Posts Tagged ‘Rare’

Greetings Fellow Clix Fans!

 

I thought this article would be delayed until next week, but it looks like I was able to get it out only two days late. Sorry about the delay!

Welcome to the final installment of my HeroClix Figure Spotlight series! It is with great sadness that I must inform you all that I will no longer be writing this series. It doesn’t appear that there are many (if any) HeroClix players are reading this series. Since WizKids has decided that I’m not longer worthy of spoilers, it seems that most of my HeroClix readers have deserted me. For this final article, I chose one of my favorite pieces to play with, Horta (035) from Star Trek Away Team: The Original Series!

Horta1.jpg

What I Don’t Like

Well, there’s only two things I don’t like about this figure, and one has nothing to do with the figure itself. I wish Poison could get around damage reducers but that’s an actual game mechanic, and has nothing to do with the figure. The only other thing I don’t like, may have been an oversight of some kind. The Horta doesn’t have improved movement through Hindering terrain. I can’t imagine why it wouldn’t have it, but it doesn’t.

What I Like

I love this figure so much, I acquired three of them so I could run a 300 point team of Horta. I love that it can move through blocking terrain and destroy it too. That’s part of it’s special movement ability which also lets the Horta make a close attack if it moves less than five squares and is adjacent to blocking terrain. That special movement also gives it Sidestep, but for it to get the attack, it has to be given a move action. Sidestep is still incredibly useful in getting the Horta closer to their target and still being able to move five squares. Horta has its special movement on all six clicks too!

The Horta has a damage reducer on all six clicks. It starts with Impervious, then decreases to Invulnerability, and finally to Toughness on it’s final click. That last click is also a stop click, which has saved my Horta on more than one occasion.

Horta also have Poison on all six clicks, and Exploit Weakness on all six clicks. That Exploit Weakness comes with four damage on the top two clicks and then three damage on the rest. That’s a nice hit if it lands, which it’s likely with an attack of 10 and 9.

This figure has to be my favorite to use, even more than Rat King!

Favorite Build and Strategy

300 Point Team Build

(100) Mr. Spock (ST:TOS 036)
(100) Horta
(100) Horta

I love using Spock’s Agony Booth to trap a character, then use the Horta to move up and smack their other dudes. That’s the whole concept behind this team – trap a dude, move up and smack something, then poison them next turn.

For a 400 point build, I like to add another Horta or three Orion Females (ST:TOS 024) for their Mind Control.

What do you think of this figure?
Do you have a figure you would use in place of this one?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and remember to like, follow, and sub for more gaming content!

     LLAPLive long, and Prob it!

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Greetings Fellow Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! For this month’s article, I chose one of the Bombshells, Batgirl (037) from Harley Quinn and the Gotham Girls!

Batgirl 037

Figure Information

Point Value: 75 points
Dial Depth: 6 Clicks
Keywords: Bombshells, Suicide Squad, Monster

Team Ability
None

Standard Powers/Abilities
They will be listed as Power: Click Number(s). This list does not include traited powers and abilities.

Movement
Charge: 1-2
Hypersonic Speed: 3-6

Attack
Blades/Claws/Fangs: 1-2
Precision Strike: 3-6

Defense
Impervious: 1-2
Super Senses: 4-6 (part of a special ability)

Damage
Exploit Weakness: 1-2
Perplex: 5-6

Improved Abilities, Traits, and Special Powers
Batgirl has two Traits.

Trait:
Bombshell
When Batgirl makes an attack targeting an opposing character, give her a Bombshell token. FREE: If she has two action tokens, remove two Bombshell tokens, then make a close attack.

Trait:
Bloody Belle of the Bog
Steal Energy, Stealth. Batgirl starts the game on click #3. When Batgirl uses Steal Energy, she may heal past her starting line.

Special Defense Power:
WWI Flying Ace: 3-6
Super Senses. When attacked by a character with [FLIGHT], modify Batgirl’s defense +3.

Opinion and Strategy

Batgirl is a fun and powerful Bombshell character. She’s always the first character I choose when putting together a 300 or 400 point Bombshell team. Zatanna is usually my second choice, and then I fill out the rest of the team around those two. Batgirl is not Indomitable, but I think she’d be a little too powerful if she was. You have to play her with caution until you get her past her starting line, because as great as Super Senses is, it doesn’t always roll! Once she reaches her second click after healing, she can charge in, and use Exploit Weakness to hit them for a whopping four damage! She also has Blades/Claws/Fangs, but with a printed damage of four, I don’t usually go with BCF unless they’ve used Outwit to get rid of her Exploit Weakness. When they try to hit her, they have to get around her Impervious on her top two clicks. She can be a very formidable opponent once she’s healed into click one or two.

I also like using her with a generic Monster team. One of my all time favorite builds for 400 points is:

(75) Batgirl
(100) Rat King #24 Rare TMNT2
(80) Death #16 Rare Undead
(125) Monsterex #22 Rare TMNT1
(5) Professor X ID for Professor X #37a Xavier’s School (75 point call in)
Total: 385

I know I’m playing 15 points under, but I like the team and it plays well for me in a casual setting. I also can’t find a 15 point Monster that I like. Rat King helps me beat on their own team while Batgirl is trying to heal up into her top two clicks. Monsterex makes for a terrific, versatile distraction. Death has helped me KO characters in the past with his Trait: Harbinger of Death. It’s handy when you’re one damage shy of KO’ing a dude. He’s also got traited Blades/Claws/Fangs with Giant Reach of 2.

When I play a 300 point Monster team, I like using this build:

(75) Batgirl
(100) Horta #35 Rare ST:TOS
(125) Monsterex #22 Rare TMNT1
Total: 300

I’m a sucker for a full point Horta and I love Monsterex’s versatility. This team really depends on map choice and if I win, I typically choose the Horta’s home turf – Underground Cavern (ST:TOS). This map gives my Horta an advantage and also helps Batgirl and Monsterex position themselves safely. With cavern walls as cover, this team can be lethal if you’re not paying attention and Batgirl is the deadliest!

What do you think of this figure?
Do you have a figure you would use in place of this one?
Is there a figure you would like me to Spotlight?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and remember to like, follow, and sub for more HeroClix content!

     LLAPLive long, and Prob it!

Greetings Fellow Clix Fans!

 

The newest set for HeroClix is going to be the Avengers Infinity set, due out May 16, 2018. You can pre-order this set at your FLGS and I definitely recommend you check it out!

WizKids sent me some spoilers to preview and share. Thank you, WizKids! You are super awesome for allowing me to share these powerful and cute new pieces with the Clix community!

I try to cover the awesome Traits and special powers in this article and not focus so much on the standard abilities printed on the dial. If you need to see what a particular power does, you should totally check out the Power and Ability card on WizKids site (if you don’t have one already). You can find it, here.

Preview #1 – Devil Dinosaur & Moon Boy (Rare)

This is a rare opportunity for me to spoil a colossal dude!

G016 Devil Dinosaur & Moon Boy

So, this Colossal piece has three different starting lines, and I like all of them! There aren’t that many differences between them except that his defense powers are appropriately diminished with each starting line and so are his stat numbers. He has an Improved Movement that allows him to move around and through opposing pieces. His Trait, Moon Boy, gives you a FREE range attack, which is also nice to have. Since it’s a FREE action, you can move his speed to get within at least four squares of an opposing piece and then make that range attack against them! I absolutely love his special movement power, Thunder Lizard, because it grants him Charge and Sidestep for the last three clicks all three dial sets. I’m a huge fan of move and attack abilities like Charge.  But that’s not all Thunder Lizard does. Along with Charge and Sidestep, when Devil Dinosaur and Moon Boy damage one or more opposing characters with a close attack, you remove an action token from him! That happens after actions resolve, which means you could remove the action token he just got! That’s crazy good, especially since he has Quake at the same time as Thunder Lizard! And because he has Colossal Stamina, you can reach opposing pieces from three squares away, without having to get right next to them where they can punch you back! This guy has lots of standard powers on his dial that make him a great piece to play in sealed or constructed formats!

Preview #2 – Cosmo (Super Rare)

Cosmo is super cute!

039 Cosmo

Cosmo is soooo cute! I love his Origin: Before the Guardians trait! If he’s on a Guardians of the Galaxy theme team, he’s protected from Outwit, and if he’s not, his attack and defense get modified by +1 for the entire game! That’s really good, especially since he already has a 10 attack and 18 defense on his top click. But I love playing theme teams and having a piece that’s protected from Outwit is nice to have. But at least I know I can play him with other teams and he still gets a boost. His special movement, I Am Cosmo. I Am In Brain., is absolutely bananas! He can use Mind Control, and when he targets more than one character with it, his attack gets modified by +1. He can target two characters with a range of six, and he has Improved Targeting, allowing him to see through hindering terrain. He has his I Am Cosmo. I Am In Brain. power on four of his five clicks, which is just awesome! His special damage power, You Have Loud Brain, is even more awesome! It’s a FREE action to use it and you choose an opposing character that’s within range (doesn’t have to be in Cosmo’s line of fire!) and they can’t be given POWER actions until your next turn! That means the chosen piece wouldn’t be able to use anything that requires a POWER action to use, like: Charge, Hypersonic Speed, Running Shot, and lots of other really good abilities that you don’t want used against you! Cosmo has lots of other great abilities right on the dial, but these special powers are just awesome and they’re on more than one of his clicks!

Preview #3 – Tigra (Chase)

I’d chase after this unique Tigra. She’s a Cosmic beauty!

047 Tigra

First off, that Cosmic Entity Trait is awesome. There are lots of abilities that target more than one character for an attack. One of the favorites at my FLGS is Quake. Cosmic Entity would prevent her from being targeted by that type of attack, so long as they were targeting more than one character. And if that wasn’t good enough, her other Trait is even more amazing! The 3rd Virtue of Life: Tenacity grants her Flurry as well as an additional ability. Once per turn, when her attack roll has a three on one die face, friendly characters can use Charge and Blades/Claws/Fangs for that turn. Tigra is a character you want to attack with first, in hopes of getting a three on one of the die faces during one of her Flurry attacks. If you do, after her attacks are finished, your friendly characters can use Charge and Blades/Claws/Fangs! You can activate Blades/Claws/Fangs after you Charge and hit an opposing character, which is one reason I absolutely love this ability! Powers that let a character move and attack are among my favorite kinds of powers, and this power gives you a chance to do massive damage with Blades/Claws/Fangs. On her last click, she has a special Defense power called, Life’s Last Hope. This is what’s called a STOP click. A STOP click will stop the character from taking any remaining damage from a single attack. For example, if Tigra is on click three and is hit for four damage from an attack, she will only take one click of damage because her STOP click is revealed. This special ability also grants her Mastermind. This helps her survive another attack by letting an adjacent friendly character take the hit for her, so long as they aren’t already a target and they’re less points than her or share a keyword with her. Tigra has other great abilities on her dial that enhance her playability. She’s out of this world!

Final Thoughts

The first thing I noticed about these card previews, was how bright the dial colors are on the cards. I like that many of the colors appear to be more distinguishable now. I hope the colors turn out in print as pretty as they are in the files.

I also noticed that all of these pieces have the Animal keyword. I know there have been decent Animal pieces in the past, and I’m hoping these pieces will increase the amount of Animal theme teams. Animal theme teams won’t give you Theme Team Probability Control because it’s a generic keyword, but it could help you get map choice. Being able to choose your battlefield is a huge advantage! Cosmo and Tigra both have the generic keyword, Cosmic. There are definitely lots of great Cosmic pieces for that generic theme team and these pieces could be added to the list.

I had to zoom in on Tigra’s picture, and I’m not really sure if I’m seeing this right or not, but it looks like you can see her tail through her ‘cosmic’ leg. If the sparkly/starry parts are actually semi-translucent, any piece with this treatment is going to be absolutely gorgeous!

Tigra Zoom In.png

As a casual player, I typically only play certain pieces because I’m familiar with the characters or I really like their abilities. But I’ve suddenly fallen for all three of these pieces! I love Mind Control and Cosmo is adorable, so I need him. Tigra is a character I don’t know much about, but now want to research her because she looks like a great character, with or without her cosmic treatment. Devil Dinosaur and Moon Boy is a really awesome colossal dude that I just want to have because his abilities are really cool. I can’t wait for May to get here so I can try to get my hands on some of these awesome new figures!

Which figure are you most looking forward to?
What do you think of the abilities on these figures?
Let me know in a comment here or on Facebook at Dice Dice Kitty!

Thanks again to WizKids! And thank you, to all of you who are reading and sharing this article. I appreciate it very much and would also be very grateful if you remember to like, follow, and subscribe to my pages.

     LLAP
Live long, and Prob it!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Captain America: Superhero  from the Marvel Uncanny X-Men set.

W Captain America, Superhero

Ruling – Keyword

Heroic: When fielded, Captain America may pair up with a different Heroic character until the start of your next turn.”

WizKids Keywords Page:
Heroic: Dice with Heroic can pair up with other dice (different character) that you control that have the Heroic ability. Place paired up dice side by side. Heroic takes place at the same time a character is fielded. Dice may only be paired up with one other die (the new partner replaces the old one). They attack and block separately. 

Heroic acts as a When Fielded ability. When you field a character die with the Heroic keyword, you get to use that ability. Characters can be fielded by paying their fielding cost and moving them from the Reserve Pool to the Field Zone, or by an ability that uses the term ‘field’ instead of swap, move, place, etc.

When you field a Captain America die, you may choose a different character die you control to be paired up with Captain America. The chosen die must also have the Heroic keyword.

If a character die is already paired with a different Heroic character die, the new pairing replaces the previous one, ending any static abilities from the previous pairing.

Each paired die may choose to attack or block and does not require the other die to attack or block (unless the ability would state otherwise).

The Heroic ability will only apply to the two character dice that paired up. Other copies of the same character dice in the Field Zone will not be affected when you use the Heroic ability on a different die. For example: I have two Storm dice with Heroic in the Field Zone. When I field a Captain America die, he can choose one of the Storm dice to pair up with. The Storm die that was not chosen will not get the benefit of being paired.

If one of the paired dice leave the Field Zone, the other die looses any static bonus for being paired up because the paired die is no longer in the Field Zone. Any applied effects would remain.

Unless otherwise stated, the Heroic pairing lasts until the start of your next turn. Using the Heroic keyword is optional.

Ruling – Ability (From Being Paired)

While Captain America is paired up, he and his partner each gain +4A and +4D.

When you field Captain America and choose to pair him with another Heroic character, each of those two dice will have +4A and +4D until your next turn begins. For example: I have a level one Storm die (2A/1D) with Heroic in the Field Zone. I field a level two Captain America (5A/4D) and pair his die with my Storm die. They both gain +4A and +4D until the start of my next turn.

This Heroic bonus is a static bonus. If one of the paired dice leave the Field Zone before the effect ends, the bonus will end.

Miscellaneous Card Information

~ Captain America is a Shield type character card.
~ He has the Avengers affiliation.
~ He has a Max Dice of four.
~ This card is an Rare and is #100 of 126.

Official Sources

WizKids Official Rules Forum (WORF)

You can find a rulings for Heroic, here and here.

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

Turn Order Summary Reference

turn-order

Opinion

I went old-school this week, back to Golden Age stuff! Interesting facts – there are only 13 characters with the Heroic keyword in the entire game and they’re all from Uncanny X-Men.

I realized I had never featured a Heroic character… there’s a reason for that. I know there are folks out there that have tried their hardest to make Heroic work. It’s an ability that sounds awesome on paper but is so very terrible in execution. I wanted Heroic to be cool and I tried so hard… but it’s not good for constructed casual events and certainly not for any Golden Age competitive formats. It’s not even good in an Uncanny X-Men sealed event. But, I’ve had some newer players ask about some older cards and Heroic popped up.

Out of all the 13 Heroic dudes out there, Captain America and Storm are probably the better ones. And for all my trying with Heroic, back in the Uncanny X-Men days, it was never fun to use. This keyword caused me so much frustration and irritation. It didn’t feel worth it to try and make it work because of all the frustration.

But everyone has to try at least once. Go ahead and check out all 13 Heroic dudes and find at least two that you like (because you literally have to have two of them and at least one in the Field to even kick-start this ability). Give them a go and let me know how it turns out!

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Wrecker: Enchanted Crowbar  from the Marvel The Mighty Thor set.

W Wrecker, Enchanted Crowbar

Ruling – Ability

“While Wrecker is active, players can only use the Global Abilities of active characters.”

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

while-active-light

While there is at least one Wrecker die in the Field Zone, players can’t use any Global unless it’s on a character that’s active in the Field Zone.

This ability applies to all players, and is not an optional ability. If a Wrecker die is active, his ability is in effect and applies to all players.

Players can not use the Global abilities on Actions. Wrecker specifically states that players can only use the Globals on active ‘characters’. Continuous action dice are not characters.

Miscellaneous Card Information

~ Wrecker is a Fist type character card.
~ He has the Villain affiliation.
~ He has a Max Dice of four.
~ This card is an Rare and is #128 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

You can find a ruling for Wrecker, here.

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

Turn Order Summary Reference

turn-order

Opinion

I understand why folks may have been confused about Wrecker’s ability, given WizKids track record. For example – The Bifrost. I had been putting off featuring Wrecker because I thought they might errata him, and it wasn’t until Mr. DDK brought him up again that I decided to go ahead and feature him – potential errata or no. Luckily for me, WizKids answered a question about him earlier in the week that matches my initial ruling for Wrecker. Now I’m kicking myself for not posting the article sooner.

Wrecker has a really great ability that someone can easily build around. There are lots of popular Globals on actions that would be rendered useless when he hits the Field. Rip Hunter’s Chalkboard, True Believer, Unstable Canister, Villainous Pact, and Resurrection to name a few. Even with rotation that was just announced, most of those are still Modern Age legal, with the exception of True Believer. There is a similar Global on Odin’s Fury. And now, if someone brought Heimdall or Ra’s al Ghul only for their Globals, they’re gonna have to buy those dice and get the characters active in order to use them.

In Golden Age formats, this guy is a beast. He stops BEWD, Red Dragon, PXG, and all those utility type Globals on characters unless the player buys those dice. Wrecker is gonna wreck someone’s day if they aren’t prepared to deal with him. He can be easily dealt with, with a Shriek or DWiz. But, if someone is wasting a control resource on him, they aren’t using it on something more important – like a win condition.

Wrecker’s purchase cost is only four energy, he has a fielding cost of one on all levels, and his lowest defense is three. That’s actually really good for he does and I wouldn’t be surprised to see him pop up in a competitive event somewhere. He may not fit every team, but there are teams that he can work well on. And don’t be surprised to see him in casual events either. He’s a great card that’s not getting the love he deserves.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! I decided to choose a figure that I’ve recently come to adore from the X-Men Xavier’s School set, Professor X!

Professor X

Figure Information

Point Value: 75/50 points
Dial Depth: 5 Clicks, 1-5 for 75 points and 3-5 for 50 points
Keywords: X-Men

Team Ability
X-MEN: POWER: Choose an adjacent friendly character that can use this team ability and heal that character 1 click and roll a d6. [1] – [4]: This character is dealt 1 unavoidable damage.

Standard Powers/Abilities
They will be listed as Power: Click Number(s). This list does not include traited powers and abilities.

Movement
Mind Control: 1, 2, and 3 (listed with the special power)
Mind Control: 4 and 5

Attack
Incapacitate: 1 and 2

Defense
Defend: 1, 2, 3, and 4

Damage
Outwit: 1, 2, and 3

Improved Abilities, Traits, and Special Powers
Professor X has one Trait, one Improved Ability, and one special movement power.

Improved Ability: Improved Targeting when adjacent to opposing characters.

Trait:
Headmaster: X-Men
Leadership. Perplex, but only to target another friendly character with the X-Men keyword. During force construction, you may include one STUDENT ID card on your force without adding its cost.

(Movement Special)
I Will Not Harm Another If I Can Help It: 1, 2, and 3

Mind Control. When Professor X uses it as a RANGE action, he targets all opposing characters within range, regardless of line of fire, and hit targets can’t make attacks during this action.

Opinion and Strategy

I’ve played with this piece and against this piece in several different formats. In a Battle Royale, it took three players to take down the player with Professor X. He used him and a piece with Telekinesis to move his Professor X around while Professor X just messed up all of our placement and strategy. I’ve played against him in a 300 point sealed event as well, and he was wrecking everyone’s ability to strategical place their pieces. Playing against him in a constructed 300 or 400 point game is just bananas when he’s put on a solid team. He’s a nasty little surprise off of an ID Card too, which I’ve used and had used against me.

Professor X doesn’t need line of fire when he uses his Mind Control as a range action and he has a range of eight. He’s great as a ID call in for competitive games. He’s still good on your main force for a more competitive game, because you can Sideline a free Leech Student ID. If you have the points to add him to your main force, he could be worth it for the assisted strategical placement of your opponent’s pieces.

His trait isn’t bad either since it’s Leadership. If you’re playing other X-Men keyword pieces, you can use his Perplex on them, which makes an X-Men theme team appealing.

Professor X is Indomitable as well, meaning he can mess up someone’s world two turns in a row without taking push damage. He has that cool Mind Control on both starting clicks. At 75 points, he starts with Outwit, Defend with an 18 defense, and Incapacitate with an attack of 12. At 50 points, he starts with Outwit (but only has it on one click), Defend with a 17 defense, and an attack of 11. I don’t have a favorite team build for him because I’ve played him on so many different teams. I can usually fit him in as an ID call in, if he’s not on my main force at his full 75 points.

There are lots of uses for this piece and with me being such a big fan of Mind Control, this Professor X is the piece for me!

What do you think of this figure?
Do you have a figure you would use in place of this one?
Is there a figure you would like me to Spotlight?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and remember to like, follow, and sub for more HeroClix content!

     LLAPLive long, and Prob it!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Punisher: Bringing Down The Exchange from the Marvel The Mighty Thor set.

W Punisher, Bringing Down The Exchange

Ruling – Ability

While Punisher is active, each time a character die you control is damaged during an opponent’s turn, deal 1 damage to target opponent.

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

while-active-light

Punisher’s ability will only trigger while she’s active during an opponent’s turn and only when a friendly character die is dealt damage. For example: I have two Punisher dice and two Sidekick dice active in the Field Zone on my opponent’s turn. My opponent uses a Global ability to deal two damage to one of my Sidekick dice. My opponent will be dealt one damage.

Punisher’s ability will trigger for each instance of damage to each character die, not necessarily for each point of damage. For example: My opponent has a Force Beam basic action die with a burst. They use it on their turn to deal two damage to all three of my character dice. I have an active Punisher die and three character dice that are damaged. Punisher will deal three damage to my opponent. If my opponent had used Force Beam without the burst, the damage that Punisher would deal would still have been three damage.

Even if Punisher is KO’d by damage, her ability will still trigger. This is because she was still active when her ability was triggered.

Punisher’s ability is not optional and will trigger each time one of your character dice are dealt damage during an opponent’s turn.

Miscellaneous Card Information

~ Punisher is a Bolt type character card.
~ She does not have an affiliation.
~ She has a Max Dice of four.
~ This card is an Rare and is #119 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There is not a ruling for this specific card.

Ruling about abilities triggering when the character is KO’d, here.

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

Turn Order Summary Reference

turn-order

Opinion

Pairing this card with Cosmic Cube: Energy of the Beyonders could be a very nasty combo. But, I don’t think this particular combo will see any kind of competitive play because Cube teams usually work much, much faster. Punisher’s purchase cost is the biggest drawback for competitive play. I wouldn’t be surprised if it popped up in some local scenes though. I also would not be surprised to see folks using Punisher as a Cube-deterrent card either. Why would I want to use my Cube while my opponent has an active Punisher, just to help kill myself?! You aren’t really relying on your opponent to damage your characters with that type of strategy. You would want to save energy for Globals that deal damage to target character dice, and damage your own characters during the turn your opponent used a Cube or two.

If Babs or Hulk: Green Goliath were still major contenders in the competitive scene, I’d say Punisher might have a place. Most major competitive scenes have drifted towards direct damage to the player instead of going for the character dice. Punisher’s defense leaves something to be desired for a character that has a While Active ability because she can be very easily KO’d. She’s also an easy target for DWiz, Cold Gun, Shriek, and even Blob.

Most casual scenes don’t see those crazy blanking cards, so Punisher definitely has a chance to see some play in those areas. Give her a try some time on a casual team!

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

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

W Cosmic Cube, Energy of the Beyonders

Ruling – Ability

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

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

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

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

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

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

Miscellaneous Card Information

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

Official Sources

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

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

Turn Order Summary Reference

turn-order

Opinion

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

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

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

Greetings Fellow Clix Fans!

 

I’ve decided to introduce a new monthly article series called HeroClix Figure Spotlight! In this article series, I want to showcase a figure that I enjoy playing with and think other players might enjoy as well. I want to keep the choices Modern Age, but I might occasionally throw in an older piece here or there. All the showcased figures will be pieces I’ve used multiple times in various types of games, unless stated otherwise. I want to help fellow players and I’m hoping that this article series is helpful for a variety of players!

Welcome to my first article of HeroClix Figure Spotlight! I had a very difficult time choosing the figure I wanted to highlight for this article. I decided to go with a figure from the Star Trek Away Team: The Original Series set, Lt. Uhura!

029

Figure Information

Point Value: 40 points
Dial Depth: 4 Clicks
Keywords: Starfleet

Team Ability
United Federation of Planets:
When this character is given a MOVE action, modify speed +1.

Standard Powers/Abilities
They will be listed as Power: Click Number(s).

Movement
Sidestep: 1, 2, 3, and 4

Defense
Defend: 3 and 4

Damage
Perplex: 4 – Also 1, 2, and 3, but with a special power.

Traits and Special Powers/Abilities
Lt. Uhura has one trait and one special damage power.

Trait:
Communications Officer
At the beginning of the game, you may choose a copyable team ability that an opposing character can use. As long as Lt. Uhura is on the map, adjacent friendly characters and friendly characters with the Starfleet keyword can use that team ability.

Damage Special: 1, 2, and 3
Monitoring All Channels, Captain
Perplex. When Lt. Uhura uses it, she has a range value of 10 and can use [Improved Targeting][Hindering][Blocking][Elevated].

Opinion and Strategy

Back when I did my review of the Star Trek Away Team Starter, I was test playing those pieces against some of the locals and their Modern Age casual teams. The starter plays well on its own, but since the set released, I’ve played several variations of Starfleet themed teams and this Uhura is the usually the first piece I choose. Uhura is only 40 points, which leaves plenty of room on a 300 or 400 point team for plenty of other pieces.

I love using this piece because she can use Perplex with a range of 10 and she can see through almost anything (except characters). She’s easy to keep hidden from the enemy’s line of fire but can still benefit her own team. She has Defend on her last two clicks, which I haven’t found very useful yet. Sidestep is invaluable when trying to move her into a more favorable position.

One of my favorite teams to play using this piece is:
(40) Lt. Uhura (Rare) #29
(100) Captain Kirk (Rare – Title) #26
(45) Dr. McCoy (Uncommon) #20
(15) Nurse Chapel (Common) #9
(50) Mr. Scott (Starter) #103
(50) Lt. Sulu (Chase) #50
(300 points)

I know that some folks think two Support pieces is too many, but I’ve found them to be very useful in my local meta. This is not a team I’d take to a WKO or ROC, but it’s great for our local play. Kirk can pull in Starfleet Security Officers (Common #3) so they can take a KO, or Yeoman Rand (Uncommon #22), whichever I need at the time. I will sometimes substitute Dr. McCoy for Ensign Chekov (Common #7) so I have Probability Control, but it depends on who is playing and what they’re playing. I typically only swap those two if folks say they’re using Prob pieces. I don’t like using Prob when nobody else is in small local games.

Uhura has been invaluable on all my Starfleet builds, because my opponent is usually tied up with Kirk or Sulu or trying to kill my healers and they neglect to pay Uhura any attention. All the while, she’s buffing someone’s combat values and making it that much harder to hit Sulu, or giving that extra bit of damage or attack to Kirk. I’ve even used her to buff McCoy’s speed so he could get in base contact with Kirk, who was one square away from where McCoy would have stopped. I also love that Uhura can use her special Perplex on opposing figures too, because it doesn’t say that she can’t!

She also has the ability to give all your Starfleet dudes a copied opposing Team Ability. That’s pretty handy with ones that give Stealth or Improved Targeting into Hindering terrain, which is really nice to have with Kirk’s first two clicks.

What do you think of this figure?
Do you have a figure you would use in place of this one?
Is there a figure you would like me to Spotlight?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and remember to like, follow, and sub for more HeroClix content!

 LLAPLive long, and Prob it!

Greetings Fellow Dice Fans!

 

There has been an errata!

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

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

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

W The Bifrost, Bridge Between Realms

Ruling – Ability

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

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

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

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

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

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

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

Ruling – Global Ability

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

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

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

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

This Global does not target.

Miscellaneous Card Information

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

Official Sources

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

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

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

Turn Order Summary Reference

turn-order

Opinion

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

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

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

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

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

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

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

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

Roll on, Dice Masters!