scenes that are mostly casual. This is definitely a powerful and meta worthy card.

Opinions on this card? Leave a comment!
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Is there a combo that seems too good to be true?
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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

There has been an errata!

“When you field a character die from your Reserve Pool, you may field target character die in your Used Pile on the same level for free. (The Bifrost doesn’t trigger itself.)”

I will strikeout text that does not follow this errata and make any corrections needed. The corrections will be in red.

For this week’s confusing card of the week article, we’re going to take a look at The Bifrost: Bridge Between Realms from the Marvel The Mighty Thor set.

W The Bifrost, Bridge Between Realms

Ruling – Ability

“When you field a character die, you may field target character die in your Used Pile on the same level for free.”

“When you field a character die from your Reserve Pool, you may field target character die in your Used Pile on the same level for free. (The Bifrost doesn’t trigger itself.)”

When you use this action die, it will go out of play, but the effect will remain until the end of your turn.

Fielding a character die is when you pay the fielding cost and move a character from your Reserve Pool into the Field Zone. Characters can also be fielded by other means, such as character abilities or action dice, but they are only considered ‘fielded’ if the wording on the card specifically says to ‘field’ the character die.

When you field a character die while this effect is active, you have the option of fielding a character die from your Used Pile. You will be able to field the character die from your Used Pile for free, meaning you will not have to pay the fielding cost associated with the character’s level. For example, if the character die you field is level three, the character die you field from your Used Pile will also be fielded at level three and not cost any energy to field.

Fielding a Sidekick will allow you to field a character die from your Used Pile at level one, because Sidekicks only have one level. However, you cannot field a Sidekick from your Used Pile with this ability because Sidekick dice are not character dice while in the Used Pile.

Fielding a character from your Used Pile with The Bifrost’s ability will trigger any When Fielded abilities, including this ability. The Bifrost’s ability will only trigger from character dice that you field from your Reserve Pool. This ability is optional because the card uses the word ‘may’. Even if the ability is triggered, you are not required to activate the ability.

Ruling – Global Ability

The Bifrost has a Global ability on its card that says:
“Global: Pay 0. Once per turn on your turn, spin one of your Sidekick character dice to its [SHIELD] face.”

This Global does not cost anything to activate. You only need to state that you are using the Global.

When you activate this Global, you choose one of your Sidekick dice in your Field Zone or Reserve Pool that’s showing a Sidekick character face, and then spin that die to its Shield energy face.

You can spin an Ally character to a single Shield energy face. The Ally character die must have a Shield energy face and also be in the Field Zone. Unlike Sidekick dice in the Reserve Pool, an Ally is only considered a Sidekick character while in the Field Zone.

This Global does not target.

Miscellaneous Card Information

~ The Bifrost is a Shield type non-basic action card.
~ It has no affiliation.
~ It has a max dice of four.
~ This card is an Rare and is #124 of 136.

Official Sources

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

There is a ruling for a Global similar to The Bifrost’s Global, and you can find it, here.
There is a ruling about spinning Ally character dice to energy faces, here.
There is an errata for this card and you can find it, here.

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

Turn Order Summary Reference

turn-order

Opinion

I know lots of folks are going completely bonkers for this card and many believe this card is very over powered. I do not believe this card is the meta buster that lots of folks think it is.  If the goal is to use The Bifrost for the When Fielded abilities on characters being fielded from the Used Pile, then Wonder Woman: Reflections is a solid counter. The Bifrost is a four cost non-basic action, and most of the meta worthy When Fielded type cards are three or four to purchase as well, which means you can cycle those dice before ever buying The Bifrost. I know some folks in the groups have mentioned using it with a Guy Rush type build, but I believe The Bifrost is not necessary for those builds. I think it would clunk up the bag too much and slow the team down.

There are lots of folks calling for an errata but it really doesn’t need it. In practice, this card works well when you happen to have lots of characters in your Used Pile. But the setup to get those dice in position is no easy feat. I think we’ll see this card in major competitive scenes as folks try their hardest to break it and exploit it. This card is fun in draft and likely going to be fun in casual play as well. I think it might become a nuisance in Golden Age play if used with the right cards, but I don’t think it’s powerful enough that it needs an errata or a ban – yet. There could be another perfect storm, like Bard Blitz, waiting for its time to shine, but only time will tell.

If you have a build that you think is perfect for this card, I’d love to see it and try it! This card seems like it would be lots of fun to use with the right team, but I don’t plan to build around it myself. But I’m definitely open to seeing builds and trying them out. I’d also love to see what others think about this card, so please, leave me a comment!

~ If an errata or ruling should happen, I’ll most definitely add it to this article!

And – the errata happened. I believe it only happened because the ability wasn’t functioning the way they truly intended it. Now, the card is definitely not a meta-buster. I don’t think we’ll see this card much, if at all, in major competitive play now.

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!

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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

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

W Kobold Trap, Greater Trap

Ruling – Keywords and Ability

Trap (Place in your Field Zone when used. Send to your Used Pile when triggered.)
Trigger: Your opponent fields an Adventurer character die.
Effect: Purchase one of your character dice with Swarm for free and place it into your bag.”

Keyword Definitions

Kobold Trap has the Trap keyword.  WizKids Keywords Page:
Traps: Traps are action dice that move to the Field Zone when used, and stay there until Triggered. When the criteria of the Trap die’s Trigger is met, you must immediately send the die to your Used Pile and use its Effect.”

The definition for Adventurer can be found on the Keywords page:
Adventurer: Any character with the Experience ability.

How To Use/Trigger This Trap

When you use a Trap die, you place it into the Field Zone. This is considered ‘using’ it for card abilities that reference using an action die. It will only leave the Field Zone if its effect is triggered or another card ability can remove an action die.

When the ability is triggered, you must send the trap to the Used Pile. This is not an optional ability. When a trap is triggered, it will grant you its effect.

When an opponent fields any Adventurer character die, you will trigger all of your Kobold Traps in the Field Zone. For each of your Kobold Traps that are triggered, you can purchase a character die for free, so long as it has the Swarm keyword.

The die you purchase must be from one of your cards, and the die is free, meaning you do not need to spend any energy.

After you purchase the character die, you must put that die into your bag.

Kobold Trap is a non-basic action die. Anything that affects action dice could affect this die. If the effect says ‘Basic Action’, it would not apply to Kobold Trap.

Miscellaneous Card Information

~ Kobold Trap is a Fist type non-basic action card.
~ It has no affiliation, but has the Neutral alignment.
~ It has a max dice of four.
~ This card is an Uncommon and is #74 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There is no official ruling for this card.

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

I think this card is great if you use it within the set, or even in a limited Dungeons and Dragons event. All three D&D sets are loaded with great Adventurer cards so it’s likely you would get some use from this card within the D&D IP. I’m not certain it’ll be used much outside of limited constructed or sealed/draft type events though. The major meta doesn’t have any highly used Adventurers except for Dwarf Wizard: Paragon Zhentarim and I’ve seen less of him with the emergence of Shriek: Sonic Beam. I wouldn’t write this card off yet, especially if we see the increase use of an Adventurer card.

We have a limited constructed event coming up this Saturday and the only legal cards for the event are ones from the D&D sets. I’ve been looking at this card for my team so I can use some of the more expensive Swarm characters, like my Stirge: Epic Beast.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

For this week’s confusing card of the week article, we’re going to take a look at Yuan-Ti Pureblood: Epic Humanoid from the Dungeons and Dragons: Tomb of Annihilation set.

W Yuan-Ti Pureblood, Epic Humanoid

Ruling – Attune Ability

WizKids Keywords Page:

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

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

while-active-light

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

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

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

Ruling – Ability

“While Yuan-ti Pureblood is active, when you purchase an action die, trigger the Attune ability of all active character dice.”

Yuan-ti Pureblood’s ability is a While Active ability. While you have at least one Yuan-ti Pureblood die in the Field Zone, you will trigger her ability when you purchase an action die. Her ability triggers when you purchase any kind of action die, whether it’s a basic action die or a non-basic action die.

When you purchase an action die while you have an active Yuan-ti Pureblood character die, you will trigger each character die’s Attune ability. Attune abilities will only trigger once for each character, regardless of how many of that character’s dice are in the Field Zone, because Attune is a While Active ability.

For example, if you have three Yuan-ti Pureblood dice in the Field Zone, and purchase an action die, you will trigger the Attune ability of your Yuan-ti Pureblood. You will deal one damage (not three damage) to target player or character die. This is because all three dice are from the same character – your Yuan-ti Pureblood. Her Attune ability can only be triggered once, per instance, while there are any of her dice active in the Field Zone. If you were to purchase another action die, you would trigger her Attune ability a second time and deal one damage again.

This ability will also trigger the Attune ability on your opponent’s character dice. If your opponent has the same Yuan-ti Pureblood dice in the Field Zone, you still trigger her Attune ability as well as yours, because the two character cards are considered to be different characters. One is your Yuan-ti Pureblood, and the other is your opponent’s Yuan-ti Pureblood, making them different characters for game effects such as this ability.

If you trigger an opponent’s Attune ability, you do not get to choose the target of that ability because you are not in control of the ability. Triggering an ability is not the same as controlling or using the ability.

Yuan-ti Pureblood’s ability is mandatory. If you purchase an action die while she’s active, you must trigger the Attune abilities on all active character dice with Attune.

Miscellaneous Card Information

~ Yuan-ti Pureblood is a Bolt type character card.
~ She has the Monster affiliation and the Evil alignment.
~ She has a max dice of four.
~ This card is an Super Rare and is #132 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
You can find an official ruling for Yuan-ti Pureblood: Epic Humanoid, here.

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

Yuan-ti Pureblood is great for action centered teams, but if your opponent is using characters with Attune, her ability could become a nuisance for you. Her ability is still great and definitely worth trying out. She only cost two energy to purchase, but she can be blasted out of the Field Zone very easily. She’s got a defense of one on level one and level two, making her an easy target for Unstable Canister‘s Global. Her level three side is slightly safer with a defense of three, but she still falls victim to uncommon and rare Cold Guns.

I think she’ll be fun in casual play with the Satchel teams I’ve seen floating around, and she might even have a place in the major competitive meta, even though she could be troublesome against a similar team. I’m not sure I’d recommend using her as a main win condition in a draft, only because there are plenty of other characters out there with Attune and her ability could cost you in the end. But at the same time, because she’s so inexpensive, she could allow you to race your opponent to victory!

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at The Kyln: Pangalactic Prison from the Marvel Guardians of the Galaxy set.

W The Kyln, Pangalactic Prison

Ruling – Ability

Continuous: Players must spend [1 Generic Energy] more to purchase each character die for every character die in their Field Zone.”

WizKids Keywords page has the definition for Continuous:

Continuous: Actions with Continuous move from the Reserve Pool to the Field Zone and can stay there at the end of the turn. Sometimes they’ll send themselves to the Used Pile for an effect whenever you could use a Global Ability.”

The Kyln does not need to be activated in order to gain the benefit of its ability. Each Kyln die that you have in the Field Zone will automatically apply its ability. For every Kyln die you have in the Field Zone, your opponent will need to pay one additional generic energy for each character die in their Field Zone, when they purchase a character die.

For example: If I have two Kyln dice in the Field Zone and my opponent has three character dice in the Field Zone, they will need to pay an additional six energy to purchase a character die.

The Kyln will apply its ability to both players, not just the opposing player. Generic energy can be paid with any type of energy.

The Kyln dice will not leave the Field Zone on their own. To remove a Kyln die from the Field Zone, a player would need to use an ability on a card like Bleez: Controlled Rage or Oni: Greater Giant.

The Kyln’s ability places something like a tax on the purchase of a character die. This ability does not alter the printed cost of a character die.

Miscellaneous Card Information

~ The Kyln is a Shield type non-basic card.
~ It does not have an affiliation.
~ It has a max dice of four.
~ This card is an Common and is #37 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
You can find an official ruling for The Kyln, here.

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

Turn Order Summary Reference

turn-order

Strategy and Opinion

I do not like playing against this card at all. I would rather play against it than a Bard though! Bards aside, this card is devastating to teams that need character dice in the Field while still trying to purchase more character dice. Just one character on your side and three Kyln on the Field will tax the purchase of a character die for three additional energy, making that two cost Guy Gardner ultimately cost you five instead. That’s really painful and Kyln is only two to purchase. The Kyln is a very nasty card and I wouldn’t be surprised if it showed up on teams in various metas. If someone is trying to make a Satchel team work, Kyln is likely going to be a go-to for that team. For all the nasty that this card brings, you can still play around it by not fielding too many character dice while you’re still trying to purchase character dice.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Batarang: What Goes Around Comes Around from the DC Batman set.

W Batarang, What Goes Around Comes Around

Ruling – Ability

When you use this action die, you deal three damage to one target Villain character die. If you use a second Batarang die, you can choose to target the same die again if it’s still active in the Field Zone, or you can choose a new Villain to target.

You can target opposing Villains or your own Villains with Batarang action dice.

A Sidekick die or character die that does not have a printed Villain affiliation on their card can be legal targets if they have been given the Villain affiliation through a game effect. For example: Superman is not a Villain. I can pay a Mask energy and a Fist energy for the Global on the Monument to Evil: Basic Action Card, and target Superman so he gains the Villain affiliation. This makes him a legal target for Batarang.

A character with a printed Villain affiliation can have the Villain affiliation removed by a card effect and no longer be a legal target for Batarang. Removing the Villain affiliation will not affect Batarang dice that have been used prior to the removal of the affiliation. For example: My Joker (Villain), with a defense of six, has been hit with a Batarang for three damage. In the same turn, I can remove his affiliation with Ra’s al Ghul‘s Global and he will still have three damage on him until the Clean Up Step. He can no longer be targeted by Batarang dice this turn, unless he regains the Villain affiliation.

What is considered ‘using’ an Action Die?
~ When you have a non-Continuous action die showing an action face in your Reserve Pool and you use it for it’s effect, moving it Out of Play, that is considered using it.
~ When you have a Continuous action die showing an action face in your Reserve Pool, using it means putting it into the Field Zone. When you activate a Continuous action die for it’s effect, that is not the same as using the action die because the die was used by fielding it.
~ Abilities that say ‘use an action die’ or ‘use the effect of an action die’ are all considered to be using an action die.

Ruling – Boomerang Keyword

From the WizKids Keywords page:

Boomerang: Action dice with boomerang are re-rolled after they’re used. If they reveal an action face, add them to your Prep Area.

 

After you roll the action die, if it shows an action face (non-energy face), you get to add it to your Prep Area. If it shows an energy face, the die will move Out of Play as normal. The image below shows where you can find the different faces on the Die Face Reference part of the card.

Boomerang is mandatory. If you use an Action Die with Boomerang, you must reroll it.

Action and Energy Faces 2

 

Miscellaneous Card Information

~ Batarang is a Bolt type non-Basic Action card.
~ It does not have an affiliation.
~ It has a max dice of four.
~ This card is a Common and is #4 of 124.

Batarang is a special Action called a non-Basic Action. You place this card in a character slot on your team. Your opponent can not purchase your non-Basic Action dice.

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 Batarang during the Main Step and the Attack Step.

Game State
~ I have two Batarang dice showing action faces in my Reserve Pool. I have a level three Huntress (4A/3D) die and a level three Hawkgirl (4A/4D) die in the Field Zone.
~ My opponent has a level three Killer Croc (7A/7D) die in the Field Zone.
~ It is currently during my Main Step.
(Main Step)
~ I use one of my Batarang dice, targeting my Huntress die. Huntress takes three damage, KO’ing her and sending her to my Prep Area. I must use the Boomerang ability on my Batarang die, rerolling Batarang. It lands on an energy face and is placed Out of Play.
~ I pass priority to my opponent and they choose to not use any Globals, passing priority back to me.
~ We now move into the Attack Step – or – Skip the Attack Step and go straight to Clean Up. I decide that I want to attack, so we move into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign my Hawkgirl to attack, moving her into the Attack Zone.
(Attack Step – Assign Blockers)
~ My opponent assigns their Killer Croc to block Hawkgirl, moving Killer Croc into the Attack Zone and placing him in front of Hawkgirl.
(Attack Step – Actions and Globals)
~ I use my second Batarang die and target Killer Croc. Killer Croc takes three damage and since it wasn’t enough to KO him, he remains in the Attack Zone blocking Hawkgirl. I must use the Boomerang ability on my Batarang die, rerolling Batarang. It lands on an action face and is added in my Prep Area.
(Attack Step – Assign and Resolve Damage)
~ Hawkgirl deals her four attack to Killer Croc’s seven defense, but he already has three damage on him. This will be enough to KO him. Killer Croc deals his seven attack to Hawkgirl’s four defense, which is enough to KO her. They will both go their respective Prep Areas during Clean Up.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area. Killer Croc is placed in my opponent’s Prep Area and Hawkgirl is placed in 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.
~ 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)
You can find a relevant ruling about similar text for using an action die, here.
You can find a relevant ruling about Continuous actions and abilities, here.
You can find a relevant ruling about While Active text being missing from the card, 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

I think Boomerang is a really neat ability, but I have yet to play it. I’ve seen plenty of Unstable Miracle teams floating around, but I want to use a die that already has Boomerang, like Batarang. I’ll have to use Batarang if I want to play with Boomerang because it’s the only action card with the Keyword and all three versions have Boomerang.

I am definitely looking forward to adding this to my “FREEZE!” team. While useful against opposing Villains, I think it’ll be much more of an asset when it comes to KO’ing your own Villains that have When Fielded abilities. Mr. Freeze: Dr. Victor Fries has a cool When Fielded ability that puts Stun Tokens on your opponent’s character cards. Sometimes, it’s hard to get those type of character dice back into your Prep Area to reuse quickly. Batarang definitely provides a viable option that your opponent won’t have access to, like Unstable Canister. Mr. Freeze has a defense line of 2/3/4, making him a prime target for Batarang. The only level that would give you trouble is level three.

Some other characters that I would love to pair this Batarang with are Huntress: No Rest for the Wicked and Firefly: Ted Carson. I absolutely love the idea of using Huntress to potentially KO their dudes and then field Firefly to blast them for some damage. Batarang would help cycle those two in the early game because they’re both Villains and make for great targets for Batarang.

And if blasting your own Villains into the Prep Area for next turn wasn’t good enough, Batarang has the potential to come back too, thanks to Boomerang!

I think all versions are great for casual level play and especially for drafting. I’m not sure it has what it takes to stand alone in the Modern Age competitive meta, but I’m holding out hope that someone finds a creative way to use this card.

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!

 

For this week’s confusing card of the week article, we’re going to take a look at The Question: Find the Answers from the DC Batman set.

W The Question, Find the Answers

Ruling – Gadgeteer Keyword

From the WizKids Keywords page:

Gadgeteer: When a character die with Gadgeteer attacks, you may roll a gear die or an action die with the Continuous keyword in your Used Pile.  If you roll a non-energy face, you may move it unto your Field Zone.  Otherwise, return it to your Used Pile.

I think there is a typo in on the WizKids Keywords page. Where it says ‘you may move it unto your Field Zone’, I think it’s supposed to say into and not unto. But I’m certain we all know what they mean.

Gadgeteer is a new Keyword in the Batman set. This ability only works when the character with Gadgeteer attacks and only if you have a Gear or Continuous action die in your Used Pile. Gear dice will have the Equip Keyword on their card.

You cannot use the Gadgeteer ability for a non-Continuous action die.

When your Gadgeteer character attacks, you get to choose a qualifying action die from your Used Pile and roll it. It can be a Basic Action die or a Non-Basic Action die, so long as it’s Gear or has the Continuous keyword.

After you roll the action die, if it shows an Action face (non-energy face), you get to move it into your Field Zone. Moving a die is not the same as using it, much like moving a character die is not the same as fielding it. If it shows an energy face, you must return it to the Used Pile. The image below shows where you can find the different faces on the Die Face Reference part of the card.

Action and Energy Faces

This ability is optional and not mandatory because it uses ‘may’ in the text. If your Gadgeteer character attacks and you have a Continuous die in your Used Pile, you are not required to use the Gadgeteer ability. If you forget to use it and the Attack Step has moved into the Assign Blockers portion, you have missed your opportunity to use Gadgeteer.

Ruling – Ability

The Question’s other ability works like a While Active ability even though it doesn’t say While Active. 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

Whenever you use an action die, The Question gains +1A and +1D until the end of the turn. You can use multiple action dice on the same turn and his ability will trigger for each one.

What is considered ‘using’ an Action Die?
~ When you have a non-Continuous action die showing an action face in your Reserve Pool and you use it for it’s effect, moving it Out of Play, that is considered using it.
~ When you have a Continuous action die showing an action face in your Reserve Pool, using it means putting it into the Field Zone. When you activate a Continuous action die for it’s effect, that is not the same as using the action die because the die was used by fielding it.
~ Abilities that say ‘use an action die’ or ‘use the effect of an action die’ are all considered to be using an action die.

Miscellaneous Card Information

~ The Question is a Mask type character card.
~ He has the Justice League affiliation.
~ He has a max dice of four.
~ This card is a Uncommon and is #75 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:
Gadgeteer and Using Action Dice.

Game State
~ I have one level three Question (2A/4D) die in the Field Zone. I also have two Kryptonite: Green Death dice, one Unstable Canister die, and one Captain Cold’s Cold Gun: Frozen “Firearm” die, all showing action faces, in my Reserve Pool.
~ My opponent has two Sidekick die in the Field Zone.
~ It is currently during my Main Step.
(Main Step)
~ I use one of my Kryptonite dice, moving it Out of Play, and target one of my opponent’s Sidekick dice. The Question’s ability triggers and he gains +1A and +1D.
~ I use my other Kryptonite die, moving it Out of Play, and target my opponent’s Sidekick die again. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +2A and +2D.
~ I use my Unstable Canister die, moving it Out of Play, and target that same Sidekick die which KO’s it. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +3A and +3D.
~ I use my Cold Gun die, moving it to the Field Zone. The Question’s ability triggers and he gains +1A and +1D, which brings his total to +4A and +4D.
~ I activate my Cold Gun die, moving it Out of Play, to target my opponent’s second Sidekick die which KO’s it. This does not trigger Question’s ability.
(Attack Step – Assign Attackers)
~ I assign my Question (6A/8D) to attack, moving him to the Attack Zone.
~ The Question’s Gadgeteer ability triggers when he attacks and I check my Used Pile for Continuous action dice. I have one Turtle Van and one Bat-Signal die in my Used Pile and I choose the Turtle Van Basic Action and roll it. It lands on an Action face and I move it into my Field Zone.
(Attack Step – Assign Blockers)
~ My opponent does not have any blockers to assign.
(Attack Step – Actions and Globals)
~ I do not use any Action Dice or Globals.
~ My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ The Question assigns all six of his attack to my opponent and my opponent loses six life. The Question die is immediately moved Out of Play because he attacked and was not blocked.
(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.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability). The Question will lose all of the +1A and +1D bonuses he gained this turn.
~ 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)
You can find a relevant ruling about similar text for using an action die, here.
You can find a relevant ruling about Continuous actions and abilities, here.
You can find a relevant ruling about While Active text being missing from the card, 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

I like this version of Question better than the other two versions. It’s easy to build up lots of action dice for a single turn with Boomerang or even Scarlet Witch: Hex Bolts from the Doctor Strange Team Pack. Since I love Overcrush so much, using Proton Cannon just makes sense, because his stats can become massive! I love that he has Gadgeteer too, which can help you get your Continuous action die back in play. He’s got a great purchase cost and while his attack stats are not the best, his stats can get a boost and even be swapped with Kal-L’s Global. I think this card is great for casual play and possibly good for a rogue team in Modern Age competitive play too.

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!

I’ve been super excited about drafting this new Batman set and I was not disappointed.

You can check out our featured matches from this event on my YouTube channel, Dice Dice Kitty.

You can find the videos for the featured matches in the May 27, 2017 Batman Dice Masters Draft playlist. The footage from round one was somehow corrupted by my editing software.

I did a live stream on my Facebook page of my draft picks. You can find the video, here.

My Team

MyBatmanDraftTeam1

I started with what I thought was solid strategy, but ended up having to change it after seeing the spread of dice on the table. I never intended to draft any Parademon cards, but I opened a total of three! I got the uncommon in the first pile of packs and two commons in the second pile. I knew I could guarantee myself two Parademon dice and I didn’t want to let someone else grab them.

I really wanted to try the common Batgirl. I thought she might be decent for a draft, but I forgot all about grabbing another Batman Family character. I waited way too late in the draft picks to start grabbing Ace cards, leaving me with fewer dice than I liked. I’m glad I got at least two dice for Ace because I didn’t want to rely on the Trusted Friend Global to make Batman Family characters.

I really wanted to get more Red Hood dice, but there were only three total. I couldn’t let him get slide by me because someone would certainly take him. Even if I wasn’t going to use him, I didn’t want him used against me – especially if the other Red Hood cards weren’t commons. There was only one Rip Hunter in our five person pod, so when I saw the opportunity to take him, I did. Hawk, Firefly, and Two-Face’s Coin were all picked because I wanted to try them or I didn’t want someone else to have too many of those dice.

I only used Rip Hunter’s ability twice in the entire event, but I like him for drafts. He’s a great way to speed up a team – you just need to buy him and use him. I never bought him in my first match, forgot about his ability almost every turn in my second match, and never fielded him in my third match. I only used Firefly and Two-Face’s coin one time each and only bought them in my second match.

For my Basic Action Cards, I chose Cloudkill and Haymaker. I knew I would need a way to help my Batgirl and Ace dice get past any defenses my opponent had and the Haymaker Global would help boost their attacks.

Round One

In my first match, Batgirl and Ace were definitely my MVPs. I was a little worried when I saw Catwoman (Common), Batgirl (Common), and Nightwing (Rare) all on the same team across the table from me. That’s a ton of cheap characters with mostly decent stats for a draft. I purchased both Ace dice and all three of my Batgirl dice in hopes of racing my opponent. I purchased a Cloudkill as well to help my chances of getting those characters through. Parademon actually came in handy a few times, giving me that one extra die a few times. My opponent would blast him out of the Field when she had a chance to keep me from getting the full benefit from him.

Round Two

My opponent was using the common Rip Hunter with Unstable Canister, in hopes of taking his opponents out with direct damage. If he had rolled his Canisters on Action faces every time he rolled them, I would have lost the match really, really fast. I got extremely lucky in that he only rolled them a third of the time.

Hawk helped me win my second match before he burned me down. His seven attack on level three with the addition of attack boosters is just nasty when your opponent can’t block. Hawk softened up my opponent and then I went in for lethal damage with a field of Batgirl and Ace dice.

Round Three

In round three, I lost rather quickly to the uncommon Hawkgirl (spins up a level when a Sidekick attacks) and common Ace the Bat Hound (Ally) combo. My opponent used the Globals on his Invulnerability and Anger Issues to increase their attack stats and deal lots of damage, rather quickly. I made the mistake of going for Rip Hunter first when I should have been going for Batgirl and my Ace. I didn’t have time to fix it before he got lethal damage in.

Final Thoughts

I ended the night with a record of 2-1-0, which is not bad at all. My Strength of Schedule (SOS), or tiebreakers as they’re often called, boosted me to second place. My only loss was to Joey, who took first place. His Hawkgirl and Ace combo was just too fast to deal with!

While I was drafting, I was looking at the cards and trying to decide if I wanted a card to use it, or wanted it so someone else couldn’t use it against me. This set is a really good draft set. It forces players to make difficult decisions on the fly, without having all the information they want.

“Do I take this character with beefy stats, or do I take the character with weaker stats but decent ability and try to build off of it?”

“This card has a really good ability but doesn’t go with my current strategy. Do I pass it to someone else that can potentially use it against me, or do I take it just so they can’t?”

“I don’t see anymore cards for my current strategy and we’re almost done with the first pack. Can I afford to swap to something else?”

“I really want this rare/foil for my set, but I think I could use this common that I already have ten of. Which do I take?”

In the gravity feed that Mr. DDK and I opened, we actually pulled a foil rare Big Barda. I really wanted to draft the foil rare Big Barda that I saw, but I couldn’t bring myself to do it. She could have been a great addition instead of Two-Face’s Coin. I just couldn’t take her. If you watch the draft video, I think it shows where I almost take her, but I chose a different card. I didn’t think it would be fair to the other players to take a card I knew I wouldn’t need for my collection even though I fully intended on using her for my draft team. Even though she would have been better for my team, she wouldn’t have changed the outcome of the one match I lost.

I will sometimes draft for my collection (rare/foil-drafting) and sometimes I draft to win. I don’t have any issues with other players rare-drafting or foil-drafting, even if that’s what I’m doing in the same pod. In this particular draft, I wanted to win because there were additional packs as prizes and I wanted to win some of those!

The feedback I got from all the players in our draft was that they love the set for all levels of play and they all had a lot of fun drafting. I can easily echo their feedback. I’m really digging this set and I can’t wait to draft it more!

How do you draft – Aggro, Control, etc?
Do you like to draft to win, or draft to collect?
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!

 

I was thrilled to have a player return this week after a long absence, as well as a brand new player! I want to welcome Craig M. back and Jacob W. into the mix. Jacob is in our first round video from this week and he built the very best team he could from a couple of starters and some miscellaneous Deadpool packs.

My Team

My Team.png

I really wanted to try Iron Fist: Holding Back the Storm from the new Defenders Team Pack. I mentioned in my review article that this was my kinda card – and it totally is! I love using a win condition that cost more than four energy to purchase because then it feels like I earned the victory. I also added Hellcat: Hell’s Belle to the team, just to try her out. But her ability and Stepford Cuckoos: Celeste are both hindering to my win condition. I put Alfred Pennyworth: MI-5 on the team so that I wouldn’t have to worry too much about fielding blockers each turn. Parallax, Rip, and Cold Gun are all staple cards and all are beneficial, except for maybe Parallax. I used him a little and he didn’t work so well for me. He may be replaced with something else in the near future.

Gorilla Grodd: Force of Mind is my win condition assistant. Giving Iron Fist Overcrush and a +1A is definitely what I want to do. I love using Grodd and this Iron Fist card is just what I’ve been looking for to pair with Grodd. The problem that comes up is that both are expensive. I really wish Iron Fist cost four, but honestly, five is right for his stats and ability. I used Superhero Registration Act and Reclaim to help with my churn. I love this combination of Basic Action Cards and Hannah was the one that showed me how well it worked. I will definitely be tinkering with this team to find a way to make it work a little faster. The build is totally my style though – Control until the big guns get warmed up!

Matches
Round One

I apologize for the lack of pictures – I have to get used to having a reliable phone again.

You can find a video for my first round, here.

Jacob is brand new to the game, but his prior experience with other collectible games has helped speed up his learning curve. I taught him how to play less than a week ago and he put a team together and decided to give the tournament a try. I think he did very well for a new player. I feel bad for playing Grodd against him, but he held his own for a while – and he had the right idea with the Smash! Global. I think he’s got great potential to become an excellent player.

Record: 1-0-0

Round Two

You can find a video of my second round, here.

Travis (Mr. DDK) always seems to have the upper hand against me. I just always assume I’m going down in a great ball of fire when I have to play against him. I actually wasn’t defeated that easily by his Guy+Squirrel team. Hellcat: Hell’s Belle is who I have to thank for that! This is the match that I realized I needed a Fabricate ability. We had a really good match, and I tried my hardest, but in the end – it was the Squirrels… they got me. Squirrel Girl is a super cute card and she seems like lots of fun. I love the tokens that WizKids gave out for her too.

I was really proud of myself for not dying in three or four turns to Guy. That is a major accomplishment for me because Guy has always given me trouble.

Record: 1-1-0

Round Three

I got to face off against Craig M. in round three and there was a video, but for some reason, it won’t import to my computer from my GoPro. I’ve tried all the fixes mentioned in the forums and nothing has worked. I am so very sad about this. This match was a great teaching tool. It was the perfect example of how you should check, double check, and triple check your math. Craig and I had a great match of back and forth slugging, but I made a fatal error. I counted the potential damage on my character dice and thought I had exactly enough to take him out. He was at 19 and I had 18 damage. I didn’t realize the error until after I assigned my attackers, which there is no going back from. Well, there is, if you ask your opponent for a take back – but I do not usually do that in tournaments. That attack left my Field wide open and he was rolling lots of character dice. He got lots of characters fielded and attacked for lethal. This was a great learning experience for me and would have made a great video. I’m sorry I couldn’t find a fix for it.

Record: 1-2-0

Final Thoughts

Oh my goodness! I love Overcrushing Iron Fist! I thought about using Proton Canon, which I super love, but that means my opponent could grab it too. I don’t mind them grabbing a Reclaim or an SRA, but not my Canon. Mary Jane would not work well at all. Iron Fist would not get his +3A at the same time he has Overcrush. Grodd feels like my best choice and I know there are better combo cards for Grodd (like Lady Bullseye: Attack on Two Fronts) but they’re not for me. I like Iron Fist and Grodd and I’m determined to find a way to play them more effectively. Cuckoos are definitely coming off the team. I’m not sure about Hellcat yet. I like her, but she’s a When Fielded ability. She could help stem the tide early in the game, hopefully until I can get Iron Fist and/or Grodd, so she may stay for now. In my review article for the Defenders Team Pack, I made mention that she alone is not worth buying the Team Pack for. While I think she has potential, I stand by that. Not only would you need the $10 Team Pack, but you would need a second one to get max dice for her. She’s totally not worth $20 for her card and four dice.

I really do like this team and I will probably be working on it a lot in the near future. I may not play it in every event though, because it’s not nice to new players. I hope Batman has something new that can improve this team!

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!