Posts Tagged ‘Promo’

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Rigorous Training: Sidekick Card from the Sidekick Promo kit.

W RigorousTraining

Ruling – Ability

“All Sidekicks get +1D.”

 

Additional text:

“While this card is on your team, each player gets all of the benefits listed on it. This card takes up one of the spaces for a character or action card when building your team.”

When you add this card to your team, you do not add dice to it. This card is not a Sidekick character card. This card will take up a character card slot on your team. It does not take the place of a Basic Action Card.

This card will affect all dice that are considered Sidekick dice, including yours and your opponent’s.

Ally character dice that are in the Field Zone are considered Sidekick character dice and will get the +1D while those dice are in the Field Zone.

Miscellaneous Card Information

~ Rigorous Training is a non-energy type Sidekick card.
~ It does not have an affiliation.
~ It does not have a Max Dice number.
~ This card is a Promo and does not have a set number.

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

This card is a little more difficult to get than other promo cards because it was a card given out at Sidekick Night events and those are no longer happening in most places. Supplies were very limited as well and I know that my FLGS can no longer get the Sidekick Night kit. I typically don’t feature promo cards, but with all the ‘underground’ community chatter I’ve heard about this card, I thought I should.

This is a great way to keep your Sidekicks alive, but it also keeps your opponent’s Sidekicks alive too. I don’t want to give out any of the ‘secret’ things I’ve heard about team builds, just know that this card has its uses. I leave you all the challenge of finding them.

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!

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Greetings Fellow Dice Fans!

 

The Inhumans have become increasingly popular in recent years thanks to shows like Agents of Shield and now Inhumans. Regardless of whether or not you like those shows, they have spurred the interest of folks to check out the source material. I admittedly was never versed on the Inhumans, but thanks to Agents of Shield, began delving into the lore and history of this group of awesome characters.

The Inhumans vs X-Men comic event is one of my favorite Marvel events in recent comic history. It was the event that brought the Inhumans back into the forefront of Marvel’s comic world for many of myself and local fellow comic fans. Because of IvX, I sought out the Uncanny Inhumans comics and wasn’t disappointed with them.

You can probably imagine my excitement when I saw some Inhumans in the Deadpool set. I built an Inhumans affiliated team with the three affiliated characters as the core of the team. It’s definitely not competitive, but it’s lots of fun to play and that’s what matters! But now, with the cards in this OP Kit, I have new options to play around with for that team!

Participation Prize – Black Bolt: …

Participation cards are usually given to all players that participate in the event. I usually give out the participation prizes to all players, even if they received one from the previous OP event. This may be different at each venue based on how many players and kits the store has available.

W Black Bolt, ...

This is a direct reprint of the common card from the Deadpool set. While this card is fun to toy around with, I actually prefer the rare version from the same set, Black Bolt: King of the Inhumans. One of the great things about this card is that he can target himself and boost his attack by three, making him a six attack on level one and two and an eight attack on level three. That’s definitely helpful if you have a way to make him unblockable or your opponent just doesn’t have any blockers in the Field.

This card would be fun to pair with the Madame Web: The Great Web Unravels and Adam Warlock: Standing Watch Over Infinity combo from the Guardians of the Galaxy set. With those two cards, you can potentially clear their entire Field of characters while Black Bolt runs over and smacks your opponent for six or eight damage each turn he’s fielded. This is a build I’ve been thinking about working on for local casual play.

He’s a fun card, and you get a copy just for showing up to the event! I absolutely love this artwork for Black Bolt too. The newest Black Bolt titled comic has some very pretty and unique artwork as well that I’d love to see on a card.

Fellowship Prize – Lockjaw: LJ

The Fellowship Prize is an additional prize for a player, usually one that hasn’t won another prize yet. We used to take votes, but that took way too long. Now, we have each player (except the first place player) roll a D20 in the order of their standings and the player that rolls the highest number, gets the Fellowship card. We also require that players be present to be able to roll for the Fellowship Prize. Some stores give the Fellowship Prize to the player in last place and I’ve even seen stores draw names from a bucket. How you determine the Fellowship player is different for each venue so check with your FLGS to see how they choose their Fellowship player. 

W Lockjaw, LJ

Lockjaw: LJ is a new card that uses the same die as the Lockjaw cards from the Deadpool set. This art is the cutest! The ability is really cool too, but my hangup is with his purchase cost. Lockjaw’s purchase costs from the Deadpool set are three and four. The version I prefer is the rare, Lockjaw: King’s Best Friend and his purchase cost is three. Since all of Black Bolt and Medusa’s purchase costs are four and five, I can’t see myself playing this version of Lockjaw in Modern Age. His ability is definitely worth the cost, but still too expensive for the current selection of Inhumans.

In Golden Age events, there are ways to discount dice and I could see him being much more fun to play in casual Golden Age events. There are a wider selection of utility cards too that would make a team like that more fun to play with.

First Place Prize – Medusa: Devoted Wife

The first place cards are given to the player that wins the event. These cards are typically new cards and not alternate art or reprint cards.

W Medusa, Devoted Wife

Medusa: Devoted Wife is a new card that uses the same die as the Medusa cards from the Deadpool set. Her art is absolutely gorgeous! I was floored when I saw how stunning this card was in person. As for her ability, I love the Deadly keyword on my Medusa cards because it’s very thematic. My favorite Medusa from the Deadpool set is Medusa: Tangled Up. That card ability is by far, the most thematic of all the Medusa card abilities. She has Deadly and the ability to block one or two attacking character dice. This OP Medusa card is also thematic in that she gives Black Bolt the Iron Will keyword.

I do have a major issue, but not with this card. My issue is that all the Black Bolt abilities are When Fielded abilities. Typically when you have a character with a When Fielded ability, you want to either KO them or cycle them quickly through your bag so you can utilize their ability as much as possible. Medusa’s ability is perfect for a character that needs to stay active, but not for one that you want to cycle. I hope WizKids prints a Black Bolt with an ability that will benefit from this Medusa because she’s not a bad card at all.

Note – This Medusa will not grant King Black Bolt: Ruler of Attilan the Iron Will keyword. The card title must be Black Bolt and his title is King Black Bolt. You can find the ruling for this on WORF (WizKids Official Rules Forum).

If you’re not familiar with Deadly or Iron Will, you can find definitions on the WizKids Keywords page.

Conclusion

I love the cards in this OP Kit. Lockjaw may not be my favorite of all the Lockjaw cards, but his art is so cute! Black Bolt and Medusa have art that’s both beautiful and powerful. I would have liked for Black Bolt to have a different ability that would have worked with Medusa, instead of a reprint from Deadpool. They’ve made all new cards in an OP Kit before and I honestly don’t mind reprinted cards with alternate art. I just really want a Black Bolt that I feel is more synergistic with this amazing new Medusa.

For a collector, these are “must have” cards. If you’re looking for the newest and hottest meta cards, this is not the OP Kit you’re looking for. These cards could have some trade value for collectors, so I wouldn’t pass up a chance to play in one or more of these OP events if there are some near you. These cards could be great for casual play too depending on your play style. I think they’re definitely worth the time and effort to obtain.

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Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

Banner

WizKids is cranking out the sets lately! We have another new set, just in time for the Fall WKO season. This set features mutants from all over the X-Men universe – heroes and villains alike! Build your own team of X-Men, Exiles, or Brotherhood of Evil Mutant characters and face off against other Dice Masters!

WizKids has not put the checklist online yet. When they do, you can find it on this page, here. I will update this article when they make the link available.

Box

Promo Card and Pack Insert

W Wolverine, James Howlett

Just like with the Guardians of the Galaxy set, we get an alternate art card as the incentive promo. This is different from the blank sketch variants that we used to get. I really miss the blank sketch variants though and I hope that they bring those back at some point in the future. The art on this Wolverine is pretty amazing though and I’m very thankful to WizKids for giving out free promo cards!

Rules Insert_0001

WizKids has not put the rules insert online yet. When they do, you can find it on this page, here. I will update this article when they make the link available. Make sure to check the WizKids Keywords page to see the current and updated wording on Keyword Abilities.

Gravity Feed
Commons

We pulled 112 common cards; 10 of our commons were foil. We didn’t get any duplicate foil commons. I highlighted the ones we pulled foils of with red text, and the total includes the foil version.

x2     #01     Angel
x3     #02     Avalanche
x3     #03     Banshee
x2     #04     Beast
x3     #05     Bishop
x3     #06     Blink
x3     #07     Blob
x2     #08     Boom Boom
x3     #09     Colossus
x2     #10     Cyclops
x5     #11     Danger Room
x2     #12     Doop
x2     #13     Emma Frost
x2     #14     Havok
x2     #15     Iceman
x2     #16     Jean Grey
x3     #17     Jubilee
x3     #18     Juggernaut
x2     #19     Kitty Pryde
x3     #20     Magneto
x3     #21     Mimic
x3     #22     Morph
x3     #23     Nocturne
x3     #24     Onslaught
x4     #25     Polaris
x3     #26     Professor X
x4     #27     Pyro
x3     #28     Quicksilver
x2     #29     Sabretooth
x3     #30     Sasquatch
x4     #31     Scarlet Witch
x3     #32     Sebastian Shaw
x2     #33     Sentinel
x2     #34     Storm
x2     #35     Sunfire
x4     #36     The Blackbird
x3     #37     The Hellfire Club
x3     #38     Thunderbird
x3     #39     Wolverine
x3     #40     Xavier’s School

Uncommons

We pulled 50 uncommon cards; 9 of our uncommons were foil. We pulled all but one of the uncommons and none of our foils were duplicates.

x1     #41     Angel
x1     #42     Avalanche
x1     #43     Banshee
x2     #44     Beast
x1     #45     Bishop
x2     #46     Blink
x2     #47     Blob
x2     #48     Boom Boom
x1     #49     Colossus
x1     #50     Cyclops
x2     #51     Danger Room
x1     #52     Doop
x1     #53     Emma Frost
x1     #54     Havok
x1     #55     Iceman
x1     #56     Jean Grey
x2     #57     Jubilee
x2     #58     Juggernaut
x1     #59     Kitty Pryde
x0     #60     Magneto
x1     #61     Mimic
x1     #62     Morph
x0     #63     Nocturne
x1     #64     Onslaught
x2     #65     Polaris
x1     #66     Professor X
x2     #67     Pyro
x2     #68     Quicksilver
x0     #69     Sabretooth
x2     #70     Sasquatch
x1     #71     Scarlet Witch
x2     #72     Sebastian Shaw
x1     #73     Sentinel
x2     #74     Storm
x1     #75     Sunfire
x1     #76     The Blackbird
x1     #77     The Hellfire Club
x1     #78     Thunderbird
x1     #79     Wolverine
x1     #80     Xavier’s School

Rares and Super Rares

You won’t get all the rares in one feed, but you get a good amount of them. We pulled 16 rares and none of them were duplicates; 4 of our rares were foil. We also pulled two Super Rares, which are foil.

#84     Beast
#86     Blink
#87     Blob
#89     Cyclops
#90     Danger Room
#92     Havok
#93     Iceman
#94     Jean Grey
#97     Magneto
#99     Nocturne
#101     Polaris
#103     Pyro
#106     Sasquatch
#107     Scarlet Witch
#109     Sentinel
#110     Storm

#117     Boom Boom (Super Rare)
#121     Blink In-Betweener (Super Rare)

New Ability Keywords

Awaken – When a die with Awaken spins up 1 or more levels, you may use its Awaken effect. You get to use the effect for each individual die that spins up, so if you have two copies of the same die active and they both spin up, you will get two instances of the effect.

Awaken seems like a really cool ability and lots of cards have interesting benefits when they use their Awaken ability. My favorite of all of them is on the uncommon Jubilee: A Real Firecracker, which I featured in this week’s Confusing Card of the Week article, here. Just like with the Guardians of the Galaxy set’s new keywords, WizKids has put more effort into making sure the description is detailed.

Even with the better keyword descriptions, there are still questions that come up. There has been lots of discussion over whether or not a character die needs to be active in order to use its Awaken effect. Based off their answer to this ruling, I’m of the mind that Awaken will only work if the die is in the Field Zone. Also, if you look a little closer at the wording in the description from the WizKids Keywords page, it says, ‘if you have two copies of the same die active and they both spin up…’ which also leads me to believe that a character die must be active in the Field Zone to use Awaken.

Returning Keywords

Remember to always check WizKids Keywords page for the most recent and updated definitions. There may be other keywords in this set. Not all of the cards have been revealed yet so some of the card text is unknown.

Impulse
Infiltrate
Overcrush
Regenerate

Affiliations

There are returning affiliations and some new affiliations too. Not all of the cards have been revealed yet, so there could be other returning affiliations.

New!

Brotherhood of Evil Mutants
Brotherhood of Evil Mutants

Exiles
Exiles

Returning

X-Men
X-Men

DC Villain Affiliation
Villain

Favorites

Here are several of my favorite cards from my Gravity Feed. Be sure to check out my Gravity Feed Unboxing  and Preview videos to see all of our pulls! You can also find my preview article, here.

Blob

Blob: “Crash” Diet (left) – This guy is going to be a beast in drafts! He’s going to clear out all those troublesome Sidekick walls and clear the way for your attackers. He’s got a ridiculously good purchase cost of three and a TFC of three. His defense stats are really good too so you don’t have to worry about someone pinging him for a few points and KO’ing him. It’s gonna take a little bit more to get rid of him.

Blob: Nothing Moves the Blob! (center) – All the Blobs are just silly good with their inexpensive purchase costs. This one costs four, but rightfully so. He captures any target opposing character die for as long as he’s in the field. Each Blob you field is gonna snatch up another dude and they’re not getting free until he’s gone. That’s just absolutely amazing.

Blob: Appetite for Destruction (right) – I like the other two Blob cards a lot, but this one takes the cake! Well, probably the whole bakery – he is the Blob after all. This card stops the purchase and fielding of any opposing card! That could be an action, basic action, or character card, and that’s ridiculous! Sure, he can fall victim to DWiz and Shriek – but he’s still so good! And he’s another Blob that works as long as he’s active and with a defense like his, your opponent better hope they have an answer or one of their cards is getting locked out!

Boom Boom

Boom Boom: Time Bomb (left) – Her name says it all. She’s another direct damage character that only needs to be active when you use a Basic Action Die to deal damage to your opponent or a character die. Storm: Extra Lighting might have just got replaced on teams that use Unstable Canister. Boom Boom has a TFC of four which is painful to think about, but once she’s out there, she’s working for you. She has a low defense and can easily be pinged out of the field, but that makes your opponent waste their resources to get rid of her instead of buying s die they need.

Boom Boom: Mutate 35 (center) – This Boom Boom is another one that needs to be active, but she deals damage to your opponent the first time you use a Global each turn – that’s one on your turn and one on your opponent’s turn. She’s also inexpensive to purchase and can be a serious headache for anyone playing against her.

Boom Boom: Meltdown (right) – Here’s a Boom Boom I can get behind. She deals one damage to your opponent for each of your active characters when you field her. Sure, you need several different dudes, but there are plenty of cheap ones that are easy to buy and field, and she’s also a cheaper character. That makes purchasing multiples of her easy and even with that scary fielding cost, you’re gonna get your ‘bang’ for your buck.

Danger Room

Danger Room: Training is Key (left) – This is a great way to potentially clear your opponent’s field of a Sidekick wall, making this card a great draft pick if you don’t see that common Blob. It could also potentially get rid of characters that are in your way or ones that have kidnapped some of your dice. Danger Room does cost four to buy, so it’s not cheap, but it’s totally possible in drafts.

Danger Room: Housing Hidden Perils (center) – This Danger Room is gross with Unstable Canister or any card that does at least one damage to all opposing character dice, like the common Jubilee: Life on the Streets. I didn’t feature her, but her Awaken ability deals one damage to all opposing character dice. Talk about a combo field wiper! If you’re lucky enough to get these two cars together, you’ll never have a problem getting damage across to your opponent!

Danger Room: Flame-Throwers and Rotating Knives (right) – Oh my Pinkie Pie. Hello Norman Osborn: Don’t Call Me “Gobby”! combo card! This is just silly. It makes every character die in the field a Villain and ‘Nobby’ (as he’s called) deals one damage to your opponent for each Villain character die in the field – yours and your opponent’s. Sure, the Global is cool, especially if you have a Villain that does something when they take damage, but this Danger Room is likely going to be Nobby’s new home.

Scarlet Witch and Emma Frost

Scarlet Witch: Careful What You Wish For (left) – This Scarlet Witch could end up seeing some meta play if action dice keep going the way they are. Not only does she stop your opponent from rerolling the actions that land on an energy face, but she forces them to reroll any actions that land on an action face. There definitely needs to be a clarification on this card though. It’s not clear if they continue to reroll the action dice until the die lands on energy or if the opponent is simply forced to choose those action dice as dice to reroll. I would rule in favor of the latter because she says that they must reroll the action dice during the Roll and Reroll Step, which leads me to believe that she works similar to Black Cat: Possessive. Check with your TO’s on this one!

Scarlet Witch: Reshaping Reality (center) – I really like this Scarlet Witch because she helps you set up your characters with Awaken before you field them. If you roll a Jubilee on level three, you can spin her down a level and then place her in your Reserve Pool. This ability also helps if you really need a character on a particular face for a burst ability. I think this Scarlet Witch is a handy utility card for specific teams, but I doubt she’ll be a big meta card. She doesn’t trigger Awaken abilities since the dice are not in field when they’re being spun.

Emma Frost: All That Glitters (right) – I really like this Emma Frost, even though she only prevents the first point of damage each turn. That’s a whole point of damage that could be enhanced by a Cosmic Cube. And while there isn’t a ruling on this officially, I believe the Cosmic Cube only enhances the damage if it’s actually dealt. If it’s prevented, there isn’t any damage to increase, so this Emma Frost could potentially save you three points of damage that’s coming from King Black Bolt’s ability. I like her more for drafts and casual play though, where I think she’s be more useful.

Mimic Banshee The Blackbird

Mimic: Borrowed Talent (left) – I love this Mimic! I can copy a Sidekick die with his ability because his ability doesn’t specify non-Sidekick character die. If he’s copying a Sidekick, then every time either player fields a Sidekick the turn he’s fielded, I get to prep two dice from my bag! This is likely going to be my go-to card for ramp in a draft, or possibly casual play too. I’d like to see if Mimic has what it takes to find a foothold in competitive play.

UPDATE! Rulings just came out for this card. I did a strike through on the text that is not accurate. Here are the rulings, Morph and Mimic. Morph’s ruling mentions this Mimic.

Banshee: Fallen Hero (center) – This Banshee makes me smile. He’s daring you to use that Cosmic Cube. You won’t take one damage when you do – you’ll take three! It may not be a huge amount of damage, but if they’re using multiple Cubes in a turn, they may want to rethink that. He does that damage even if they put a Cold Gun or any other Continuous die into the field. He can be popped out of the field fairly easily, but it still makes the opponent choose between using resources to get rid of him, or using those resources for something else.

The Blackbird: Under the Radar (right) – The Blackbird is a card that’s likely going to be used primarily for its Global. Rightfully so! I can’t say if it’ll be meta or not, but I wouldn’t rule it out. If your opponent wants to stop you from using this Global on one of their Globals, then they have to waste an energy every turn to shut down Blackbird’s Global. That’s energy that likely needs to go somewhere else. If they don’t do it, they’re losing a Global that they obviously have for a reason. Or you can use it on one of your own Globals that you don’t want them to have access to on their turn. For the Golden Age meta, this card has the potential to be really good.

Hellfire Club Polaris Blink

The Hellfire Club: Members Only (left) – This is where Jessica Jones: Ladies’ Night likes to hang out. I’m itching to try that build and fully plan to do so on Saturday. You use Hellfire Club to KO everything except your big nasty, then field any characters you may be holding in your Reserve Pool, and then go in for a big hit! It cost four to buy, but it’s totally worth it! You can even add this on a team with Infiltrate characters if you don’t have the super rare Angela from the Guardians of the Galaxy set so you can get that Infiltrate damage in and still have blockers.

Polaris: Mistress of Magnetism (center) – Polaris is the ultimate card to pair with any Awaken card. Throw in a cheap shield type character or the rare Cyborg: Technis Imperative and keep a shield energy handy. I’m totally building a team with Polaris and uncommon Jubilee, so I can easily get Jubilee back into my field at level one. She definitely has other uses, but she goes so well with this set’s featured keyword.

Blink In-Betweener: Agent of Order and Chaos (right) – I like to feature any super rare cards I pull, whether they’re good or not. Like many of the Max 1 cards (What If?, White Lanterns, and Black Lanterns), Blink is overpriced for what she does. Not only is she a Crossover character but she also has the stipulation on her purchase which makes her that much harder to purchase. And I absolutely dislike When Fielded abilities on Max 1 characters. If you can get her ability to work for you, it would be cool. As a collector, I adore this card for the aesthetics and I’m happy to have her in my collection.

Final Thoughts

Fave Dice

There are lots of pretty dice in this set. It was hard to narrow it down, but I did… to six. I really love the rainbow sparkle swirl that Scarlet Witch’s die has. It’s really hard to see, even up close in person, but I tried to catch it in a picture. Kitty Pryde and Blink have gorgeous translucent colors, which I tried very hard to capture as well. Sentinel and The Blackbird both have a shimmer swirl type die and the colors are very pretty. Jubilee’s die is so cute! I love the pink-red firework icon on the yellow background of the die. One of my favorite things to do with a new set and sit and study all the new dice. I’ve never enjoyed it as much as I have with the dice in this set.

Not only are the dice pretty, but the selection for the card art is excellent as well. There is a nice variety of art styles and all of the characters are represented well. The only art selection that I don’t like is Scarlet Witch. And it’s not because the art is bad, it’s because it’s too similar to the Scarlet Witch from the Deadpool set.

The set overall seems to have some interesting card abilities and maybe even some cards that could see major competitive play. With every new set, I usually have several cards that I don’t like at all. It’s not like that with this new X-Men set. I even like the Sentinel cards, though they won’t see any major competitive play. This set looks like a great set to draft with because there are so many cards that work together or work off of each other. There are also lots of inexpensive characters with decent abilities and I can’t wait to get these cards onto constructed teams too!

What are some of your favorite cards in the set?
How do you think the meta will shift, if at all?
What cards are you excited to try in a casual setting?
Leave me a comment here or message me on Facebook at
Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

Logo

A new set has just released and it’s loaded with characters that are here to either save the galaxy or destroy it! Guardians of the Galaxy is now available in the US!

You can find the checklist for Guardians of the Galaxy, here.

Box

Promo Card and Pack Insert

W Star-Lord, Let's Dance

This time around, we don’t get a blank sketch variant. We have an alternate art version of the uncommon Star-Lord: Let’s Dance from the set. I’m a huge fan of the blank sketch cards and I was surprised to see the alt art instead. It’s still cool and neat looking and it’s nice of WizKids to give us these alt art cards as a thank you for buying full gravity feeds.

Rules Insert

You can find the Rules Insert online, here. Make sure to check the WizKids Keywords page to see the current and updated wording on Keyword Abilities.

Gravity Feed
Commons

We pulled 112 common cards; 9 of our commons were foil. We didn’t get any duplicate foil commons. I highlighted the ones we pulled foils of with red text, and the total includes the foil version.

x4     #01     Adam Warlock
x2     #02     Agent Venom
x3     #03     Angela
x3     #04     Beta Ray Bill
x3     #05     Black Widow
x3     #06     Captain America
x3     #07     Captain Marvel
x3     #08     Cosmic Cube
x3     #09     Cosmo, Space Dog
x2     #10     Daisy Johnson
x3     #11     Drax
x2     #12     Dum Dum Dugan
x3     #13     Gamora
x4     #14     Ghost Rider
x2     #15     Groot
x2     #16     Hulk
x2     #17     Ironheart
x3     #18     Knowhere
x2     #19     Madame Masque
x2     #20     Madame Web
x3     #21     Mantis
x3     #22     Moondragon
x3     #23     Nebula
x2     #24     Norman Osborn
x3     #25     Nova Corps Uniform
x3     #26     Nova Prime
x3     #27     Quasar
x3     #28     Ricochet
x3     #29     Rocket Raccoon
x2     #30     Ronan the Accuser
x4     #31     S.W.O.R.D. Agent
x2     #32     Squirrel Girl
x4     #33     Star-Lord
x2     #34     Stick
x3     #35     Thanos
x3     #36     The Collector
x3     #37     The Kyln
x3     #38     The Spot
x3     #39     Yellow Jacket
x3     #40     Yondu

Uncommons

We pulled 50 uncommon cards; 9 of our uncommons were foil. We pulled all but one of the uncommons and none of our foils were duplicates.

x1     #41     Adam Warlock
x1     #42     Agent Venom
x1     #43     Angela
x1     #44     Beta Ray Bill
x1     #45     Black Widow
x1     #46     Captain America
x1     #47     Captain Marvel
x2     #48     Cosmic Cube
x1     #49     Cosmo, Space Dog
x2     #50     Daisy Johnson
x1     #51     Drax
x1     #52     Dum Dum Dugan
x1     #53     Gamora
x2     #54     Ghost Rider
x1     #55     Groot
x1     #56     Hulk
x2     #57     Ironheart
x2     #58     Knowhere
x1     #59     Madame Masque
x1     #60     Madame Web
x1     #61     Mantis
x1     #62     Moondragon
x2     #63     Nebula
x2     #64     Norman Osborn
x1     #65     Nova Corps Uniform
x1     #66     Nova Prime
x2     #67     Quasar
x1     #68     Ricochet
x2     #69     Rocket Raccoon
x1     #70     Ronan the Accuser
x1     #71     S.W.O.R.D. Agent
x0     #72     Squirrel Girl
x1     #73     Star-Lord
x1     #74     Stick
x1     #75     Thanos
x1     #76     The Collector
x1     #77     The Kyln
x3     #78     The Spot
x1     #79     Yellow Jacket
x1     #80     Yondu

Rares and Super Rares

You won’t get all the rares in one feed, but you get a good amount of them. We pulled 16 rares and none of them were duplicates; 4 of our rares were foil. We also pulled two Super Rares, which are foil.

#82     Agent Venom
#84     Black Widow
#85     Captain Marvel
#87     Cosmo, Space Dog
#92     Ghost Rider
#93     Groot
#94     Hulk
#101     Nebula
#102     Nova Corps Uniform
#105     Ricochet
#106     Rocket Raccoon
#107     Ronan the Accuser
#108     S.W.O.R.D. Agent
#112     The Collector
#113     The Kyln
#114     The Spot

#122     Groot Thor (Super Rare)
#124     Punisher Sorcerer Supreme
(Super Rare)

New Ability Keywords

Call Out – When a character die with Call Out attacks, you target an opposing character die. The targeted die can only legally block the attacking die that used Call Out on it, and no other die can legally blocked the die that used Call Out. If the die that used Call Out cannot legally be blocked for any reason (an effect made it unblockable, two different dice chose the same target for their Call Out, the die targeted with Call Out was KO’d, etc.) then the effect of Call Out is cancelled.

I like that WizKids is putting a great bit of thought into the details of keywords now. Most of the questions I have are answered just by reading the keyword description on their site. Call Out seems like an interesting control ability that I will definitely need to play around with. Using Call Out is a great way to get around particular blockers to allow your other characters to deal their damage or use an ability that requires the character to be unblocked.

Infiltrate – When a character die with Infiltrate attacks and is not blocked, you may choose to remove them from combat and not deal combat damage to your opponent. If you do, they deal 1 damage to your opponent, and return to your Field Zone.

I’m loving Infiltrate and some of the cards that enhance Infiltrate or help characters with this keyword, like a character with Call Out. Characters that use Infiltrate are dealing ability damage to your opponent – not combat damage. That is very important to remember because ability damage is not the same as combat damage. I really like that I can attack with a character that has Infiltrate, use the ability to deal one damage to my opponent, and still have that character to use as a blocker. This ability was made for players like me that love control pieces and play control teams, but still have that bit of aggro in our blood. I hope this ability works as well as I think it will, and I can’t wait to test it out!

Returning Keywords

Remember to always check WizKids Keywords page for the most recent and updated definitions.

Aftershock
Ally
Continuous
Deadly

Fast
Intimidate
Overcrush

Underdog

Affiliations

There are several returning affiliations and no new affiliations. Inhumans and Mystics only on one character each. King Black Bolt is an Inhuman and Villain. Punisher Sorcerer Supreme is Marvel Knights and Mystics.

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

Favorites

Here are several of my favorite cards from my Gravity Feed. Be sure to check out my Gravity Feed Unboxing video to see all of our pulls!

 

Blog Faves 1

Mantis: Celestial Madonna (left) – I loved using Zatanna: Zatanna Zatara from the Justice League set and I miss her, but her replacement has finally arrived! I know Jade from War of Light has a similar ability, but she’s a Bolt character and I wanted a Mask character. I like having a blocker that I don’t mind KO’ing, and sometimes, that stops my opponent from attacking frivolously. She cost three to purchase and has a TFC of one, which is great for her ability.

Nebula: The Family Business (center) – This Nebula has a superb defense across all levels for the fielding cost. Her purchase cost is on point for her ability and stats, making her a great choice for a variety of teams. She’s a nice control piece that will likely yield decent results and possibly be enough of a threat for an opponent to waste a Shriek or DWiz on.

Quasar: Protector of the Universe (right) – A character that cost four to purchase, has a TFC of three with decent attack, and can also go to your Prep instead of Used Pile after smacking your opponent – Yes, please! I love this card! And one of the most awesome things about her? She’s got the Guardians of the Galaxy affiliation! I want to rebuild my GotG team and this is likely going to be one of the first cards I select – unless I see a better version.

Blog Faves 2

The Spot: Dr. Jonathan Ohnn (left) – The Spot is one of my favorite Spider-Man villains, second only to Hobgoblin. I know that many folks out there don’t like him, but I always thought his powers and abilities were interesting. I was super excited to see him in this set and even more excited to see how thematic his abilities are on all versions. But sometimes, it’s the simple things that are most appealing, and The Spot with Infiltrate is my favorite version. It fits him so well! He cost two to purchase and has a TFC of two. His stats aren’t very high, but with Infiltrate, you don’t need high stats.

Adam Warlock: Standing Watch Over Infinity (center) – This card is like Imprisoned, but pumped up and with legs. All you need to do is force several opposing characters to block him and make sure he’ll get KO’d, swipe those dudes and never field Adam Warlock again! Those dudes are forever trapped! This is a ridiculously good control card that’s easily paired with Wasp: Fashionista from the Civil War starter. Being a heavy control player, I’m star-struck by Adam Warlock!

Angela: Art of the Hunt (right) – I’m digging the Infiltrate keyword and here’s a character that gets to do two damage instead of one when she uses Infiltrate. I like her stats and purchase cost and she’s a GotG affiliated character. I can’t wait to get this GotG team put together!

Blog Faves 3

Captain America: Chemistry Project (left) – I’m a control player at heart, but I like these type of cards that allow me to do direct damage to my opponent. Captain America allows me to deal damage and keep my dude too. This helps put my mind at ease about attacking because this is another card I could easily pair with Wasp: Fashionista from the Civil War starter. There are also plenty of ways to prevent lethal damage to character dice, making this card very appealing to me! His dice stats are really good for his ability and his TFC of five shouldn’t be an issue since you don’t want him to leave the field. I also love the new red/white swirl with the blue accents.

Cosmic Cube: Beyond Imagination (center) – Wow! This Cosmic Cube is begging to be added to Satchel teams! You could easily purchase several different action dice in one turn thanks to this card. It only cost two to purchase and would also be an asset to Front Line teams that need to purchase their Front Line dice. You would want to purchase a cheaper action die first, then you can get the three energy discount on the Front Line, making it cost two. Seems like a good idea to me!

Groot: The Monster from Planet X (right) – This Groot has awesome defense stats on level two and three for his ability. He cost four to purchase, but that’s not bad at all for what he does. I am not a fan of his Global because most of my teams are control teams that slowly deal damage and this Global would give my opponent an opportunity to come back. If I were going to use this Groot, I would put him on a team that doesn’t deal much damage until it’s ready for the killing blow. If not for that Global, he would likely have been my favorite card in the entire set! But it is nice to see a Global that helps you gain life without a silly restriction on it, like the one Pizza has. I don’t mind the Once Per Turn limitation, though. I think it’s actually a necessary limitation for any life gain Global.

Blog Faves 4

Quasar: Might of the Quantum Bands (left) – Here’s another great Quasar card! Now I don’t know which one I want to use. This one is more control than the other, but I like the other too. They both have the same purchase cost, so I guess I’ll have to see how my GotG team starts to come together before choosing a Quasar card. I really like this ability though, because it could potentially stifle my opponent’s ability to purchase something that they need. Quasar’s stats are good for a character that needs to stay active.

Thanos: Throwing Down the Gauntlet (center) – I read this card and laughed out loud. This is the perfect anti-Swarm and anti-Rush card! Thanos is such a beast and I love him! The only thing I don’t like is his purchase cost. It’s a justifiable purchase cost, but it’s very hard to play cards that cost six or more and utilize them effectively. I should know – I play Grodd and I played Colossus: Piotr Rasputin at the Owensboro WKO this last time. Colossus got me into top eight, but it was a struggle. I will most likely try to find a way to play with this card. It has DDK written all over it. I love taking near-impossible-to-play cards and finding a way to make them work, at least a casual format.

Black Widow: Spider’s Bite (right) – So, this Black Widow just made me love Infiltrate even more! My Angela can now do three damage when using Infiltrate. And Black Widow is a While Active ability, so I don’t have to attack with her if I think she could be blocked or KO’d when she attacks. WizKids, you really do love your Black Widows, don’t you? I have yet to come across a set with a Black Widow that I didn’t like.

Blog Faves 5

Groot: Growing Pains (left) – I like this Groot because he makes your opponent think long and hard about KO’ing your characters. There is a possibility that this Groot could change the way your opponent would have blocked, which could give you an advantage and a lead in life total. If you load up your Prep Area with character dice, they surely won’t want to Canister that Shriek or DWiz and then KO Groot because then they could be looking at a hoard of level two dudes! Groot is difficult to KO, unless he’s on level one, or you have a way to force a blocker on him and pump that blocker’s attack up. You could even damage your Groot enough with your own Globals/Abilities so when they do block, it KO’s him and you get his ability. He’s definitely an interesting card.

Nova Corps Uniform: A Symbol of Order (center) – I like that this can be equipped to any of your character dice, including that one Sidekick that always wants to be a Sidekick and never rolls energy. Nova Corps Uniform is a great way to clear those pesky Sidekick walls out of the way too. It cost three to purchase, but it’s a decent action die all around. It can be used on any character die, has an useful ability for any character die it’s equipped to, or can be used as energy if you don’t roll the action face.

The Collector: Taneleer Tivan (right) – This card makes my head hurt. You can steal your opponent’s win condition or control piece and use it against them, which seems cool, but it’s not so cool if you’re staring at a Collector on the other side of the board. It’s also a little confusing. What is considered an ‘unpurchased character die’? Is it any target die that’s still on the card or is it a character whose dice have not been purchased at all yet? I’m fairly certain it’s not the latter. I could see where this card could be super useful and it’s a very nice ability to use against someone, but I feel sorry for all the newer players out there that read this card and instantly develop a headache from trying to understand it. I also feel like this card is a little overpowered for his purchase cost.

Blog Faves 6

Groot Thor: I Am Thor! (left) – What I love the most about Groot Thor’s ability is the forethought that WizKids put into the wording. “Prevent all effects that would copy Groot Thor’s abilities, even if he is not in the Field Zone.” Thank you WizKids, thank you so much for this. I think that ability needs it’s own Keyword. That ability makes me love Groot Thor, but his other ability to copy When Fielded effects from active dice is not a favorite of mine – especially not for his cost and purchase conditions. His die is super cute though.

Punisher Sorcerer Supreme: Calm. Dust. (right) – Oh my goodness. I really like this card. Even with the purchase conditions, this card is a wrecking ball! You may not get to pick the character when he’s fielded, but you do when he attacks, so long as it’s got the lowest attack. This still targets your characters, but if you’re running a team that thrives off of KO’ing it’s own characters, this guy could be a option. You can always Blink-Transmutation him back from the Attack Zone to utilize him on a later turn, or use Wasp: Fashionista’s Global to force a dude to block this tank. I love his die too!

Final Thoughts

So far, the internal synergy of this set is looking good for drafts! I’m excited to see how well this set works outside of drafting and I’m totally excited to be able to rebuild a GotG team! I’ve missed playing my old team, but it’s mostly Golden Age now, except for the Drax from Amazing Spider-Man. I like the Drax cards in this set much more. I’m really excited to try Infiltrate and Call Out. They might seem like totally aggressive abilities at first, but they can fit well on a control team. Call Out is especially good for a control team that has problems with opposing characters being in the Field.

I’m not sure what my overall favorite card is yet, but I think The Spot is my favorite thematic card. My favorite dice from the set are pictured below: Angela for her colors,  Captain America for his colors, Daisy Johnson for her die image and colors, and Ironheart for her colors.

Fave Dice

I think there are few meta cards that could potential shake things up, like The Collector and his silliness. I think Infiltrate and Call Out might be something if they work as well as I think they do. Cosmic Cube and The Kyln have some crazy cards too that might see some competitive play on various teams.

This set has something for everyone. There are cards that appeal to all different types of players in both casual and competitive play. I can’t wait to see some of these cards in action!

What are some of your favorite cards in the set?
How do you think the meta will shift, if at all?
What cards are you excited to try in a casual setting?
Leave me a comment here or message me on Facebook at
Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

My FLGS (Friendly Local Game Store) finally got the new Batman: The Animated Series Villains OP Kit in. This OP Kit was due out on June 28, 2017 according to the WizKids Solicits page. I highly suggest bookmarking that page! You can keep up to date on the most accurate release info because it comes straight from WizKids. It’s not always perfect, but it’s far more accurate than asking the distributors. Our OP Kit was delayed due to an internal error with the distributor. But now that we have it in hand, I want to do a short review for it and show folks these cool cards that they could get!

Organized Play Kits

An Organized Play Kit (OP Kit), is a package of special promotional prize cards that stores can purchase to use as prize support for their local level events. These kits are paid for by stores, so most events that have OP prize support will have a small entry fee or require players to purchase a small amount of product as an entry fee. My FLGS asks players to to purchase at least two booster packs of Dice Masters or pay one dollar for their entry fee. If a player were to purchase a starter, that would cover the entry fee and they wouldn’t be required to purchase the boosters as well. This type of entry requirement works great for our locals. Different venues may have different requirements so check with your FLGS to see what they require for their entry fees.

Most OP Kits come with twenty participation prizes, five fellowship cards, and five first place prize cards. The kit is set up to support four-five weeks of organized play.

OP events are suggested to be run as Rainbow Drafts, but our locals could not do a Rainbow Draft for each week of the entire kit. Most of our local events are constructed, but we try to get drafts in where we can. Be sure to check with your FLGS to see what formats they host for their OP events.

Participation Prize

Participation cards are usually given to all players that participate in the event. I usually give out the participation prizes to all players, even if they received one from the previous OP event. This may be different at each venue based on how many players and kits the store has available.

W 01 Harley Quinn, Tough Cookie

Harley Quinn: Tough Cookie

This is the participation prize for the Batman TAS Villains Kit – and yes! That’s an alternate art version of the rare Harley Quinn from the Batman set! That’s so awesome that such a great card is the participation prize! You only need to attend an event to get one of these cards.

While she’s active, at the beginning of your turn, if you control at least two different Villain character dice, your opponent loses one life and you gain one life. This is such a good ability because she makes your opponent lose life and not take damage. Losing life is different from taking damage and while damage can be negated by many card abilities, losing life usually can’t. And you gain life too, which is also great! Villains are very strong in Golden Age, and this card helps boost them a little in Modern Age. She’s not expensive to purchase, her fielding stats are great, and her combat stats aren’t too bad, but her defense stats are the important ones and they’re decent. You probably aren’t going to attack with her since you want her active at the beginning of your turn.

First Place Prize

The first place cards are given to the player that wins the event. These cards are typically new cards and not alternate art or reprint cards.

W 02 The Riddler, If You're So Smart, Why Aren't You Rich

The Riddler: If You’re So Smart, Why Aren’t You Rich?

Wow, what a sub-name but I totally love this Riddler’s ability! While he’s active, when your opponent’s Sidekick dice roll a Wild energy, they must reroll them. This card denies your opponent all their Wild energy so long as he’s active. That’s so crazy! Especially since he only cost four energy to purchase! He uses the Riddler dice from the Batman set and his stats are really good for a character with a While Active ability. I can’t wait to get this guy on a team with Harley Quinn: Tough Cookie. I’m such a sucker for these control type cards.

Fellowship Prize

The Fellowship Prize is an additional prize for a player, usually one that hasn’t won another prize yet. We used to take votes, but that took way too long. Now, we have each player (except the first place player) roll a D20 in the order of their standings and the player that rolls the highest number, gets the Fellowship card. We also require that players be present to be able to roll for the Fellowship Prize. Some stores give the Fellowship Prize to the player in last place and I’ve even seen stores draw names from a bucket. How you determine the Fellowship player is different for each venue so check with your FLGS to see how they choose their Fellowship player. 

 

The Joker: The Laughing Fish

I like that the Fellowship cards aren’t typically ‘must have’ cards in regards to abilities. That’s mainly because most Fellowship Prizes are given out randomly and are not always easy to obtain. I love the Batman Family affiliated side (side b), because it helps you field Batman for free since he’s got some awful fielding costs. The Villain side (side a) lets you field Harley for free which isn’t that exciting because she’s got really good fielding stats to begin with. This card is still really cool and definitely worth having for casual Batman Family teams that use a high fielding cost Batman. His defense is great for a While Active ability so you don’t have to worry too much about him getting taken out easily. He also pairs well with the Harley Quinn from this OP kit, since you can Flip the Joker to suit what’s going on with team’s current state. This card uses the Joker dice from the Batman set.

Final Thoughts

Overall, I love this OP kit. It’s got unique character abilities that can be fun to use in both casual and competitive atmospheres. Harley and Riddler make a great pair for a control player like myself. I love silly card combinations, even if they don’t make up my win condition. I got to play against someone using the rare Harley from the set and she definitely adds another level of concern for the player sitting across from her. The Riddler is just silly and is a super awesome control card. He could potentially make your opponent waste a DWiz or Shriek on him while your other pieces are wreaking havoc. The Joker could find his way onto some Batman teams if there’s room for him.

I love the art on the cards because they’re screenshots from Batman: The Animated Series, well, except for the Harley card art. That art is more in the style of The New Batman Adventures. I couldn’t find the exact image in a brief Google search, so I can’t confirm that it’s a screenshot, but it appears to be.

Harley and Ivy

Poison Ivy and Harley Quinn in Batman: The Animated Series

While Poison Ivy obviously looks different, Harley Quinn looks much the same. I still like the art on the card, but I definitely wish it had been consistent with OP Kit’s theme of Batman: TAS. In the end, it’s a minor issue that doesn’t really affect much of anything. It’s just something I thought I should note for those that notice this type of stuff.

However, There is a misprint on the Harley Quinn card with her set number. Her number in the set is #94, yet the OP card has #95 which is actually Hawk: The Agent of Chaos. WizKids might announce an errata for her promo card number since it could matter later on, or they may not say anything about it at all. In the end, we all know exactly what card it’s supposed to be, so don’t be silly about it.

I give major kudos to WizKids for this awesome OP Kit. The last few kits have been fairly good with playable, but not overpowered, cards and abilities. I’m really impressed with how they’re handling all the aspects of the kits. I know that our locals definitely prefer this style of kit as opposed to the original AvX story line kits. My players are very excited for this event to start at our local venue!

What do you think about the kit overall?
Which card is your favorite?
Leave me a comment here or on my Facebook at Dice Dice Kitty and let me know!

Thanks so much for reading and please remember to subscribe!

Roll on, Dice Masters!

 

Greetings Fellow Dice Fans!

Logo

The Batman is here! I was excited for this set because of the characters that it could potentially bring. I wanted a Batwoman card, really bad, and we have her in this set! The Batman set does not have a starter or collector’s box – only a gravity feed. Here’s my review and pull list from the new DC Batman set!

You can find a checklist for the set, here. I like printing mine so I have them handy during drafts.

Batman Box

Promo Card and Pack Insert

W Batgirl, Carrying the Mantle

WizKids has been offering a blank sketch card with their Gravity Feeds recently. The promo for this set is Batgirl: Carrying the Mantle. I really like that they’re offering a variant incentive for large sealed product purchases. Since it’s only a variant, players that only want functional copies of cards won’t feel like they’re missing something. For collectors, this is a great incentive for them to make a larger purchase.

They chose a card that’s also the participation prize in The Animated Series OP Kit, which I thought was a little disappointing. But, it is a free ‘thank you’ incentive for buying a whole feed and I don’t want to seem ungrateful, so it’s the most minor of complaints.

Rules Insert

I much prefer the rules insert to the WIN promotional card. You can find the insert online, here. Make sure to check the WizKids Keywords page to see the current and updated wording on Keyword Abilities. My only real issue with this particular insert is that they put Swarm on the card and not Boomerang. Swarm has already been featured outside of the D&D sets and I didn’t think it needed to be on the insert, but Boomerang definitely does!

Gravity Feed
Commons

We pulled 112 common cards; 9 of our commons were foil. We didn’t get any duplicate foil commons. I highlighted the ones we pulled foils of with red text, and the total includes the foil version.

x2     #01     Ace the Bat Hound
x2     #02     Bane
x3     #03     Bat Signal
x2     #04     Batarang
x3     #05     Batgirl
x3     #06     Batman
x4     #07     Batwoman
x4     #08     Big Barda
x3     #09     Catwoman
x3     #10     Commissioner Gordon
x3     #11     Conner Kent
x3     #12     Darkseid
x1     #13     Dove
x3     #14     Firefly
x3     #15     Harley Quinn
x3     #16     Hawk
x3     #17     Hawkgirl
x3     #18     Huntress
x3     #19     Hush
x3     #20     Jervis Tetch
x3     #21     Killer Croc
x2     #22     Mister Miracle
x3     #23     Mr. Freeze
x3     #24     Nightwing
x2     #25     Orion
x3     #26     Owlman
x3     #27     Parademon
x3     #28     Ra’s al Ghul
x3     #29     Red Hood
x2     #30     Rip Hunter
x3     #31     Robin
x3     #32     Talia al Ghul
x2     #33     The Joker
x4     #34     The Penguin
x3     #35     The Question
x2     #36     The Riddler
x2     #37     Thomas Wayne
x3     #38     Two-Face’s Coin
x3     #39     Two-Face
x3     #40     Utility Belt

Uncommons

We pulled 50 uncommon cards; 9 of our uncommons were foil. We pulled all but three of the uncommons and none of our foils were duplicates.

x2     #41     Ace the Bat Hound
x1     #42     Bane
x2     #43     Bat Signal
x0     #44     Batarang
x1     #45     Batgirl
x2     #46     Batman
x0     #47     Batwoman
x1     #48     Big Barda
x1     #49     Catwoman
x2     #50     Commissioner Gordon
x1     #51     Conner Kent
x2     #52     Darkseid
x1     #53     Dove
x1     #54     Firefly
x2     #55     Harley Quinn
x1     #56     Hawk
x2     #57     Hawkgirl
x1     #58     Huntress
x1     #59     Hush
x1     #60     Jervis Tetch
x1     #61     Killer Croc
x1     #62     Mister Miracle
x1     #63     Mr. Freeze
x1     #64     Nightwing
x1     #65     Orion
x1     #66     Owlman
x3     #67     Parademon
x1     #68     Ra’s al Ghul
x0     #69     Red Hood
x1     #70     Rip Hunter
x1     #71     Robin
x1     #72     Talia al Ghul
x1     #73     The Joker
x1     #74     The Penguin
x2     #75     The Question
x1     #76     The Riddler
x1     #77     Thomas Wayne
x2     #78     Two-Face’s Coin
x2     #79     Two-Face
x2     #80     Utility Belt

Rares and Super Rares

You won’t get all the rares in one feed, but you get a good amount of them. We pulled 16 rares and none of them were duplicates; 4 of our rares were foil. We also pulled two Super Rares, which are foil.

#84     Batarang
#87     Batwoman
#88     Big Barda
#89     Catwoman
#91     Conner Kent
#92     Dove
#95     Hawk
#96     Hawkgirl
#98     Hush
#99     Jervis Tetch
#100     Killer Croc
#102     Nightwing
#104     Parademon
#109     Talia al Ghul
#113     Thomas Wayne
#116     Utility Belt

#120     The Joker (Super Rare)
#124     White Lantern Superman
(Super Rare)

New Ability Keywords

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

I really like this ability. You have a fifty-fifty chance at getting to add that action you just used to your Prep Area to roll next turn! There is a huge opportunity for this ability to do some pretty cool stuff with other abilities like Back for More from the Deadpool set. It just depends on what Back for More ability you use.

Common Ground – When a character with Common Ground attacks with at least one Villain character die, you get to use their Common Ground ability.

So I think this particular mechanic is going to be a lot of fun in casual settings. I don’t think there will be a huge showing in the competitive metas, but I like how Common Ground works and seems like it might be a lot of fun to use with the Flip cards like the common Catwoman and rare Nightwing.

Flip – Character cards with Flip have two different faces, with different affiliations and abilities. All dice in all zones are represented by the face up side of the card, regardless of which face the card was on when the die was fielded or purchased. At the beginning of each of your turns, you may flip any card with the flip keyword to its other face. There also may be game effects that direct you to flip cards. Only cards with two faces may be flipped.

I think this particular mechanic has huge, and I mean HUGE, potential. We have a good spread of it here in its debut set with lots of casual level cards, but the potential that some of these Flip cards have is so awesome. There are definitely some Flip cards that should be carefully considered for meta teams. I’m excited to see how folks build with them and build around them too!

Gadgeteer – When a character die with Gadgeteer attacks, you may roll an action die with a Continuous effect in your Used Pile. If you roll an action face, you may move it into your Field Zone.

So, I really like Boomerang, but Gadgeteer is super amazing! I would love to be able to get a Cold Gun back into my Field Zone instead of having it cycle through my bag. I think this is a really useful ability and I love that WizKids did two different abilities for Continuous and non-Continuous Actions.

Stun Token – Certain characters let you place Stun tokens on cards. While a card has a Stun Token on it, its dice cannot attack or block. The owner of the card with a Stun Token on it may pay two generic energy at any time they could use a Global Ability to destroy the token.

Now this is super cool and super thematic for Mr. Freeze and he should have had this ability a long time ago! It won’t remove text, but it could compliment the rare Cold Gun on a team. You could Cold Gun a character with troublesome text and put the Stun Token on the character that needs to attack or block to activate their ability. I love control cards and the Stun Token is a new mechanic I will totally be testing with.

Returning Keywords

Ally
Continuous

Fast
Intimidate

Regenerate
Suit Up (Not currently listed in TRP’s Lexicon.)
Swarm

New Affiliations

There are several returning affiliations like Villains, Batman Family, etc, but this is a brand new affiliation!

New Gods Affiliation
New Gods

Favorites

Here are several of my favorite cards from my Gravity Feed. Be sure to check out my Gravity Feed Unboxing video to see all of our pulls! Sorry about that video being backwards though… We didn’t realize that flipping the camera view on the phone would literally flip the image.

Favorites 1

Firefly: Ted Carson (left) – It’s no secret that I like using direct damage (Nova and Colossus rares from AvX) to KO my opponent, so Firefly is definitely high up on my list. There are plenty of good, cheap Bolt type characters over all of the sets to make this card a star on a variety of teams. There are also lots of Bolt characters in this set that would make this particular card a really good draft pick. His purchase cost is only three, meaning you could easily buy him on your first turn. You just need to be sure you grab enough of those other Bolt dudes!

Huntress: No Rest for the Wicked (center) – Here’s another direct damage type card, but I chose this one as a favorite because she deals her damage to a character instead. I really like that she only cost one energy to field on her level two and level three sides. I think she would go well on a draft team with Firefly since she’s a Bolt character and she only cost three to purchase!

Orion: God of War (right) – So this guy – he doesn’t really go away. There aren’t many cards that remove characters without KO’ing them, but there are a few. This dude has got some pretty awesome stats and a decent ability for his purchase cost. I’m not sure how good he’d be in draft, but a casual team would show him the love he deserves! I already have a New Gods team that I’m cooking and this is one of my picks for that team.

Favorites 2

Red Hood: Jason Todd (left) – Wow… this is familiar… where have I seen this before? Oh – Guy Gardner! But what’s this? He doesn’t have to attack each turn! Sure, he costs one more… but that’s just one more and he has better stats on level two and three. This is definitely one to watch for in a draft and also in the Modern Age and Prime metas.

Two-Face: Two Sides of the Same Coin (center, side a; right, side b) – My locals know how much I love my WF Two-Face, but this one actually gives him a run for his money. With Fast showing up on more cards and possibly becoming more popular, Two-Face’s Side A is really good. It even says ‘opposing’ and it’s not limited to an affiliation or lack of one! But if you’re against a team that’s not using Fast or Regenerate, no big deal! You just flip him over to Side B and he has Fast AND Regenerate! Crazy! Something else that’s crazy is that he’s a Bat-Family affiliated character on one side and a Villain on the other. This is such a fun looking card and I really want to try him out. He has the same dice stats as the WF Two-Face and also cost five to purchase, but that’s okay with me! He may get picked up really quick in a draft too – so be on the lookout for him. If you don’t get him, someone might use him against you!

Favorites 3

Utility Belt (left, side a; center, side b) – Here’s another Flip card, but this time it’s a non-basic action card. The Utility Belt has to start the game with Side B down, but when you activate the ability on any burst face, you can flip it from Side A to Side B. It’s a Continuous action on both sides too, so if you don’t have a legal target when you roll it, you can field it and activate it later. I like the Utility Belt for it’s… utility. It’s a great way to boost your Bat-Family character’s stats and it only cost three energy to purchase. For a Continuous stat booster, I think that’s more than fair! You do need to send it to the Used Pile in order to activate it, but that’s why you should think about some Gadgeteer dudes.

Hawk: Might Makes Right (right) – I love this Hawk. Imagine a team with him, Dove, and Fabricate. You can increase Hawk’s attack stat and then Fabricate Dove for a little extra damage. Not that he really needs a stat boost. He’s an attack beast on level two and three. He’s still manageable for someone looking across the table at him, because his defense is only a 2/2/4. A Cold Gun can handle him on two sides, and then a Cold Gun plus a blast from an Unstable Canister Global. He’s not overpowered, but he is really awesome! He’s absolutely my kind of card!

Favorites 4

Parademon: Strength in Numbers (left) – If I didn’t throw this guy in my favorites, then what kind of Swarm lover would I be? This is by far, my favorite Swarm character! I can use a whole team of Swarm dudes and just deal damage to my opponent when I draw a Multiple Man, Parademon, Mindless One, and whatever I can find with Swarm from FUS that’s still Modern Age. Those all have to be Swarm triggered draws, so I need at least one of each in the Field to get the full benefit of this ability. Like most other Swarm dudes, their defense isn’t the best. This poor Parademon only has a 1/2/2, but regardless, I still love him! It’s what’s on the inside that counts!

Ra’s al Ghul: Fighting Death Himself (center) – Ra’s has a pretty good ability, but I like him mainly for his Global. He shuts down those nasty Villain teams by removing what brings harmony to their strategy – their affiliation! This is the first affiliation removing Global and I love it! If Villains are an issue in your meta, throw this guy on your team! His ability works fairly well with his Global and like I mentioned before – it’s pretty good. I like control pieces, but I don’t like paying six energy for them. But he does have some fairly beefy stats too, making that purchase cost more justifiable.

Rip Hunter: Through the Vanishing Point (right) – Oh my Pinkie Pie. What’s happened here!?!!? This guy is ridiculous! He guarantees you the chance at that game winning piece and not just once, but every single time you draw it! No more botched rolls for that die, so long as Rip Hunter is in the Field. This card is absolutely ridiculous, especially for his stats and purchase cost too. It takes some effort to get rid of him and I expect that this dude is possibly going to see some major meta play. Control players like me will most definitely be looking into this guy.

Favorites 5

Dove: The Light of Order (left) – We saw Hawk earlier, so here’s Dove! I absolutely love this Dove. All of her versions cost four so there isn’t a cheaper one that’s better to pair with the uncommon Hawk. This one helps a lot while you’re building up to buying Hawk. When your opponent attacks, they are attacking into an eight defense character. If you take damage from any source, you get to spin all of your Dove dice to level three. You can very easily have a wall of level three Doves by the time you’re able to purchase Hawk. I can’t wait to try this team out! It just seems like loads of fun!

Nightwing: Protector of Blüdhaven (center, side a; right, side b) – This Nightwing is just too good. It’s easy to put an Alfred in the Field so Nightwing can attack, and his stats are really good for a two cost character. While drafting, a common Catwoman is a must have for this particular card. She makes it that much easier to attack with Nightwing on either side. You could get a lot of damage in very early in the game. If you’re drafting and you see this dude – don’t pass him up!

Final Thoughts

With the lingering disappointment of the Defenders Team Pack, I really needed this set to be super awesome amazing fantastic, in order to bring my spirits up. WizKids did not let me down at all! I think it more than makes up for it. I can’t wait to start integrating these cards and begin my prep for Origins. I won’t be playing in Nationals, but I was thinking about playing in the World’s Qualifiers, just for fun. Using newer cards that haven’t been fully tested in a competitive meta is always fun!

This set looks like it will be so much fun to draft! I had loads of fun drafting Deadpool, even though many folks outside of our local meta don’t care for it. But Batman looks to be even more fun and super exciting! There are plenty of low cost characters as well as characters with decent or really good abilities that will make that first pick really difficult.

The foils in this set are absolutely gorgeous! Of the foils I’ve seen so far, the Joker is my favorite. He’s got some cool, crazy eyes! I can’t wait to get more of this set and I’m excited for the upcoming foil hunt for this set.

What are some of your favorite cards in the set?
How do you think the meta will shift, if at all?
What cards are you excited to try in a casual setting?
Leave me a comment here or message me on Facebook at
Dice Dice Kitty and thanks for reading!

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 Ready to Rocket!: Basic Action Card  from the Marvel Age of Ultron Starter set.

W Ready to Rocket, BAC

Ruling – Ability

Ready to Rocket! is a Basic Action Card. When a player uses a Ready to Rocket! Action die, a target character die will get +2A until the end of the turn.

When this Action die is used, it will be placed Out of Play until the Clean Up Step where it will then be moved to the Used Pile.

You can target one of your character dice or one of your opponent’s character dice with a Ready to Rocket! action die.

Ruling – Teamwork

When a player uses Ready to Rocket! on a character with an affiliation, they must also use the Teamwork ability if there is another character die of the same affiliation active. This is not an optional ability if there are active character dice with the same affiliation as the initial target.

Similar to the first part of this card’s ability, you can target one of your character dice or one of your opponent’s character dice, so long as it shares an affiliation with the initial target.

Miscellaneous Card Information

~ Ready to Rocket! is a Basic Action Card with no energy type.
~ It does not have an affiliation.
~ It has a max dice of three.
~ This card is a Common and is #32 of 126.

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 Ready to Rocket! during the Main Step.

~ I have a Ready to Rocket! die showing an action face in my Reserve Pool. I have two Villain character dice and an Avenger character die in my Field Zone.
~ (Main Step) I use Ready to Rocket! and target one of my Villain dice, giving it +2A. There is another Villain active, which means I must use the Teamwork ability on Ready to Rocket! and give the other Villain +2A as well. The Ready to Rocket! die is place Out of Play.

Example Two:
Using Ready to Rocket! during the Attack Step.

~ I have a Ready to Rocket! die showing an action face in my Reserve Pool. I have two Villain character dice and an Avenger character die in my Field Zone. My opponent has a Villain character die in their Field Zone.
~ (Attack Step – Assign Attackers) I assign my three character dice to attack, moving them into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns their Villain to block my Avenger affiliated die, moving it into the Attack Zone and placing it in front of my Avenger affiliated die.
~ (Attack Step – Actions and Globals) I use my Ready to Rocket! die, targeting one of my Villain affiliated dice. There are other Villains active, so I can choose which of the two other Villains to give the +2A from Teamwork to. I choose to give my other Villain character die the +2A. The Ready to Rocket! action die is placed Out of Play.

Official Sources

WizKids Official Rules Forum (WORF) does not have 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 and Strategy

Well, I didn’t have any requests or rules questions this week, so I hit the random buttons on DM Retrobox. Much to my surprise, the random character was a Rocket Raccoon and Ready to Rocket! was the Basic Action. Seems fitting since Ready to Rocket! is in the Marvel Free Comic Book Day starter, and Guardians of the Galaxy 2 is about to hit theaters. It was like fate reached out and said  – THIS ONE! The Rocket Raccoon was not a good choice for a CCW article, because there wasn’t any text to cover.

Even though the fates directed my random selection this week, they didn’t choose a card that I like. It’s got cute artwork and I’m getting a promo this weekend, but as for being a card I’d play – it’s not. I love to play affiliation teams, but most of the time, those teams need other BACs to help them along. And as I’ve mentioned in previous articles, I don’t like using cards that could benefit my opponent. You always have the option of not using an action die, or not fielding a character, but why would I want to waste a die – even in a casual game. I hate wasting dice more than potentially helping my opponent. There are times where buffing an opposing character’s attack might be useful, like to KO one of your characters with a large defense that also has a KO ability, but there are easier ways to that. That’s especially true for Golden Age, which is the only format Ready to Rocket! is legal in.

RtR Close Up

As you can see in the picture above, the promos are numbered the same as the original from Age of Ultron – meaning these Ready to Rocket! promos are not legal for Modern Age. I don’t see myself playing a lot of Golden Age, but if I put my Guardians of the Galaxy team back together, this card might be kind of useful since I’ll have access to Blue-Eyes as a cost reducer in Golden Age and not need to use Big Entrance.

I don’t mind that WizKids has chosen a Golden Age card as a FCBD promo. I think that’s a good move; showing that they’re still giving some love to Golden Age cards. I hope that WizKids eventually expands their tournament options to Golden Age like they have with the Rainbow Drafts. That would make some of these Golden Age promos a little more desirable.

Opinions on this card? Leave a comment!

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

Special thanks to The Reserve Pool for the use of their site.

Roll on, Dice Masters!

Greetings Fellow Dice Masters!

 

Yesterday, the PDC (Pro Dice Circuit website and Facebook) announced that they will be adding a Draft Championship format and a new constructed format called Prime Championship. The new Prime format is a constructed format that uses a set rotation.

Quotes are excerpts from the PDC article and applications found here.

Draft Championship Format

The PDC Draft Championships will be familiar, as it is the standard Rainbow Draft that we all know and love! This is a popular format across the Dice Masters Community, and the feedback that we received from players and stores was that everyone wanted a friendly, yet competitive component to it. All BAC’s will be legal for this format, so come prepared with all of your cards, or just bring your trusted two that you always play with!

According to the application link in the article, there will be Draft Kits available for stores to purchase. Please speak with your FLGS before signing them up!

2017 Store Draft Championship Kits Include:
– 1 Custom 2017 Draft Store Championship Playmat
– 10 Double-Sided BAC Color Indicator Cards (2 each for the Top 4, 1 for TO and 1 for Fellowship)
– 10 Custom 6-sided Dice (Extras available at $1/per die)
– 1 Free Entry to a 2017 Draft State Championship

I think a Draft Championship is a really cool idea and I’m really pleased to see the PDC doing this. I hope that WizKids will also add a similar format. Drafting in Dice Masters is a lot of fun, and it’s an ever changing game. No two drafts are exactly alike even if you draft a similar team, you won’t come up against the same teams you did before. Drafting is probably one of my favorite Dice Masters formats.

Prime Championship Format

The second format that the PDC is adding is their version of a constructed rotation, called Prime. We’ve all been anxiously awaiting further word from WizKids on a rotation for official WizKids tournaments, but until then we get a taste of what a rotation could look like on a large scale. This new Prime format is not an official WizKids format. For those that plan to play in WKOs and PDC events, you’ll need to test two teams! We are planning to alternate formats at our FLGS to accommodate both formats.

The PDC Prime Championships will focus on constructed play with the newest released sets, similar to the “Modern” format that is found in other CCG’s. For the first year of this format, all sets from World’s Finest forward will be legal including all OP, Team Packs and starters that were released with or after World’s Finest (Alt-Arts and Alt-Art OP’s rotate out with their original card). As additional sets are released, they will become legal for Prime play. Sets will be rotated out annually so that the format stays fresh, engaging, and open to new and seasoned players alike.

I have seen several players speculate about the Alt-Art cards and their legality in a potential WizKids rotation. I think that WizKids is reprinting certain cards, like Focus Power in the Archers OP Kit, so that players can have access to those cards in a rotation format. However, I have no issue or complaint with the PDC for excluding those reprinted cards. If WizKids keeps the reprinted cards in their rotation format, that will give us a different rotation format with different options for play.

The application link for the Prime Store Championship shows what the Prime Kit will contain. It’s very similar to the Draft Kit, except for the playmat wording and the Championship entry. Remember to talk to your FLGS before signing them up!

2017 PDC Prime Store Championship Kits Include:
– 1 Custom 2017 Prime Store Championship Playmat
– 10 Double-Sided BAC Color Indicator Cards (2 each for the Top 4, 1 for TO and 1 for Fellowship)
– 10 Custom 6-sided Dice (Extras available at $1/per die)
– 1 Free Entry to a 2017 Prime State Championship

The dates for the events will vary depending on venue. The date ranges are:

Draft Championships
February 20, 2017 to March 19, 2017

Prime Championships
April 1, 2017 to May 7, 2017

So how does someone prepare and build for an event that’s so very different from an unlimited format?

If I don’t already have an idea of what I want my team to be centered around, I usually start with a win condition, typically using a character ability. I then try to add utility characters to help move the team along to my win condition, and lastly I choose my Basic Action Cards. I usually choose my Basic Actions Cards last because there are several that are practically staples. Most of those Basic Actions are from sets prior to World’s Finest, so for this new Prime format, the first thing I want to do is familiarize myself with which Basic Actions are available. None of the BACs in the currently allowed OP Kits are legal in Prime. Here is a list of the BACs that are currently legal in Prime (which will change between now and April):

World’s Finest BACs

 

Civil War BACs

 

Teenage Mutant Ninja Turtles (Set One) BACs

 

After I’ve familiarized myself with the current list of Prime-Legal BACs, I’ll move into the Character and Non-Basic Action Cards. From there, it’s just like building a regular team. The only difference will be which cards are available. As you’re building, remember that there are key staple cards that will not be available like PXG, Red Dragon, and Blue-Eyes. The Prime format eliminates the use of any Yu-Gi-Oh! or Dungeons and Dragons cards. This is probably the hardest adjustment to make. I’ve already run into that issue where I instinctively want to reach for a D&D card or YGO card and then remember that I can’t use those cards. Building a team without the usual staple cards will be a challenge for all of us veteran-competitive players. I can’t wait to start working on a Prime team for April!

There are still sets and starters that will be added into the Prime format. I would definitely suggest players begin familiarizing themselves with all the current Prime-Legal cards and maybe even practice team building before April.

Players should keep in mind that this is not an official WizKids announcement. For local play, TOs should continue to do what works for their scene. Talk to the players about the PDC’s Prime format and gauge their level of interest. Try not to alienate players that may not be able to afford to purchase newer starters for BACs. If someone wants to play in local Prime events but doesn’t have the appropriate BACs, they should ask their fellow players and see if someone would be kind enough to loan them some for the event. With the way WizKids has planned starter releases, most players will be able to keep up with the starters now. I think that was a great move on the part of WizKids, and it’s helping them set up for their own rotation.

I’m really excited to see how this new format changes up the competitive scene because while many of us are prepping for WKOs, we’ll also be prepping for Prime events. This will definitely open up more topics of conversation at WKOs and even local events. Our locals are already buzzing about this and we will be scheduling a mix of Prime and Unlimited events beginning in January 2017.

What do you and your locals think of the new PDC Championship formats?
What do you think the cutoff for a WizKids rotation should be?
Should WizKids rotate reprints with the originals?

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

my-team-12-3-16

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

round-one-12-3-16

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

round-two-12-3-16

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

round-three-12-3-16

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!

 

This new set does not have a starter or collector’s box. It only has a gravity feed. There are new affiliations and new abilities that I will cover in this article. Here’s my review and pull list from the new Marvel Deadpool set!

01-gravity-feed

I like having a checklist for all of my sets and unfortunately, there hasn’t been a checklist released online yet. You can find a complete card list on The Reserve Pool, here.

UPDATE! The official Checklist has been released! You can find it here.

Promo Card and Pack Insert

01-promo

WizKids has offered a blank sketch card with their Gravity Feeds. The promo for this set is Deadpool: My Set. My Rules. I really like that they’re offering an incentive for sealed product purchases.

01-rules-insert

I’m really happy that WizKids decided to put this rules insert in the packs again instead of the WIN promotional card. The only major issue I have with the rules insert is that not all of the wording is consistent with the current wording on the WizKids Official Keywords page. You can find the insert online, here. Make sure to check the Official Keywords page to see the current and updated wording on Keyword Abilities.

Gravity Feed
Commons

We pulled 111 common cards; 9 of our commons were foil. We didn’t get any duplicate foil commons. I highlighted the ones we pulled foils of with red text, and the total includes the foil version.

x3     #01     Agent Carter
x3     #02     Agent X
x2     #03     Angel Dust
x3     #04     Angela
x3     #05     Black Bolt
x3     #06     Black Tom Cassidy
x2     #07     Blind Al
x3     #08     Bob, Agent of Hydra
x2     #09     Colossus
x3     #10     Deadpool
x2     #11     Dogpool
x4     #12     Domino
x2     #13     Elektra
x2     #14     Evil Deadpool
x2     #15     Fantomex
x3     #16     Flying Car
x4     #17     Free Chimichangas
x2     #18     Hit-Monkey
x3     #19     Kidpool
x3     #20     Lady Bullseye
x3     #21     Lady Deadpool
x3     #22     Lockjaw
x2     #23     M.O.D.O.K.
x5     #24     Madame Hydra
x2     #25     Medusa
x3     #26     Miguel O’Hara
x3     #27     Mister Sinister
x3     #28     Motorcycle
x3     #29     Multiple Man
x3     #30     Negasonic Teenage Warhead
x3     #31     Outlaw
x2     #32     Sandi Brandenberg
x3     #33     Satchel of Unlimited Weaponry
x3     #34     Scarlet Witch
x2     #35     Shiklah
x4     #36     Stepford Cuckoos
x1     #37     Storm
x3     #38     Taskmaster
x3     #39     Wolverine
x3     #40     X-23

Uncommons

We pulled 51 uncommon cards; 10 of our uncommons were foil. We pulled all but two of the uncommons and none of our foils were duplicate.

x0     #41     Agent Carter
x1     #42     Agent X
x2     #43     Angel Dust
x2     #44     Angela
x2     #45     Black Bolt
x1     #46     Black Tom Cassidy
x1     #47     Blind Al
x1     #48     Bob, Agent of Hydra
x2     #49     Colossus
x2     #50    Deadpool
x1     #51     Dogpool
x2     #52     Domino
x1     #53     Elektra
x1     #54     Evil Deadpool
x3     #55     Fantomex
x2     #56     Flying Car
x2     #57     Free Chimichangas
x1     #58     Hit-Monkey
x1     #59     Kidpool
x1     #60     Lady Bullseye
x2     #61     Lady Deadpool
x1     #62     Lockjaw
x0     #63     M.O.D.O.K.
x1     #64    Madame Hydra
x1     #65     Medusa
x1     #66     Miguel O’Hara
x1     #67     Mister Sinister
x1     #68     Motorcycle
x1     #69     Multiple Man
x1     #70     Negasonic Teenage Warhead
x1     #71     Outlaw
x1     #72     Sandi Brandenberg
x1     #73     Satchel of Unlimited Weaponry
x1     #74     Scarlet Witch
x1     #75     Shiklah
x3     #76     Stepford Cuckoos
x1     #77     Storm
x1     #78     Taskmaster
x1     #79     Wolverine
x1     #80     X-23

Rares and Super Rares

You won’t get all the rares in one feed, but you get a good amount of them. We pulled 17 rares and none of them were duplicates; 5 of our rares were foil. We also pulled one Super Rare, which was foil.

#81     Agent Carter
#83     Angel Dust
#86     Black Tom Cassidy
#87     Blind Al
#88     Bob, Agent of Hydra
#90     Dogpool
#92     Elektra
#93     Evil Deadpool
#97     Hit-Monkey
#102     Madame Hydra
#103     Medusa
#104     Miguel O’Hara
#105     Minster Sinister
#106     Motorcycle
#110     Satchel of Unlimited Weaponry
#111     Scarlet Witch
#112     Shiklah

#123     Phoenix Force Magneto (Super Rare)

New Ability Keywords

Back for More – When a die with Back for More begins the turn in your Prep Area, and is rolled during the Roll and Reroll Step, use its Back for More effect (this isn’t optional).

This wording is straight from the WizKids Official Keyword page. The text on the rules insert left out ‘begins the turn in your Prep Area‘ and had caused a great amount of confusion. Most of the players believed it was intended to work the way described on the Keywords page, and we’re all thankful that WizKids corrected this wording issue quickly!

Back for More triggers when you roll the die and not when you roll and reroll the die. If you compare the Back for More ability’s wording to the wording of a card like Static: Virgil Hawkins, it appears that Back for more would only trigger a single time for each die and not each time the die is rolled in a single Roll and Reroll Step. Parallax‘s Global does not have any effect on this ability since it only triggers during the Roll and Reroll Step.

*UPDATE*

I seem to be slightly outnumbered on the interpretation of how many times you can trigger Back for More during the Roll and Reroll Step. At any time you roll a Back for More die during the Roll and Reroll step, you must trigger the Back for More ability.

Example:

dogpool-woof

~ I have a Deadpool Affiliated character active, and three Dogpool dice in my Prep Area. I draw my four dice for the turn (four Sidekicks).
~ (Roll and Reroll) I roll the four Sidekicks I drew, plus the three Dogpool dice. Each Dogpool’s Back for More ability triggers when I roll them.
~ (Roll and Reroll) My Deadpool affiliated character gets +1A and +1D for each of the Dogpool dice I rolled, for a total of +3A and +3D.

Here is where the disagreement comes in.

What I think happens:
~ (Roll and Reroll) I decide to reroll my three Dogpool dice. Back for More does not trigger again, because they have each triggered that ability for the turn.

What the slight majority thinks happens:
~ (Roll and Reroll) I decide to reroll my three Dogpool dice. Back for More triggers on each die a second time, giving my Deadpool affiliated character an additional +1A and +1D each, for a total of +6A and +6D (counting the bonus from the first roll).

My Reasoning

If you treat Back for More like a When Fielded or When Attacks ability, which it has similar wording to, then you only get to activate it once per die. You do not have a second Roll and Reroll Step in order to trigger it an additional time.

The Majority’s Reasoning

These players that believe you are able to trigger it multiple times have been using the Manticore’s ruling as a basis for their belief in how many times this ability triggers for each die with the ability in a single Roll and Reroll Step.

There has already been much debate about this ability in my local scene and I’ve gone over every bit of information and looked at the wording. Personally, and for my local events, I will not be going along with the majority. I do see both sides to this discussion, but since there is an actual debate and a divide over how this ability functions, I will invoke the Judge Guidance on this and go with the weaker interpretation until WizKids responds either on WORF or by some other means.

******

Deadly – Character dice that are engaged with a character die that has Deadly are KO’d at the end of the turn (even if the character with Deadly has been KO’d or leaves the Field Zone).

I love this ability! All you need to do with a Deadly character is declare it as a blocker or have it blocked and it becomes ‘engaged’ with the defending character. It’s as simple as that. Just imagine, forcing a nasty character to block with a Global like Wasp: Fashionista, attacking with a Deadly character, then Blink/Distraction Global your attacker back. The blocker would be KO’d because it had been engaged with the Deadly character, but your character would remain unharmed. Such a great ability! This is exactly what we needed to combat against Hulk: Green Goliath or other characters that can be a nuisance when dealt damage. Deadly doesn’t need to do damage the character, they just need to have been engaged.

Returning Keywords

Ally
Fast
Impulse
Regenerate

Swarm
Underdog

New Affiliations

There are several returning affiliations, like Villains and X-Men, but these are brand new affiliations!

01-affiliation-deadpool
Deadpool

01-affiliation-inhumans
Inhumans

Favorites

Here are several of my favorite cards from my Gravity Feed. I wish I could show all the cards I got, but until I get a scanner, I can only do a few favorites.

02-favorites-1Domino: Neena Thurman (left) – Anytime I can get some rerolls for free, I’m happy! I like her ability, but I also like her fielding costs (TFC 2) and her attack stats. Her purchase cost is only three and she would make a great aggressive character by making her unblockable or giving her Overcrush. I really do like this character and even though her defense isn’t great, I think she’ll make a great character for a casual Overcrush team.

Lady Bullseye: Attack on Two Fronts (center) – Lady Bullseye has the potential be a very lethal character. Her ability does not say that she must be the source of damage nor does it specify that it must be a specific kind of damage. You could field her and then Magic Missile a character for two damage instead of one – for a single Bolt energy. You can force a character to block and then attack with her to do a minimum of six damage to the blocker. With such a low defense, you can almost guarantee that a blocker will KO her so you could possibly get to use her ability all over again on your next turn. Her purchase cost of three and a TFC of two is amazing in itself, and when you consider that with her ability, I think she could possibly find her way onto a competitive team somewhere.

Lockjaw: Fiercely Loyal (right) – This card can be extremely powerful. His text says: “While Lockjaw is active, before your opponent’s Clear and Draw Step, name a non-Sidekick die. If your opponent draws that die, deal 2 damage to all of that opponent’s character dice and each of your Lockjaw dice get +2A.” If I name Deadpool, and my opponent draws at least one Deadpool die during their Clear and Draw Step, Lockjaw deals two damage to all their character dice and all of my Lockjaw dice get +2A. That’s how I interpret his ability to work which is pretty powerful. He’s got a near perfect TFC of one and his defense stats aren’t bad. I could see him being played quite a bit in casual play, and maybe squeaking onto a rogue competitive team.

02-favorites-2Madame Hydra: Viper (left) – There aren’t many card abilities in the game that move dice out of an opponent’s Prep Area. I like this ability because it can mess up your opponent’s bag flow a little bit which could be all you need to help you make a comeback or pull ahead in a game. Her purchase cost, fielding costs, and attack stats are decent. But for her ability to be effective, she needs to damage an opponent. That would most likely require the use of another card, like Silver Sable: Hero for Hire or Stealth Ops to help her get damage in to your opponent. You could give her Overcrush, but with an attack of 2/3/4, you’d need her on level two or three or use an ability to boost her attack to make it worthwhile. I really like this ability, but I feel like she needs a team that’s partially built around her.

Medusa: Tangled Up (center) – Oh my, how I love this card! Not only is Medusa’s die pretty, but her art is gorgeous too. She’s got Deadly, which seems fitting, and she has an additional ability that allows her to block up to two character dice. If you know anything about the comic character, you’ll agree that this ability seems perfect for her. When you look at her for a team, she’s an awesome blocker. If your opponent doesn’t want their attackers KO’d, they are not going to attack while Medusa is in your Field. She only cost four energy to purchase and she’s a Mask character. She’s got a TFC of four, so once you get her active, you probably won’t want to have to field her again. He lowest defense is four which is really good for a defensive character. She doesn’t necessarily need a high attack stat, but her attack isn’t bad with it being a 2/3/4. She will most likely see casual play and possibly be a consideration for a few competitive teams, though I don’t think she’ll make the big lists.

Free Chimichangas: Aged to Perfection (right) – If something that only costs three energy could possibly give one of my characters Deadly and +2D, I’m totally down to try it on a team! Not only is the ability pretty good, but it’s chimichangas… that are free… and age to perfection. But seriously, adding this to a team with the common Domino, seems like a fun team. If you like to use PXG, this die is a win-win since it’s a Mask die. The defense boost could keep her alive if she’s blocked while attacking, and it gives her Deadly so anyone that’s engaged with her will get KO’d. I think that’s the part I like best. I’d totally pay three energy for a die that could give any of my characters the Deadly ability. The boost to defense is just cheese on the chimichanga.

02-favorites-3Medusa: Bad Hair Day (left) – Here she is again – Medusa with her Deadly ability. But this Medusa has a different ability from her common counterpart. When she KO’s a character die with combat damage, you can send it to the Used Pile instead of the Prep Area. It’s that extra little jab – not only did she knock out the character, but they don’t get to reroll it next turn. Her attack stats aren’t bad but if you needed a higher attack, you could easily use Ant-Man: Pym Particles Global to fix that. Just to make sure this is clear – Deadly does not work for her other ability. She would need to deal damage with her attack in order for you to gain the benefits of her second ability. I think she’ll possibly see lots of casual play, but again, she falls just short of competitive play. Part of the reason is her purchase cost of five. I still really like her ability and it looks like it could be fun to play around with.

Mister Sinister: Gene Splicer (center) – The one thing that I don’t like about this card is that he cost six to purchase. His TFC of five is kinda high, but once you field him, you will do what you can to keep him there. I just really like his ability to force your opponents into choosing to pay life for a reroll, or just to deal with the initial roll results. I don’t see this guy making competitive play, or even much in the way of casual play. I just wanted to feature him for his ability.

Negasonic Teenage Warhead: Bored in School (right) – This character is probably the only character with an Underdog ability that I actually like. I’ve played around with Underdog and I have had a hard time trying to get it to work for me. But Negasonic Teenage Warhead’s ability seems like it’s totally worth the work. If you have less characters in the Field when she attacks, she gets to spin up to level three and she gains Fast. That’s so good! She only cost three to purchase, her TFC is two, and her attack on level three is six! You pair her with Overcrush and she’s a force to be reckoned with! To help yourself achieve Underdog, you can use Blue-Eyes Global or Fabricate to reduce the number of your characters in the Field Zone. I can’t wait to give this character a go in our casual scene. Not sure she’ll see competitive play, but I bet she’ll be super fun to play around with in casual play.

02-favorites-4Agent Carter: Answered the Call (left) – This is a card that could see a decent amount of competitive play. She only cost two to purchase, has a TFC of one, and also has a decent defense. Her ability is pretty good for both competitive and casual play. Adding onto the fielding cost of Sidekicks could definitely throw a wrench into someone’s plans. She wouldn’t affect Ally dice though, since they wouldn’t be considered a Sidekick until after they enter the Field Zone, and by then you’ve already paid their fielding cost. I still think she’s an excellent card and I would not be surprised to see her on competitive and casual teams.

Medusa: Queen of Attilan (center) – It’s not often that all three versions of a card make it into my favorites, but Medusa did. Again, she has Deadly and another ability. Her second ability works only with combat damage, like her uncommon version. But if she KO’s an opposing character die with combat damage, you gain one life. Life gain is not a big deal right now, but every point of life counts! Her purchase cost could prevent her from seeing the competitive scene, but she could be the most desired version for casual play. If I had to choose one right now to try, I would definitely take the rare. You can always force characters to attack or block and then use her to counter that character. You can boost her attack or even swap it with her defense to help KO a character. She has great potential and I’d love to see her make it out of casual play and into the competitive arena.

Miguel O’Hara: Lyrate Lifeform Approximation (right) – I began collecting comics with Spider-Man. Later, I branched out into the other Spider-Comics like Spider-Man 2099, which is Miguel O’Hara. I’m not disappointed with this version of Miguel O’Hara. His Back for More ability is a nice paper cut, but his purchase cost of four and Fast ability is what I really like. I do not like expensive Fast characters, because they don’t seem ‘fast’ to me. I like his attack stats, but I’m not a fan of his level three fielding cost. I’d probably reroll a level three Miguel O’Hara if I wasn’t in dire need of a character for that turn. His level one and level two stats are just fine though. I’m thrilled that he has the Spider-Friends affiliation, because I feel like I can possibly build a decent casual Spider-Friends team now! I really love his die too. It’s one that you need to see in person – pictures would not do it justice.

Final Thoughts

Normally I have several dice that I like to showcase because they’re really pretty or really nice looking. I wasn’t overly impressed with the dice in this set. Miguel O’Hara and Medusa are cool, and Lady Deadpool is neat, but not ones I feel the need to show. I would actually put up a picture of Miguel O’Hara’s die, but none of the pictures I’ve tried do his die justice. There are dice of all kinds in this set from plain opaque ones to sparkly glittery and two toned colors.

Every card in this set has a foil version, just like the Green Arrow and The Flash set. It’s safe to assume that all the Super Rares are foil only, just like GATF. I would hate to have to chase regular and foil Super Rare cards. Like the previous set, the foils have a watermark in the shape of their die symbol in their text box.

From all the cards I pulled in my feed and from other reports I’ve heard, there is only one card with a Global Ability in the entire set. I’m totally okay with this! Lots of the previous sets are loaded with Globals and having a set that’s light in Globals in kind of refreshing. This should be a fantastic slugfest of a draft set! I can’t wait to draft on Saturday, and I have no clue what two Basic Actions to bring.

What are some of your favorite cards in the set?
How do you think the meta will shift, if at all?
What cards are you excited to try in a casual setting?
Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!

Roll on, Dice Masters!