Posts Tagged ‘Ruling’

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Elektra: Way of the Stick from the Marvel Deadpool set.

W Elektra, Way of the Stick

Ruling – Ability

Elektra has 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

Elektra’s ability says that while she active, all of your character dice that have a purchase cost of two or less cannot be the target of either player’s Global abilities. This means your opponent can’t target your characters with a purchase cost of two or less with a Global, but you can’t target those characters with a Global either.

Elektra’s ability references the printed purchase cost on a character card. If you use a cost reducer to reduce the cost of a character to two or less, her ability will not apply to that character.

Elektra’s ability will also include Sidekicks. Sidekicks are character dice while in the Field Zone, and they have a purchase cost of zero. Since Elektra blocks Globals for character dice with a purchase cost of two or less, this would include your Sidekick dice.

If Elektra’s ability text is blanked or becomes ignored, the character dice under her protection would be vulnerable to Global abilities once again.

Global abilities that do not target can still be applied to the character dice that Elektra is protecting.

Miscellaneous Card Information

~ Elektra is a Mask type character card.
~ She has the Thunderbolts affiliation.
~ She has a max dice of four.
~ This card is a Rare and is #92 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a ruling for this card, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

Part of me is always surprised when folks ask about this card. But then the other part of me is not surprised. The rulebook is a great resource to help you start the game, but it doesn’t explain everything and WORF is becoming increasingly difficult to navigate and locate specific rulings. One of those rulings is an older one about the Sidekick dice and their purchase cost being zero, which I can’t find now. I also can’t find it anywhere in the rulebook. Basic information shouldn’t be this difficult for newer players to find. Page 6 and 7 is where most of the Sidekick info can be found, but there is no mention in this section about a Sidekick’s level or purchase cost. On page 24, it briefly mentions that Sidekicks only have one level, but that’s something that should be in the basic information about Sidekicks – not tucked away under the Levels and Spinning section. And since that information is relevant to that section, it should be mentioned there too, but not as the only reference.

But this is the reason that I continue to write these articles. I want to help new players understand card abilities that may be confusing. But I don’t feel like I’m up to writing a comprehensive rules document as most folks would probably disregard it anyway since it wouldn’t be an official document.

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

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

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Roll on, Dice Masters!

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Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Jervis Tetch: Malice in Wonderland from the DC Batman set.

W Jervis Tetch, Malice in Wonderland

Ruling – Ability

Jervis’s ability is a When Attacks ability. His ability will trigger for each of his dice that attack.

When Jervis attacks, you gain control of a target opposing character die with a purchase cost of four or less. That character die is required to attack, if they’re able, on this same turn.

When a Jervis die attacks, you can target any character die with a purchase cost of four or less, which includes basic Sidekick dice. Basic Sidekick dice are considered level one characters with a purchase cost of zero while they are in the Field Zone.

The targeted die is then moved into the Attack Zone with Jervis to show that both of the dice are attacking.

IMG_5594

When the control of the die ends at the end of turn or when the controlling die is KO’d, you must return the controlled die to the area you took it from. You can use an ability like the Global on Blink – Transmutation (during the Attack Step) to move a Jervis die back to your Field Zone and the controlled die will still be attacking.

If the controlled die would be placed in your Used Pile or Prep Area, it goes to your opponent’s Prep Area instead.

If you control a die that is the same die of a character on your team, the controlled die will reference your opponent’s character card.

Normally, a controlling die cannot attack but because Jervis is required to attack in order to control a die, he is an exception.

Jervis’s ability is not optional. You must take control of a character die with a purchase cost of four or less when you attack with Jervis (if there is a legal target). That die is also assigned to attack, which is not optional.

Miscellaneous Card Information

~ Jervis Tetch is a Shield type character card.
~ He has the Villain affiliation.
~ He has a max dice of four.
~ This card is a Rare and is #99 of 124.

Examples

These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario and each example only features relevant parts of the turn, not the entire turn.

Example One:
Attacking with multiple Jervis dice.

Game State
~ I have two level two Jervis Tetch (2A/1D) dice in the Field Zone.
~ My opponent has a level three Red Hood: Jason Todd (5A/5D) die and a Sidekick die in the Field Zone.
~ The turn is moving into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign both of my Jervis dice to attack, moving both of them into the Attack Zone.
~ Both of their abilities are triggered simultaneously when they attack.
~ The first Jervis die will gain control over my opponent’s Sidekick die, moving it to the Attack Zone on my side.
~ The second Jervis die will gain control over my opponent’s Red Hood die, moving it to the Attack Zone on my side.
(Attack Step – Assign Blockers)
~ My opponent does not have any characters to assign as blockers.
(Attack Step – Actions and Globals)
~ I choose not to use any Actions or Globals. (This would be the moment that I could use the Global on Blink – Transmutation to push my Jervis back to my Field Zone and not lose control over the controlled dice.)
~ My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ Since none of the characters were blocked, they will all deal their attack value in combat damage to my opponent’s life total. Red Hood is going to deal 5, each Jervis will deal 2 each, and the Sidekick will deal 1 – for a total of 10 damage.
~ As soon as the character dice damage my opponent, they move Out of Play.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area.
~ Characters blocked, but not KO’d are removed from the Attack Zone, but stay in the Field Zone. The Attack Zone is part of the Field Zone, but only attacking and blocking characters can be in the Attack Zone.
~ Dice that are Out of Play will move into the Used Pile. My opponent’s Red Hood and Sidekick die will go to my opponent’s Prep Area instead of the Used Pile.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability).
~ All damage is cleared.
~ End of turn abilities will resolve.
~ My turn is now over and my opponent’s turn will begin.

Official Sources

WizKids Official Rules Forum (WORF)
I have a pending question with WORF in regards to the Jervis Tetch cards. There are no official rulings at the time this article was written. I will update with red text when I see an official ruling.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I really don’t like the wording on any of the Jervis cards. And until there is an official ruling, my ruling is how we will be playing it locally. I wanted to wait for the official ruling before doing a CCW on any Jervis, but I’ve been getting several requests and questions about him. This prompted me to sit down and really pour over rulebooks and WORF posts in an effort to decipher how this obscenely confusing card is supposed to work.

If/when WORF gives us a ruling, I will most definitely update this article, or post a corrected article if need be. I’ve never claimed to be an expert and if you have a different way you think he should be handled, I’m totally up for discussion!

As far as the ability, it can devastating, for sure. He can easily remove parts of that wall to allow for some damage to get through, or take all their characters from the field and smack them with them. I would not use Blink or Distraction Globals because that could hinder your overall goal if your opponent uses those Globals to push their stolen characters back so they get them back.

I think this guy has potential in drafts for sure, but because there isn’t a solid ruling from WORF on him, I’m not planning on testing him in Modern Age or Golden Age.

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

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

Special thanks to The Reserve Pool and WizKids for the use of their sites.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

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

W The Question, Find the Answers

Ruling – Gadgeteer Keyword

From the WizKids Keywords page:

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

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

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

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

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

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

Action and Energy Faces

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

Ruling – Ability

The Question’s other ability works like a While Active ability even though it doesn’t say While Active. A While Active ability is one that works regardless of how many of the character’s dice are in the Field Zone. While Active abilities are like a light – it’s either on, or it’s off.

 

while-active-light

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

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

Miscellaneous Card Information

~ The Question is a Mask type character card.
~ He has the Justice League affiliation.
~ He has a max dice of four.
~ This card is a Uncommon and is #75 of 124.

Examples

These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario and each example only features relevant parts of the turn, not the entire turn.

Example One:
Gadgeteer and Using Action Dice.

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

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling about similar text for using an action die, here.
You can find a relevant ruling about Continuous actions and abilities, here.
You can find a relevant ruling about While Active text being missing from the card, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Captain America: Anti-Reg from the Marvel Civil War Starter set. I wanted to go with a patriotic theme since today is Independence Day here in the US, and what better character to choose than Captain America himself!

04 Captain America, Anti-Reg

Ruling – Resistance Ability

Resistance is a keyword that can be found in the Civil War set. A character with Resistance will grant you some kind of benefit if a character you control was KO’d. These benefits from the different Resistance abilities will vary and the keyword can be found on characters, Basic Actions, and non-Basic Actions.

Any game effect that KO’s a character could trigger a Resistance ability. For example, Fabricate – if you have Captain America active and you Fabricate two characters, you will gain the benefit from his Resistance ability and gain one life at the end of your turn. Another example would be if your opponent used the Unstable Canister Global during your turn to KO one of your Sidekick dice while you have Captain America active.

When you Sacrifice a character die, that is not the same as KO’ing them, which will not trigger a Resistance ability.

If a character with Regenerate is successful in regenerating, you will not gain the Resistance ability. Regenerate is a considered a KO replacement effect.

Captain America’s Resistance 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

Captain America’s Resistance ability says that as long as he’s active at the end of your turn, if a character die you control was KO’d this turn, you gain one life. This ability only checks that the requirements were met and not how many times they were met.

This ability is not optional and you must gain life if the Resistance ability was triggered. You cannot go above 20 life, so if you’re already at 20 life, you will not gain life.

Ruling – Ability

Captain America has a second ability on his card and it is also a While Active ability. At the end of your turn, as long as Captain America is active, you spin each of your Captain America dice up one level.

Dice Levels

In the picture above, you can see the sides of the dice as shown on the bottom of Captain America’s card. All character dice levels are displayed in the same place on character cards. The first three images are of the energy faces and do not have levels. The first character face is Level 1, the second character face is Level 2, and the third character face is Level 3. This is the same for all character dice, except for basic Sidekick dice. Basic Sidekick dice don’t have a character card and while they are in the Field Zone, they’re only Level 1.

If an ability instructs you to spin a character die to a different level, always reference the character card to confirm the correct level, then spin that character die accordingly. Basic Sidekick dice do not have multiple levels and they cannot spin to a different level.

This ability is not an optional ability. At the end of your turn, you must spin all of your active Captain America dice up one level from their current level. A level two Captain America die will spin up to level three and a level one die will spin up to level two. Any level three Captain America dice will not be affected by this ability because they are at the maximum level for a character die.

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 a Common and is #4 of 142.

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:
Triggering Captain America’s abilities.

Game State
~ I have a level one and a level two Captain America die in the Field Zone. I also have a Sidekick die.
~ My opponent has two Sidekick dice in the Field Zone.
~ My Attack Step has just begun.
(Attack Step – Assign Attackers)
~ I assign my Sidekick die and my level one Captain America die to attack, moving them into the Attack Zone.
(Attack Step – Assign Blockers)
~ My opponent decides to block with both of their Sidekick dice.
~ My opponent assigns the first Sidekick to block my attacking Sidekick, moving it into the Attack Zone and placing it in front of my attacking Sidekick.
~ My opponent assigns the second Sidekick to block my attacking Captain America die, moving it into the Attack Zone and placing it in front of my attacking Captain America die.
(Attack Step – Assign and Resolve Damage)
~ My Sidekick deals one damage to the blocking Sidekick and the blocking Sidekick deals one damage to my Sidekick. Both will be KO’d.
~ My Captain America die deals two damage to the Sidekick die that’s blocking him, and that Sidekick deals one damage to Captain America. Captain America has a defense of four, so that one damage will not KO him. The Sidekick will be KO’d because it only has a defense of one.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area. My opponents two Sidekick dice go to their Prep Area and my Sidekick goes to my Prep Area.
~ Characters blocked, but not KO’d are removed from the Attack Zone, but stay in the Field Zone. The Attack Zone is part of the Field Zone, but only attacking and blocking characters can be in the Attack Zone.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability).
~ All damage is cleared, so Captain America will no longer have the one damage from the Sidekick.
~ End of turn abilities will resolve. Captain America’s Resistance ability will trigger and allow me to gain one life if my life total is below 20 because a character that I control was KO’d this turn. His other ability triggers as well and my level one Captain America die spins up to level two and my level two Captain America die spins up to level three. Since both abilities happen at the same time and I control both abilities, I can choose the order in which they resolve.
~ My turn is now over and my opponent’s turn will begin.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

This is one of my favorite Captain America cards that is currently legal for Modern Age. I love the art, love the die, and really dig the ability on it. There are plenty of ways to KO your Sidekick dice, like a force block Global, Fabricate, or even a burn Global. Captain America is one of those cards that just dares your opponent to Unstable Canister Global your little dudes. When they do and Cap sees it happen, you gain life back! I have yet to really be able to play with this card outside of Limited constructed events that we held for Civil War. I think I may try to add him onto a current Lockout League build I’m working on for Saturday. I don’t think he’s necessarily worthy of a competitive team spot, but I’ve seen much less deserving cards on highly successful teams in the past. I hope someone sees what a gem this guy can be and tries using him. His major downside is that atrocious fielding cost, but at least he’s not really expensive to purchase. A four cost character that just needs to stay in the Field is not a terrible purchase. I think the best place for this Cap to shine is in the casual and Limited areas.

I also want to take a moment to say Happy Independence Day to all my fellow Dice Masters here in the US. I hope that everyone has a safe and fun holiday!

captain-america-wwii-pose-with-flag-5469

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Mr. Freeze: Dr. Victor Fries from the DC Batman set.

W Mr. Freeze, Dr. Victor Fries

Ruling – Ability

Mr. Freeze has a When Fielded ability. A When Fielded ability will trigger when that character die is ‘fielded’ either by paying its fielding cost and placing it into the Field Zone from the Reserve Pool, or when an ability allows you to ‘field’ that character die. An ability that swaps, moves, places, etc. will not trigger a When Fielded ability.

Mr. Freeze’s ability allows you to put a Stun Token on an opposing character card. That character does not need to be active in order to use his When Fielded ability on a character card.

Ruling – Stun Tokens

Stun Tokens prevent a character’s dice from attacking or blocking. If a character card has any number Stun Tokens on it, none of those character dice can attack or block.

A character card can have more than one Stun Token on it. Stun Tokens can be removed, but the owner of the character card must pay two generic energy each. Removing a Stun Token can be done at any time the player could use a Global.

Removing a Stun Token during the Attack Step must be done during the Actions and Globals portion of the Attack Step, after the Assign Blockers portion. This means the character that just had all their Stun Tokens removed has missed the opportunity to block that same turn.

Miscellaneous Card Information

~ Mr. Freeze is a Bolt type character card.
~ He has the Villain affiliation.
~ He has a max dice of four.
~ This card is a Common and is #23 of 124.

Examples

These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario and each example only features relevant parts of the turn, not the entire turn.

Example One:
Using Mr. Freeze’s ability.

Game State
~ I have a level one Mr. Freeze die and a Fist energy in my Reserve Pool.
~ My opponent does not have any character dice in the Field Zone.
~ It’s during my Main Step.
(Main Step)
~ I spend my Fist energy, moving it Out of Play, to pay for Mr. Freeze’s fielding cost.
~ I then field Mr. Freeze’s die by moving it from the Reserve Pool to the Field Zone and his When Fielded ability triggers.
~ I choose any character card on my opponent’s team and place a Stun Token on that card.
~ The rest of the turn proceeds as normal.

Example Two:
Removing multiple Stun Tokens.

Game State
~ I have a level one character die in my Field Zone and that character’s card has two Stun Tokens on it.
~ I have two Bolt energy, one Mask energy, and one Fist energy in my Reserve Pool.
~ It’s the end of my opponent’s Main Step and they have passed me priority.
(Main Step)
~ I spend one Mask and one Fist energy, moving them to the Used Pile, to remove one of the Stun Tokens on my character’s card.
~ I spend my two Bolt energy, moving them to the Used Pile, to remove the second Stun Token from my character’s card.
~ The rest of the turn proceeds as normal.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

The more I read this card, the more I really like him. Using him with Parallax and Fabricate could be a great way to get multiple Stun Tokens on several character cards, forcing your opponent to waste precious resources to free up those characters. I really love the idea of Stun Tokens too, and I think it’s really silly that they can stack! It’s not over powered though because Mr. Freeze is a five cost character (the cheapest one too) and his fielding cost is one on all levels. It balances out a little and makes you work for those Stun Tokens, but if you can get a good flow going, you could lock down your opponent’s team and then attack with your Mr. Freeze dice for a chilling victory!

Yes, I went there.

How could I not when my favorite Mr. Freeze of all time is the Arnold Schwarzenegger?! I know… everyone hates him except for me, but I don’t care! I want an alt art Arnold Freeze card!

Arnold Freeze

Arnold aside – This Mr. Freeze card has lots of potential in Modern Age and casual play, but I think it may be just a bit too slow for Golden Age. I could be surprised though and someone could find a team build that works. As far as drafts go, this guy is ridiculous. I’ve not had the opportunity to use him, but I’ve seen him in action, and folks that use him have an easier time against those troublesome Red Hoods.

I have a Modern Age team build that I want to test with this particular version of Freeze, and I’m itching to try it. I’ve been too busy trying to make my Jessica Jones/Goliath/Proton Canon work and I need to move on to something else. I would totally recommend this card for other players to test in Modern Age and play around with in casual settings.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Luke Cage: Harlem Raised  from the Marvel Defenders Team Pack.

22 Luke Cage, Harlem Raised

Ruling – Ability

Luke Cage’s ability triggers only when he is blocked. When he’s blocked, you may reroll him and if he rerolls into a character face, he gains Overcrush. If he rerolls into energy, you put him on his level one face and place him into the Field Zone and he will no longer be attacking.

Luke Cage’s ability says that you may reroll him if he’s blocked. This ability is optional, meaning if he’s blocked, you aren’t required to reroll him. If he’s blocked and you decide to reroll him, he will remain on the character face that you rerolled him on and gain Overcrush.

If you choose to reroll a blocked Luke Cage die and it lands on an energy face, you will have to place his die back into the Field Zone at level one. This will remove him from the Attack Zone and he will no longer be considered attacking. Characters that blocked him will not take damage from him and he will not take damage from the blocking character dice.

It’s worth noting that the normal rules for rerolling a character from the Field/Attack Zone into energy, would move that die to the Reserve Pool. Luke Cage has a special part to his ability that allows him to be placed on his level one side in the Field Zone instead.

Ruling – Overcrush

Overcrush is an ability that allows a blocked attacking character to deal damage to the defending player, so long as it’s attack value is higher than the blocking character’s defense value. If an attacking character has an attack of five and the blocking character has a defense of three, the defending player would take damage equal to the difference. In this example, the defending player would take two damage.

A character with Overcrush that’s blocked can deal damage to the defending player only if all of their blockers are KO’d or REMOVED as blockers by other means. An example of removing the blocker would be the attacking player using an Imprisoned die on blocking characters during the Actions and Globals portion of the Attack Step.

If a blocking character is removed or KO’d before the Assign and Resolve Damage portion of the Attack Step, the attacking character with Overcrush would deal their full attack value to the defending player.

Another important aspect about Overcrush that needs to be noted is how the damage is assigned and resolved. The blocking character is assigned the attacker’s full attack value. Overcrush is a special ability that allows the excess damage, the amount greater than the blockers defense, to be dealt to the opponent. For example: I’m attacking with a character that has a seven attack and Overcrush. My opponent blocks with a Sidekick that only has one defense. The Sidekick is assigned seven damage, but Overcrush will allow me to deal six of that to my opponent.

Miscellaneous Card Information

~ Luke Cage is a Fist type character card.
~ He has the Defenders affiliation.
~ He has a max dice of four.
~ This card is a Common and is #22 of 24.

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:
Rerolling Luke Cage and he lands on a character face.

Game State
I have a level one Luke Cage die and my opponent has two Sidekick dice in the Field Zone.
– We are moving into the Attack Step.
(Attack Step – Assign Attackers)
– I assign my Luke Cage die as an attacker, moving him into the Attack Zone.
(Attack Step – Assign Blockers)
– My opponent decides to assign both of his Sidekick dice to block Luke Cage, moving them into the Attack Zone in front of my Luke Cage die.
– Luke Cage is blocked, so I can now activate his ability if I choose to do so, which I do, and reroll Luke Cage.
– He lands on his level two character face and now has Overcrush.
– He is still attacking and still blocked by the two Sidekicks because he never left the Field Zone.
(Attack Step – Actions and Globals)
– I do not use any Actions or Globals.
– My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
– Luke Cage must KO all of his blockers in order to deal damage to my opponent.
– Luke Cage assigns one damage to one Sidekick and two damage to the other.
– Both Sidekicks assign their one damage to Luke Cage.
– Both the Sidekicks are KO’d by Luke Cage’s combat damage and will go to the Prep Area.
– Because Luke Cage has Overcrush, the excess damage (greater than the Sidekick’s defense) will be dealt to the defending player.
– My opponent will take one damage.
– Luke Cage will take two damage total from the blockers, but it’s not enough to KO him.
– Luke Cage will return to Field Zone. He does not go Out of Play because he was blocked and not KO’d.

Example Two:
Rerolling Luke Cage and he lands on an energy face.

Game State
I have a level one Luke Cage die and my opponent has two Sidekick dice in the Field Zone.
– We are moving into the Attack Step.
(Attack Step – Assign Attackers)
– I assign my Luke Cage die as an attacker, moving him into the Attack Zone.
(Attack Step – Assign Blockers)
– My opponent decides to assign both of his Sidekick dice to block Luke Cage, moving them into the Attack Zone in front of my Luke Cage die.
– Luke Cage is blocked, so I can now activate his ability if I choose to do so, which I do, and reroll Luke Cage.
– He lands on the single energy face.
– Luke Cage’s die is now placed in the Field Zone on his level face. He is no longer attacking or blocked.
– The two Sidekick dice return the Field Zone as well, because the blocked character is no longer attacking.
(Attack Step – Actions and Globals)
– I do not use any Actions or Globals.
– My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
– There isn’t any damage to assign or resolve.

Official Sources

WizKids Official Rules Forum (WORF) does not have a ruling for this specific card.

Here are all the relevant Overcrush rulings:
Removed Blockers
Assigning Damage and Damage Dealt
Overcrush Clarifications

You can find a relevant rerolling ruling, here.

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I’m definitely not a fan of this card, but I can see why he appeals some players. There is that possibility of a rolling him onto his level three side with a six attack and Overcrush. But honestly, there are far better characters that just have Overcrush and better level one and level two attack stats. She-Hulk: Sensational is a perfect example. I think Carnage: Sinister and even Hill Giant: Apprentice Giant are better than this Luke Cage. All those example cost the same or less than this Luke Cage. Hill Giant is the only one with really low defense but for a purchase cost of three, he’s still better in my opinion. Folks have mentioned that you can pump his attack with a Global, or spin him up after the reroll with Mutation’s Global, but those are far too unreliable. I think this Luke Cage has a purchase cost that’s too high for his stats and ability, when there are characters that are better with the same purchase cost.

 The image choice for the die is a little odd. There are plenty of folks out there that had no clue it was a flexing arm – including me. I thought it was a wonky heart or a cracked stone of some kind. While a flexing arm is perfect for Luke Cage, I think it could have been executed a little better. The art choice for this card is awesome! I like when they occasionally choose art that shows the more casual side of the characters.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Ranx: Malevolent Metropolis  from the DC War of Light set. This randomly selected card is brought to you by DM Retrobox.

Before we get into the game related part of this week’s article, I want to briefly talk about who Ranx is. I’m not that familiar with the DC Universe – or more specifically the Lantern part of it. I had no idea who Ranx was, so I went to Wikipedia for some answers. In short, Ranx is a sentient city that is often viewed as a villain of sorts. It is classified as a planetoid and has many unique abilities, including powers granted to it by the yellow power ring. I found this character to be interesting and if not for Dice Masters, I probably wouldn’t have known Ranx existed.

W Ranx, Malevolent Metropolis

Ruling Ability

Ranx has an ability that can be used during the Assign Blockers part of the Attack Step. Due to the nature of the ability, you may only use the ability if the character is active.

Ranx may block any number of Bolt type character dice that are attacking you. Those characters must be assigned as attackers in order for Ranx to block them. If you choose to use Ranx’s ability to block multiple Bolt characters, you may not block a character that isn’t a Bolt character. Characters with abilities like the one on Ranx may choose to block normally or may use their special blocking ability, but not both.

You may choose to use the ability or choose not to use it for each individual Ranx die that can block.

Standard Sidekick dice are not considered to be any energy type and would not be eligible for Ranx’s ability if you choose to use it. An Ally that is a Bolt type would be eligible.

A Crossover character that has a Bolt in its energy type is considered a Bolt character.

When a character is blocking more than one attacker, you do not get to deal your blocker’s full amount of damage to each blocked character. You can choose to assign all of it to one attacker or divide it among any number of blocked attackers.

Miscellaneous Card Information

~ Ranx is a Shield type character card.
~ It has the Villain and Sinestro Corps affiliations.
~ It has a max dice of four.
~ This card is an Uncommon and is #96 of 142.

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 multiple Ranx dice.

~ I have two level three Ranx dice (4/8) in the Field Zone. My opponent has five Bolt characters, a Mask character, and two Sidekick dice in the Field Zone.
~ (Attack Step – Assign Attackers) My opponent attacks with all five Bolt characters, the one Mask character, and the two Sidekick dice. My opponent moves all the attackers into the Attack Zone to show that they are attacking.
~ (Attack Step – Assign Blockers) I assign one Ranx die to block all five Bolt characters, moving it into the Attack Zone in front of the five Bolt characters. I assign the second Ranx die to block the Mask character, moving it into the Attack Zone in front of the Mask character. The Sidekicks are unblocked.

Example Two:
Assigning damage while blocking two or more characters.

~ I have one level three Ranx die (4/8) in the Field Zone. My opponent has two Hal Jordan dice (level one 3/2 and level two 4/3) and one Sidekick die (1/1) in the Field Zone.
~ (Attack Step – Assign Attackers) My opponent attacks with both Hal Jordan dice and the Sidekick die, moving them into the Attack Zone.
~ (Attack Step – Assign Blockers) I assign my Ranx die to block both Hal Jordan dice, moving it into the Attack Zone in front of the Hal Jordan dice. The Sidekick is unblocked.
~ (Attack Step – Assign and Resolve Damage) Ranx assigns three of its four damage to the level two Hal Jordan die and the last point of damage to the level one Hal Jordan die. This is enough to KO the level two Hal Jordan, but not the level one Hal Jordan. The two Hal Jordan dice assign their combined total of seven damage to Ranx, which is not enough to KO Ranx. The Sidekick die assigns and resolves its one damage to my life total and is then placed Out of Play.
~ (Clean Up) The KO’d Hal Jordan die is placed in the Prep Area. The characters that are not KO’d are moved out of the Attack Zone, back into the Field Zone. All effects end. Dice that are Out of Play are moved into the Used Pile.

Official Sources

WizKids Official Rules Forum (WORF) does not have a ruling for this specific card.

You can find a ruling about a similar ability, here.

Turn Order Summary Reference

turn-order

Ratings

I am temporarily removing my ratings from the Confusing Card of the Week articles. I plan to redo my ratings system and improve it!

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Shiklah: Succubus  from the Marvel Deadpool set.

W Shiklah, Succubus

Ruling Ability

Shiklah has 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

Shiklah’s ability says that while she’s active, you move a Sidekick die from your Used Pile to your Prep Area, but only at the beginning of your turn. If Shiklah is not active when your turn starts, you can not use her ability even if you field her later that turn. The beginning of your turn is before your Clear and Draw Step, so if you don’t have any Sidekick dice in your Used Pile before your Clear and Draw Step, you won’t be able to use her ability.

Ally characters only count as Sidekicks while they are in the Field Zone. Allies do not count as Sidekicks anywhere else, so you could not move an Ally character with Shiklah’s ability.

Any dice put into your Prep Area before your Roll and Reroll Step, cannot be rolled during your Roll and Reroll Step. Sidekick dice that are moved using Shiklah’s ability are not eligible to be rolled during the Roll and Reroll Step on the turn they are moved. They can be rolled that turn using other game effects such as Momentum or X-23.

Shiklah’s ability is not optional because it does not say that you ‘may’ move a Sidekick die from your Used Pile to your Prep Area. As long as she’s active at the beginning of your turn and you have any Sidekick dice in your Used Pile, you must move one into your Prep Area.

Miscellaneous Card Information

~ Shiklah is a Mask type character card.
~ She has the Deadpool affiliation.
~ She has a max dice of four.
~ This card is a Rare and is #112 of 124.

Examples

These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario and each example only features relevant parts of the turn, not the entire turn.

Example One:
Using Shiklah’s ability.

~ I have two Shiklah dice in my Field Zone and three Sidekick dice in my Used Pile. I have no dice in my Prep Area.
~ At the beginning of my turn, before my Clear and Draw Step, I must use Shiklah’s ability. I move one Sidekick die from my Used Pile to my Prep Area.
~ (Clear and Draw) I move any leftover dice from my Reserve Pool and place them into my Used Pile. I draw four dice from my bag and place them in my Prep Area – but keeping them separate from the Sidekick die I just moved there.
~ (Roll and Reroll) I roll the four dice that I drew this turn, but not the Sidekick that was put into my Prep Area at the beginning of my turn.

Official Sources

WizKids Official Rules Forum (WORF) does not have a ruling for this specific card.

You can find a ruling about dice placed in the Prep Area before the Roll and Reroll Step, here.

Turn Order Summary Reference

turn-order

Ratings

You can find a guide to my ratings, here.
These are personal opinion of the card being showcased and not an official reflection of current major meta.

Golden Age Rating

I would be really surprised to see this card make it onto any competitive level Golden Age team. There are way too many other cards that are much more effective and easier to utilize. I can’t give her a zero rating though because she is an alternative form of churn that doesn’t rely on a Global. While she’s not the best option for churn, she can’t be shut down by Global nullification like PXG can.

Shiklah: Succubus gets a rating of one out of five stars.
1 Star

Modern Age Rating

I could see Shiklah finding her way onto a few teams in the Modern Age format. She’s a more delayed form of churn, but if you keep her active, you’re always gonna have at least a Sidekick in your Prep Area every turn. I’m not quite convinced that she’s better than a rogue team character. She’s got a unique ability that requires her to be active at the beginning of your turn. This gives your opponent a whole turn to get rid of her if they want to. She can be blasted out of the field with a Cold Gun, or even bolted with the Global on Unstable Canister. But I guess if your opponent is spending their resources for that, they aren’t spending them on anything else.

Shiklah: Succubus gets a rating of three out of five stars.
3 Stars

Prime Rating

I’m not crazy about this card in Prime either. Her defense stats aren’t the best if you’re looking at an uncommon or rare Cold Gun across the table from you. It can take her out on two of her sides and mess with your churn flow. Personally, I’d rather use Stepford Cuckoos than Shiklah because I’m guaranteed a character or Sidekick die with Cuckoos, where Shiklah relies on there being Sidekicks in the Used Pile. She’s not a first pick for me in any format. She’s not a terrible card and I’ve seen others use her effectively for their team, but I’m not feeling her for my teams.

Shiklah: Succubus gets a rating of three out of five stars.
3 Stars

Casual Play Rating

I do not like this card for casual play. She causes so much confusion, like Lockjaw does if he KO’s dice with his ability. I just had a discussion about X-23 and this card with several different folks, trying to explain how the dice moved via her ability interact with dice drawn for the Roll and Reroll Step and with X-23. She’s a great card to use for X-23, but the confusion over the Roll and Reroll Step makes her very difficult for beginners to use. I’ve watched advanced players get confused over this card, and Lockjaw too. Many players do not realize that they can’t roll those dice that were just placed there on that turn. It’s a very common mistake and one that I know I’ve made several times. I do not recommend beginners use this card right away. I would recommend that players on a more advanced level try using her with cards like X-23 and Momentum to help teach other players.

Shiklah: Succubus gets a rating of two out of five stars.
2 Stars

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Shocking Grasp: Basic Action Card  from the Faerûn Under Siege Starter set.

W Shocking Grasp, BAC

Ruling Ability

Shocking Grasp is a Basic Action. If a card ability would affect an Action Die, Shocking Grasp could be chosen for the effect. One such example is Constantine: Antihero.

When you use Shocking Grasp, it deals one damage to a target character die. If the damage that Shocking Grasp does would KO that character, you can place the Shocking Grasp die in your Prep Area instead of Out of Play. If the character is not KO’d by the damage from Shocking Grasp, you must place the Shocking Grasp die Out of Play.

Shocking Grasp can target one of your opponent’s character dice or one of your own character dice. Players will sometimes target one of their own Sidekick dice or a character that has a When Fielded ability and KO that character with their own Shocking Grasp. This will enable them to reroll their character die next turn, as well as the Shocking Grasp die.

You can use other means to deal damage to a character with a defense larger than one, and then use the Shocking Grasp die to deal the final point of damage, allowing you to put Shocking Grasp into your Prep Area. Shocking Grasp must do the damage that KO’s the character in order for you to place the Shocking Grasp die in your Prep Area.

If you use Shocking Grasp and the damage KO’s a character, you are not required to put the Shocking Grasp die in your Prep Area. Putting the Shocking Grasp die in your Prep Area after KO’ing a character with it is optional because it says that you ‘may’ put this die in your Prep Area.

Miscellaneous Card Information

~ Shocking Grasp is a Basic Action Card with no energy type.
~ It does not have any affiliations, but it does have the Neutral type symbol.
~ It has a max dice of three.
~ This card is a Common and is #34 of 142.

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 Shocking Grasp during your Main Step.

~ I have a Shocking Grasp die in my Reserve Pool. My opponent has a Sidekick in the Field Zone.
~ (Main Step) I use my Shocking Grasp die to deal one damage to my opponent’s Sidekick. This KO’s the Sidekick, which allows me to place the Shocking Grasp die in my Prep Area instead of sending it Out of Play.

Example Two:
Using Shocking Grasp during your Attack Step.

~ I have a Shocking Grasp die in my Reserve Pool and a Sidekick in my Field Zone. My opponent has a Sidekick in the Field Zone.
~ (Attack Step – Assign Attackers) I assign my Sidekick as an attacker, moving it into the Attack Zone.
~ (Attack Step – Assign Blockers) My opponent assigns their Sidekick to block mine by moving their die into the Attack Zone and placing it in front of my Sidekick die (to show that it’s blocking that die).
~ (Attack Step – Actions and Globals) I use my Shocking Grasp die to deal one damage to my opponent’s Sidekick. This KO’s the Sidekick, which allows me to place the Shocking Grasp die in my Prep Area instead of sending it Out of Play. My opponent declines to use any Globals.
~ (Attack Step – Assign and Resolve Damage) My Sidekick was blocked by my opponent’s Sidekick. Even though I KO’d that Sidekick, my Sidekick will not deal any damage to my opponent.
~ (Clean Up) My Sidekick returns to the Field Zone because it was blocked and not KO’d. All dice Out of Play are moved into the Used Pile. All effects end unless otherwise stated.

Example Three:
Using Shocking Grasp on one of your own characters.

~ I have a Shocking Grasp die in my Reserve Pool and a Sidekick in the Field Zone.
~ (Main Step) I use my Shocking Grasp die to deal one damage to my Sidekick. This KO’s the Sidekick (sending it to the Prep Area), which allows me to place the Shocking Grasp die in my Prep Area instead of sending it Out of Play.

Example Four:
Using Shocking Grasp on a character with more than one defense.

~ I have a Shocking Grasp die and one Bolt energy in my Reserve Pool. I also have a level two Storm die in the Field Zone.
~ (Main Step) I spend one Bolt energy (moving it Out of Play) to use the Global on Magic Missile, dealing one damage to my Storm’s two defense. This means she can only take one more damage this turn before she’s KO’d.
~ (Main Step) I use my Shocking Grasp die to deal one damage to Storm. This KO’s Storm (sending her to the Prep Area), which allows me to place the Shocking Grasp die in my Prep Area instead of sending it Out of Play.

Official Sources

WizKids Official Rules Forum (WORF) does not have a ruling for this specific card.

Turn Order Summary Reference

turn-order

Ratings

You can find a guide to my ratings, here.
These are personal opinion of the card being showcased and not an official reflection of current major meta.

Golden Age Rating

Shocking Grasp definitely has its uses, but it’s a card that requires a specific team – especially in Golden Age. You could just throw this card on any team, but you likely aren’t going to get the full benefit unless the team has an actual use for it. A good character with a When Fielded ability and a low defense is a good reason to look at Shocking Grasp. It not only helps you churn your character, but it also gives you a bit a churn/ramp by letting you prep the action die if you KO its target. Sometimes it’s better to use an action die than bring a nasty Global. I can easily give this card a rogue rating for Golden Age. It’s a great card in the hands of the right pilot.

Shocking Grasp: Basic Action Card gets a rating of three out of five stars.
3 Stars

Modern Age Rating

I haven’t seen a bunch of teams that would find this card as an easy plug-and-play in Modern Age. I think this is a very useful card for the same reasons that it’s useful in Golden Age. If Bat-Family finds a meta spot in Modern Age, I could see this card potentially finding its way onto a few variants of that team, but probably not with a majority of them. It can be a good way to KO a level one Alfred, but Unstable Canister provides clearer and more effective option. Someone that’s staying away from Globals would be more likely to use this card. Again – great card, but requires the right pilot, which is why it earns another rogue rating.

Shocking Grasp: Basic Action Card gets a rating of three out of five stars.
3 Stars

Prime Rating

At the time of writing, this card was not legal for play in the Prime format.

Casual Play Rating

Shocking Grasp has text that’s very easy to understand for most beginners. I’ve seen several players asking about advanced tactics and strategy with this card so that’s one reason why I thought I would feature it. I’ve also noticed that the text on this card can be slightly confusing for those that do not speak and/or read English very well, which was another reason I chose to feature this card for this week’s article. However, the language barrier issue is not part of my consideration for my casual rating system. I wanted to put this article out there to help my friends in other countries to better understand this card. I know it’s easier for many of my friends to translate my articles than it is to translate card text. I’m here for all players across the world. I hope this article helps shed some light on this card for anyone out there that may be having trouble with it. I also hope it helps newer players with some uses for it that they may not have noticed before. I can easily recommend this card for players of all skill levels.

Shocking Grasp: Basic Action Card gets a rating of five out of five stars.
5 Stars

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Iron Spider: Waldoes  from the Iron Man and War Machine Starter set.

W 11 Iron Spider, Waldoes

Ruling – Suit Up Keyword

Suit Up is a new Keyword in the Iron Man and War Machine starter. Suit Up is an optional ability that allows you to field a die you just purchased by KO’ing another die. Suit Up only works for specific characters listed after the Suit Up keyword. For example, Iron Spider has Suit Up – Iron Spider or Spider-Man. When you purchase an Iron Spider die, you can KO an active Iron Spider die or a Spider-Man die to field the newly purchased die at level two. You can only KO character dice that you control for Suit Up.

A die that you field using Suit Up counts as being fielded for abilities that reference fielding.

The die you KO for a Suit Up ability counts as being KO’d for abilities that reference a character die being KO’d. Example: Vibranium Shield: Deflecting Bullets‘s ability would trigger when an Iron Spider or Spider-Man is KO’d for Iron Spider’s Suit Up.

The character die that is KO’d for the Suit Up ability must match the name. For example, you couldn’t KO an Iron Spidey die for Iron Spider’s Suit Up. Also, you wouldn’t be able to KO a Space Armor Iron Man for Suit Up – Iron Man.

* Note! *
You can use both Iron Spidey and Iron Spider on the same team. You cannot use Iron Spidey for Suit Up – Iron Spider. Iron Spidey is a different name from Iron Spider.

Miscellaneous Card Information

~ Iron Spider is a Fist Character.
~ He has the Stark Industries and Spider-Friends affiliations.
~ He has a max dice of four.
~ This card is a Common and is #11 of 34.

If you purchase the Iron Man and War Machine starter set, you will get all the cards, but not maximum dice for each character. You will need two starters for maximum character dice because those dice are not available in any other set.

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 Suit Up.

~ I have one level two Iron Spidey and one level one Iron Spider die in the Field Zone. At the beginning of my Main Step, I have a Sidekick, two Fist energy, and a Mask energy in my Reserve Pool.
~ (Main Step) I decide to field my Sidekick by moving it from the Reserve Pool to the Field Zone. The fielding cost is zero, so I do not need to pay energy to field the Sidekick.
~ (Main Step) I decide to purchase another Iron Spider die. I spend all three of my energy (moving it Out of Play). I decide to use Suit Up on Iron Spider. I KO my level one Iron Spider die that’s in the Field Zone and then field my newly purchased Iron Spider at level two.

Example Two:
Missing the Suit Up window.

~ I have one level two Iron Spidey and one level one Iron Spider die in the Field Zone. At the beginning of my Main Step, I have a Sidekick, two Fist energy, and a Mask energy in my Reserve Pool.
~ (Main Step) I decide to purchase another Iron Spider die. I spend all three of my energy (moving it Out of Play) and placing the Iron Spider die in my Used Pile.
~ (Main Step) I decide to field my Sidekick by moving it from the Reserve Pool to the Field Zone. The fielding cost is zero, so I do not need to pay energy to field the Sidekick. I realize that I forgot to use Suit Up on Iron Spider. I have to use Suit Up at the time I purchase the die, meaning the window to use Suit Up has passed. I am not allowed to use Suit Up and must continue with my turn.

Official Sources

WizKids Official Rules Forum (WORF) does not have a ruling for this specific card.

You can find a relevant ruling regarding character names, here.

*EDIT*
New ruling from WORF today, here.

Turn Order Summary Reference

turn-order

Ratings

You can find a guide to my ratings, here.
These are personal opinion of the card being showcased and not an official reflection of current major meta.

Golden Age Rating

While this ability is definitely unique and interesting, this is not a card I see being used in Golden Age. He’s a cheaper character with big attack stats, but his defense could get him blown up quickly and he doesn’t have any other benefit, like Fast. With Bard being the big dog in Golden Age, this card just doesn’t have its own place. It could be used on Bard teams, for that extra pow, but his fielding costs are a whole other issue. Bard teams like cheap to buy and cheap to field. He doesn’t quite fit the bill for Golden Age.

Iron Spider: Waldoes gets a rating of zero out of five stars.
0 Stars

Modern Age Rating

I don’t know if this card can find a place in Modern Age either. I think if someone is going to use Suit Up, it’s going to be on a different card, like Rescue or Space Armor Iron Man. He is a cheaper character, but we do have Unstable Canister in Modern. His highest defense is three – totally in the range to be blown up, which is very possible since Superwoman is a Modern Age card. There are still cheap cards in Modern Age with better stats and just as useful or better abilities that you could put in place of this particular card.

Iron Spider: Waldoes gets a rating of one out of five stars.
1 Star

Prime Rating

As the pool of cards narrows, this card begins to look better, but still not completely awesome. Cheaper characters with decent abilities begin to get scarce when you approach Prime. One of the unfortunate things about this card for Prime is that there aren’t any decent Spider-Man characters to pair him with. We are limited to the three from Civil War and they aren’t the greatest with two of them being five costs and one being a four cost character. His stats aren’t any better than Iron Spider’s either. While I still don’t like him for Prime, he’s got the best chance in this format to make it on a competitive team.

Iron Spider: Waldoes gets a rating of one out of five stars.
1 Star

Casual Play Rating

Suit Up has a well written description on most of the Suit Up cards. I don’t think it’s too confusing of an ability, but many players do ask about using characters like Iron Spidey for Suit Up – Iron Spider and Space Armor Iron Man for Suit Up – Iron Man. After explaining that the names on the cards must match the names on the ability, players usually don’t have any further issues with it. I really like this card for casual play. He’s cheap and has big attack stats. That’s something that appeals to many beginners, and he also has a cool ability that could easily be used as a teaching tool for strategy and tactics. I can easily recommend this card for players of all skill levels.

Iron Spider: Waldoes gets a rating of four out of five stars.
4 Stars

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