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 Free Chimichangas: Delicious from the Marvel Deadpool set.

W Free Chimicangas, Delicious

Ruling – Non-Basic Action

Free Chimichangas is a non-basic action card with non-basic action dice. Any card that references an action card or die could affect this card or die. If an ability only references basic action cards or dice, this card and its dice are not affected.

This card takes up a character card slot on your team and the dice count towards your 20 dice maximum. You can only purchase non-basic action dice that are on your team. For example: If I have Free Chimichangas on my team, it’s placed in a character card slot and its dice count toward my 20 dice maximum. My opponent can’t purchase my Free Chimichangas dice.

When you use this die on your turn, it goes Out of Play until the Clean Up Step. If you have a any action dice in your Reserve Pool after your Attack Step, those dice are sent to the Used Pile. You can only use action dice on your turn.

Ruling – Keyword Ability: Impulse

We’ll discuss this card’s individual Impulse ability in the Ruling – Ability section below. This section is focusing on the keyword and not the ability granted by the keyword.

WizKids Keywords Page:

Impulse: Impulse abilities happen when you purchase a character die with the Impulse ability.  The character does not need to be already active to use the Impulse ability.”

The description from the WizKids Keywords page is a little dated. It specifically mentions a ‘character die’ with Impulse, but as you can see, other card types can have the Impulse ability.

When you purchase a die with the Impulse ability, you will be able to activate the bonus listed as the Impulse ability. Impulse abilities vary from card to card.

You do not need to have a copy of the die active in the Field Zone (which isn’t possible in some cases), you only need to purchase the die to trigger Impulse.

Ruling – Ability

Impulse – Target character die gets +2D (until end of turn). (Impulse abilities happen when you purchase the character die with Impulse.)

Target character die gets +2D.”

When you trigger the Impulse ability on Free Chimichangas, you target a character die that will get +2D until the end of turn. You must target a character die if there are legal targets available. You can’t trigger the Impulse ability and choose to not use it if there are legal targets. If you don’t have a character die of your own to target, you must target an opposing character die. If there are no character dice to target, you may still purchase a Free Chimichangas die, but the Impulse ability will fizzle.

When you use a Free Chimichangas action die, you target a character die that will get +2D until the end of turn. You must target a character die. If you don’t have a character die of your own to target, you must target an opposing character die. If there are no legal targets for the action die’s ability, you can’t use the action die. Players are not allowed to use an action die for no effect.

Both of these effects give a target character die +2D, until the end of the turn. This is an applied effect. If you were to swap the character’s A and D with another ability, the +2D that was applied will swap to the A.

Miscellaneous Card Information

~ Free Chimichangas is a Mask 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 #17 of 124.

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

Free Chimichangas is fun in casual and drafts. I don’t think this card would ever have a spot in a competitive meta, which it would only be legal for Golden Age competitive events now.

But for casual play, this is a fun action to use on a team with Ant-Man: Pym Particles from the Uncanny X-Men set. You can use your Free Chimichangas to boost the defense of one of your characters, like any of the Blobs from X-Men First Class, and then swap his attack and defense with Ant-Man’s Global for a super heavy hitting character!

You can use Free Chimichangas to boost the defense of an opposing character so you don’t KO it. If you Polymorph a troublesome character (like Shriek) into the field to prevent your opponent from getting her ability, you don’t want to KO her with a Dragon’s Breath Weapon. Just use Free Chimichangas to boost her defense and an ability to prevent her from blocking, then attack with your dragon!

Free Chimichangas has plenty of uses. It’s really up to each individual player to test it on their various teams or build a team around it to see if the card fits their play style.

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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 Dragon Statue Trap: Lesser Trap  from the Dungeons and Dragons: Tomb of Annihilation set.

W Dragon Statue Trap, Lesser Trap

Ruling Using Action Dice

Dragon Statue Trap is a non-Basic Action Card and it’s dice are non-Basic Action Dice. If an ability or game text refers to an Action Card or an Action Die, then it could affect Dragon Statue Trap. Non-Basic Action Dice can not be purchased by an opposing player.

There are two main ways to use an action die. The first is when the die is in your Reserve Pool, you use the ability that’s on the card and then place the die Out of Play. The die will never enter the Field Zone. The second is to move the action die from the Reserve Pool to the Field Zone, but those dice can only be fielded if they have the Continuous keyword, they’re considered to be Gear or a Trap, or the ability tells you to attach that die to another die that’s in the Field Zone.

Action dice can be used during two different steps, but only on our turn. You can use an action die at any time during your Main Step, or after blockers have been assigned during the Attack Step (referred to as the Actions and Globals portion of the Attack Step).

Action dice cannot be used for no effect. This means, if you can’t legally use the ability of the action die, then you can’t use the die and it remains in your Reserve Pool until the end of your turn. If you do not use an action die, it will go into your Used Pile at the end of your turn.

Ruling – Trap Keyword

From the 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.

Each Trap has its own Trigger and Effect. A Trap is sent directly to the Used Pile when it’s triggered, and this is not optional. Once the trigger condition is met, the trap will go to the Used Pile, whether you can use the effect or not.

The Gadgeteer keyword works with Traps.

Ruling – Trigger

Trigger: An opponent attacks you.”

The Trigger is a condition that must be met for the trap to activate. As soon as the condition is met, the trap will ‘trigger’ and go to the Used Pile. You can use the effect of the trap only when it’s triggered.

For Dragon Statue Trap, the Trigger is when an opponent attacks you. The moment an opponent finishes assigning their attackers, the Dragon Statue Trap’s trigger is met. Character dice that are attacking are all assigned at the same time, so your opponent will be able to assign all character dice they wish to attack with before your trap triggers. This means all of your opponent’s ‘When Attacks’ abilities will be able to trigger before your Dragon Statue Trap triggers. This is because they are the active player and all active player abilities trigger first.

The trigger on Dragon Statue Trap will grant you the effect before blockers are assigned.

Ruling – Effect

Effect: You may pay X [Energy] to deal X damage to all opposing character die.”

~ I believe there is a typo on the card. Where it says ‘opposing character die‘, I believe it’s supposed to say, ‘opposing character dice‘ instead.

The Effect of a trap is what happens when the Trigger condition is met. The Effect on Dragon Statue Trap is an optional ability because it says ‘you may’.

If you choose to use the effect on your triggered Dragon Statue Trap, you can pay any amount of energy to deal that much damage to all of your opponent’s character dice. You can use any type of energy in any combination for this effect.

The opposing character dice do not need to be attacking, only active in the Field Zone.

If attacking character dice are KO’d by this effect, they are no longer attacking and you will not be able to assign blockers to them.

This effect is not a targeting effect. Characters that are protected from being targeted can be damaged by this effect.

Example

Game State
I have a Dragon Statue Trap and a Sidekick (1A/1D) in my Field Zone. I have one Bolt and one Fist energy in my Reserve Pool. My opponent has two Sidekicks (1A/1D) and character die with 2A/3D in their Field Zone. We are moving into their Attack Step.
Attack Step – Assign Attackers
~ My opponent assigns their 2A/3D character and one Sidekick as their attackers.
~ My opponent does not have any When Attacks abilities.
~ My Dragon Statue Trap triggers and is sent to the Used Pile.
~ I use the Effect of my trap and spend the Bolt and Fist energy (moving them to my Used Pile), to deal two damage to all of my opponent’s character dice.
~ Their two Sidekick dice are KO’d and placed in their Prep Area. Their 2A/3D character die is still attacking, but now it can only take one more damage before it’s KO’d.
Attack Step – Assign Blockers
~ I assign my Sidekick die to block the remaining attacking character die. Doing this will KO the attacker in the Assign and Resolve Damage portion of the Attack Step and my Sidekick will also be KO’d.

Miscellaneous Card Information

~ Dragon Statue Trap is a Shield type non-basic action card.
~ It does not have an affiliation.
~ It has a Neutral Alignment (leaf symbol near the purchase cost).
~ It has a Max Dice of four.
~ This card is a Common and is #25 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

There are no rulings for this specific card.

The ruling for Gadgeteer and Traps can be found, here.

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

Turn Order Summary Reference

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Opinion

I think the Dragon Statue Trap is incredibly useful against teams that utilize those annoying characters that can’t be targeted. And there are plenty of those pesky characters around in Golden Age and Modern Age. Raven: Azarath, Metrion, Zinthos! is the first one that comes to mind and probably the most used one. Even with her in the field, you can still damage your opponent’s Mask and Teen Titans dice because Dragon Statue Trap’s effect is not targeting them – it’s like a blanket covering their side of the field.

Dragon Statue Trap could also be extremely useful against teams that depend on rushing their opponent with lots of smaller characters, like a Bard Blitz or Guy Rush team. A well placed Dragon Statue Trap and force attack Global and they’re in a world of hurt!

One of the major down sides that I can see to this type of trap is that once it’s triggered, it’s gone until you can get it back through your bag. This leaves you vulnerable and gives your opponent a chance to build up their field if they trigger the trap at the right time. Another issue you could run into is your opponent triggering it when you don’t have any energy to use for the effect. The trap is still triggered when they attack and sent to the Used Pile – regardless if you can activate the effect or not.

Gadgeteer is a nice keyword to pair with Dragon Statue Trap. You could get your traps back much quicker with one of these type of characters. What ever you do, don’t give them Boomerang! That’s not a good idea if you want your traps in the field.

I’ve been looking at building a Trap based team, I just haven’t had the chance to put it together yet. I think it would be fun and interesting for our casual scene.

Opinions on this card? Leave a comment!
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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 Jarnborn: And My Axe  from the Marvel The Mighty Thor set.

W Jarnborn, And My Axe

Ruling Using Action Dice

Jarnborn is a Non-Basic Action Card and it’s dice are Non-Basic Action Dice. If an ability or game text refers to an Action Card or an Action Die, then it could affect Jarnborn. If the text refers to a Basic Action Card or Basic Action Die, it will not affect Jarnborn. Non-Basic Action dice can not be purchased by an opponent, unlike Basic Action dice.

There are two main ways to use an action die. The first is when the die is in your Reserve Pool, you use the ability that’s on the card and then place the die Out of Play. The second is to move the action die from the Reserve Pool to the Field Zone, but those dice can only be fielded if they have the Continuous keyword, they’re considered to be Gear, or the ability tells you to attach that die to another die that’s in the Field Zone.

Action dice can be used during two different steps, but only on our turn. You can use an action die at any time during your Main Step, or after blockers have been assigned during the Attack Step (referred to as the Actions and Globals portion of the Attack Step).

Action dice cannot be used for no effect. This means, if you can’t legally use the ability of the action die, then you can’t use the die and it remains in your Reserve Pool until the end of your turn. If you do not use an action die, it will go into your Used Pile at the end of your turn.

Ruling – Ability

“Replace target character die’s A with double its printed A (until end of turn).”

In order to use Jarnborn, you must be able to target a character die that’s active in the Field. If there are no legal targets, you can’t use Jarnborn.

When you use Jarnborn, you can target a character die that belongs to either player.

When used, Jarnborn’s ability will replace the targeted character die’s current attack value with a value equal to double its printed attack value. If a character has applied bonuses to its attack value, those will not be added and will be lost. Static bonuses will still apply. For example, if I have a character in the Field Zone with a printed attack of 4, when I use Jarnborn, that character’s attack value will now be 8 until the end of my turn.

This effect will last until the end of your turn. Jarnborn does not alter the character die’s printed attack value.

You can use this die during your Main Step or wait until after your opponent assigns blockers and then use it during the Actions and Globals portion of the Attack Step. You can use the die for one of your characters that are blocked or one that is unblocked. You can even use this die on one of your opponent’s dice, whether they’re blocking or not.

If you use a second Jarnborn on the same character die, it will replace that character die’s current attack value with double its printed attack value. Even if the value is unchanged, the effect still happens.

Miscellaneous Card Information

~ Jarnborn is a Fist type Non-Basic Action Card.
~ It does not have an affiliation.
~ It has a Max Dice of 4.
~ This card is a Common and is #30 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

There are no rulings for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

I noticed a few players asking about non-basic actions so I thought I’d pick one that I think is a fantastic tactical card. You can wait and use until the Attack Step, after blockers are assigned, to try and maximize your damage against your opponent. Or you can use it on a character die during the Main Step to entice your opponent to block a particular character. You could even use it to help your opponent’s blocker KO one of your attackers with a When KO’d ability.

I love the versatility of this card and I can’t wait to use it more. I’ve been toying around with a few teams and this is a card that might fit nicely on to some of them. One team in particular has the super rare Mister Miracle on it. While he’s active, your action dice gain the Boomerang keyword. I want to use him, Jarnborn, and a heavy hitter or two and I can’t wait to finish that team!

I also love that my opponent can’t buy it, because it’s not a Basic Action. I can bring this card and know that I’m safe from them using it against me – unless they bring it 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!

Need to find a card? Check out The Dice Coalition‘s Team Builder!

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 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!
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 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!
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!

 

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!

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 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?
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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 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!

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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 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!