Posts Tagged ‘OP Event’

Greetings Fellow Dice Fans!

 

With the WKO quickly approaching, I decided to give one of my team considerations a test run in our tournament. If you watch the tournament videos on my YouTube channel, I have to apologize for the excessive amount of background noise. The store is very busy on Saturday nights and it’s really hard for me to play and mitigate the excessive noise at the same time. Hopefully, the regulars will get used to me filming and be a little more aware of their volume and conversation content. My irritation shows a little in the videos and I apologize for that as well. It’s very frustrating when you can’t hear what the person sitting across from you is saying.

You may hear me reference someone named Donatella, but that’s just my life tracker.

donatella-2

My Team

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You can find my team here, on DM Retrobox.

I want Lady Bullseye to work – really bad. But I think she’s too difficult to maneuver in such a fast meta. I do love Overcrush though and it’s almost as if Gorilla Grodd was made for me. Mr. DDK suggested using Tsarina and Guy Gardner with Grodd, which I thought was a good idea so I did it. This has been one of the team ideas I’ve been throwing around for the WKO, so I figured that this would be a perfect chance to test it. I added Elf Thief for Mask energy and little bit of control, which I never used – not in a single game. Cold Gun is there to help me get around nasty characters like Dwarf Wizard or Ronin. Rip, PXG, and Blue-Eyes are all utility cards. I chose Slander as one of my Basic Actions because it works like Cold Gun but doesn’t damage – just in case I need to blank a character without damaging it. It’s also one cheaper and doesn’t require specific energy, but it’s not Continuous like Cold Gun. I chose Invulnerability for it’s Global, and because I might be able to use its ability if I bought the die.

Round One

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You can watch my first round match on my YouTube channel, here. I was up against North and the Unlimited version of his Satchel team. My first purchase was probably wrong in this game. I couldn’t decide between Guy and Tsarina and I Ripped a Guy instead of Tsarina. I think I would have been better off with Tsarina instead of Guy because when I rolled him on my next turn, I got stuck with him on a character face. I would rather have had a Tsarina since she doesn’t have to attack each turn. I also got a little purchase happy when I bought Grodd early game and I didn’t reroll any Sidekicks in an attempt to get a Shield to Rip him. I was left with a Bolt and I didn’t really have anything to use it for. I hate when that happens because I feel like I’m wasting resources. I ended up purchasing one of North’s Imprisoned dice to help me get around Ronin and any potential blockers, as well as removing characters he could spin down in order to prevent Tsarina’s ability damage. We did make an error in the game where I had Imprisoned his Ronin, but he didn’t return his Ronin after Tsarina damaged him with her ability. He should have gotten Ronin back and been able to use him as a blocker, since Imprisoned would have left before the Assign Blockers portion of the Attack Step. It happened again later when I was attacking for lethal damage. I didn’t realize that until watching the video and writing this report that we both overlooked that. If I had been paying closer attention to the card abilities, Tsarina would not have been part of the final attack and I would still have been able to claim a victory. I unfortunately won the first round with two unintentional game play errors, but without the video, I wouldn’t have noticed it.

Record after Round One: 1-0-0

Round Two

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You can watch my second round match on my YouTube channel, here. I was facing off against Hannah’s Action Burn team in round two. This match was relatively short, and a bit of a revenge match from last week. The tables were turned this week and I didn’t roll as well as I would have liked, much like the trouble Hannah faced last week when her team wanted to give her issues. We both had a rough start, but Hannah’s team bounced back quickly and there wasn’t much I could do. I probably should have purchased as many of her Magic Missile dice as I could, just to slow down her damage output. I shouldn’t have Ripped my second Grodd, even though it didn’t matter much in this particular game, but I should have purchased more Guy and Tsarina dice instead. Sometimes games just don’t go the way you’d like them to and this was my moment for the bad rolls. Hannah did well with her comeback, and she made the right choice in clearing my field with her Magic Missile Global so that she could attack and secure her victory.

Record after Round Two: 1-1-0

Round Three

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I got to face off against one of my own teams in round three. Olivia wanted to use a variation on my Girl Power team, so I let her borrow it. She fielded lots of Sidekicks early in the match and even purchased a she-Hulk early game. Black Cat was a troublesome character as she made me reroll some of the characters I needed to keep in the Field. Luckily, they all came back up on character faces, but the threat of them leaving the Field scared me a little. I Ripped and purchased a Grodd around mid-game, but I needed to get my Guys back in the Field. They were proving to be very difficult to work with since they are required to attack each turn. When it came time to start attacking, Guy came through for me. She blocked my first big attack of Grodd and Guys, which returned most of them to the Field Zone. I drew what was left of my Guy dice and some Tsarina dice and was attacking for lethal damage on the turn after my first major attack. She had mostly Sidekicks as blockers and no way to avoid the massive amount of Overcrush damage from my Guys.

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

Final Thoughts

I hope that everyone takes something away from this report – especially from my mistakes. We are not defined by our mistakes, but by how we learn from them. I’m so glad that error was caught on video because this gives everyone a chance to review it and make mental notes about it so that they don’t make that mistake later, or have it made against them like North did.

Now, about the team itself. I really love this team. It’s definitely a top contender for what I’ll be playing at the WKO. I do not like Elf Thief though, and I’m probably going to replace him for either Constantine: Hellblazer or Antihero. While I like Cold Gun, I almost feel I don’t need it if I’m using Slander. Sure, it does damage and it possibly blanks a dude, but Slander blanks too. I definitely  don’t think I need both, and I’m probably swapping one of them for something else. I just have to decide which one to take off the team and what to put in its place. I like Tsarina, Grodd, and Guy as the main core of the team, so that won’t be changing. It’s nice to know that I don’t necessarily have to have all of the pieces to win as they’re all great on their own. They’re just really silly together and I love it!

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

I apologize for the lack of tournament reports the last few weeks. We’ve hosted events each week, but I was working on videos and neglected to get pictures of my opponents’ teams the last few weeks. I think I have a decent understanding of how to use my camera and software now, at least enough to get some featured matches up on my YouTube channel. Please subscribe to my channel on YouTube so you don’t miss any upcoming review videos or featured tournament matches!

I want to mention that we do not do ties in our local events. All of our players are aware that in larger events such as a WKO or PDC event, if you go into turns and do not defeat your opponent by reducing their life total to zero, the match ends in a tie.

My Team

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You can find my team here, on DM Retrobox.

Ever since the release of the Deadpool set, I’ve been trying my hardest to find a way to make Lady Bullseye work. It’s almost impossible in an unlimited format, because it’s too difficult to get all the proper pieces to align perfect every time. But I thought I’d give it go in a prime format to see if I could make a somewhat functional team with her and Gorilla Grodd. Putting those two together is almost a no-brainer – they’re perfect for each other. I chose Stepford Cuckoos: Celeste for a few reasons. She can target herself or I can use her to target one of my Lady Bullseye or Multiple Man dice that may be stuck in the field. She gives me an opportunity to remove a potential blocker or trouble character from my opponent’s Field Zone as well. Even though my opponent gets to choose which character they move to the Prep Area, it’s still a benefit for me. Multiple Man: Pile On! is an easy choice. He’s got a max dice of six, Swarm, and only cost two. Agent Carter: Answered the Call was another easy choice, for that bit of control. I may not have an Elf Thief to steal energy, but my opponent is going to waste an energy to field a Sidekick or any character with the Ally Keyword. I like my control pieces and Captain Cold’s Cold Gun: Frozen “Firearm” was an easy choice as well. Bane: Professional Criminal and Wasp: Fashionista are both great control pieces for their Globals. I could taunt a character into attacking and either block it to KO it, or let it through to force it back into the bag cycle. The force block Global is key for Lady Bullseye and Grodd. I use it on the character that Lady Bullseye targeted with her ability to ensure I get my double damage Overcrush. I chose Heroes in a Half-Shell and Too Big To Fly for my two Basic Action Cards to help boost my attackers if I needed that extra push. Too Big To Fly’s ability is extremely beneficial in getting rid of troublesome characters.

Round One

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My first round match was the featured match. You can watch the video on my YouTube Channel, here. If you watch the video, you can see that Hannah didn’t have the best rolls and I had pretty decent rolls. I was able to Rip a Grodd in this game, and she didn’t have many ways to stop or counter Overcrush. I’ve seen her team in action before and it’s a really good team, but her dice didn’t want to roll for her this time.

Record after Round One: 1-0-0

Round Two

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Round two I found myself facing off against Mr. DDK. I suspected his team was going to be rather speedy and I was worried that I wouldn’t be able to keep up. I used my Cuckoos to clear some of his characters out of the field, helping me slow down his progress a little. This particular match made me realize that I need to add one more Cuckoos and reduce Agent Carter by one. If I would’ve had a third Cuckoos die, my match may have gone much easier for me. He purchase all of his Rocket dice, but thanks to the Cuckoos I used, it kept many of them in rotation and out of the Field. His Lockjaw helped him regain some of the life I chipped away at early in the game. Agent Carter made it more difficult for him to field his Sidekicks for Justice. He used his Motorcycle Global to great effect during our match. I originally thought that this card was terrible, but that was before PDC announced Prime, and Motorcycle isn’t terrible for Prime. I fielded a Grodd very early against Mr. DDK, which I’m convinced helped me defeat him. Once I was able to get enough characters fielded and several Lady Bullseye dice circulating, I was able to overcome his defenses for my second round victory.

Record after Round Two: 2-0-0

Round Three

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I’ve seen North’s Satchel team in action several times over the last few weeks as he’s worked on fine tuning it. I was thrilled that he played it in our first local Prime event. I know that several folks out there think Satchel is terrible, but this team won our event. It was slow going for both of us in the beginning, but we were both able to pick up speed a few turns in. He was using Oracle: Master Investigator, which slowed me down a little, but not a lot. She made it harder for me to Rip and purchase certain characters, like Grodd. His Ronin absorbed several of my Overcrush hits throughout the match. I tried to cycle my two Cuckoos to the best of my ability, but when I needed both to roll a character face, they didn’t. He did well in keeping a Cold Gun with burst(s) in the Field Zone in order to blank Grodd when I attacked. We went into turns, but even with my final attack, I couldn’t get enough damage through. My biggest mistake in this game was not purchasing my Cold Gun dice. By the time I realized I needed them, it was too late. North defeated me and took first place in our first prime tournament.

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

Final Thoughts

This was our first experience with the prime format in a tournament setting. Lots of things were as I expected, and others were a bit different. I expected the rounds to take a little longer as the games would go many more turns than they do in an unlimited format, and this turned out to be true in our event. I also expected to have a difficult time in buying and fielding Grodd, but this was not as difficult as I originally thought. He is a very expensive character and without ramp or cost reducers, you would think him impossible to obtain. There are several ways I tried to get around the ramp issue, like with Stepford Cuckoos and Multiple Man. They worked amazingly well, but I did realize that I need one more Cuckoos die an one less Agent Carter die. I’ve also considered changing out Heroes in a Half-Shell for Superhero Registration Act. My one concern in doing so is that I won’t have my cheaper action to purchase if my dice don’t roll the energy I want or need. Having that action that only cost two energy is a major plus, especially if my opponent is using Rip, allowing me to Rip it on my first turn for a potential two extra energy on my second turn. I’m not sure I want to make that change, but I’ll be testing it in the future. I was very pleased with how my team performed. I did some minor play testing with Mr. DDK against Bat-Family, but I didn’t test it against the team he played in the tournament. I felt like I should have tested it against other builds, just to get the feel for how it would play against other things that weren’t Bat-Family. But overall, I really like this team and I can’t wait to try it out again!

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

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

My Team

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You can find my team here, on DM Retrobox.

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

Round One

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

Record after Round One: 0-1-0

Round Two

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

Record after Round Two: 1-1-0

Round Three

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

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

Final Thoughts

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For the first week of our Classic Avengers OP events, we played an Unlimited Constructed format. I really wanted to revamp my teams before I play them again, so for this event, I decided to try something new with something old.

My Team

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You can find my team here, on DM Retrobox.

Lady Bullseye is the main win condition, but Beholder can also assist with that and his ability is a great utility. Groot helps keep my Lady Bullseye from falling victim to my own Magic Missile. Everything else on the team is strictly utility: Wasp for her force block Global, Parallax for his Lottery Global, PXG, Blue-Eyes for his cost reduction Global, and Rip Global to help me prep something I buy. My main goal is to use Lady Bullseye as an Overcrushing attacker against a low defense character that was targeted by her ability. Magic Missile helps me clear the Field of other potential blockers that could help my opponent reduce the amount of damage from my attackers with Overcrush.

Round One

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Round one was a whirlwind of Magic Missile actions and Lady Bullseye dice flying back and forth. My opponent was trying to get Storm and Lady Deadpool active so he could do extra damage with his Magic Missile dice. I was a little worried when I saw that super rare Lady Deadpool across the table from me. My opponent shot me with Magic Missile a few times before he could get a Lady Deadpool and Storm active. I wasn’t sure I could pull off a win once he got them both out, but my opponent made a fatal error in his blocking choices. He didn’t realize that he would take so much damage from blocking my Lady Bullseye that had the higher attack. He could only block one of my two Lady Bullseye dice that were attacking. His blocked character could only stop a small amount of the damage, leaving the rest to strike his life total along with the unblocked Lady Bullseye. That final attack secured the game for me. If he had blocked the other instead, he would have been at one life and possibly turned the game around. It was a fun match though, and I could have been toast at any point against his relentless Magic Missile dice.

Record after Round One: 1-0-0

Round Two

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Round two was against Mr. DDK and his ridiculous Ultra Front Line team. This game went fairly quickly with him being the victor. He got an Oracle out early in the game, slowing me down too much. After a few turns, he was set up with two Ultraman dice in the Field along with several other characters. He rolled a Kryptonite and used it on one of my characters. Ultraman then used my Magic Missile on me, Hulk Out on himself, Imprisoned my entire Field, and Front Lined his whole Field. The amount of damage was massive and has left me traumatized. Red and Green are not colors I enjoy seeing together now because of Ultraman and Kryptonite. I think a well placed Cold Gun could possibly help against these shenanigans. I couldn’t get much going on my side during this game.

Record after Round Two: 1-1-0

Round Three

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Round three was a super fun match! We duked it out until the very last turn after time was called and it was anyone’s game the entire time. Her Constantine and Dwarf Wizard were slowing and stopping almost all of my abilities and she had also gotten a Bard in the Field. The last piece she needed was Imprisoned, and when she finally got it, she couldn’t attack for lethal damage. I had worked at chipping away her characters in the Field with Magic Missile and Lady Bullseye when I had the opportunity to do so. But it seemed like, every time I would gain a little bit of footing, there was something new getting in my way. These are the games that are exciting and fun for me. I love the back and forth action and how the game can lean either way during the whole match. I had thought about buying her Imprisoned dice just to get Constantine and Wizard out of the way, but I decided not to because I kept thinking that I might be able to pull something off. She always chose the right character to name or was able to field the Wizard at the right time. This game was a huge challenge and it literally came down to the last turn, where I was lucky enough to attack for lethal damage.

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

Final Thoughts

I really love the Lady Bullseye/Overcrush combo and I’m desperately trying to make it work. One of the problems that I’m running into is direct damage. Every direct damage Global, like the one on Magic Missile, can be used against my Lady Bullseye. I added Groot to help boost her defense and he works great, but he takes a few turns to set up. I really need a taunt and I’m not sure what to take off. The Lottery is crucial – It helps me reroll those Lady Bullseye or Hulk Out dice that I need. Blue-Eyes helps me get things cheaper. Rip is very essential and PXG is handy for ramp and bag manipulation. I can’t take Wasp off, because she’s part of the combo. I suppose I could swap Beholder out for Bane or Phoenix, but that takes away a potential win condition and very useful utility. I guess I could use Magic Missile to win if I had to, but it’s not ideal at all. Maybe I’m going about this all wrong. I could take off Magic Missile and add Imprisoned as a board clearing tool and then I won’t have to use Groot. I’m determined to make this character work on a team – I will exhaust all my resources to hopefully find a way!

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

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

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

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

My Team

my-team-11-26-16

You can find my team here, on DM Retrobox.

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

Round One

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

Record after Round One: 0-1-0

Round Two

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

Record after Round Two: 1-1-0

Round Three

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

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

Final Thoughts

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

I hope you all have had a wonderful release week/weekend. I know we have had a blast! We typically do a draft on the Saturday after a new set releases to celebrate. While I was looking through the cards in our feed on release day, I realized how much of a slug-fest this set was going to be in draft. I was not wrong! This set has one Global ability and it’s on Motorcycle: Vroom!, which is like a Blink or Distraction Global with an added condition. One of the most important things about drafting this set is to be very careful when picking your Basic Actions!

We had a total of eleven players for our draft, so we split into two pods to draft (one pod of six, one pod of five).

draft-1

After drafting – the battles began! I always love seeing these pictures with all the playmats down the tables! We even had players at the very back table too.

draft-2

My Team

my-team

Characters
Lady Bullseye: Attack on Two Fronts
Agent Carter: Behind Enemy Lines
Multiple Man: Jamie Madrox
Miguel O’Hara: Spider-Man 2099
Negasonic Teenage Warhead: Bored in School
Free Chimichangas: Best Things in Life
Satchel of Unlimited Weaponry: Sword
M.O.D.O.K.: Twisted Mind

Basic Actions
Resurrection
Big Entrance

Event

So… It was very clear when I started playing my first of four rounds, that I had made a huge mistake with my Basic Action Cards. Lady Bullseye was such a great character, but I needed Overcrush from a Hulk Out or direct damage from Magic Missile – desperately. I totally didn’t need Big Entrance or Resurrection and I’m not sure why I picked them. But that’s why your Basic Action choices are so important! I could have possibly won a game or two if I’d have brought those Hulk Out and/or Magic Missile. I ended up going 1-3-0, my only win being the bye. Even though I had a poor record for the night, I still had tons of fun!

i-played-a-modok

The pod I was running for the drafting portion had mostly high cost characters in it. I actually purposely drafted M.O.D.O.K. cards, added him to my team, and even fielded him a few times. I have a picture as proof!

all-the-l-bullseye-and-chimis

In one of my games, the turn before I was dealt lethal damage, I had all of my Lady Bullseye and Free Chimichanga dice in my Used Pile. The two Big Entrance dice (that I was desperately wishing were Hulk Out dice instead) helped me buy two of those Chimichanga dice. I didn’t take my own advice about Lady Bullseye – lesson learned!

Even though I ended the night with a bye win and three losses, I still got a booster pack prize. We usually give out OP Kit prizes each week, whether we draft or not, but the FLGS is really generous with their additional prizing for drafts. So someone like me, that finished in last place, almost always leaves with at least one booster pack prize.

We also gave away a Deadpool gravity feed from our Thanksgiving Food Drive Raffle. One of our players that has never purchased a sealed feed, and only purchased a single raffle ticket, won the feed! Congratulations again to Craig! He pulled some decent Super Rares too – Wolverine Lord of Vampires: The X-Vampires Will Feed and Lady Deadpool: Earth-3010.

I can’t wait to try different sealed formats with this set! I really like this set a lot, especially for drafting. I think I like this set more than War of Light to draft with, and it’s one of my favorites!

How does this set rank as a draft set for you?
What are some of your favorite draft strategies for this set?
Leave me a comment here or on Facebook at Dice Dice Kitty, and thanks so much for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

For each Lockout League event, all of the cards (including Basic Action Cards) on the winning team are added to a Lockout List (ban list). At the end of four weeks, we erase the Lockout List and either begin a new Lockout League or continue with other formats. We decided to try four weeks for our first Lockout League to see how much diversity we would see by the fourth week. When we start our next Lockout League, we’ll vote on cards from this League’s final list and the selected cards will start the new Lockout List.

Our Lockout List for this week:

Character Slot Cards
Miri Riam: Beacon in the Dark
Half-Elf Bard: Master Lords’ Alliance
Morphing Jar: Canopic Jar
Elf Thief: Lesser Harper
Rip Hunter’s Chalkboard: “Only Zatara Can Reach the POINT”
Giant Spider: Greater Beast
Parallax: Source of Terror
Blue-Eyes White Dragon: Monstrous Dragon
Professor X: Recruiting Young Mutants
Agent Venom: Flash Thompson
Ring: Lesser Gear
Red Dragon: Lesser Dragon
Bane: Professional Criminal
Luke Cage: Knuckle Up!
Kobold: Lesser Humanoid
Silver Surfer: Silverado
Lantern Ring: Limited Only By Imagination
Scarecrow: Legion of Doom
Storm: Wind-Rider
Oracle: Master Investigator
Parallax: Fear
Professor X: Trainer
Constantine: Hellblazer
Ronin: Between Employers

Basic Action Cards
Cloudkill
Resurrection
Magic Missile
Vicious Struggle
Polymorph
Distraction

My Team

my-team-10-15-16

You can find my team here, on DM Retrobox.

I didn’t come up with this particular team on my own. Mr. DDK (Travis) and I put this together as we were going over potential strategies for the final week of Lockout League. I was talking to him about Red Tornado and S.T.A.R. Labs Global when he mentioned Rally and Gobby as additions. We just filled it out from there. The idea of the team is to flood the Field Zone with Sidekicks using Red Tornado with Rally, White Tiger Global and S.T.A.R. Labs Global, then field Gobby dice to blow up your opponent. You can then use Flesh Golem to Fabricate the Gobby dice to have them ready to roll for the next turn.

Round One

round-one-10-15-16

I went first against this Teen Titans team. It didn’t seem like any of her dice wanted to roll for her and all my dice cooperated nicely. I used S.T.A.R. Labs Global a lot to help with a little ramp and to build my Sidekick presence in the Field Zone. I didn’t have much use for White Tiger or Ring in this game. I went straight for Green Goblin instead of Red Tornado which proved to be the right purchase for this game. I started fielding Gobby dice, taking bits off of her life total, and then using Fabricate, I got my Gobby dice into the Prep Area so I had them to roll on the next turn. I really wish her dice would have rolled better for her though. She didn’t purchase Static early game, which could have been a game changer for her. Purchasing Gobby early game was definitely the best move for me in this game, because I feel like Gobby with S.T.A.R. Labs Global won the game for me.

Record after Round One: 1-0-0

Round Two

round-two-10-15-16

I went second against this Tsarina/Guy Rush team. Thankfully it wasn’t a complete blowout, but Guy and Tsarina did take me out. I could have put up a better fight if any of my Gobby dice had rolled characters at all. I had loads of Sidekicks, but my Gobby dice just didn’t want to roll characters. My opponent’s Zatanna wasn’t very nice to me either. My opponent had her Synergy available to use at his disposal, so he cleared my Field Zone of my Sidekicks and got some extra damage in. It was a back and forth battle between me trying to roll Gobby dice onto character faces and his Zatanna clearing my Field Zone, but in the end, his Guy and Tsarina dice prevailed.

This team went on to win the final week of our Lockout League.

Record after Round Two: 1-1-0

Round Three

round-three-10-15-16

I got to go first against my husband’s Patch Avenger team. My team started off perfect and it felt like I always rolled the perfect combination of characters and energy each turn. By turn four or five, I had loads of Sidekicks in the Field Zone and had done well over half his Life Total in damage with Gobby dice. I used my Flesh Golem’s Fabricate to help me keep a steady flow of Gobby dice and S.T.A.R. Labs Global helped me ramp and put Sidekicks in the Field Zone. I had seven Sidekicks in the Field Zone on my final turn and all three Gobby dice I had rolled up on character faces. I had more than enough energy to field all three Gobby dice, securing my victory for the final round of the night.

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

Final Thoughts

I totally underestimated the S.T.A.R. Labs Global. While I don’t think it fits on most teams like PXG can, I do think it has its own place and can fit on many teams out there. I needed to actually play it in an event to see how fun it is, especially on a team that likes having Sidekicks in the Field Zone. S.T.A.R. Labs just made my Gobby that much more lethal and gave me an alternative to PXG in the Lockout League. I had fun playing this team, even though Gobby isn’t very nice and makes me feel like a terrible person for playing him… I do plan to leave this team assembled, with minor changes of course. Flesh Golem, or almost any Golem with Fabricate, is so good for characters like Gobby that you want to reroll as soon as possible. The major hiccup with that is Constantine: Hellblazer, but there are other answers for him, like Dwarf Wizard: Paragon Zhentarim. I plan to add Dwarf Wizard to the team in place of Alfred. I didn’t need Alfred at all, not with the S.T.A.R. Labs Global being so handy. I still like Ring and White Tiger, but I don’t think I need both. I may replace White Tiger, but I haven’t decided what to add in her place yet.

All of our players will have an opportunity to vote on eight characters and two Basic Action Cards from the final Lockout List. The eight characters and two BAC with the most votes will be our first cards on the Lockout List for our next Lockout League. Thanks to Jwannabe for this idea!

Final Lockout List:
Italicized cards are the most recent additions.

Character Slot Cards
Miri Riam: Beacon in the Dark
Half-Elf Bard: Master Lords’ Alliance
Morphing Jar: Canopic Jar
Elf Thief: Lesser Harper
Rip Hunter’s Chalkboard: “Only Zatara Can Reach the POINT”
Giant Spider: Greater Beast
Parallax: Source of Terror
Blue-Eyes White Dragon: Monstrous Dragon
Professor X: Recruiting Young Mutants
Agent Venom: Flash Thompson
Ring: Lesser Gear
Red Dragon: Lesser Dragon
Bane: Professional Criminal
Luke Cage: Knuckle Up!
Kobold: Lesser Humanoid
Silver Surfer: Silverado
Lantern Ring: Limited Only By Imagination
Scarecrow: Legion of Doom
Storm: Wind-Rider
Oracle: Master Investigator
Parallax: Fear
Professor X: Trainer
Constantine: Hellblazer
Ronin: Between Employers
Black Widow: Tsarina
Guy Gardner: Blinding Rage
Zatanna: Inverted Incantations
Wonder Girl: Supergirl’s Gal Pal
Red Dragon: Greater Dragon
White Tiger: Mystical Amulet
Pym Particles: Grow

Basic Action Cards
Cloudkill
Resurrection
Magic Missile
Vicious Struggle
Polymorph
Distraction
Anger Issues
Big Entrance

What would you expect to see at your local Lockout League?
Has your FLGS already done a Lockout League?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For each Lockout League event, the ten cards on the winning team are added to a Lockout List (ban list). At the end of four weeks, we erase the Lockout List and either begin a new Lockout League or continue with other formats. We decided to try four weeks for our first Lockout League to see how much diversity we would see by the fourth week.

Our Lockout List for this week:

Character Slot Cards
Miri Riam: Beacon in the Dark
Half-Elf Bard: Master Lords’ Alliance
Morphing Jar: Canopic Jar
Elf Thief: Lesser Harper
Rip Hunter’s Chalkboard: “Only Zatara Can Reach the POINT”
Giant Spider: Greater Beast
Parallax: Source of Terror
Blue-Eyes White Dragon: Monstrous Dragon
Professor X: Recruiting Young Mutants
Agent Venom: Flash Thompson
Ring: Lesser Gear
Red Dragon: Lesser Dragon
Bane: Professional Criminal
Luke Cage: Knuckle Up!
Kobold: Lesser Humanoid
Silver Surfer: Silverado

Basic Action Cards
Cloudkill
Resurrection
Magic Missile
Vicious Struggle

My Team

my-team-10-01-16

You can find my team here, on DM Retrobox.

I apologize for the glare on Clayface. I used the rare version, Clayface: The Terror. I wanted to try Katana: Bushi and Hal Jordan: Green Lantern’s Light with Lantern Ring: Limited Only By Imagination. I added White Tiger: Mystical Amulet so I could get a Sidekick in the Field Zone if I didn’t have one to use for Clayface’s Global. I added Iceman: Too Cool for Words to make Bolts when I needed them for Lantern Ring and Hal Jordan. I decided to throw Phoenix on the team with her taunt Global to help remove threats like Oracle or Constantine. I added Blink for my characters and Polymorph as a backup to get in a little more damage by spinning up one of my characters. And of course, the rare PXG for ramp.

Round One

round-one-10-01-16

I got to go second against my husband in round one. This round went better than I expected. I bought some Hal dice and when the opportunity presented itself, I bought Katana. I stockpiled some energy and was lucky enough to get a large attack in. He purchased almost all of his Black Widow and Guy Gardner dice. The brutal onslaught that followed prevented me from being able to bounce back. He used Big Entrance to buy his Guy and Tsarina dice for only one energy, which made his team very lethal and fast. I did the best I could, but it wasn’t enough to overcome the rush of Guy and Tsarina dice.

Record after Round One: 0-1-0

Round Two

round-two-10-01-16

I went first against my second round opponent. I was facing a familiar Flying Ninja team and I knew I needed to be faster than his team. I purchased several Hal dice and a Lantern Ring, and then set myself up to purchase Katana. I used PXG to shuffle over as many Sidekick dice as possible and rolled up lots of Mask energy and a few Bolt energy. I used Iceman to get a handful of extra Bolt energy and then attacked for almost half his life total just from the Lantern Ring ability. I used my Blink to pull some of my characters back and let a few others get through. When I knew I was going to get my Hal Jordan dice back in the Field Zone, I used PXG to shuffle over enough dice to roll several Mask energy and Bolt energy on my next turn. This enabled me to defeat my opponent with a large burst of damage from Lantern Ring’s ability.

Record after Round Two: 1-1-0

Round Three

round-three-10-01-16

I went second against my round three opponent, who was playing a Mask Ring Team variant. Constantine stopped me from getting early game damage in with my Hal Jordan dice. It seemed like I couldn’t get a good footing to buy a Katana and then attack to get around Constantine. Scarecrow and Oracle shut me down fairly quick after that, and even though I would force one to attack, my opponent would use my own Blink to pull his characters back. Storm was a brief nuisance but didn’t do a lot to hurt me. He used his Ronin to slow me down even more, making it much harder to deal any damage to him at all. In the end, I was blown up by Lantern Ring and several Mask characters.

This team went on to win first place, which earns all these cards a place on the Lockout List for the final Lockout League event.

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

Final Thoughts

I think I tried too much with Katana and Hal Jordan. I probably should have either focused on Hal or Katana and not used both of them. I could easily have used Oracle in place of one to help control my opponents energy use a little better, or even used Constantine instead. If I’m going to build a different Mask Ring Team, I’m not going to use both Katana and Hal Jordan. Hal almost needs Iceman as a backup, so I kinda want to replace him with Constantine, and replace Iceman with Oracle. Clayface’s Global came in handy on more than just a few occasions, so I don’t want to get rid of him. I don’t like Ronin, but he is very effective on a team like this. This isn’t the first time that Ronin has done me in with the help of the Lantern Ring! I want to toy around with some different builds, and maybe even try a Hal Jordan Ring Team. He’s really fast and the Lantern Ring counts Masks and Bolts since he’s a Mask and a Bolt character. I’m not completely sure which way to go with my Mask Ring variant for regular play, but this version was fun to try in the Lockout League! I can’t wait for the last week! We have our D&D Strahd Rainbow Draft happening this coming Saturday (tomorrow – at time of article post) so we won’t be able to do our final Lockout League event until October 15. I hope everyone has a great Rainbow Draft Weekend and I hope more locations try out the Lockout League format!

Current Lockout List:
Italicized cards are the most recent additions.

Character Slot Cards
Miri Riam: Beacon in the Dark
Half-Elf Bard: Master Lords’ Alliance
Morphing Jar: Canopic Jar
Elf Thief: Lesser Harper
Rip Hunter’s Chalkboard: “Only Zatara Can Reach the POINT”
Giant Spider: Greater Beast
Parallax: Source of Terror
Blue-Eyes White Dragon: Monstrous Dragon
Professor X: Recruiting Young Mutants
Agent Venom: Flash Thompson
Ring: Lesser Gear
Red Dragon: Lesser Dragon
Bane: Professional Criminal
Luke Cage: Knuckle Up!
Kobold: Lesser Humanoid
Silver Surfer: Silverado
Lantern Ring: Limited Only By Imagination
Scarecrow: Legion of Doom
Storm: Wind-Rider
Oracle: Master Investigator
Parallax: Fear
Professor X: Trainer
Constantine: Hellblazer
Ronin: Between Employers

Basic Action Cards
Cloudkill
Resurrection
Magic Missile
Vicious Struggle
Polymorph
Distraction

What would you expect to see at your local Lockout League?
Has your FLGS already done a Lockout League?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

So, if you aren’t familiar with the Lockout League format yet, the ten cards on the winning team from each week are added to a Lockout List (ban list). At the end of four weeks, we erase the Lockout List and either begin a new Lockout League or continue with other formats. We decided to try four weeks for our first Lockout League to see how much diversity we would see by the fourth week.

Our Lockout List for this week:

Character Slot Cards
Miri Riam: Beacon in the Dark
Half-Elf Bard: Master Lords’ Alliance
Morphing Jar: Canopic Jar
Elf Thief: Lesser Harper
Rip Hunter’s Chalkboard: “Only Zatara Can Reach the POINT”
Giant Spider: Greater Beast
Parallax: Source of Terror
Blue-Eyes White Dragon: Monstrous Dragon

Basic Action Cards
Cloudkill
Resurrection

My Team

my-team-9-24-16

You can find my team here, on DM Retrobox.

I was hoping to win this week so I could my most disliked card on the Lockout List – Vicious Struggle. While I dislike Bard and Aggro teams, I dislike Vicious Struggle the most of all the cards in the game. If the ruling for Vicious Struggle didn’t allow it to ‘stack’, this Basic Action Card wouldn’t be as nasty as it is. I know I give Bard lots of grief, but it’s much easier to throw Bard on a team and roll with it. Vicious Struggle requires certain cards to be as deadly as it is, and as fast as it can be.

Round One

round-one-9-24-16

As fate wold have it, the two Vicious Struggle players had to face off in round one! I went second against this Vicious variant. We had a really good match, but all it took was for my opponent to get at least two of his Vicious Struggle dice and enough Kobolds and that was it for me.

This team ended up being the winning team, so all ten cards were added to our Lockout List.

Record after Round One: 0-1-0

Round Two

round-two-9-24-16

I went first against my round two opponent who was playing a unique Cave Guy team. It’s a team he’s been working on for a while and trying to fine tune and we haven’t played against each other since he initially built the team. I knew I needed to race him to lethal damage or start putting blockers in the Field. Our game went longer than any Vicious Struggle match normally goes because every roll was terrible for me and every draw was awful. I haven’t had this much bad luck since I played Nova Ring at Nationals. I was able to stay afloat for a little while, but he ended drawing the perfect combo of dice to take me down. But that’s just how it goes sometimes.

Record after Round Two: 0-2-0

Round Three

round-three-9-24-16

I went first against my round three opponent, who happened to be my husband. He was playing his Avengers team for this event and it’s a nasty team when it goes off. I ended up with some of the best rolls I’d had all night and drawing the right dice at the right time. I won this round a few more turns than what it typically takes a Vicious Struggle team to reach lethal damage.

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

Final Thoughts

I may not like using Bard much, but I dislike playing Vicious Struggle so much more. Each match was torture for me, because I don’t like teams like this that don’t give your opponents a chance to avoid or even substantially reduce lethal. You can avoid or substantially reduce lethal damage from Bard and Guy, if you keep blockers in the Field Zone. There are only two options I’ve found for folks to use as effective counters against Vicious Struggle – Any Vibranium Shield with the Global that’s on Vibranium Shield: One of a Kind or Lex Luthor: Ex-Con. The Vibranium Shield Global would require you have energy to reduce the damage your opponent would take because that would significantly reduce the damage you would take from the active Vicious Struggle abilities. Lex Luthor is probably the best counter I can find for Vicious Struggle. Constantine: Antihero is okay, but not reliable. I don’t plan to keep this team together or to even play this team again, unless I feel I have to for another Lockout League event.

Current Lockout List:
Italicized cards are the most recent additions.

Character Slot Cards
Miri Riam: Beacon in the Dark
Half-Elf Bard: Master Lords’ Alliance
Morphing Jar: Canopic Jar
Elf Thief: Lesser Harper
Rip Hunter’s Chalkboard: “Only Zatara Can Reach the POINT”
Giant Spider: Greater Beast
Parallax: Source of Terror
Blue-Eyes White Dragon: Monstrous Dragon
Professor X: Recruiting Young Mutants
Agent Venom: Flash Thompson
Ring: Lesser Gear
Red Dragon: Lesser Dragon
Bane: Professional Criminal
Luke Cage: Knuckle Up!
Kobold: Lesser Humanoid
Silver Surfer: Silverado

Basic Action Cards
Cloudkill
Resurrection
Magic Missile
Vicious Struggle

What would you expect to see at your local Lockout League?
Has your FLGS already done a Lockout League?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

We decided to do our own Lockout League; called Supremacy or Legacy in other locations. We chose to call it Lockout League because you ‘lockout’ certain cards each week. We have lots of Magic: The Gathering players at our FLGS so we didn’t feel right using the term Legacy because it’s an official format in MtG.

Each week, the ten cards on the winning team are added to a Lockout List (ban list). At the end of four weeks, we erase the Lockout List and either begin a new Lockout League or continue with other formats. We decided to try four weeks for our first Lockout League to see how much diversity we would see by the fourth week.

We decided to give additional prizes, beyond the regular OP prizes. Players may pay a five dollar entry fee that will cover them for the length of the current Lockout League. Each victory will earn them three points, and each loss will earn them one point. We then distribute booster prizes based on entries to players in order of total points earned. Not all players are required to pay in, but players must pay in the first week they play. If a player decides to not pay in for additional prizes, they can still play in the League play, but must follow all League rules. We had eight players playing this week and six that paid in for this event. We had a few players out this week that plan to enter next week since they didn’t play this week.

My Team

my-team-9-17

You can find my team here, on DM Retrobox.

I decided to play the classic Bard Blitz in an effort to get the cards locked out early. I replaced Doomcaliber Knight: Fiendish Fighter with Rip Hunter’s Chalkboard: “Only Zatara Can Reach the POINT” because I thought it would be a little better for the local meta. The rest of the team is the same as the standard Blitz build.

Round One

round-one-9-17

I went first against my husband’s Flying Sidekick variant. I wasn’t able to get an early victory, and the longer the game went on, the more characters he was able to get into the Field Zone. I kept finding myself just short of lethal damage, even with Cloudkill. When I knew I was going to draw a Cloudkill on my next turn, I used Chalkboard and then purchased a second Cloudkill so I would have two for my next turn. Many of my opponent’s characters had a defense of one or two, and I knew I could get lethal damage if I could get around them. Even with his Constantine: Antihero, I was able to get two Cloudkill Actions to KO most of his fielded characters. He paid his one energy to block with his remaining character (Green Goblin), but it wasn’t enough. I saw what mistakes I had made in this game, like purchasing a Bard on turn one, and corrected my play for the next round.

Record after Round One: 1-0-0

Round Two

round-two-9-17

I went first again in round two and found myself against another Flying Sidekick variant. I knew what I needed to do this time, so I purchased a Miri with a Wild and Mask and then saved the two remaining Masks for PXG. My second turn, I used Blue-Eyes to KO a Sidekick, used Chalkboard, and then purchased a Bard. I saved two Masks for PXG. On my third turn, I rolled Bard and Miri on character sides, purchased a Morphing Jar, Fielded Miri to get my Jar into the Field Zone, fielded two Sidekicks and then attacked for my round two victory. My opponent didn’t have any blockers in the Field Zone which left me the window I needed for such a quick victory. It was a textbook third turn KO for Blitz, just with the use of Chalkboard instead of Resurrection for better control over the dice that went to the Prep Area.

Record after Round Two: 2-0-0

Round Three

round-three-9-17

I went second against a fellow Blitz variant player. This game went on for a while before either of us purchased a Cloudkill because we were hoping to race the other to a early KO. I wasn’t able to get my Cloudkill dice before my opponent got his. He was able to roll up two Cloudkill Actions and practically clear my Field Zone of characters and then attack for the victory. I used Parallax and played the lottery too much trying to get additional characters in the Field Zone instead of buying Cloudkill sooner.

This team was the winning team which means all ten cards are added to the Lockout List and are not allowed to be used in any Lockout League tournament for the next several weeks.

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

Final Thoughts

I do not like playing Blitz. I don’t like teams that can obliterate an opponent in three turns. I didn’t feel good at all after defeating my second round opponent. I wanted to see Bard get locked out early and that’s why I played it the first week – in hopes I’d win and Bard would be out. Even though I didn’t win, a Blitz team did so I don’t have to worry about Bard for at least three more weeks. I’m planning on playing either Vicious Struggle or Mask Ring next week in an attempt to get some of those cards locked out. I’m more looking forward to the final week of Lockout League when we will probably see a more diverse list of cards. Our regular weekly OP events don’t normally see so many Blitz/Rush and Flying Ninja/Sidekick teams. While the Lockout League seems fun, I think it needs some additional lockout list tweaks early on if you’re only playing four or five weeks in the Lockout League. I like the idea of the Lockout League and so far, the locals seem to like it too. I can’t wait to see what teams they come up with as the Lockout continues!

Current Lockout List:

Character Slot Cards
Miri Riam: Beacon in the Dark
Half-Elf Bard: Master Lords’ Alliance
Morphing Jar: Canopic Jar
Elf Thief: Lesser Harper
Rip Hunter’s Chalkboard: “Only Zatara Can Reach the POINT”
Giant Spider: Greater Beast
Parallax: Source of Terror
Blue-Eyes White Dragon: Monstrous Dragon

Basic Action Cards
Cloudkill
Resurrection

What would you expect to see at your local Lockout League?
Has your FLGS already done a Lockout League?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!